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https://github.com/Kelsidavis/WoWee.git
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- Smooth Entire Tile: global smoothing pass with configurable iterations (1-10). Smooths across chunk boundaries for seamless results. Updates inner vertices from smoothed outer grid. Great after noise generation. - Snap to Ground checkbox: on by default, objects placed at terrain surface. Disable for floating/airborne objects. - Random Rotation + Snap Ground checkboxes side-by-side for fast setup - Toast notifications on noise apply and smooth operations - Smooth pass uses cross-chunk neighbor averaging for edge continuity
101 lines
3.4 KiB
C++
101 lines
3.4 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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// 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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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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