Kelsidavis-WoWee/include/pipeline/asset_manifest.hpp

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#pragma once
#include <string>
#include <vector>
#include <cstdint>
#include <unordered_map>
namespace wowee {
namespace pipeline {
/**
* AssetManifest - Maps WoW virtual paths to filesystem paths
*
* Loaded once at startup from manifest.json. Read-only after init,
* so concurrent reads are safe without a mutex.
*/
class AssetManifest {
public:
struct Entry {
std::string filesystemPath; // Relative path from basePath (forward slashes)
uint64_t size; // File size in bytes
uint32_t crc32; // CRC32 for integrity verification
};
AssetManifest() = default;
/**
* Load manifest from JSON file
* @param manifestPath Full path to manifest.json
* @return true if loaded successfully
*/
[[nodiscard]] bool load(const std::string& manifestPath);
/**
* Lookup an entry by normalized WoW path (lowercase, backslash)
* @return Pointer to entry or nullptr if not found
*/
const Entry* lookup(const std::string& normalizedWowPath) const;
/**
* Resolve full filesystem path for a WoW virtual path
* @return Full filesystem path or empty string if not found
*/
std::string resolveFilesystemPath(const std::string& normalizedWowPath) const;
/**
* Check if an entry exists
*/
bool hasEntry(const std::string& normalizedWowPath) const;
/**
* Get base path (directory containing extracted assets)
*/
const std::string& getBasePath() const { return basePath_; }
/**
* Get total number of entries
*/
size_t getEntryCount() const { return entries_.size(); }
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
/**
* Access entries map (read-only) for iteration
*/
const std::unordered_map<std::string, Entry>& getEntries() const { return entries_; }
/**
* Check if manifest is loaded
*/
bool isLoaded() const { return loaded_; }
private:
bool loaded_ = false;
std::string basePath_; // Root directory for extracted assets
std::string manifestDir_; // Directory containing manifest.json
std::unordered_map<std::string, Entry> entries_;
};
} // namespace pipeline
} // namespace wowee