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 "asset_browser.hpp"
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#include "pipeline/asset_manager.hpp"
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#include "pipeline/asset_manifest.hpp"
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#include "core/logger.hpp"
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#include <algorithm>
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#include <set>
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namespace wowee {
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namespace editor {
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std::string AssetBrowser::extractFilename(const std::string& path) {
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auto pos = path.rfind('\\');
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return pos != std::string::npos ? path.substr(pos + 1) : path;
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}
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std::string AssetBrowser::extractDirectory(const std::string& path) {
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auto pos = path.rfind('\\');
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return pos != std::string::npos ? path.substr(0, pos) : "";
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}
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void AssetBrowser::initialize(pipeline::AssetManager* am) {
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if (initialized_ || !am) return;
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initialized_ = true;
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const auto& entries = am->getManifest().getEntries();
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std::set<std::string> texDirSet, m2DirSet, wmoDirSet;
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for (const auto& [path, entry] : entries) {
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// Tileset textures
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if (path.starts_with("tileset\\") && path.ends_with(".blp")) {
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// Skip specular/normal maps
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if (path.ends_with("_s.blp") || path.ends_with("_h.blp") ||
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path.ends_with("_n.blp")) continue;
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AssetEntry ae;
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ae.wowPath = path;
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ae.displayName = extractFilename(path);
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ae.directory = extractDirectory(path);
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textures_.push_back(ae);
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texDirSet.insert(ae.directory);
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}
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// M2 models (world doodads)
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if (path.ends_with(".m2")) {
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// Focus on world assets, skip character/creature/item models
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if (path.starts_with("world\\") || path.starts_with("dungeons\\")) {
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AssetEntry ae;
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ae.wowPath = path;
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ae.displayName = extractFilename(path);
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ae.directory = extractDirectory(path);
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m2Models_.push_back(ae);
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m2DirSet.insert(ae.directory);
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}
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}
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// WMOs
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if (path.ends_with(".wmo") && !path.ends_with("_lod.wmo")) {
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// Skip group files (_000.wmo, _001.wmo, etc.)
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bool isGroup = false;
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if (path.size() > 8) {
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auto base = path.substr(path.size() - 8);
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if (base[0] == '_' && std::isdigit(base[1]) && std::isdigit(base[2]) &&
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std::isdigit(base[3]))
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isGroup = true;
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}
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if (isGroup) continue;
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AssetEntry ae;
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ae.wowPath = path;
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ae.displayName = extractFilename(path);
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ae.directory = extractDirectory(path);
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wmos_.push_back(ae);
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wmoDirSet.insert(ae.directory);
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}
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}
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2026-05-05 06:01:42 -07:00
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// Scan for available maps (WDT files)
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std::set<std::string> mapSet;
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for (const auto& [path, entry] : entries) {
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if (path.starts_with("world\\maps\\") && path.ends_with(".wdt")) {
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auto firstSlash = path.find('\\', 11); // after "world\\maps\\"
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if (firstSlash != std::string::npos) {
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std::string mapName = path.substr(11, firstSlash - 11);
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mapSet.insert(mapName);
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}
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}
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}
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mapNames_.assign(mapSet.begin(), mapSet.end());
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std::sort(mapNames_.begin(), mapNames_.end());
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2026-05-05 06:35:37 -07:00
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LOG_INFO(" Maps found: ", mapNames_.size());
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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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std::sort(textures_.begin(), textures_.end(),
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[](const AssetEntry& a, const AssetEntry& b) { return a.wowPath < b.wowPath; });
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std::sort(m2Models_.begin(), m2Models_.end(),
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[](const AssetEntry& a, const AssetEntry& b) { return a.wowPath < b.wowPath; });
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std::sort(wmos_.begin(), wmos_.end(),
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[](const AssetEntry& a, const AssetEntry& b) { return a.wowPath < b.wowPath; });
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textureDirs_.assign(texDirSet.begin(), texDirSet.end());
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m2Dirs_.assign(m2DirSet.begin(), m2DirSet.end());
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wmoDirs_.assign(wmoDirSet.begin(), wmoDirSet.end());
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std::sort(textureDirs_.begin(), textureDirs_.end());
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std::sort(m2Dirs_.begin(), m2Dirs_.end());
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std::sort(wmoDirs_.begin(), wmoDirs_.end());
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LOG_INFO("Asset browser: ", textures_.size(), " textures, ",
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2026-05-05 06:35:37 -07:00
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m2Models_.size(), " M2s, ", wmos_.size(), " WMOs indexed, ",
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mapNames_.size(), " maps");
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}
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std::vector<std::pair<int,int>> AssetBrowser::getMapTiles(const std::string& mapName) const {
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// Build tile list by checking manifest for each possible ADT
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// Only called when user selects a map, so 64x64 is fine
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std::vector<std::pair<int,int>> tiles;
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for (int x = 0; x < 64; x++) {
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for (int y = 0; y < 64; y++) {
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std::string path = "world\\maps\\" + mapName + "\\" + mapName + "_" +
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std::to_string(x) + "_" + std::to_string(y) + ".adt";
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// We stored entries as lowercase, so this should match
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// But we don't have direct access to entries here
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// Use a dummy check — the UI already does manifest lookups
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}
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}
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return tiles; // Empty for now — UI uses direct manifest check per tile
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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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}
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} // namespace editor
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} // namespace wowee
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