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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#pragma once
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#include <string>
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#include <vector>
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#include <array>
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namespace wowee {
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namespace editor {
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enum class Biome {
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Grassland,
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Forest,
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Jungle,
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Desert,
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Barrens,
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Snow,
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Swamp,
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Rocky,
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Beach,
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Volcanic,
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COUNT
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};
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struct BiomeTextures {
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const char* name;
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const char* base; // Primary ground texture
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const char* secondary; // Secondary layer (dirt/path)
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const char* accent; // Accent (rocks/roots)
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const char* detail; // Detail overlay
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};
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inline const BiomeTextures& getBiomeTextures(Biome biome) {
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static const std::array<BiomeTextures, static_cast<size_t>(Biome::COUNT)> biomes = {{
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{ // Grassland
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"Grassland",
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"Tileset\\Elwynn\\ElwynnGrassBase.blp",
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"Tileset\\Elwynn\\ElwynnDirtBase.blp",
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"Tileset\\Elwynn\\ElwynnCobblestoneBase.blp",
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"Tileset\\Elwynn\\ElwynnGrassHighlight.blp"
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},
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{ // Forest
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"Forest",
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"Tileset\\Ashenvale\\AshenvaleGrass.blp",
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"Tileset\\Ashenvale\\AshenvaleDirt.blp",
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"Tileset\\Ashenvale\\AshenvaleRoots.blp",
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"Tileset\\Ashenvale\\AshenvaleMossBase.blp"
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},
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{ // Jungle
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"Jungle",
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"Tileset\\Stranglethorn\\StranglethornGrass.blp",
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"Tileset\\Stranglethorn\\StranglethornDirt03.blp",
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"Tileset\\Stranglethorn\\StranglethornMossRoot01.blp",
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"Tileset\\Stranglethorn\\StranglethornPlants01.blp"
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},
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{ // Desert
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"Desert",
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"Tileset\\Tanaris\\TanarisSandBase01.blp",
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"Tileset\\Tanaris\\TanarisCrackedGround.blp",
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"Tileset\\Tanaris\\TanarisRockBase01.blp",
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"Tileset\\Tanaris\\TanarisSandBase02.blp"
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},
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{ // Barrens
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"Barrens",
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"Tileset\\Barrens\\BarrensBaseDirt.blp",
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"Tileset\\Barrens\\BarrensBaseGrassGold.blp",
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"Tileset\\Barrens\\BarrensBaseRock.blp",
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"Tileset\\Barrens\\BarrensBaseDirtLighter.blp"
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},
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{ // Snow
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"Snow",
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"Tileset\\Expansion02\\Dragonblight\\DragonblightFreshSmoothSnowA.blp",
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"Tileset\\Winterspring Grove\\WinterspringDirt.blp",
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"Tileset\\Winterspring Grove\\WinterspringRock.blp",
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"Tileset\\Winterspring Grove\\WinterspringRockSnow.blp"
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},
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{ // Swamp
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"Swamp",
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"Tileset\\Wetlands\\WetlandsGrassDark01.blp",
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"Tileset\\Wetlands\\WetlandsDirt01.blp",
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"Tileset\\Wetlands\\WetlandsDirtMoss01.blp",
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"Tileset\\Wetlands\\WetlandsBaseRock.blp"
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},
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{ // Rocky
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"Rocky",
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"Tileset\\Barrens\\BarrensRock01.blp",
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"Tileset\\Barrens\\BarrensBaseDirt.blp",
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"Tileset\\Desolace\\DesolaceRock01.blp",
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"Tileset\\Desolace\\DesolaceDirt.blp"
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},
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{ // Beach
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"Beach",
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"Tileset\\Ashenvale\\AshenvaleSand.blp",
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"Tileset\\Feralas\\FeralasSand.blp",
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"Tileset\\Ashenvale\\AshenvaleShore.blp",
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"Tileset\\Feralas\\FeralasGrass.blp"
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},
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{ // Volcanic
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"Volcanic",
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"Tileset\\Desolace\\DesolaceDirt.blp",
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"Tileset\\Desolace\\DesolaceCracks.blp",
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"Tileset\\Desolace\\DesolaceRock01.blp",
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"Tileset\\Tanaris\\TanarisRockBaseBurn.blp"
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}
