Kelsidavis-WoWee/tools/editor/editor_camera.cpp

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feat(editor): add standalone world editor (rough/WIP) Standalone wowee_editor tool for creating custom WoW zones. This is a rough initial implementation — many features work but M2/WMO rendering still has issues (frame sync, texture layout transitions) and needs further polish. Terrain: - Create new blank terrain with 10 biome types (Grassland, Forest, Jungle, Desert, Barrens, Snow, Swamp, Rocky, Beach, Volcanic) - Load existing ADT tiles from extracted game data - Sculpt brushes: Raise, Lower, Smooth, Flatten, Level - Chunk edge stitching prevents seams between tiles - Undo/redo (100-deep stack, Ctrl+Z/Ctrl+Shift+Z) - Save to WoW ADT/WDT format Texture Painting: - Paint/Erase/Replace Base modes - Full tileset texture browser (1285 textures from manifest) - Per-zone directory filtering and search - Alpha map editing with 4-layer limit (auto-replaces weakest) Object Placement: - M2 and WMO model placement with full manifest browser (11k M2s, 2k WMOs) - M2Renderer + WMORenderer integrated (loads .skin files for WotLK) - Ghost preview follows cursor before placing - Ctrl+click selection, right-click context menu - Transform gizmo (Move/Rotate/Scale with axis constraints) - Position/rotation/scale editing in properties panel NPC/Monster System: - 631 creature presets scanned from manifest, categorized (Critters, Beasts, Humanoids, Undead, Demons, etc.) - Stats editor: level, health, mana, damage, armor, faction - Behavior: Stationary, Patrol, Wander, Scripted - Aggro/leash radius, respawn time, flags (hostile/vendor/etc.) - Save creature spawns to JSON Water: - Place water at configurable height per chunk - Liquid types: Water, Ocean, Magma, Slime - Rendered as translucent colored quads - Saved in ADT MH2O format Infrastructure: - Free-fly camera (WASD/QE, right-drag look, scroll speed) - 5-mode toolbar: Sculpt | Paint | Objects | Water | NPCs - Asset browser indexes full manifest on startup - Editor water/marker shaders (pos+color vertex format) - forceNoCull added to M2Renderer for editor use - AssetManifest::getEntries() and AssetManager::getManifest() exposed Known issues: - M2/WMO rendering may not display on first placement (frame index sync between update/render was misaligned — now fixed but untested end-to-end) - Validation layer errors on shutdown (resource cleanup ordering) - Object placement on steep terrain can miss raycast - No undo for texture painting or object placement yet
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#include "editor_camera.hpp"
#include <glm/gtc/constants.hpp>
#include <algorithm>
namespace wowee {
namespace editor {
EditorCamera::EditorCamera() {
camera_.setPosition(glm::vec3(0.0f, 0.0f, 200.0f));
camera_.setFov(60.0f);
camera_.setRotation(0.0f, -30.0f);
yaw_ = 0.0f;
pitch_ = -30.0f;
}
void EditorCamera::update(float deltaTime) {
float moveSpeed = speed_ * deltaTime;
if (keyShift_) moveSpeed *= 3.0f;
glm::vec3 forward = camera_.getForward();
glm::vec3 right = camera_.getRight();
glm::vec3 up(0.0f, 0.0f, 1.0f); // Z-up (WoW render coords)
glm::vec3 pos = camera_.getPosition();
if (keyW_) pos += forward * moveSpeed;
if (keyS_) pos -= forward * moveSpeed;
if (keyD_) pos += right * moveSpeed;
if (keyA_) pos -= right * moveSpeed;
if (keyE_) pos += up * moveSpeed;
if (keyQ_) pos -= up * moveSpeed;
camera_.setPosition(pos);
}
void EditorCamera::processMouseMotion(int dx, int dy) {
if (!rightMouseDown_) return;
constexpr float sensitivity = 0.15f; // degrees per pixel
yaw_ += static_cast<float>(dx) * sensitivity;
pitch_ -= static_cast<float>(dy) * sensitivity;
pitch_ = std::clamp(pitch_, -89.0f, 89.0f);
