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feat(editor): reset-to-flat button for terrain, consolidation
- "Reset to Flat" button in Noise Generator section: zeroes all heights across entire tile for starting over without creating a new terrain - Useful workflow: reset → noise → smooth → scale → clamp → auto-paint
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3 changed files with 20 additions and 1 deletions
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@ -479,8 +479,12 @@ void EditorUI::renderBrushPanel(EditorApp& app) {
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app.getTerrainEditor().scaleHeights(hScale);
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app.showToast("Heights scaled");
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}
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if (ImGui::Button("Reset to Flat", ImVec2(-1, 0))) {
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app.getTerrainEditor().resetToFlat();
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app.showToast("Terrain reset to flat");
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}
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ImGui::TextColored(ImVec4(0.6f, 0.6f, 0.6f, 1),
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"Exaggerate (>1) or flatten (<1) terrain relief");
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"Scale: exaggerate (>1) or flatten (<1) relief");
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}
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ImGui::Separator();
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@ -652,6 +652,18 @@ void TerrainEditor::smoothEntireTile(int iterations) {
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dirty_ = true;
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}
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void TerrainEditor::resetToFlat() {
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if (!terrain_) return;
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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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chunk.heightMap.heights.fill(0.0f);
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dirtyChunks_.push_back(ci);
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}
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for (int ci = 0; ci < 256; ci++) stitchEdges(ci);
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dirty_ = true;
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}
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void TerrainEditor::scaleHeights(float factor) {
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if (!terrain_) return;
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for (int ci = 0; ci < 256; ci++) {
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@ -60,6 +60,9 @@ public:
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// Clamp all heights to a min/max range
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void clampHeights(float minH, float maxH);
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// Reset all heights to zero (flat terrain)
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void resetToFlat();
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// Scale all heights by a factor (useful for exaggerating or flattening)
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void scaleHeights(float factor);
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