feat(editor): multi-select objects, time-of-day lighting, WOT loading

- Multi-select: Ctrl+Shift+Click adds objects to selection, transforms
  (move/rotate/scale/delete) operate on all selected objects at once
- Time-of-day slider (0-24h) with automatic sun angle, light color,
  ambient, fog, and sky color transitions (dawn/day/dusk/night)
- View > Sky/Lighting menu: color pickers for light/ambient/fog, fog
  distance sliders, preset buttons (Dawn/Noon/Dusk/Night)
- loadADT prefers WOT/WHM open format from custom_zones/output dirs
- Selection count display when multiple objects selected
- setSkyPreset now delegates to setTimeOfDay for consistency
This commit is contained in:
Kelsi 2026-05-05 13:47:23 -07:00
parent d44eaec487
commit ddf97e9b8a
7 changed files with 147 additions and 30 deletions

View file

@ -428,15 +428,25 @@ void EditorApp::processEvents() {
showToast("Start point set — click terrain for end");
}
}
// Ctrl+click = select object (any mode)
// Ctrl+click = select (Ctrl+Shift+click = add to selection)
else if ((event.key.keysym.mod & KMOD_CTRL) || (SDL_GetModState() & KMOD_CTRL)) {
bool additive = (SDL_GetModState() & KMOD_SHIFT) != 0;
auto ext = window_->getVkContext()->getSwapchainExtent();
rendering::Ray ray = camera_.getCamera().screenToWorldRay(
static_cast<float>(event.button.x),
static_cast<float>(event.button.y),
static_cast<float>(ext.width),
static_cast<float>(ext.height));
objectPlacer_.selectAt(ray, 200.0f);
if (additive) {
int prevSel = objectPlacer_.getSelectedIndex();
int hit = objectPlacer_.selectAt(ray, 200.0f);
if (hit >= 0) {
if (prevSel >= 0) objectPlacer_.addToSelection(prevSel);
objectPlacer_.addToSelection(hit);
}
} else {
objectPlacer_.selectAt(ray, 200.0f);
}
} else if (mode_ == EditorMode::NPC) {
auto ext = window_->getVkContext()->getSwapchainExtent();
rendering::Ray ray = camera_.getCamera().screenToWorldRay(
@ -1049,18 +1059,9 @@ void EditorApp::updateToasts(float dt) {
void EditorApp::setSkyPreset(int preset) {
switch (preset) {
case 0: // Day
viewport_.setClearColor(0.4f, 0.6f, 0.9f);
viewport_.setLightDir(glm::normalize(glm::vec3(0.5f, -1.0f, 0.8f)));
break;
case 1: // Dusk
viewport_.setClearColor(0.6f, 0.3f, 0.2f);
viewport_.setLightDir(glm::normalize(glm::vec3(0.8f, -0.3f, 0.1f)));
break;
case 2: // Night
viewport_.setClearColor(0.05f, 0.05f, 0.12f);
viewport_.setLightDir(glm::normalize(glm::vec3(0.2f, -0.5f, 0.8f)));
break;
case 0: viewport_.setTimeOfDay(12.0f); break;
case 1: viewport_.setTimeOfDay(18.0f); break;
case 2: viewport_.setTimeOfDay(22.0f); break;
}
}