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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
160
tools/editor/object_placer.cpp
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160
tools/editor/object_placer.cpp
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#include "object_placer.hpp"
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#include "core/logger.hpp"
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#include <algorithm>
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#include <cmath>
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namespace wowee {
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namespace editor {
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void ObjectPlacer::setActivePath(const std::string& path, PlaceableType type) {
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activePath_ = path;
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activeType_ = type;
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}
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uint32_t ObjectPlacer::nextUniqueId() {
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return uniqueIdCounter_++;
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}
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void ObjectPlacer::placeObject(const glm::vec3& position) {
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if (activePath_.empty()) return;
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PlacedObject obj;
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obj.type = activeType_;
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obj.path = activePath_;
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obj.nameId = 0;
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obj.uniqueId = nextUniqueId();
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obj.position = position;
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obj.rotation = glm::vec3(0.0f, placementRotY_, 0.0f);
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obj.scale = placementScale_;
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obj.selected = false;
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objects_.push_back(obj);
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LOG_INFO("Placed ", (activeType_ == PlaceableType::M2 ? "M2" : "WMO"),
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": ", activePath_, " at (", position.x, ",", position.y, ",", position.z, ")");
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}
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int ObjectPlacer::selectAt(const rendering::Ray& ray, float maxDist) {
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clearSelection();
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float bestDist = maxDist;
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int bestIdx = -1;
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for (int i = 0; i < static_cast<int>(objects_.size()); i++) {
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// Simple sphere test (radius based on scale)
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float radius = 5.0f * objects_[i].scale;
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glm::vec3 oc = ray.origin - objects_[i].position;
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float b = glm::dot(oc, ray.direction);
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float c = glm::dot(oc, oc) - radius * radius;
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float disc = b * b - c;
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if (disc < 0) continue;
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float t = -b - std::sqrt(disc);
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if (t < 0) t = -b + std::sqrt(disc);
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if (t > 0 && t < bestDist) {
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bestDist = t;
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bestIdx = i;
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}
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}
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if (bestIdx >= 0) {
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selectedIdx_ = bestIdx;
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objects_[bestIdx].selected = true;
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}
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return bestIdx;
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}
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void ObjectPlacer::clearSelection() {
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if (selectedIdx_ >= 0 && selectedIdx_ < static_cast<int>(objects_.size()))
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objects_[selectedIdx_].selected = false;
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selectedIdx_ = -1;
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}
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PlacedObject* ObjectPlacer::getSelected() {
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if (selectedIdx_ < 0 || selectedIdx_ >= static_cast<int>(objects_.size())) return nullptr;
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return &objects_[selectedIdx_];
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}
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void ObjectPlacer::moveSelected(const glm::vec3& delta) {
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if (auto* obj = getSelected()) obj->position += delta;
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}
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void ObjectPlacer::rotateSelected(const glm::vec3& deltaDeg) {
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if (auto* obj = getSelected()) obj->rotation += deltaDeg;
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}
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void ObjectPlacer::scaleSelected(float delta) {
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if (auto* obj = getSelected())
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obj->scale = std::max(0.1f, obj->scale + delta);
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}
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void ObjectPlacer::deleteSelected() {
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if (selectedIdx_ < 0 || selectedIdx_ >= static_cast<int>(objects_.size())) return;
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objects_.erase(objects_.begin() + selectedIdx_);
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selectedIdx_ = -1;
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}
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void ObjectPlacer::syncToTerrain() {
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if (!terrain_) return;
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terrain_->doodadNames.clear();
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terrain_->doodadPlacements.clear();
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terrain_->wmoNames.clear();
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terrain_->wmoPlacements.clear();
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// Build name lists and placements
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std::vector<std::string> m2Names, wmoNames;
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for (const auto& obj : objects_) {
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if (obj.type == PlaceableType::M2) {
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// Find or add name
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uint32_t nameId = 0;
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for (uint32_t i = 0; i < m2Names.size(); i++) {
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if (m2Names[i] == obj.path) { nameId = i; goto foundM2; }
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}
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nameId = static_cast<uint32_t>(m2Names.size());
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m2Names.push_back(obj.path);
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foundM2:
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pipeline::ADTTerrain::DoodadPlacement dp{};
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dp.nameId = nameId;
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dp.uniqueId = obj.uniqueId;
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dp.position[0] = obj.position.x;
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dp.position[1] = obj.position.y;
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dp.position[2] = obj.position.z;
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dp.rotation[0] = obj.rotation.x;
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dp.rotation[1] = obj.rotation.y;
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dp.rotation[2] = obj.rotation.z;
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dp.scale = static_cast<uint16_t>(obj.scale * 1024.0f);
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dp.flags = 0;
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terrain_->doodadPlacements.push_back(dp);
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} else {
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uint32_t nameId = 0;
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for (uint32_t i = 0; i < wmoNames.size(); i++) {
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if (wmoNames[i] == obj.path) { nameId = i; goto foundWMO; }
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}
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nameId = static_cast<uint32_t>(wmoNames.size());
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wmoNames.push_back(obj.path);
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foundWMO:
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pipeline::ADTTerrain::WMOPlacement wp{};
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wp.nameId = nameId;
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wp.uniqueId = obj.uniqueId;
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wp.position[0] = obj.position.x;
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wp.position[1] = obj.position.y;
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wp.position[2] = obj.position.z;
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wp.rotation[0] = obj.rotation.x;
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wp.rotation[1] = obj.rotation.y;
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wp.rotation[2] = obj.rotation.z;
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wp.flags = 0;
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wp.doodadSet = 0;
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terrain_->wmoPlacements.push_back(wp);
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}
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}
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terrain_->doodadNames = std::move(m2Names);
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terrain_->wmoNames = std::move(wmoNames);
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}
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} // namespace editor
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} // namespace wowee
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