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- Smooth Beaches button in Water panel: creates gentle beach slopes near water level by blending terrain toward waterline height - Configurable beach width (15 units default) - Quadratic falloff creates natural concave beach profile - Use after filling water to soften harsh land-water edges - Workflow: sculpt → fill water → smooth beaches → paint sand
168 lines
6 KiB
C++
168 lines
6 KiB
C++
#pragma once
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#include "editor_brush.hpp"
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#include "editor_history.hpp"
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#include "terrain_biomes.hpp"
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#include "pipeline/adt_loader.hpp"
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#include "pipeline/terrain_mesh.hpp"
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#include "rendering/camera.hpp"
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#include <vector>
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#include <functional>
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namespace wowee {
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namespace editor {
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class TerrainEditor {
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public:
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TerrainEditor();
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void setTerrain(pipeline::ADTTerrain* terrain) { terrain_ = terrain; }
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pipeline::ADTTerrain* getTerrain() { return terrain_; }
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const pipeline::ADTTerrain* getTerrain() const { return terrain_; }
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EditorBrush& brush() { return brush_; }
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const EditorBrush& brush() const { return brush_; }
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EditorHistory& history() { return history_; }
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static pipeline::ADTTerrain createBlankTerrain(int tileX, int tileY, float baseHeight = 100.0f,
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Biome biome = Biome::Grassland);
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// Raycast against terrain, returns true if hit
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bool raycastTerrain(const rendering::Ray& ray, glm::vec3& hitPos) const;
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// Apply brush at current position (call per-frame while painting)
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void applyBrush(float deltaTime);
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// Begin/end a paint stroke (for undo grouping)
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void beginStroke();
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void endStroke();
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bool isStrokeActive() const { return strokeActive_; }
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// Get chunks modified since last call (for re-upload)
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std::vector<int> consumeDirtyChunks();
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// Regenerate mesh for specific chunks
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pipeline::TerrainMesh regenerateMesh() const;
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pipeline::ChunkMesh regenerateChunkMesh(int chunkIndex) const;
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void undo();
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void redo();
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// Recalculate normals for modified chunks (improves lighting after sculpt)
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void recalcNormals(const std::vector<int>& chunkIndices);
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// Noise generator: applies procedural height noise to the terrain
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void applyNoise(float frequency, float amplitude, int octaves, uint32_t seed);
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// Global smooth pass across entire tile (N iterations)
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void smoothEntireTile(int iterations);
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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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// Terrain stamp: copy heights from source area, paste at destination
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void copyStamp(const glm::vec3& center, float radius);
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void pasteStamp(const glm::vec3& center);
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bool hasStamp() const { return !stampData_.empty(); }
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// Mirror terrain along X or Y axis through tile center
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void mirrorX();
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void mirrorY();
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// Carve a river/path between two points (lowers terrain along line)
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void carveRiver(const glm::vec3& start, const glm::vec3& end, float width, float depth);
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// Flatten a road between two points (smooths to average height along path)
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void flattenRoad(const glm::vec3& start, const glm::vec3& end, float width);
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// Create a crater at a position (bowl shape with raised rim)
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void createCrater(const glm::vec3& center, float radius, float depth, float rimHeight);
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// Create a mesa/plateau (raised flat area with steep cliff edges)
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void createMesa(const glm::vec3& center, float radius, float height, float edgeSteepness);
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// Create a smooth hill/mountain
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void createHill(const glm::vec3& center, float radius, float height);
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// Create a ridge/mountain range between two points
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void createRidge(const glm::vec3& start, const glm::vec3& end, float width, float height);
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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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// Terrace/quantize heights into N steps
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void terraceHeights(int steps);
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// Thermal erosion: material falls downhill based on angle of repose
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void thermalErosion(int iterations, float talusAngle);
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// Invert terrain (flip heights around midpoint)
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void invertHeights();
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// Offset all heights by a constant
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void offsetHeights(float amount);
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// Voronoi cell noise — creates cell-like terrain patterns
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void applyVoronoiNoise(int cellCount, float amplitude, uint32_t seed);
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// Fill entire tile with water at a height
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void fillWater(float height, uint16_t liquidType);
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// Smooth terrain near water level to create natural beaches
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void smoothBeaches(float waterHeight, float beachWidth);
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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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// Water editing
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void setWaterLevel(const glm::vec3& center, float radius, float waterHeight, uint16_t liquidType = 0);
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void removeWater(const glm::vec3& center, float radius);
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// Hole editing (4x4 bitmask per chunk — cave entrances, mine shafts)
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void punchHole(const glm::vec3& center, float radius);
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void fillHole(const glm::vec3& center, float radius);
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bool hasUnsavedChanges() const { return dirty_; }
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void markSaved() { dirty_ = false; }
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private:
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void applyRaise(float dt);
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void applySmooth(float dt);
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void applyFlatten(float dt);
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void applyErode(float dt);
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void stitchEdges(int chunkIdx);
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std::vector<int> getAffectedChunks(const glm::vec3& center, float radius) const;
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glm::vec3 chunkVertexWorldPos(int chunkIdx, int vertIdx) const;
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float getVertexHeight(int chunkIdx, int vertIdx) const;
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void setVertexHeight(int chunkIdx, int vertIdx, float height);
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struct StampVertex { float dx, dy, height; };
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std::vector<StampVertex> stampData_;
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glm::vec3 stampCenter_{0};
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pipeline::ADTTerrain* terrain_ = nullptr;
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EditorBrush brush_;
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EditorHistory history_;
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bool strokeActive_ = false;
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bool dirty_ = false;
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std::vector<int> dirtyChunks_;
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static constexpr float TILE_SIZE = 533.33333f;
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static constexpr float CHUNK_SIZE = TILE_SIZE / 16.0f;
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static constexpr float GRID_STEP = CHUNK_SIZE / 8.0f;
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};
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} // namespace editor
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} // namespace wowee
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