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fix(editor): ADT doodad/WMO coordinate conversion, auto-find tile on map select
- ADT doodad/WMO positions now converted from ADT space to render coords via core::coords::adtToWorld() — fixes objects appearing at wrong positions when loading existing WoW maps - Selecting a map in the Load dialog now auto-finds the first valid tile (no more clicking "Find Tile" manually — it's automatic) - Better error messages with toast for failed terrain loads - Validates mesh has valid chunks before attempting GPU upload
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9c0bc5fbd1
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61f0f39611
2 changed files with 31 additions and 4 deletions
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@ -383,8 +383,27 @@ void EditorUI::renderLoadDialog(EditorApp& app) {
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for (const auto& m : maps) {
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if (!filter.empty() && m.find(filter) == std::string::npos) continue;
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bool selected = (m == std::string(loadMapNameBuf_));
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if (ImGui::Selectable(m.c_str(), selected))
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if (ImGui::Selectable(m.c_str(), selected)) {
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std::strncpy(loadMapNameBuf_, m.c_str(), sizeof(loadMapNameBuf_) - 1);
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// Auto-find first valid tile for this map
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std::string ml = m;
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bool found = false;
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for (int x = 25; x < 45 && !found; x++)
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for (int y = 25; y < 45 && !found; y++) {
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std::string tp = "world\\maps\\" + ml + "\\" + ml + "_" +
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std::to_string(x) + "_" + std::to_string(y) + ".adt";
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if (app.getAssetManager()->getManifest().hasEntry(tp))
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{ loadTileX_ = x; loadTileY_ = y; found = true; }
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}
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if (!found)
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for (int x = 0; x < 64 && !found; x++)
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for (int y = 0; y < 64 && !found; y++) {
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std::string tp = "world\\maps\\" + ml + "\\" + ml + "_" +
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std::to_string(x) + "_" + std::to_string(y) + ".adt";
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if (app.getAssetManager()->getManifest().hasEntry(tp))
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{ loadTileX_ = x; loadTileY_ = y; found = true; }
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}
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}
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}
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ImGui::EndChild();
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