Kelsidavis-WoWee/tools/editor/terrain_biomes.hpp

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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
#pragma once
#include <string>
#include <vector>
#include <array>
namespace wowee {
namespace editor {
enum class Biome {
Grassland,
Forest,
Jungle,
Desert,
Barrens,
Snow,
Swamp,
Rocky,
Beach,
Volcanic,
COUNT
};
struct BiomeTextures {
const char* name;
const char* base; // Primary ground texture
const char* secondary; // Secondary layer (dirt/path)
const char* accent; // Accent (rocks/roots)
const char* detail; // Detail overlay
};
inline const BiomeTextures& getBiomeTextures(Biome biome) {
static const std::array<BiomeTextures, static_cast<size_t>(Biome::COUNT)> biomes = {{
{ // Grassland
"Grassland",
"Tileset\\Elwynn\\ElwynnGrassBase.blp",
"Tileset\\Elwynn\\ElwynnDirtBase.blp",
"Tileset\\Elwynn\\ElwynnCobblestoneBase.blp",
"Tileset\\Elwynn\\ElwynnGrassHighlight.blp"
},
{ // Forest
"Forest",
"Tileset\\Ashenvale\\AshenvaleGrass.blp",
"Tileset\\Ashenvale\\AshenvaleDirt.blp",
"Tileset\\Ashenvale\\AshenvaleRoots.blp",
"Tileset\\Ashenvale\\AshenvaleMossBase.blp"
},
{ // Jungle
"Jungle",
"Tileset\\Stranglethorn\\StranglethornGrass.blp",
"Tileset\\Stranglethorn\\StranglethornDirt03.blp",
"Tileset\\Stranglethorn\\StranglethornMossRoot01.blp",
"Tileset\\Stranglethorn\\StranglethornPlants01.blp"
},
{ // Desert
"Desert",
"Tileset\\Tanaris\\TanarisSandBase01.blp",
"Tileset\\Tanaris\\TanarisCrackedGround.blp",
"Tileset\\Tanaris\\TanarisRockBase01.blp",
"Tileset\\Tanaris\\TanarisSandBase02.blp"
},
{ // Barrens
"Barrens",
"Tileset\\Barrens\\BarrensBaseDirt.blp",
"Tileset\\Barrens\\BarrensBaseGrassGold.blp",
"Tileset\\Barrens\\BarrensBaseRock.blp",
"Tileset\\Barrens\\BarrensBaseDirtLighter.blp"
},
{ // Snow
"Snow",
"Tileset\\Expansion02\\Dragonblight\\DragonblightFreshSmoothSnowA.blp",
"Tileset\\Winterspring Grove\\WinterspringDirt.blp",
"Tileset\\Winterspring Grove\\WinterspringRock.blp",
"Tileset\\Winterspring Grove\\WinterspringRockSnow.blp"
},
{ // Swamp
"Swamp",
"Tileset\\Wetlands\\WetlandsGrassDark01.blp",
"Tileset\\Wetlands\\WetlandsDirt01.blp",
"Tileset\\Wetlands\\WetlandsDirtMoss01.blp",
"Tileset\\Wetlands\\WetlandsBaseRock.blp"
},
{ // Rocky
"Rocky",
"Tileset\\Barrens\\BarrensRock01.blp",
"Tileset\\Barrens\\BarrensBaseDirt.blp",
"Tileset\\Desolace\\DesolaceRock01.blp",
"Tileset\\Desolace\\DesolaceDirt.blp"
},
{ // Beach
"Beach",
"Tileset\\Ashenvale\\AshenvaleSand.blp",
"Tileset\\Feralas\\FeralasSand.blp",
"Tileset\\Ashenvale\\AshenvaleShore.blp",
"Tileset\\Feralas\\FeralasGrass.blp"
},
{ // Volcanic
"Volcanic",
"Tileset\\Desolace\\DesolaceDirt.blp",
"Tileset\\Desolace\\DesolaceCracks.blp",
"Tileset\\Desolace\\DesolaceRock01.blp",
"Tileset\\Tanaris\\TanarisRockBaseBurn.blp"
}
}};
return biomes[static_cast<size_t>(biome)];
}
inline const char* getBiomeName(Biome b) {
return getBiomeTextures(b).name;
}
// Vegetation rule: which M2 models to scatter per biome
struct VegetationAsset {
const char* path;
float density; // objects per 100x100 unit area
float minScale;
float maxScale;
float maxSlope; // max terrain slope (0-1, 0=flat only, 1=any)
float minHeight; // relative to base (-999=any)
float maxHeight; // relative to base (999=any)
};
struct BiomeVegetation {
const char* name;
