Add terrain brush core and geometry implementations

This commit is contained in:
2026-04-18 20:21:37 +02:00
parent 6a43793779
commit d42765d9f8
2 changed files with 344 additions and 0 deletions

91
src/core/terrain-brush.ts Normal file
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import type { Terrain } from "../document/terrains";
export type TerrainBrushTool = "raise" | "lower" | "smooth" | "flatten";
export interface TerrainBrushSettings {
radius: number;
strength: number;
falloff: number;
}
export interface ArmedTerrainBrushState extends TerrainBrushSettings {
terrainId: string;
tool: TerrainBrushTool;
}
export interface TerrainBrushStrokeCommit {
terrain: Terrain;
commandLabel: string;
tool: TerrainBrushTool;
}
export const DEFAULT_TERRAIN_BRUSH_RADIUS = 2;
export const DEFAULT_TERRAIN_BRUSH_STRENGTH = 0.35;
export const DEFAULT_TERRAIN_BRUSH_FALLOFF = 0.6;
export const MIN_TERRAIN_BRUSH_RADIUS = 0.25;
export const MAX_TERRAIN_BRUSH_RADIUS = 12;
export const MIN_TERRAIN_BRUSH_STRENGTH = 0.05;
export const MAX_TERRAIN_BRUSH_STRENGTH = 1;
export const MIN_TERRAIN_BRUSH_FALLOFF = 0;
export const MAX_TERRAIN_BRUSH_FALLOFF = 1;
function clamp(value: number, min: number, max: number): number {
return Math.min(max, Math.max(min, value));
}
export function clampTerrainBrushRadius(radius: number): number {
if (!Number.isFinite(radius)) {
return DEFAULT_TERRAIN_BRUSH_RADIUS;
}
return clamp(radius, MIN_TERRAIN_BRUSH_RADIUS, MAX_TERRAIN_BRUSH_RADIUS);
}
export function clampTerrainBrushStrength(strength: number): number {
if (!Number.isFinite(strength)) {
return DEFAULT_TERRAIN_BRUSH_STRENGTH;
}
return clamp(
strength,
MIN_TERRAIN_BRUSH_STRENGTH,
MAX_TERRAIN_BRUSH_STRENGTH
);
}
export function clampTerrainBrushFalloff(falloff: number): number {
if (!Number.isFinite(falloff)) {
return DEFAULT_TERRAIN_BRUSH_FALLOFF;
}
return clamp(
falloff,
MIN_TERRAIN_BRUSH_FALLOFF,
MAX_TERRAIN_BRUSH_FALLOFF
);
}
export function createDefaultTerrainBrushSettings(): TerrainBrushSettings {
return {
radius: DEFAULT_TERRAIN_BRUSH_RADIUS,
strength: DEFAULT_TERRAIN_BRUSH_STRENGTH,
falloff: DEFAULT_TERRAIN_BRUSH_FALLOFF
};
}
export function getTerrainBrushToolLabel(tool: TerrainBrushTool): string {
switch (tool) {
case "raise":
return "Raise";
case "lower":
return "Lower";
case "smooth":
return "Smooth";
case "flatten":
return "Flatten";
}
}
export function getTerrainBrushCommandLabel(tool: TerrainBrushTool): string {
return `${getTerrainBrushToolLabel(tool)} terrain`;
}

