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
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#include "object_placer.hpp"
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#include "core/logger.hpp"
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#include <algorithm>
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#include <cmath>
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2026-05-05 04:20:26 -07:00
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#include <random>
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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
2026-05-05 03:47:03 -07:00
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namespace wowee {
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namespace editor {
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void ObjectPlacer::setActivePath(const std::string& path, PlaceableType type) {
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activePath_ = path;
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activeType_ = type;
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}
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uint32_t ObjectPlacer::nextUniqueId() {
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return uniqueIdCounter_++;
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}
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void ObjectPlacer::placeObject(const glm::vec3& position) {
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if (activePath_.empty()) return;
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PlacedObject obj;
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obj.type = activeType_;
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obj.path = activePath_;
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obj.nameId = 0;
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obj.uniqueId = nextUniqueId();
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obj.position = position;
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2026-05-05 04:57:42 -07:00
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float rotY = placementRotY_;
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if (randomRotation_) {
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static std::mt19937 rng(42);
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std::uniform_real_distribution<float> dist(0.0f, 360.0f);
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rotY = dist(rng);
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}
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obj.rotation = glm::vec3(0.0f, rotY, 0.0f);
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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
2026-05-05 03:47:03 -07:00
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obj.scale = placementScale_;
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obj.selected = false;
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objects_.push_back(obj);
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2026-05-05 04:01:06 -07:00
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undoStack_.push_back(static_cast<int>(objects_.size() - 1));
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if (undoStack_.size() > 50) undoStack_.erase(undoStack_.begin());
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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
2026-05-05 03:47:03 -07:00
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LOG_INFO("Placed ", (activeType_ == PlaceableType::M2 ? "M2" : "WMO"),
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": ", activePath_, " at (", position.x, ",", position.y, ",", position.z, ")");
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}
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int ObjectPlacer::selectAt(const rendering::Ray& ray, float maxDist) {
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clearSelection();
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float bestDist = maxDist;
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int bestIdx = -1;
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for (int i = 0; i < static_cast<int>(objects_.size()); i++) {
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// Simple sphere test (radius based on scale)
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float radius = 5.0f * objects_[i].scale;
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glm::vec3 oc = ray.origin - objects_[i].position;
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float b = glm::dot(oc, ray.direction);
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float c = glm::dot(oc, oc) - radius * radius;
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float disc = b * b - c;
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if (disc < 0) continue;
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float t = -b - std::sqrt(disc);
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if (t < 0) t = -b + std::sqrt(disc);
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if (t > 0 && t < bestDist) {
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bestDist = t;
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bestIdx = i;
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}
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}
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if (bestIdx >= 0) {
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selectedIdx_ = bestIdx;
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objects_[bestIdx].selected = true;
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}
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return bestIdx;
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}
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void ObjectPlacer::clearSelection() {
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if (selectedIdx_ >= 0 && selectedIdx_ < static_cast<int>(objects_.size()))
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objects_[selectedIdx_].selected = false;
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selectedIdx_ = -1;
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}
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PlacedObject* ObjectPlacer::getSelected() {
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if (selectedIdx_ < 0 || selectedIdx_ >= static_cast<int>(objects_.size())) return nullptr;
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return &objects_[selectedIdx_];
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}
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void ObjectPlacer::moveSelected(const glm::vec3& delta) {
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if (auto* obj = getSelected()) obj->position += delta;
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}
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void ObjectPlacer::rotateSelected(const glm::vec3& deltaDeg) {
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if (auto* obj = getSelected()) obj->rotation += deltaDeg;
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}
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void ObjectPlacer::scaleSelected(float delta) {
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if (auto* obj = getSelected())
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obj->scale = std::max(0.1f, obj->scale + delta);
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}