std::vector<VegetationAsset> assets;
};
inline BiomeVegetation getBiomeVegetation(Biome biome) {
switch (biome) {
case Biome::Grassland: return {"Grassland", {
{"World\\Doodad\\Azeroth\\Elwynn\\PineTree\\ElwynnPineTree01.m2", 3.0f, 0.8f, 1.4f, 0.6f, -999, 999},
{"World\\Doodad\\Azeroth\\Elwynn\\ElwynnBush01.m2", 5.0f, 0.6f, 1.2f, 0.8f, -999, 999},
{"World\\Doodad\\Azeroth\\Rock\\Rock01.m2", 1.0f, 0.5f, 1.5f, 1.0f, -999, 999},
}};
case Biome::Forest: return {"Forest", {
{"World\\Doodad\\Azeroth\\Ashenvale\\AshenvaleTree01.m2", 6.0f, 0.7f, 1.5f, 0.5f, -999, 999},
{"World\\Doodad\\Azeroth\\Ashenvale\\AshenvaleTree02.m2", 4.0f, 0.8f, 1.3f, 0.5f, -999, 999},
{"World\\Doodad\\Azeroth\\Ashenvale\\AshenvaleFern01.m2", 8.0f, 0.4f, 0.9f, 0.7f, -999, 999},
{"World\\Doodad\\Azeroth\\Rock\\ForestRock01.m2", 1.5f, 0.6f, 1.8f, 1.0f, -999, 999},
}};
case Biome::Jungle: return {"Jungle", {
{"World\\Doodad\\Azeroth\\Stranglethorn\\StranglethornPalmTree01.m2", 5.0f, 0.8f, 1.4f, 0.5f, -999, 999},
{"World\\Doodad\\Azeroth\\Stranglethorn\\StranglethornFern01.m2", 10.0f, 0.3f, 0.8f, 0.8f, -999, 999},
{"World\\Doodad\\Azeroth\\Stranglethorn\\StranglethornVines01.m2", 3.0f, 0.7f, 1.2f, 0.6f, -999, 999},
}};
case Biome::Desert: return {"Desert", {
{"World\\Doodad\\Azeroth\\Tanaris\\TanarisCactus01.m2", 2.0f, 0.6f, 1.3f, 0.7f, -999, 999},
{"World\\Doodad\\Azeroth\\Rock\\DesertRock01.m2", 1.5f, 0.5f, 2.0f, 1.0f, -999, 999},
{"World\\Doodad\\Azeroth\\Tanaris\\TanarisBones01.m2", 0.5f, 0.8f, 1.2f, 0.5f, -999, 999},
}};
case Biome::Barrens: return {"Barrens", {
{"World\\Doodad\\Azeroth\\Barrens\\BarrensTree01.m2", 1.5f, 0.7f, 1.3f, 0.6f, -999, 999},
{"World\\Doodad\\Azeroth\\Barrens\\BarrensBush01.m2", 3.0f, 0.5f, 1.0f, 0.8f, -999, 999},
{"World\\Doodad\\Azeroth\\Rock\\BarrensRock01.m2", 1.0f, 0.6f, 1.5f, 1.0f, -999, 999},
}};
case Biome::Snow: return {"Snow", {
{"World\\Doodad\\Azeroth\\Winterspring\\WinterspringPine01.m2", 4.0f, 0.8f, 1.5f, 0.5f, -999, 999},
{"World\\Doodad\\Azeroth\\Winterspring\\WinterspringSnowDrift01.m2", 2.0f, 0.5f, 1.2f, 0.4f, -999, 999},
{"World\\Doodad\\Azeroth\\Rock\\SnowRock01.m2", 1.0f, 0.6f, 1.8f, 1.0f, -999, 999},
}};
case Biome::Swamp: return {"Swamp", {
{"World\\Doodad\\Azeroth\\Wetlands\\WetlandsTree01.m2", 4.0f, 0.7f, 1.3f, 0.5f, -999, 999},
{"World\\Doodad\\Azeroth\\Wetlands\\WetlandsMushroom01.m2", 6.0f, 0.3f, 0.7f, 0.8f, -999, 999},
{"World\\Doodad\\Azeroth\\Wetlands\\WetlandsLog01.m2", 1.5f, 0.8f, 1.2f, 0.4f, -999, 999},
}};
case Biome::Rocky: return {"Rocky", {
{"World\\Doodad\\Azeroth\\Rock\\Rock01.m2", 3.0f, 0.5f, 2.5f, 1.0f, -999, 999},
{"World\\Doodad\\Azeroth\\Rock\\RockPile01.m2", 2.0f, 0.6f, 1.5f, 1.0f, -999, 999},
}};
case Biome::Beach: return {"Beach", {
{"World\\Doodad\\Azeroth\\Stranglethorn\\StranglethornPalmTree01.m2", 2.0f, 0.7f, 1.3f, 0.4f, -999, 999},
{"World\\Doodad\\Azeroth\\Rock\\BeachRock01.m2", 1.5f, 0.5f, 1.5f, 0.6f, -999, 999},
}};
case Biome::Volcanic: return {"Volcanic", {
{"World\\Doodad\\Azeroth\\Rock\\LavaRock01.m2", 2.5f, 0.6f, 2.0f, 1.0f, -999, 999},
{"World\\Doodad\\Azeroth\\Burning Steppes\\BurningSteppesCharredTree01.m2", 1.0f, 0.8f, 1.2f, 0.5f, -999, 999},
}};
default: return {"Unknown", {}};
}
}
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
} // namespace editor
} // namespace wowee