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Path capture replaced with std::vector<glm::vec3> pathPoints_. The flow is now: click "Click Start Point" → click terrain for first point → keep clicking for additional waypoints → press Apply when done, or Cancel to scrap. Apply iterates each consecutive pair as a segment, calling carveRiver + paintAlongPath + fillWaterAlongPath (or flattenRoad for road mode) per segment. Hard-capped at 64 captured points so a runaway click handler can't unboundedly grow the polyline. Toast at end reports the segment count so users see the polyline took. PathCapture states extended: None / WaitingStart / WaitingEnd / WaitingMore. Backwards-compatible getPathStart()/getPathEnd() return first/last points so the existing path-preview wiring keeps working.