Feat: Implement applying spline road to terrain

This commit is contained in:
2026-05-13 00:15:21 +02:00
parent 83f8d2a860
commit 81fb4d152c
2 changed files with 153 additions and 2 deletions

View File

@@ -28,6 +28,7 @@ import { createImportAudioAssetCommand } from "../commands/import-audio-asset-co
import { createImportBackgroundImageAssetCommand } from "../commands/import-background-image-asset-command";
import { createImportModelAssetCommand } from "../commands/import-model-asset-command";
import { createAddPathPointCommand } from "../commands/add-path-point-command";
import { createApplySplineRoadToTerrainCommand } from "../commands/apply-spline-road-to-terrain-command";
import { createDeletePathCommand } from "../commands/delete-path-command";
import { createDeletePathPointCommand } from "../commands/delete-path-point-command";
import { createDeletePathPointsCommand } from "../commands/delete-path-points-command";
@@ -9740,6 +9741,24 @@ export function App({
}
};
const handleApplyPathRoadToTerrain = () => {
if (selectedPath === null) {
setStatusMessage("Select a path before applying its road to terrain.");
return;
}
try {
store.executeCommand(
createApplySplineRoadToTerrainCommand({
pathId: selectedPath.id
})
);
setStatusMessage("Applied Path road to terrain.");
} catch (error) {
setStatusMessage(getErrorMessage(error));
}
};
const handlePathPointDraftChange = (
pointIndex: number,
axis: keyof Vec3Draft,
@@ -22147,10 +22166,23 @@ export function App({
))}
</select>
</label>
<div className="inline-actions">
<button
className="toolbar__button"
data-testid="apply-path-road-to-terrain"
type="button"
disabled={!selectedPath.road.enabled}
onClick={handleApplyPathRoadToTerrain}
>
Apply Road to Terrain
</button>
</div>
<div className="material-summary">
Road preview draws a temporary corridor along the resolved
spline. Width affects the visible strip; shoulder and
falloff are stored for the terrain-apply command next.
spline. Applying it patches terrain heights, terrain paint
weights when the material already exists on a terrain
layer, and foliage blocker masks. It does not generate a
road mesh yet.
</div>
</div>

View File

@@ -0,0 +1,119 @@
import { createOpaqueId } from "../core/ids";
import { cloneEditorSelection, type EditorSelection } from "../core/selection";
import type { TerrainBrushPatch } from "../core/terrain-brush";
import type { ToolMode } from "../core/tool-mode";
import { getTerrains } from "../document/terrains";
import { createSplineRoadTerrainPatches } from "../geometry/spline-road-terrain";
import {
applyTerrainBrushPatchToDocument,
isTerrainBrushPatchEmpty
} from "./apply-terrain-brush-patch-command";
import type { CommandContext, EditorCommand } from "./command";
interface ApplySplineRoadToTerrainCommandOptions {
pathId: string;
label?: string;
}
function clonePatch(patch: TerrainBrushPatch): TerrainBrushPatch {
return {
terrainId: patch.terrainId,
heightSamples: patch.heightSamples.map((entry) => ({ ...entry })),
paintWeights: patch.paintWeights.map((entry) => ({ ...entry })),
foliageMaskValues: patch.foliageMaskValues.map((entry) => ({ ...entry })),
foliageBlockerMaskValues: patch.foliageBlockerMaskValues.map((entry) => ({
...entry
}))
};
}
function setPathSelection(pathId: string): EditorSelection {
return {
kind: "paths",
ids: [pathId]
};
}
function applyPatches(
context: CommandContext,
patches: readonly TerrainBrushPatch[],
direction: "forward" | "backward"
) {
let nextDocument = context.getDocument();
for (const patch of patches) {
nextDocument = applyTerrainBrushPatchToDocument(
nextDocument,
patch,
direction
);
}
context.setDocument(nextDocument);
}
export function createApplySplineRoadToTerrainCommand(
options: ApplySplineRoadToTerrainCommandOptions
): EditorCommand {
let patches: TerrainBrushPatch[] | null = null;
let previousSelection: EditorSelection | null = null;
let previousToolMode: ToolMode | null = null;
return {
id: createOpaqueId("command"),
label: options.label ?? "Apply spline road to terrain",
execute(context) {
const currentDocument = context.getDocument();
const path = currentDocument.paths[options.pathId];
if (path === undefined) {
throw new Error(`Path ${options.pathId} does not exist.`);
}
if (!path.road.enabled) {
throw new Error("Enable road preview before applying it to terrain.");
}
if (previousSelection === null) {
previousSelection = cloneEditorSelection(context.getSelection());
}
if (previousToolMode === null) {
previousToolMode = context.getToolMode();
}
if (patches === null) {
patches = createSplineRoadTerrainPatches({
path,
terrains: getTerrains(currentDocument.terrains)
})
.filter((patch) => !isTerrainBrushPatchEmpty(patch))
.map(clonePatch);
}
if (patches.length === 0) {
throw new Error("The spline road did not affect any enabled terrain.");
}
applyPatches(context, patches, "forward");
context.setSelection(setPathSelection(options.pathId));
context.setToolMode("select");
},
undo(context) {
if (patches === null) {
return;
}
applyPatches(context, [...patches].reverse(), "backward");
if (previousSelection !== null) {
context.setSelection(previousSelection);
}
if (previousToolMode !== null) {
context.setToolMode(previousToolMode);
}
}
};
}