camera_.setRotation(yaw_, pitch_);
}
void EditorCamera::processMouseWheel(float delta, bool shiftHeld) {
if (shiftHeld) {
speed_ = std::clamp(speed_ + delta * 20.0f, 10.0f, 2000.0f);
} else {
glm::vec3 pos = camera_.getPosition();
pos += camera_.getForward() * delta * speed_ * 0.3f;
camera_.setPosition(pos);
}
feat(editor): add standalone world editor (rough/WIP) Standalone wowee_editor tool for creating custom WoW zones. This is a rough initial implementation — many features work but M2/WMO rendering still has issues (frame sync, texture layout transitions) and needs further polish. Terrain: - Create new blank terrain with 10 biome types (Grassland, Forest, Jungle, Desert, Barrens, Snow, Swamp, Rocky, Beach, Volcanic) - Load existing ADT tiles from extracted game data - Sculpt brushes: Raise, Lower, Smooth, Flatten, Level - Chunk edge stitching prevents seams between tiles - Undo/redo (100-deep stack, Ctrl+Z/Ctrl+Shift+Z) - Save to WoW ADT/WDT format Texture Painting: - Paint/Erase/Replace Base modes - Full tileset texture browser (1285 textures from manifest) - Per-zone directory filtering and search - Alpha map editing with 4-layer limit (auto-replaces weakest) Object Placement: - M2 and WMO model placement with full manifest browser (11k M2s, 2k WMOs) - M2Renderer + WMORenderer integrated (loads .skin files for WotLK) - Ghost preview follows cursor before placing - Ctrl+click selection, right-click context menu - Transform gizmo (Move/Rotate/Scale with axis constraints) - Position/rotation/scale editing in properties panel NPC/Monster System: - 631 creature presets scanned from manifest, categorized (Critters, Beasts, Humanoids, Undead, Demons, etc.) - Stats editor: level, health, mana, damage, armor, faction - Behavior: Stationary, Patrol, Wander, Scripted - Aggro/leash radius, respawn time, flags (hostile/vendor/etc.) - Save creature spawns to JSON Water: - Place water at configurable height per chunk - Liquid types: Water, Ocean, Magma, Slime - Rendered as translucent colored quads - Saved in ADT MH2O format Infrastructure: - Free-fly camera (WASD/QE, right-drag look, scroll speed) - 5-mode toolbar: Sculpt | Paint | Objects | Water | NPCs - Asset browser indexes full manifest on startup - Editor water/marker shaders (pos+color vertex format) - forceNoCull added to M2Renderer for editor use - AssetManifest::getEntries() and AssetManager::getManifest() exposed Known issues: - M2/WMO rendering may not display on first placement (frame index sync between update/render was misaligned — now fixed but untested end-to-end) - Validation layer errors on shutdown (resource cleanup ordering) - Object placement on steep terrain can miss raycast - No undo for texture painting or object placement yet
2026-05-05 03:47:03 -07:00
}
void EditorCamera::processKeyEvent(const SDL_KeyboardEvent& event) {
bool pressed = (event.type == SDL_KEYDOWN);
switch (event.keysym.scancode) {
case SDL_SCANCODE_W: keyW_ = pressed; break;
case SDL_SCANCODE_A: keyA_ = pressed; break;
case SDL_SCANCODE_S: keyS_ = pressed; break;
case SDL_SCANCODE_D: keyD_ = pressed; break;
case SDL_SCANCODE_Q: keyQ_ = pressed; break;
case SDL_SCANCODE_E: keyE_ = pressed; break;
case SDL_SCANCODE_LSHIFT:
case SDL_SCANCODE_RSHIFT: keyShift_ = pressed; break;
default: break;
}
}
void EditorCamera::processMouseButton(const SDL_MouseButtonEvent& event) {
if (event.button == SDL_BUTTON_RIGHT)
rightMouseDown_ = (event.type == SDL_MOUSEBUTTONDOWN);
}
void EditorCamera::setPosition(const glm::vec3& pos) {
camera_.setPosition(pos);
}
void EditorCamera::setYawPitch(float yaw, float pitch) {
yaw_ = yaw;
pitch_ = pitch;
camera_.setRotation(yaw_, pitch_);
}
} // namespace editor
} // namespace wowee