Kelsidavis-WoWee/tools/editor/terrain_biomes.hpp
Kelsi 2980ca83e7 feat(editor): add standalone world editor (rough/WIP)
Standalone wowee_editor tool for creating custom WoW zones.
This is a rough initial implementation — many features work but
M2/WMO rendering still has issues (frame sync, texture layout
transitions) and needs further polish.

Terrain:
- Create new blank terrain with 10 biome types (Grassland, Forest,
  Jungle, Desert, Barrens, Snow, Swamp, Rocky, Beach, Volcanic)
- Load existing ADT tiles from extracted game data
- Sculpt brushes: Raise, Lower, Smooth, Flatten, Level
- Chunk edge stitching prevents seams between tiles
- Undo/redo (100-deep stack, Ctrl+Z/Ctrl+Shift+Z)
- Save to WoW ADT/WDT format

Texture Painting:
- Paint/Erase/Replace Base modes
- Full tileset texture browser (1285 textures from manifest)
- Per-zone directory filtering and search
- Alpha map editing with 4-layer limit (auto-replaces weakest)

Object Placement:
- M2 and WMO model placement with full manifest browser (11k M2s, 2k WMOs)
- M2Renderer + WMORenderer integrated (loads .skin files for WotLK)
- Ghost preview follows cursor before placing
- Ctrl+click selection, right-click context menu
- Transform gizmo (Move/Rotate/Scale with axis constraints)
- Position/rotation/scale editing in properties panel

NPC/Monster System:
- 631 creature presets scanned from manifest, categorized
  (Critters, Beasts, Humanoids, Undead, Demons, etc.)
- Stats editor: level, health, mana, damage, armor, faction
- Behavior: Stationary, Patrol, Wander, Scripted
- Aggro/leash radius, respawn time, flags (hostile/vendor/etc.)
- Save creature spawns to JSON

Water:
- Place water at configurable height per chunk
- Liquid types: Water, Ocean, Magma, Slime
- Rendered as translucent colored quads
- Saved in ADT MH2O format

Infrastructure:
- Free-fly camera (WASD/QE, right-drag look, scroll speed)
- 5-mode toolbar: Sculpt | Paint | Objects | Water | NPCs
- Asset browser indexes full manifest on startup
- Editor water/marker shaders (pos+color vertex format)
- forceNoCull added to M2Renderer for editor use
- AssetManifest::getEntries() and AssetManager::getManifest() exposed

Known issues:
- M2/WMO rendering may not display on first placement (frame index
  sync between update/render was misaligned — now fixed but untested
  end-to-end)
- Validation layer errors on shutdown (resource cleanup ordering)
- Object placement on steep terrain can miss raycast
- No undo for texture painting or object placement yet
2026-05-05 03:47:03 -07:00

113 lines
3.6 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;
}
} // namespace editor
} // namespace wowee