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void ObjectPlacer::deleteSelected() {
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if (selectedIdx_ < 0 || selectedIdx_ >= static_cast<int>(objects_.size())) return;
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objects_.erase(objects_.begin() + selectedIdx_);
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selectedIdx_ = -1;
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}
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2026-05-05 04:20:26 -07:00
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void ObjectPlacer::scatter(const glm::vec3& center, float radius, int count,
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float minScale, float maxScale) {
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if (activePath_.empty()) return;
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std::mt19937 rng(static_cast<uint32_t>(center.x * 100 + center.y * 37 + objects_.size()));
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std::uniform_real_distribution<float> distAngle(0.0f, 6.2831853f);
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std::uniform_real_distribution<float> distDist(0.0f, 1.0f);
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std::uniform_real_distribution<float> distRot(0.0f, 360.0f);
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std::uniform_real_distribution<float> distScale(minScale, maxScale);
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for (int i = 0; i < count; i++) {
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float angle = distAngle(rng);
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float dist = std::sqrt(distDist(rng)) * radius;
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glm::vec3 pos = center + glm::vec3(std::cos(angle) * dist, std::sin(angle) * dist, 0.0f);
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PlacedObject obj;
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obj.type = activeType_;
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obj.path = activePath_;
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obj.nameId = 0;
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obj.uniqueId = nextUniqueId();
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obj.position = pos;
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obj.rotation = glm::vec3(0.0f, distRot(rng), 0.0f);
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obj.scale = distScale(rng);
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obj.selected = false;
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objects_.push_back(obj);
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}
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LOG_INFO("Scattered ", count, " objects in radius ", radius);
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}
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2026-05-05 04:01:06 -07:00
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void ObjectPlacer::undoLastPlace() {
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if (undoStack_.empty()) return;
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int idx = undoStack_.back();
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undoStack_.pop_back();
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if (idx >= 0 && idx < static_cast<int>(objects_.size())) {
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if (selectedIdx_ == idx) selectedIdx_ = -1;
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else if (selectedIdx_ > idx) selectedIdx_--;
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objects_.erase(objects_.begin() + idx);
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// Adjust remaining undo indices
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for (auto& i : undoStack_) { if (i > idx) i--; }
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}
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}
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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
2026-05-05 03:47:03 -07:00
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void ObjectPlacer::syncToTerrain() {
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if (!terrain_) return;
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terrain_->doodadNames.clear();
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terrain_->doodadPlacements.clear();
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terrain_->wmoNames.clear();
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terrain_->wmoPlacements.clear();
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// Build name lists and placements
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std::vector<std::string> m2Names, wmoNames;
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for (const auto& obj : objects_) {
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if (obj.type == PlaceableType::M2) {
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// Find or add name
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uint32_t nameId = 0;
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for (uint32_t i = 0; i < m2Names.size(); i++) {
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if (m2Names[i] == obj.path) { nameId = i; goto foundM2; }
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}
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nameId = static_cast<uint32_t>(m2Names.size());
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m2Names.push_back(obj.path);
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foundM2:
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pipeline::ADTTerrain::DoodadPlacement dp{};
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dp.nameId = nameId;
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dp.uniqueId = obj.uniqueId;
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dp.position[0] = obj.position.x;
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dp.position[1] = obj.position.y;
|
|
|
|
|
dp.position[2] = obj.position.z;
|
|
|
|
|
dp.rotation[0] = obj.rotation.x;
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|
|
|
dp.rotation[1] = obj.rotation.y;
|
|
|
|
|
dp.rotation[2] = obj.rotation.z;
|
|
|
|
|
dp.scale = static_cast<uint16_t>(obj.scale * 1024.0f);
|
|
|
|
|
dp.flags = 0;
|
|
|
|
|
terrain_->doodadPlacements.push_back(dp);
|
|
|
|
|
|
|
|
|
|
} else {
|
|
|
|
|
uint32_t nameId = 0;
|
|
|
|
|
for (uint32_t i = 0; i < wmoNames.size(); i++) {
|
|
|
|
|
if (wmoNames[i] == obj.path) { nameId = i; goto foundWMO; }
|
|
|
|
|
}
|
|
|
|
|
nameId = static_cast<uint32_t>(wmoNames.size());
|
|
|
|
|
wmoNames.push_back(obj.path);
|
|
|
|
|
foundWMO:
|
|
|
|
|
|
|
|
|
|
pipeline::ADTTerrain::WMOPlacement wp{};
|
|
|
|
|
wp.nameId = nameId;
|
|
|
|
|
wp.uniqueId = obj.uniqueId;
|
|
|
|
|
wp.position[0] = obj.position.x;
|
|
|
|
|
wp.position[1] = obj.position.y;
|
|
|
|
|
wp.position[2] = obj.position.z;
|
|
|
|
|
wp.rotation[0] = obj.rotation.x;
|
|
|
|
|
wp.rotation[1] = obj.rotation.y;
|
|
|
|
|
wp.rotation[2] = obj.rotation.z;
|
|
|
|
|
wp.flags = 0;
|
|
|
|
|
wp.doodadSet = 0;
|
|
|
|
|
terrain_->wmoPlacements.push_back(wp);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
terrain_->doodadNames = std::move(m2Names);
|
|
|
|
|
terrain_->wmoNames = std::move(wmoNames);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
} // namespace editor
|
|
|
|
|
} // namespace wowee
|