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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
77
tools/editor/transform_gizmo.hpp
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77
tools/editor/transform_gizmo.hpp
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#pragma once
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#include "rendering/camera.hpp"
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#include <glm/glm.hpp>
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#include <vulkan/vulkan.h>
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#include <vk_mem_alloc.h>
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namespace wowee {
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namespace rendering { class VkContext; }
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namespace editor {
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enum class TransformMode { None, Move, Rotate, Scale };
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enum class TransformAxis { All, X, Y, Z };
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class TransformGizmo {
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public:
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TransformGizmo();
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~TransformGizmo();
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bool initialize(rendering::VkContext* ctx, VkRenderPass renderPass,
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VkDescriptorSetLayout perFrameLayout);
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void shutdown();
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void setTarget(const glm::vec3& position, float scale = 1.0f);
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void setMode(TransformMode mode) { mode_ = mode; }
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TransformMode getMode() const { return mode_; }
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void setAxis(TransformAxis axis) { axis_ = axis; }
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TransformAxis getAxis() const { return axis_; }
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bool isActive() const { return mode_ != TransformMode::None; }
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// Begin/end drag
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void beginDrag(const glm::vec2& screenPos);
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void updateDrag(const glm::vec2& screenPos, const rendering::Camera& camera,
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float screenW, float screenH);
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void endDrag();
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bool isDragging() const { return dragging_; }
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// Get accumulated transform delta since beginDrag
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glm::vec3 getMoveDelta() const { return moveDelta_; }
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glm::vec3 getRotateDelta() const { return rotateDelta_; }
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float getScaleDelta() const { return scaleDelta_; }
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void render(VkCommandBuffer cmd, VkDescriptorSet perFrameSet);
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private:
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bool createPipeline();
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void updateBuffers();
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rendering::VkContext* vkCtx_ = nullptr;
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VkRenderPass renderPass_ = VK_NULL_HANDLE;
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VkDescriptorSetLayout perFrameLayout_ = VK_NULL_HANDLE;
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VkPipeline pipeline_ = VK_NULL_HANDLE;
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VkPipelineLayout pipelineLayout_ = VK_NULL_HANDLE;
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VkBuffer vertexBuffer_ = VK_NULL_HANDLE;
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VmaAllocation vertexAlloc_ = VK_NULL_HANDLE;
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uint32_t vertexCount_ = 0;
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TransformMode mode_ = TransformMode::None;
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TransformAxis axis_ = TransformAxis::All;
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glm::vec3 targetPos_{0};
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float targetScale_ = 1.0f;
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bool visible_ = false;
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bool dragging_ = false;
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glm::vec2 dragStart_{0};
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glm::vec2 dragCurrent_{0};
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glm::vec3 moveDelta_{0};
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glm::vec3 rotateDelta_{0};
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float scaleDelta_ = 0.0f;
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struct GizmoVertex { float pos[3]; float color[4]; };
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};
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} // namespace editor
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} // namespace wowee
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