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feat(editor): flatten around object, scatter auto-align, manifest batch
- Flatten Ground: flattens terrain to object height with smooth falloff around placed buildings/structures (undoable). Button in object panel - Scatter auto-align: checkbox enables terrain snapping + slope alignment for scattered objects (trees snap to ground and lean with hillsides) - Batch convert now falls back to asset manifest when filesystem dir is empty — converts M2/WMO from game data without filesystem extraction - Public terrain editor wrappers: beginGeneratorUndo, endGeneratorUndo, markDirty, stitchChunkEdges, getChunkVertexWorldPos
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4 changed files with 76 additions and 8 deletions
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@ -1512,6 +1512,10 @@ void EditorUI::renderObjectPanel(EditorApp& app) {
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ImGui::SameLine();
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if (ImGui::Button("Align Slope", ImVec2(75, 0)))
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app.alignSelectedToTerrain();
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if (ImGui::Button("Flatten Ground", ImVec2(100, 0)))
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app.flattenAroundSelected();
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if (ImGui::IsItemHovered())
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ImGui::SetTooltip("Flatten terrain around object to its height");
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if (ImGui::Button("Fly To", ImVec2(55, 0)))
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app.flyToSelected();
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ImGui::SameLine();
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@ -1544,16 +1548,32 @@ void EditorUI::renderObjectPanel(EditorApp& app) {
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ImGui::SliderInt("Count##objsc", &objScatterCount, 1, 50);
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ImGui::SliderFloat("Radius##objsc", &objScatterRadius, 10.0f, 300.0f);
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ImGui::DragFloatRange2("Scale##objsc", &objMinScale, &objMaxScale, 0.05f, 0.1f, 10.0f);
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static bool scatterAlign = true;
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ImGui::Checkbox("Align to terrain", &scatterAlign);
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auto& brush = app.getTerrainEditor().brush();
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if (ImGui::Button("Scatter at Cursor##obj", ImVec2(-1, 0))) {
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if (brush.isActive() && !placer.getActivePath().empty()) {
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size_t before = placer.objectCount();
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placer.scatter(brush.getPosition(), objScatterRadius,
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objScatterCount, objMinScale, objMaxScale);
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if (scatterAlign) {
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for (size_t i = before; i < placer.objectCount(); i++) {
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auto& obj = placer.getObjects()[i];
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rendering::Ray ray;
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ray.origin = obj.position + glm::vec3(0, 0, 500);
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ray.direction = glm::vec3(0, 0, -1);
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glm::vec3 hitPos;
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if (app.getTerrainEditor().raycastTerrain(ray, hitPos)) {
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obj.position.z = hitPos.z;
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glm::vec3 n = app.getTerrainEditor().sampleTerrainNormal(obj.position);
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obj.rotation.x = glm::degrees(std::asin(-n.x));
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obj.rotation.z = glm::degrees(std::asin(n.y));
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}
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}
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}
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app.markObjectsDirty();
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}
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}
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ImGui::TextColored(ImVec4(0.6f, 0.6f, 0.6f, 1),
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"Scatters selected model with random rotation/scale");
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}
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ImGui::Separator();
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