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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
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42 changed files with 5647 additions and 3 deletions
107
tools/editor/editor_app.hpp
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107
tools/editor/editor_app.hpp
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#pragma once
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#include "editor_camera.hpp"
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#include "editor_viewport.hpp"
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#include "editor_ui.hpp"
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#include "terrain_editor.hpp"
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#include "texture_painter.hpp"
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#include "object_placer.hpp"
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#include "npc_spawner.hpp"
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#include "npc_presets.hpp"
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#include "asset_browser.hpp"
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#include "core/window.hpp"
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#include "pipeline/asset_manager.hpp"
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#include <string>
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#include <memory>
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namespace wowee {
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namespace editor {
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enum class EditorMode { Sculpt, Paint, PlaceObject, Water, NPC };
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class EditorApp {
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public:
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EditorApp();
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~EditorApp();
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bool initialize(const std::string& dataPath);
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void run();
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void shutdown();
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void loadADT(const std::string& mapName, int tileX, int tileY);
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void createNewTerrain(const std::string& mapName, int tileX, int tileY, float baseHeight, Biome biome);
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void saveADT(const std::string& path);
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void saveWDT(const std::string& path);
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void requestQuit();
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void resetCamera();
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void setWireframe(bool enabled);
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bool isWireframe() const;
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EditorCamera& getEditorCamera() { return camera_; }
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TerrainEditor& getTerrainEditor() { return terrainEditor_; }
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TexturePainter& getTexturePainter() { return texturePainter_; }
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ObjectPlacer& getObjectPlacer() { return objectPlacer_; }
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NpcSpawner& getNpcSpawner() { return npcSpawner_; }
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NpcPresets& getNpcPresets() { return npcPresets_; }
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AssetBrowser& getAssetBrowser() { return assetBrowser_; }
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rendering::TerrainRenderer* getTerrainRenderer();
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pipeline::AssetManager* getAssetManager() { return assetManager_.get(); }
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const std::string& getLoadedMap() const { return loadedMap_; }
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int getLoadedTileX() const { return loadedTileX_; }
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int getLoadedTileY() const { return loadedTileY_; }
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bool hasTerrainLoaded() const { return terrain_.isLoaded(); }
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core::Window* getWindow() { return window_.get(); }
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EditorMode getMode() const { return mode_; }
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void setMode(EditorMode m) { mode_ = m; }
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void markObjectsDirty() { objectsDirty_ = true; }
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void startGizmoMode(TransformMode mode);
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void setGizmoAxis(TransformAxis axis);
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TransformGizmo& getGizmo() { return viewport_.getGizmo(); }
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float getWaterHeight() const { return waterHeight_; }
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void setWaterHeight(float h) { waterHeight_ = h; }
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uint16_t getWaterType() const { return waterType_; }
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void setWaterType(uint16_t t) { waterType_ = t; }
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private:
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void processEvents();
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void updateTerrainEditing(float dt);
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void refreshDirtyChunks();
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void initImGui();
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void shutdownImGui();
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std::unique_ptr<core::Window> window_;
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std::unique_ptr<pipeline::AssetManager> assetManager_;
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EditorCamera camera_;
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EditorViewport viewport_;
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EditorUI ui_;
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TerrainEditor terrainEditor_;
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TexturePainter texturePainter_;
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ObjectPlacer objectPlacer_;
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NpcSpawner npcSpawner_;
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NpcPresets npcPresets_;
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AssetBrowser assetBrowser_;
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pipeline::ADTTerrain terrain_;
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bool imguiInitialized_ = false;
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bool painting_ = false;
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bool objectsDirty_ = false;
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size_t lastObjectCount_ = 0;
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EditorMode mode_ = EditorMode::Sculpt;
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float waterHeight_ = 100.0f;
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uint16_t waterType_ = 0;
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std::string dataPath_;
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std::string loadedMap_;
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int loadedTileX_ = -1;
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int loadedTileY_ = -1;
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};
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} // namespace editor
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} // namespace wowee
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