feat(editor): import ADT doodad/WMO placements on load

- Loading an existing ADT now imports its MDDF (doodad) and MODF (WMO)
  placements into the object placer with correct position/rotation/scale
- Allows editing zones that already have objects placed in them
- Mutable getObjects() accessor for bulk import operations
- Log shows imported doodad + WMO count on load
This commit is contained in:
Kelsi 2026-05-05 05:42:14 -07:00
parent 17fda37813
commit f891bd02a5
2 changed files with 32 additions and 0 deletions

View file

@ -549,6 +549,37 @@ void EditorApp::loadADT(const std::string& mapName, int tileX, int tileY) {
camera_.setPosition(glm::vec3(centerX, centerY, 400.0f));
camera_.setYawPitch(0.0f, -45.0f);
// Import doodad/WMO placements from the ADT itself
for (const auto& dp : terrain_.doodadPlacements) {
if (dp.nameId < terrain_.doodadNames.size()) {
PlacedObject obj;
obj.type = PlaceableType::M2;
obj.path = terrain_.doodadNames[dp.nameId];
obj.position = glm::vec3(dp.position[0], dp.position[1], dp.position[2]);
obj.rotation = glm::vec3(dp.rotation[0], dp.rotation[1], dp.rotation[2]);
obj.scale = static_cast<float>(dp.scale) / 1024.0f;
obj.uniqueId = dp.uniqueId;
objectPlacer_.getObjects().push_back(obj);
}
}
for (const auto& wp : terrain_.wmoPlacements) {
if (wp.nameId < terrain_.wmoNames.size()) {
PlacedObject obj;
obj.type = PlaceableType::WMO;
obj.path = terrain_.wmoNames[wp.nameId];
obj.position = glm::vec3(wp.position[0], wp.position[1], wp.position[2]);
obj.rotation = glm::vec3(wp.rotation[0], wp.rotation[1], wp.rotation[2]);
obj.scale = 1.0f;
obj.uniqueId = wp.uniqueId;
objectPlacer_.getObjects().push_back(obj);
}
}
if (!terrain_.doodadPlacements.empty() || !terrain_.wmoPlacements.empty()) {
objectsDirty_ = true;
LOG_INFO("Imported ", terrain_.doodadPlacements.size(), " doodads + ",
terrain_.wmoPlacements.size(), " WMOs from ADT");
}
LOG_INFO("ADT loaded: ", mapName, " [", tileX, ",", tileY, "]");
// Try loading objects/NPCs from output directory if they exist