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
This commit is contained in:
Kelsi 2026-05-05 07:37:27 -07:00
parent 7971fd7989
commit f3846919a4
3 changed files with 62 additions and 0 deletions

View file

@ -603,6 +603,21 @@ void EditorUI::renderBrushPanel(EditorApp& app) {
ImGui::TextColored(ImVec4(0.6f, 0.6f, 0.6f, 1), "No stamp copied");
}
if (ImGui::CollapsingHeader("Canyon Generator")) {
static float canyonWidth = 15.0f, canyonDepth = 20.0f;
static int canyonSeed = 1;
ImGui::SliderFloat("Width##canyon", &canyonWidth, 5.0f, 50.0f);
ImGui::SliderFloat("Depth##canyon", &canyonDepth, 5.0f, 60.0f);
ImGui::InputInt("Seed##canyon", &canyonSeed);
ImGui::SameLine();
if (ImGui::SmallButton("Rnd##cs")) canyonSeed = std::rand();
if (ImGui::Button("Create Canyon", ImVec2(-1, 0))) {
app.getTerrainEditor().createCanyon(canyonWidth, canyonDepth, static_cast<uint32_t>(canyonSeed));
app.showToast("Canyon carved");
}
ImGui::TextColored(ImVec4(0.6f, 0.6f, 0.6f, 1), "Winding canyon across tile. Fill with water for river.");
}
if (ImGui::CollapsingHeader("Island Generator")) {
static float islandHeight = 30.0f, islandDrop = 20.0f;
ImGui::SliderFloat("Center Height##island", &islandHeight, 5.0f, 100.0f);