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feat(editor): winding canyon generator with seeded sine-wave path
- Canyon Generator: carves a winding canyon across the entire tile using layered sine waves for natural serpentine shape - Configurable width, depth, and seed for different canyon shapes - Quadratic falloff at edges for smooth cliff walls - Random seed button for quick shape exploration - Fill with Water mode for instant river canyon
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3 changed files with 62 additions and 0 deletions
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@ -603,6 +603,21 @@ void EditorUI::renderBrushPanel(EditorApp& app) {
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ImGui::TextColored(ImVec4(0.6f, 0.6f, 0.6f, 1), "No stamp copied");
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}
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if (ImGui::CollapsingHeader("Canyon Generator")) {
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static float canyonWidth = 15.0f, canyonDepth = 20.0f;
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static int canyonSeed = 1;
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ImGui::SliderFloat("Width##canyon", &canyonWidth, 5.0f, 50.0f);
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ImGui::SliderFloat("Depth##canyon", &canyonDepth, 5.0f, 60.0f);
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ImGui::InputInt("Seed##canyon", &canyonSeed);
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ImGui::SameLine();
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if (ImGui::SmallButton("Rnd##cs")) canyonSeed = std::rand();
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if (ImGui::Button("Create Canyon", ImVec2(-1, 0))) {
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app.getTerrainEditor().createCanyon(canyonWidth, canyonDepth, static_cast<uint32_t>(canyonSeed));
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app.showToast("Canyon carved");
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}
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ImGui::TextColored(ImVec4(0.6f, 0.6f, 0.6f, 1), "Winding canyon across tile. Fill with water for river.");
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}
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if (ImGui::CollapsingHeader("Island Generator")) {
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static float islandHeight = 30.0f, islandDrop = 20.0f;
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ImGui::SliderFloat("Center Height##island", &islandHeight, 5.0f, 100.0f);
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@ -860,6 +860,50 @@ void TerrainEditor::createHill(const glm::vec3& center, float radius, float heig
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dirty_ = true;
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}
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void TerrainEditor::createCanyon(float width, float depth, uint32_t seed) {
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if (!terrain_) return;
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float tileNW_X = (32.0f - static_cast<float>(terrain_->coord.y)) * TILE_SIZE;
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float tileNW_Y = (32.0f - static_cast<float>(terrain_->coord.x)) * TILE_SIZE;
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float tileCenter_X = tileNW_X - TILE_SIZE * 0.5f;
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float tileCenter_Y = tileNW_Y - TILE_SIZE * 0.5f;
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// Generate a winding path using sine waves
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auto canyonPath = [&](float t) -> glm::vec2 {
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float px = tileCenter_X + (t - 0.5f) * TILE_SIZE * 0.9f;
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float py = tileCenter_Y + std::sin(t * 6.28f * 1.5f + seed * 0.1f) * TILE_SIZE * 0.2f
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+ std::sin(t * 6.28f * 3.0f + seed * 0.3f) * TILE_SIZE * 0.05f;
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return glm::vec2(px, py);
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};
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for (int ci = 0; ci < 256; ci++) {
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auto& chunk = terrain_->chunks[ci];
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if (!chunk.hasHeightMap()) continue;
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bool modified = false;
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for (int v = 0; v < 145; v++) {
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glm::vec3 pos = chunkVertexWorldPos(ci, v);
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glm::vec2 p(pos.x, pos.y);
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// Find nearest point on canyon path
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float bestDist = 1e30f;
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for (float t = 0.0f; t <= 1.0f; t += 0.005f) {
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glm::vec2 cp = canyonPath(t);
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float d = glm::length(p - cp);
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bestDist = std::min(bestDist, d);
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}
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if (bestDist < width) {
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float falloff = 1.0f - (bestDist / width);
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falloff = falloff * falloff;
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chunk.heightMap.heights[v] -= depth * falloff;
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modified = true;
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}
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}
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if (modified) { stitchEdges(ci); dirtyChunks_.push_back(ci); }
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}
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dirty_ = true;
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}
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void TerrainEditor::createIsland(float centerHeight, float edgeDropoff) {
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if (!terrain_) return;
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@ -96,6 +96,9 @@ public:
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// Create an island shape (raised center, dropping to base at edges)
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void createIsland(float centerHeight, float edgeDropoff);
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// Create a winding canyon across the tile
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void createCanyon(float width, float depth, uint32_t seed);
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// Import/export heightmap (raw 16-bit grayscale, 129x129)
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bool importHeightmap(const std::string& path, float heightScale);
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bool exportHeightmap(const std::string& path, float heightScale);
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