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
This commit is contained in:
Kelsi 2026-05-05 03:47:03 -07:00
parent d138269a35
commit 2980ca83e7
42 changed files with 5647 additions and 3 deletions

View file

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#include "npc_spawner.hpp"
#include "core/logger.hpp"
#include <fstream>
#include <sstream>
#include <cmath>
#include <algorithm>
#include <filesystem>
namespace wowee {
namespace editor {
uint32_t NpcSpawner::nextId() { return idCounter_++; }
void NpcSpawner::placeCreature(const CreatureSpawn& spawn) {
CreatureSpawn s = spawn;
s.id = nextId();
s.selected = false;
spawns_.push_back(s);
LOG_INFO("Creature placed: ", s.name, " (id=", s.id, ") at (",
s.position.x, ",", s.position.y, ",", s.position.z, ")");
}
void NpcSpawner::removeCreature(int index) {
if (index < 0 || index >= static_cast<int>(spawns_.size())) return;
spawns_.erase(spawns_.begin() + index);
if (selectedIdx_ == index) selectedIdx_ = -1;
else if (selectedIdx_ > index) selectedIdx_--;
}
int NpcSpawner::selectAt(const glm::vec3& worldPos, float maxDist) {
clearSelection();
float bestDist = maxDist;
int bestIdx = -1;
for (int i = 0; i < static_cast<int>(spawns_.size()); i++) {
float dist = glm::length(spawns_[i].position - worldPos);
if (dist < bestDist) { bestDist = dist; bestIdx = i; }
}
if (bestIdx >= 0) {
selectedIdx_ = bestIdx;
spawns_[bestIdx].selected = true;
}
return bestIdx;
}
void NpcSpawner::clearSelection() {
if (selectedIdx_ >= 0 && selectedIdx_ < static_cast<int>(spawns_.size()))
spawns_[selectedIdx_].selected = false;
selectedIdx_ = -1;
}
CreatureSpawn* NpcSpawner::getSelected() {
if (selectedIdx_ < 0 || selectedIdx_ >= static_cast<int>(spawns_.size())) return nullptr;
return &spawns_[selectedIdx_];
}
bool NpcSpawner::saveToFile(const std::string& path) const {
auto dir = std::filesystem::path(path).parent_path();
if (!dir.empty()) std::filesystem::create_directories(dir);
std::ofstream f(path);
if (!f) { LOG_ERROR("Failed to write NPC file: ", path); return false; }
f << "[\n";
for (size_t i = 0; i < spawns_.size(); i++) {
const auto& s = spawns_[i];
f << " {\n";
f << " \"name\": \"" << s.name << "\",\n";
f << " \"model\": \"" << s.modelPath << "\",\n";
f << " \"displayId\": " << s.displayId << ",\n";
f << " \"position\": [" << s.position.x << "," << s.position.y << "," << s.position.z << "],\n";
f << " \"orientation\": " << s.orientation << ",\n";
f << " \"level\": " << s.level << ",\n";
f << " \"health\": " << s.health << ",\n";
f << " \"mana\": " << s.mana << ",\n";
f << " \"minDamage\": " << s.minDamage << ",\n";
f << " \"maxDamage\": " << s.maxDamage << ",\n";
f << " \"armor\": " << s.armor << ",\n";
f << " \"faction\": " << s.faction << ",\n";
f << " \"behavior\": " << static_cast<int>(s.behavior) << ",\n";
f << " \"wanderRadius\": " << s.wanderRadius << ",\n";
f << " \"aggroRadius\": " << s.aggroRadius << ",\n";
f << " \"leashRadius\": " << s.leashRadius << ",\n";
f << " \"respawnTimeMs\": " << s.respawnTimeMs << ",\n";
f << " \"hostile\": " << (s.hostile ? "true" : "false") << ",\n";
f << " \"questgiver\": " << (s.questgiver ? "true" : "false") << ",\n";
f << " \"vendor\": " << (s.vendor ? "true" : "false") << ",\n";
f << " \"flightmaster\": " << (s.flightmaster ? "true" : "false") << ",\n";
f << " \"innkeeper\": " << (s.innkeeper ? "true" : "false") << ",\n";
f << " \"patrol\": [";
for (size_t p = 0; p < s.patrolPath.size(); p++) {
f << "[" << s.patrolPath[p].position.x << "," << s.patrolPath[p].position.y
<< "," << s.patrolPath[p].position.z << "," << s.patrolPath[p].waitTimeMs << "]";
if (p + 1 < s.patrolPath.size()) f << ",";
}
f << "]\n";
f << " }" << (i + 1 < spawns_.size() ? "," : "") << "\n";
}
f << "]\n";
LOG_INFO("NPC spawns saved: ", path, " (", spawns_.size(), " creatures)");
return true;
}
bool NpcSpawner::loadFromFile(const std::string& path) {
// Simple JSON-ish parser for our format — full JSON parsing would need a library
LOG_INFO("NPC spawn loading not yet implemented for: ", path);
return false;
}
} // namespace editor
} // namespace wowee