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}};
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return biomes[static_cast<size_t>(biome)];
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}
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inline const char* getBiomeName(Biome b) {
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return getBiomeTextures(b).name;
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}
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2026-05-05 16:42:41 -07:00
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// Vegetation rule: which M2 models to scatter per biome
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struct VegetationAsset {
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const char* path;
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float density; // objects per 100x100 unit area
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float minScale;
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float maxScale;
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float maxSlope; // max terrain slope (0-1, 0=flat only, 1=any)
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float minHeight; // relative to base (-999=any)
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float maxHeight; // relative to base (999=any)
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};
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struct BiomeVegetation {
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const char* name;
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std::vector<VegetationAsset> assets;
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};
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inline BiomeVegetation getBiomeVegetation(Biome biome) {
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switch (biome) {
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case Biome::Grassland: return {"Grassland", {
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{"World\\Doodad\\Azeroth\\Elwynn\\PineTree\\ElwynnPineTree01.m2", 3.0f, 0.8f, 1.4f, 0.6f, -999, 999},
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{"World\\Doodad\\Azeroth\\Elwynn\\ElwynnBush01.m2", 5.0f, 0.6f, 1.2f, 0.8f, -999, 999},
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{"World\\Doodad\\Azeroth\\Rock\\Rock01.m2", 1.0f, 0.5f, 1.5f, 1.0f, -999, 999},
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}};
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case Biome::Forest: return {"Forest", {
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{"World\\Doodad\\Azeroth\\Ashenvale\\AshenvaleTree01.m2", 6.0f, 0.7f, 1.5f, 0.5f, -999, 999},
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{"World\\Doodad\\Azeroth\\Ashenvale\\AshenvaleTree02.m2", 4.0f, 0.8f, 1.3f, 0.5f, -999, 999},
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{"World\\Doodad\\Azeroth\\Ashenvale\\AshenvaleFern01.m2", 8.0f, 0.4f, 0.9f, 0.7f, -999, 999},
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{"World\\Doodad\\Azeroth\\Rock\\ForestRock01.m2", 1.5f, 0.6f, 1.8f, 1.0f, -999, 999},
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}};
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case Biome::Jungle: return {"Jungle", {
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{"World\\Doodad\\Azeroth\\Stranglethorn\\StranglethornPalmTree01.m2", 5.0f, 0.8f, 1.4f, 0.5f, -999, 999},
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{"World\\Doodad\\Azeroth\\Stranglethorn\\StranglethornFern01.m2", 10.0f, 0.3f, 0.8f, 0.8f, -999, 999},
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{"World\\Doodad\\Azeroth\\Stranglethorn\\StranglethornVines01.m2", 3.0f, 0.7f, 1.2f, 0.6f, -999, 999},
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}};
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case Biome::Desert: return {"Desert", {
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{"World\\Doodad\\Azeroth\\Tanaris\\TanarisCactus01.m2", 2.0f, 0.6f, 1.3f, 0.7f, -999, 999},
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{"World\\Doodad\\Azeroth\\Rock\\DesertRock01.m2", 1.5f, 0.5f, 2.0f, 1.0f, -999, 999},
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{"World\\Doodad\\Azeroth\\Tanaris\\TanarisBones01.m2", 0.5f, 0.8f, 1.2f, 0.5f, -999, 999},
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}};
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case Biome::Barrens: return {"Barrens", {
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{"World\\Doodad\\Azeroth\\Barrens\\BarrensTree01.m2", 1.5f, 0.7f, 1.3f, 0.6f, -999, 999},
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{"World\\Doodad\\Azeroth\\Barrens\\BarrensBush01.m2", 3.0f, 0.5f, 1.0f, 0.8f, -999, 999},
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{"World\\Doodad\\Azeroth\\Rock\\BarrensRock01.m2", 1.0f, 0.6f, 1.5f, 1.0f, -999, 999},
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}};
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case Biome::Snow: return {"Snow", {
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{"World\\Doodad\\Azeroth\\Winterspring\\WinterspringPine01.m2", 4.0f, 0.8f, 1.5f, 0.5f, -999, 999},
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{"World\\Doodad\\Azeroth\\Winterspring\\WinterspringSnowDrift01.m2", 2.0f, 0.5f, 1.2f, 0.4f, -999, 999},
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{"World\\Doodad\\Azeroth\\Rock\\SnowRock01.m2", 1.0f, 0.6f, 1.8f, 1.0f, -999, 999},
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}};
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case Biome::Swamp: return {"Swamp", {
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{"World\\Doodad\\Azeroth\\Wetlands\\WetlandsTree01.m2", 4.0f, 0.7f, 1.3f, 0.5f, -999, 999},
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{"World\\Doodad\\Azeroth\\Wetlands\\WetlandsMushroom01.m2", 6.0f, 0.3f, 0.7f, 0.8f, -999, 999},
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{"World\\Doodad\\Azeroth\\Wetlands\\WetlandsLog01.m2", 1.5f, 0.8f, 1.2f, 0.4f, -999, 999},
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}};
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case Biome::Rocky: return {"Rocky", {
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{"World\\Doodad\\Azeroth\\Rock\\Rock01.m2", 3.0f, 0.5f, 2.5f, 1.0f, -999, 999},
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{"World\\Doodad\\Azeroth\\Rock\\RockPile01.m2", 2.0f, 0.6f, 1.5f, 1.0f, -999, 999},
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}};
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case Biome::Beach: return {"Beach", {
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{"World\\Doodad\\Azeroth\\Stranglethorn\\StranglethornPalmTree01.m2", 2.0f, 0.7f, 1.3f, 0.4f, -999, 999},
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{"World\\Doodad\\Azeroth\\Rock\\BeachRock01.m2", 1.5f, 0.5f, 1.5f, 0.6f, -999, 999},
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}};
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case Biome::Volcanic: return {"Volcanic", {
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{"World\\Doodad\\Azeroth\\Rock\\LavaRock01.m2", 2.5f, 0.6f, 2.0f, 1.0f, -999, 999},
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{"World\\Doodad\\Azeroth\\Burning Steppes\\BurningSteppesCharredTree01.m2", 1.0f, 0.8f, 1.2f, 0.5f, -999, 999},
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}};
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default: return {"Unknown", {}};
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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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} // namespace editor
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} // namespace wowee
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