Kelsidavis-WoWee/tools/editor/object_placer.hpp
Kelsi 110f250150 feat(editor): biome vegetation auto-population system
One-click procedural object placement based on biome rules:

- 10 biome vegetation rulesets with density, scale range, and slope
  constraints per asset type (trees, bushes, rocks, ferns, etc.)
- Grassland: pine trees + bushes + rocks
- Forest: ashenvale trees + ferns + forest rocks (dense canopy)
- Jungle: palm trees + ferns + vines (high density)
- Desert: cacti + desert rocks + bones (sparse)
- Barrens: scattered trees + dry bushes + rocks
- Snow: snow pines + snowdrifts + rocks
- Swamp: dark trees + mushrooms + logs
- Rocky: rock formations + rock piles
- Beach: palm trees + beach rocks
- Volcanic: lava rocks + charred trees

Objects panel > Auto-Populate Biome: select biome, set seed, click
"Populate Zone" to fill the entire tile with biome-appropriate
vegetation at rule-defined densities.
2026-05-05 16:42:41 -07:00

109 lines
3.8 KiB
C++

#pragma once
#include "pipeline/adt_loader.hpp"
#include "rendering/camera.hpp"
#include <glm/glm.hpp>
#include <string>
#include <vector>
#include <cstdint>
namespace wowee {
namespace editor {
enum class PlaceableType { M2, WMO };
struct PlacedObject {
PlaceableType type;
std::string path;
uint32_t nameId;
uint32_t uniqueId;
glm::vec3 position;
glm::vec3 rotation; // degrees
float scale; // 1.0 = normal
bool selected = false;
};
class ObjectPlacer {
public:
void setTerrain(pipeline::ADTTerrain* terrain) { terrain_ = terrain; }
void setActivePath(const std::string& path, PlaceableType type);
const std::string& getActivePath() const { return activePath_; }
PlaceableType getActiveType() const { return activeType_; }
// Place object at world position
void placeObject(const glm::vec3& position);
// Select object nearest to ray (Shift adds to selection)
int selectAt(const rendering::Ray& ray, float maxDist = 50.0f);
void addToSelection(int idx);
void toggleSelection(int idx);
void clearSelection();
int getSelectedIndex() const { return selectedIdx_; }
PlacedObject* getSelected();
const std::vector<int>& getSelectedIndices() const { return selectedIndices_; }
size_t selectionCount() const { return selectedIndices_.size(); }
bool isMultiSelected() const { return selectedIndices_.size() > 1; }
// Transform selected (operates on all selected objects)
void moveSelected(const glm::vec3& delta);
void rotateSelected(const glm::vec3& deltaDeg);
void scaleSelected(float delta);
void deleteSelected();
// Sync placed objects back to ADTTerrain structs
void syncToTerrain();
// Save/load placed objects to JSON
bool saveToFile(const std::string& path) const;
bool loadFromFile(const std::string& path);
const std::vector<PlacedObject>& getObjects() const { return objects_; }
std::vector<PlacedObject>& getObjects() { return objects_; }
void selectAll();
void selectByType(PlaceableType type);
void clearAll() { objects_.clear(); undoStack_.clear(); selectedIdx_ = -1; selectedIndices_.clear(); uniqueIdCounter_ = 1; }
size_t objectCount() const { return objects_.size(); }
float getPlacementRotationY() const { return placementRotY_; }
void setPlacementRotationY(float deg) { placementRotY_ = deg; }
float getPlacementScale() const { return placementScale_; }
void setPlacementScale(float s) { placementScale_ = s; }
bool getRandomRotation() const { return randomRotation_; }
void setRandomRotation(bool v) { randomRotation_ = v; }
bool getSnapToGround() const { return snapToGround_; }
void setSnapToGround(bool v) { snapToGround_ = v; }
// Undo last placement
bool canUndoPlace() const { return !undoStack_.empty(); }
void undoLastPlace();
// Scatter: place multiple copies with random offset/rotation
void scatter(const glm::vec3& center, float radius, int count,
float minScale, float maxScale);
// Procedural biome population: auto-place vegetation based on rules
int populateBiome(const struct BiomeVegetation& vegetation,
float tileSize, const glm::vec3& tileOrigin,
uint32_t seed = 42);
private:
uint32_t nextUniqueId();
pipeline::ADTTerrain* terrain_ = nullptr;
std::string activePath_;
PlaceableType activeType_ = PlaceableType::M2;
std::vector<PlacedObject> objects_;
std::vector<int> undoStack_; // indices of recently placed objects
int selectedIdx_ = -1;
std::vector<int> selectedIndices_;
uint32_t uniqueIdCounter_ = 1;
float placementRotY_ = 0.0f;
float placementScale_ = 1.0f;
bool randomRotation_ = false;
bool snapToGround_ = true;
};
} // namespace editor
} // namespace wowee