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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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@ -43,6 +43,11 @@ public:
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// Get chunks modified since last call (for re-upload)
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std::vector<int> consumeDirtyChunks();
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void markDirty(int chunkIdx) { dirtyChunks_.push_back(chunkIdx); dirty_ = true; }
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void stitchChunkEdges(int chunkIdx) { stitchEdges(chunkIdx); }
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glm::vec3 getChunkVertexWorldPos(int ci, int vi) const { return chunkVertexWorldPos(ci, vi); }
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void beginGeneratorUndo() { recordGeneratorUndo(); }
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void endGeneratorUndo() { commitGeneratorUndo(); }
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// Regenerate mesh for specific chunks
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pipeline::TerrainMesh regenerateMesh() const;
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