Kelsidavis-WoWee/tools/editor/terrain_biomes.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

183 lines
7.6 KiB
C++

#pragma once
#include <string>
#include <vector>
#include <array>
namespace wowee {
namespace editor {
enum class Biome {
Grassland,
Forest,
Jungle,
Desert,
Barrens,
Snow,
Swamp,
Rocky,
Beach,
Volcanic,
COUNT
};
struct BiomeTextures {
const char* name;
const char* base; // Primary ground texture
const char* secondary; // Secondary layer (dirt/path)
const char* accent; // Accent (rocks/roots)
const char* detail; // Detail overlay
};
inline const BiomeTextures& getBiomeTextures(Biome biome) {
static const std::array<BiomeTextures, static_cast<size_t>(Biome::COUNT)> biomes = {{
{ // Grassland
"Grassland",
"Tileset\\Elwynn\\ElwynnGrassBase.blp",
"Tileset\\Elwynn\\ElwynnDirtBase.blp",
"Tileset\\Elwynn\\ElwynnCobblestoneBase.blp",
"Tileset\\Elwynn\\ElwynnGrassHighlight.blp"
},
{ // Forest
"Forest",
"Tileset\\Ashenvale\\AshenvaleGrass.blp",
"Tileset\\Ashenvale\\AshenvaleDirt.blp",
"Tileset\\Ashenvale\\AshenvaleRoots.blp",
"Tileset\\Ashenvale\\AshenvaleMossBase.blp"
},
{ // Jungle
"Jungle",
"Tileset\\Stranglethorn\\StranglethornGrass.blp",
"Tileset\\Stranglethorn\\StranglethornDirt03.blp",
"Tileset\\Stranglethorn\\StranglethornMossRoot01.blp",
"Tileset\\Stranglethorn\\StranglethornPlants01.blp"
},
{ // Desert
"Desert",
"Tileset\\Tanaris\\TanarisSandBase01.blp",
"Tileset\\Tanaris\\TanarisCrackedGround.blp",
"Tileset\\Tanaris\\TanarisRockBase01.blp",
"Tileset\\Tanaris\\TanarisSandBase02.blp"
},
{ // Barrens
"Barrens",
"Tileset\\Barrens\\BarrensBaseDirt.blp",
"Tileset\\Barrens\\BarrensBaseGrassGold.blp",
"Tileset\\Barrens\\BarrensBaseRock.blp",
"Tileset\\Barrens\\BarrensBaseDirtLighter.blp"
},
{ // Snow
"Snow",
"Tileset\\Expansion02\\Dragonblight\\DragonblightFreshSmoothSnowA.blp",
"Tileset\\Winterspring Grove\\WinterspringDirt.blp",
"Tileset\\Winterspring Grove\\WinterspringRock.blp",
"Tileset\\Winterspring Grove\\WinterspringRockSnow.blp"
},
{ // Swamp
"Swamp",
"Tileset\\Wetlands\\WetlandsGrassDark01.blp",
"Tileset\\Wetlands\\WetlandsDirt01.blp",
"Tileset\\Wetlands\\WetlandsDirtMoss01.blp",
"Tileset\\Wetlands\\WetlandsBaseRock.blp"
},
{ // Rocky
"Rocky",
"Tileset\\Barrens\\BarrensRock01.blp",
"Tileset\\Barrens\\BarrensBaseDirt.blp",
"Tileset\\Desolace\\DesolaceRock01.blp",
"Tileset\\Desolace\\DesolaceDirt.blp"
},
{ // Beach
"Beach",
"Tileset\\Ashenvale\\AshenvaleSand.blp",
"Tileset\\Feralas\\FeralasSand.blp",
"Tileset\\Ashenvale\\AshenvaleShore.blp",
"Tileset\\Feralas\\FeralasGrass.blp"
},
{ // Volcanic
"Volcanic",
"Tileset\\Desolace\\DesolaceDirt.blp",
"Tileset\\Desolace\\DesolaceCracks.blp",
"Tileset\\Desolace\\DesolaceRock01.blp",
"Tileset\\Tanaris\\TanarisRockBaseBurn.blp"
}
}};
return biomes[static_cast<size_t>(biome)];
}
inline const char* getBiomeName(Biome b) {
return getBiomeTextures(b).name;
}
// Vegetation rule: which M2 models to scatter per biome
struct VegetationAsset {
const char* path;
float density; // objects per 100x100 unit area
float minScale;
float maxScale;
float maxSlope; // max terrain slope (0-1, 0=flat only, 1=any)
float minHeight; // relative to base (-999=any)
float maxHeight; // relative to base (999=any)
};
struct BiomeVegetation {
const char* name;
