Kelsidavis-WoWee/tools/editor/object_placer.hpp
Kelsi 16a34afbf6 fix(editor): ID counter resets, quest panel guard, zone rename, load paths
Bug fixes:
- ObjectPlacer::clearAll() now resets uniqueIdCounter_ to 1
- NpcSpawner::clearAll() added with idCounter_ reset (was manual clear)
- clearAllObjects() uses NpcSpawner::clearAll() instead of manual clear
- Quest panel has terrain-loaded guard (prevents crash before loading)

Features:
- Zone rename: editable map name field in Info panel (press Enter)
- Load objects/creatures/quests from both output/ and custom_zones/
  directories (WOT zones from custom_zones now get their NPCs loaded)
2026-05-05 14:10:47 -07:00

104 lines
3.5 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);
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