Kelsidavis-WoWee/tools/editor/terrain_editor.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 "editor_brush.hpp"
#include "editor_history.hpp"
#include "terrain_biomes.hpp"
#include "pipeline/adt_loader.hpp"
#include "pipeline/terrain_mesh.hpp"
#include "rendering/camera.hpp"
#include <vector>
#include <functional>
namespace wowee {
namespace editor {
class TerrainEditor {
public:
TerrainEditor();
void setTerrain(pipeline::ADTTerrain* terrain) { terrain_ = terrain; }
pipeline::ADTTerrain* getTerrain() { return terrain_; }
const pipeline::ADTTerrain* getTerrain() const { return terrain_; }
EditorBrush& brush() { return brush_; }
const EditorBrush& brush() const { return brush_; }
EditorHistory& history() { return history_; }
static pipeline::ADTTerrain createBlankTerrain(int tileX, int tileY, float baseHeight = 100.0f,
Biome biome = Biome::Grassland);
// Raycast against terrain, returns true if hit
bool raycastTerrain(const rendering::Ray& ray, glm::vec3& hitPos) const;
// Apply brush at current position (call per-frame while painting)
void applyBrush(float deltaTime);
// Begin/end a paint stroke (for undo grouping)
void beginStroke();
void endStroke();
bool isStrokeActive() const { return strokeActive_; }
// Get chunks modified since last call (for re-upload)
std::vector<int> consumeDirtyChunks();
// Regenerate mesh for specific chunks
pipeline::TerrainMesh regenerateMesh() const;
pipeline::ChunkMesh regenerateChunkMesh(int chunkIndex) const;
void undo();
void redo();
// Recalculate normals for modified chunks (improves lighting after sculpt)
void recalcNormals(const std::vector<int>& chunkIndices);
// Noise generator: applies procedural height noise to the terrain
void applyNoise(float frequency, float amplitude, int octaves, uint32_t seed);
// Global smooth pass across entire tile (N iterations)
void smoothEntireTile(int iterations);
// Clamp all heights to a min/max range
void clampHeights(float minH, float maxH);
// Reset all heights to zero (flat terrain)
void resetToFlat();
// Scale all heights by a factor (useful for exaggerating or flattening)
void scaleHeights(float factor);
// Terrain stamp: copy heights from source area, paste at destination
void copyStamp(const glm::vec3& center, float radius);
void pasteStamp(const glm::vec3& center);
bool hasStamp() const { return !stampData_.empty(); }
// Mirror terrain along X or Y axis through tile center
void mirrorX();
void mirrorY();
// Carve a river/path between two points (lowers terrain along line)
void carveRiver(const glm::vec3& start, const glm::vec3& end, float width, float depth);
// Flatten a road between two points (smooths to average height along path)
void flattenRoad(const glm::vec3& start, const glm::vec3& end, float width);
// Create a crater at a position (bowl shape with raised rim)
void createCrater(const glm::vec3& center, float radius, float depth, float rimHeight);
// Create a mesa/plateau (raised flat area with steep cliff edges)
void createMesa(const glm::vec3& center, float radius, float height, float edgeSteepness);
// Create a smooth hill/mountain
void createHill(const glm::vec3& center, float radius, float height);
// Create a ridge/mountain range between two points
void createRidge(const glm::vec3& start, const glm::vec3& end, float width, float height);
// Create an island shape (raised center, dropping to base at edges)
void createIsland(float centerHeight, float edgeDropoff);
// Create a winding canyon across the tile
void createCanyon(float width, float depth, uint32_t seed);
// Terrace/quantize heights into N steps
void terraceHeights(int steps);
// Thermal erosion: material falls downhill based on angle of repose
void thermalErosion(int iterations, float talusAngle);
// Invert terrain (flip heights around midpoint)
void invertHeights();
// Fill entire tile with water at a height
void fillWater(float height, uint16_t liquidType);
// Import/export heightmap (raw 16-bit grayscale, 129x129)
bool importHeightmap(const std::string& path, float heightScale);
bool exportHeightmap(const std::string& path, float heightScale);
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
// Water editing
void setWaterLevel(const glm::vec3& center, float radius, float waterHeight, uint16_t liquidType = 0);
void removeWater(const glm::vec3& center, float radius);
// Hole editing (4x4 bitmask per chunk — cave entrances, mine shafts)
void punchHole(const glm::vec3& center, float radius);
void fillHole(const glm::vec3& center, float radius);
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
bool hasUnsavedChanges() const { return dirty_; }
void markSaved() { dirty_ = false; }
private:
void applyRaise(float dt);
void applySmooth(float dt);
void applyFlatten(float dt);
void applyErode(float dt);
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
void stitchEdges(int chunkIdx);
std::vector<int> getAffectedChunks(const glm::vec3& center, float radius) const;
glm::vec3 chunkVertexWorldPos(int chunkIdx, int vertIdx) const;
float getVertexHeight(int chunkIdx, int vertIdx) const;
void setVertexHeight(int chunkIdx, int vertIdx, float height);
struct StampVertex { float dx, dy, height; };
std::vector<StampVertex> stampData_;
glm::vec3 stampCenter_{0};
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
pipeline::ADTTerrain* terrain_ = nullptr;
EditorBrush brush_;
EditorHistory history_;
bool strokeActive_ = false;
bool dirty_ = false;
std::vector<int> dirtyChunks_;
static constexpr float TILE_SIZE = 533.33333f;
static constexpr float CHUNK_SIZE = TILE_SIZE / 16.0f;
static constexpr float GRID_STEP = CHUNK_SIZE / 8.0f;
};
} // namespace editor
} // namespace wowee