std::vector<VegetationAsset> assets;
};
inline BiomeVegetation getBiomeVegetation(Biome biome) {
switch (biome) {
case Biome::Grassland: return {"Grassland", {
{"World\\Doodad\\Azeroth\\Elwynn\\PineTree\\ElwynnPineTree01.m2", 3.0f, 0.8f, 1.4f, 0.6f, -999, 999},
{"World\\Doodad\\Azeroth\\Elwynn\\ElwynnBush01.m2", 5.0f, 0.6f, 1.2f, 0.8f, -999, 999},
{"World\\Doodad\\Azeroth\\Rock\\Rock01.m2", 1.0f, 0.5f, 1.5f, 1.0f, -999, 999},
}};
case Biome::Forest: return {"Forest", {
{"World\\Doodad\\Azeroth\\Ashenvale\\AshenvaleTree01.m2", 6.0f, 0.7f, 1.5f, 0.5f, -999, 999},
{"World\\Doodad\\Azeroth\\Ashenvale\\AshenvaleTree02.m2", 4.0f, 0.8f, 1.3f, 0.5f, -999, 999},
{"World\\Doodad\\Azeroth\\Ashenvale\\AshenvaleFern01.m2", 8.0f, 0.4f, 0.9f, 0.7f, -999, 999},
{"World\\Doodad\\Azeroth\\Rock\\ForestRock01.m2", 1.5f, 0.6f, 1.8f, 1.0f, -999, 999},
}};
case Biome::Jungle: return {"Jungle", {
{"World\\Doodad\\Azeroth\\Stranglethorn\\StranglethornPalmTree01.m2", 5.0f, 0.8f, 1.4f, 0.5f, -999, 999},
{"World\\Doodad\\Azeroth\\Stranglethorn\\StranglethornFern01.m2", 10.0f, 0.3f, 0.8f, 0.8f, -999, 999},
{"World\\Doodad\\Azeroth\\Stranglethorn\\StranglethornVines01.m2", 3.0f, 0.7f, 1.2f, 0.6f, -999, 999},
}};
case Biome::Desert: return {"Desert", {
{"World\\Doodad\\Azeroth\\Tanaris\\TanarisCactus01.m2", 2.0f, 0.6f, 1.3f, 0.7f, -999, 999},
{"World\\Doodad\\Azeroth\\Rock\\DesertRock01.m2", 1.5f, 0.5f, 2.0f, 1.0f, -999, 999},
{"World\\Doodad\\Azeroth\\Tanaris\\TanarisBones01.m2", 0.5f, 0.8f, 1.2f, 0.5f, -999, 999},
}};
case Biome::Barrens: return {"Barrens", {
{"World\\Doodad\\Azeroth\\Barrens\\BarrensTree01.m2", 1.5f, 0.7f, 1.3f, 0.6f, -999, 999},
{"World\\Doodad\\Azeroth\\Barrens\\BarrensBush01.m2", 3.0f, 0.5f, 1.0f, 0.8f, -999, 999},
{"World\\Doodad\\Azeroth\\Rock\\BarrensRock01.m2", 1.0f, 0.6f, 1.5f, 1.0f, -999, 999},
}};
case Biome::Snow: return {"Snow", {
{"World\\Doodad\\Azeroth\\Winterspring\\WinterspringPine01.m2", 4.0f, 0.8f, 1.5f, 0.5f, -999, 999},
{"World\\Doodad\\Azeroth\\Winterspring\\WinterspringSnowDrift01.m2", 2.0f, 0.5f, 1.2f, 0.4f, -999, 999},
{"World\\Doodad\\Azeroth\\Rock\\SnowRock01.m2", 1.0f, 0.6f, 1.8f, 1.0f, -999, 999},
}};
case Biome::Swamp: return {"Swamp", {
{"World\\Doodad\\Azeroth\\Wetlands\\WetlandsTree01.m2", 4.0f, 0.7f, 1.3f, 0.5f, -999, 999},
{"World\\Doodad\\Azeroth\\Wetlands\\WetlandsMushroom01.m2", 6.0f, 0.3f, 0.7f, 0.8f, -999, 999},
{"World\\Doodad\\Azeroth\\Wetlands\\WetlandsLog01.m2", 1.5f, 0.8f, 1.2f, 0.4f, -999, 999},
}};
case Biome::Rocky: return {"Rocky", {
{"World\\Doodad\\Azeroth\\Rock\\Rock01.m2", 3.0f, 0.5f, 2.5f, 1.0f, -999, 999},
{"World\\Doodad\\Azeroth\\Rock\\RockPile01.m2", 2.0f, 0.6f, 1.5f, 1.0f, -999, 999},
}};
case Biome::Beach: return {"Beach", {
{"World\\Doodad\\Azeroth\\Stranglethorn\\StranglethornPalmTree01.m2", 2.0f, 0.7f, 1.3f, 0.4f, -999, 999},
{"World\\Doodad\\Azeroth\\Rock\\BeachRock01.m2", 1.5f, 0.5f, 1.5f, 0.6f, -999, 999},
}};
case Biome::Volcanic: return {"Volcanic", {
{"World\\Doodad\\Azeroth\\Rock\\LavaRock01.m2", 2.5f, 0.6f, 2.0f, 1.0f, -999, 999},
{"World\\Doodad\\Azeroth\\Burning Steppes\\BurningSteppesCharredTree01.m2", 1.0f, 0.8f, 1.2f, 0.5f, -999, 999},
}};
default: return {"Unknown", {}};
}
}
} // namespace editor
} // namespace wowee