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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
90
tools/editor/npc_spawner.hpp
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tools/editor/npc_spawner.hpp
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#pragma once
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#include <glm/glm.hpp>
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#include <string>
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#include <vector>
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#include <cstdint>
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namespace wowee {
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namespace editor {
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enum class CreatureBehavior {
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Stationary,
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Patrol,
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Wander,
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Scripted
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};
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struct PatrolPoint {
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glm::vec3 position;
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float waitTimeMs = 2000.0f;
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};
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struct CreatureSpawn {
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uint32_t id = 0;
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std::string name = "Creature";
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std::string modelPath;
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uint32_t displayId = 0;
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// Position
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glm::vec3 position{0};
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float orientation = 0.0f; // degrees
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// Stats
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uint32_t level = 1;
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uint32_t health = 100;
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uint32_t mana = 0;
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uint32_t minDamage = 5;
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uint32_t maxDamage = 10;
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uint32_t armor = 0;
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uint32_t faction = 0; // 0 = neutral
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// Behavior
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CreatureBehavior behavior = CreatureBehavior::Stationary;
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float wanderRadius = 10.0f;
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float aggroRadius = 20.0f;
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float leashRadius = 40.0f;
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uint32_t respawnTimeMs = 300000;
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std::vector<PatrolPoint> patrolPath;
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// Flags
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bool hostile = false;
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bool questgiver = false;
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bool vendor = false;
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bool flightmaster = false;
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bool innkeeper = false;
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bool selected = false;
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};
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class NpcSpawner {
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public:
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void placeCreature(const CreatureSpawn& spawn);
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void removeCreature(int index);
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int selectAt(const glm::vec3& worldPos, float maxDist = 30.0f);
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void clearSelection();
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CreatureSpawn* getSelected();
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int getSelectedIndex() const { return selectedIdx_; }
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const std::vector<CreatureSpawn>& getSpawns() const { return spawns_; }
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std::vector<CreatureSpawn>& getSpawns() { return spawns_; }
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size_t spawnCount() const { return spawns_.size(); }
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// Serialize to/from JSON
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bool saveToFile(const std::string& path) const;
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bool loadFromFile(const std::string& path);
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// Template creature for placement
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CreatureSpawn& getTemplate() { return template_; }
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private:
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uint32_t nextId();
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std::vector<CreatureSpawn> spawns_;
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int selectedIdx_ = -1;
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uint32_t idCounter_ = 1;
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CreatureSpawn template_;
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};
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} // namespace editor
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} // namespace wowee
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