mirror of
https://github.com/Kelsidavis/WoWee.git
synced 2026-05-06 00:53:52 +00:00
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:
parent
d138269a35
commit
2980ca83e7
42 changed files with 5647 additions and 3 deletions
75
tools/editor/object_placer.hpp
Normal file
75
tools/editor/object_placer.hpp
Normal file
|
|
@ -0,0 +1,75 @@
|
|||
#pragma once
|
||||
|
||||
#include "pipeline/adt_loader.hpp"
|
||||
#include "rendering/camera.hpp"
|
||||
#include <glm/glm.hpp>
|
||||
#include <string>
|
||||
#include <vector>
|
||||
#include <cstdint>
|
||||
|
||||
namespace wowee {
|
||||
namespace editor {
|
||||
|
||||
enum class PlaceableType { M2, WMO };
|
||||
|
||||
struct PlacedObject {
|
||||
PlaceableType type;
|
||||
std::string path;
|
||||
uint32_t nameId;
|
||||
uint32_t uniqueId;
|
||||
glm::vec3 position;
|
||||
glm::vec3 rotation; // degrees
|
||||
float scale; // 1.0 = normal
|
||||
bool selected = false;
|
||||
};
|
||||
|
||||
class ObjectPlacer {
|
||||
public:
|
||||
void setTerrain(pipeline::ADTTerrain* terrain) { terrain_ = terrain; }
|
||||
|
||||
void setActivePath(const std::string& path, PlaceableType type);
|
||||
const std::string& getActivePath() const { return activePath_; }
|
||||
PlaceableType getActiveType() const { return activeType_; }
|
||||
|
||||
// Place object at world position
|
||||
void placeObject(const glm::vec3& position);
|
||||
|
||||
// Select object nearest to ray
|
||||
int selectAt(const rendering::Ray& ray, float maxDist = 50.0f);
|
||||
void clearSelection();
|
||||
int getSelectedIndex() const { return selectedIdx_; }
|
||||
PlacedObject* getSelected();
|
||||
|
||||
// Transform selected
|
||||
void moveSelected(const glm::vec3& delta);
|
||||
void rotateSelected(const glm::vec3& deltaDeg);
|
||||
void scaleSelected(float delta);
|
||||
void deleteSelected();
|
||||
|
||||
// Sync placed objects back to ADTTerrain structs
|
||||
void syncToTerrain();
|
||||
|
||||
const std::vector<PlacedObject>& getObjects() const { return objects_; }
|
||||
size_t objectCount() const { return objects_.size(); }
|
||||
|
||||
float getPlacementRotationY() const { return placementRotY_; }
|
||||
void setPlacementRotationY(float deg) { placementRotY_ = deg; }
|
||||
float getPlacementScale() const { return placementScale_; }
|
||||
void setPlacementScale(float s) { placementScale_ = s; }
|
||||
|
||||
private:
|
||||
uint32_t nextUniqueId();
|
||||
|
||||
pipeline::ADTTerrain* terrain_ = nullptr;
|
||||
std::string activePath_;
|
||||
PlaceableType activeType_ = PlaceableType::M2;
|
||||
|
||||
std::vector<PlacedObject> objects_;
|
||||
int selectedIdx_ = -1;
|
||||
uint32_t uniqueIdCounter_ = 1;
|
||||
float placementRotY_ = 0.0f;
|
||||
float placementScale_ = 1.0f;
|
||||
};
|
||||
|
||||
} // namespace editor
|
||||
} // namespace wowee
|
||||
Loading…
Add table
Add a link
Reference in a new issue