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import type { Vec3 } from "../core/vector";
import type {
TerrainBrushSettings,
TerrainBrushTool
} from "../core/terrain-brush";
import {
createTerrain,
getTerrainHeightAtSample,
getTerrainSampleIndex,
type Terrain
} from "../document/terrains";
export interface TerrainBrushPoint {
x: number;
z: number;
}
function clamp(value: number, min: number, max: number): number {
return Math.min(max, Math.max(min, value));
}
function lerp(start: number, end: number, t: number): number {
return start + (end - start) * t;
}
function clamp01(value: number): number {
return clamp(value, 0, 1);
}
export function getTerrainBrushWeight(
distance: number,
radius: number,
falloff: number
): number {
if (!Number.isFinite(radius) || radius <= 0) {
return 0;
}
if (distance >= radius) {
return 0;
}
const normalizedDistance = clamp01(distance / radius);
const baseWeight = 1 - normalizedDistance;
const exponent = 1 + clamp01(falloff) * 3;
return Math.pow(baseWeight, exponent);
}
export function sampleTerrainHeightAtWorldPosition(
terrain: Terrain,
worldX: number,
worldZ: number,
clampToBounds = false
): number | null {
const sampleSpaceX = (worldX - terrain.position.x) / terrain.cellSize;
const sampleSpaceZ = (worldZ - terrain.position.z) / terrain.cellSize;
const maxSampleX = terrain.sampleCountX - 1;
const maxSampleZ = terrain.sampleCountZ - 1;
if (!clampToBounds) {
if (
sampleSpaceX < 0 ||
sampleSpaceX > maxSampleX ||
sampleSpaceZ < 0 ||
sampleSpaceZ > maxSampleZ
) {
return null;
}
}
const clampedSampleX = clamp(sampleSpaceX, 0, maxSampleX);
const clampedSampleZ = clamp(sampleSpaceZ, 0, maxSampleZ);
const x0 = Math.floor(clampedSampleX);
const z0 = Math.floor(clampedSampleZ);
const x1 = Math.min(maxSampleX, x0 + 1);
const z1 = Math.min(maxSampleZ, z0 + 1);
const tx = clampedSampleX - x0;
const tz = clampedSampleZ - z0;
const top = lerp(
getTerrainHeightAtSample(terrain, x0, z0),
getTerrainHeightAtSample(terrain, x1, z0),
tx
);
const bottom = lerp(
getTerrainHeightAtSample(terrain, x0, z1),
getTerrainHeightAtSample(terrain, x1, z1),
tx
);
return lerp(top, bottom, tz);
}
export function createTerrainBrushPreviewPoints(
terrain: Terrain,
center: TerrainBrushPoint,
radius: number,
segmentCount = 36,
heightOffset = 0.06
): Vec3[] {
const points: Vec3[] = [];
const minX = terrain.position.x;
const minZ = terrain.position.z;
const maxX =
terrain.position.x + (terrain.sampleCountX - 1) * terrain.cellSize;
const maxZ =
terrain.position.z + (terrain.sampleCountZ - 1) * terrain.cellSize;
for (let segmentIndex = 0; segmentIndex <= segmentCount; segmentIndex += 1) {
const angle = (segmentIndex / segmentCount) * Math.PI * 2;
const unclampedX = center.x + Math.cos(angle) * radius;
const unclampedZ = center.z + Math.sin(angle) * radius;
const worldX = clamp(unclampedX, minX, maxX);
const worldZ = clamp(unclampedZ, minZ, maxZ);
const height =
sampleTerrainHeightAtWorldPosition(terrain, worldX, worldZ, true) ?? 0;
points.push({
x: worldX,
y: terrain.position.y + height + heightOffset,
z: worldZ
});
}
return points;
}
function getTerrainSmoothTargetHeight(
terrain: Terrain,
sourceHeights: readonly number[],
sampleX: number,
sampleZ: number
): number {
let total = 0;
let count = 0;
for (
let neighborZ = Math.max(0, sampleZ - 1);
neighborZ <= Math.min(terrain.sampleCountZ - 1, sampleZ + 1);
neighborZ += 1
) {
for (
let neighborX = Math.max(0, sampleX - 1);
neighborX <= Math.min(terrain.sampleCountX - 1, sampleX + 1);
neighborX += 1
) {
total +=
sourceHeights[getTerrainSampleIndex(terrain, neighborX, neighborZ)] ?? 0;
count += 1;
}
}
return count === 0
? sourceHeights[getTerrainSampleIndex(terrain, sampleX, sampleZ)] ?? 0
: total / count;
}
export function applyTerrainBrushStamp(options: {
terrain: Terrain;
center: TerrainBrushPoint;
settings: TerrainBrushSettings;
tool: TerrainBrushTool;
referenceHeight?: number | null;
}): Terrain {
const { terrain, center, settings, tool, referenceHeight = null } = options;
const { radius, strength, falloff } = settings;
const minSampleX = Math.max(
0,
Math.floor((center.x - terrain.position.x - radius) / terrain.cellSize)
);
const maxSampleX = Math.min(
terrain.sampleCountX - 1,
Math.ceil((center.x - terrain.position.x + radius) / terrain.cellSize)
);
const minSampleZ = Math.max(
0,
Math.floor((center.z - terrain.position.z - radius) / terrain.cellSize)
);
const maxSampleZ = Math.min(
terrain.sampleCountZ - 1,
Math.ceil((center.z - terrain.position.z + radius) / terrain.cellSize)
);
const sourceHeights = terrain.heights;
const nextHeights = [...sourceHeights];
const smoothingStrength = clamp01(strength);
let changed = false;
for (let sampleZ = minSampleZ; sampleZ <= maxSampleZ; sampleZ += 1) {
for (let sampleX = minSampleX; sampleX <= maxSampleX; sampleX += 1) {
const worldX = terrain.position.x + sampleX * terrain.cellSize;
const worldZ = terrain.position.z + sampleZ * terrain.cellSize;
const distance = Math.hypot(worldX - center.x, worldZ - center.z);
const weight = getTerrainBrushWeight(distance, radius, falloff);
if (weight <= 0) {
continue;
}
const sampleIndex = getTerrainSampleIndex(terrain, sampleX, sampleZ);
const currentHeight = sourceHeights[sampleIndex] ?? 0;
let nextHeight = currentHeight;
switch (tool) {
case "raise":
nextHeight = currentHeight + strength * weight;
break;
case "lower":
nextHeight = currentHeight - strength * weight;
break;
case "smooth": {
const smoothTargetHeight = getTerrainSmoothTargetHeight(
terrain,
sourceHeights,
sampleX,
sampleZ
);
nextHeight = lerp(
currentHeight,
smoothTargetHeight,
clamp01(smoothingStrength * weight)
);
break;
}
case "flatten":
if (referenceHeight === null || !Number.isFinite(referenceHeight)) {
throw new Error(
"Flatten terrain brush stamps require a finite reference height."
);
}
nextHeight = lerp(
currentHeight,
referenceHeight,
clamp01(smoothingStrength * weight)
);
break;
}
if (nextHeight !== currentHeight) {
nextHeights[sampleIndex] = nextHeight;
changed = true;
}
}
}
return changed ? createTerrain({ ...terrain, heights: nextHeights }) : terrain;
}
export function getTerrainBrushStrokeSpacing(
terrain: Terrain,
settings: TerrainBrushSettings
): number {
return Math.max(terrain.cellSize * 0.5, settings.radius * 0.25);
}