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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
75 lines
2.1 KiB
C++
75 lines
2.1 KiB
C++
#pragma once
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#include "pipeline/adt_loader.hpp"
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#include "rendering/camera.hpp"
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#include <glm/glm.hpp>
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#include <string>
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#include <vector>
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#include <cstdint>
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namespace wowee {
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namespace editor {
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enum class PlaceableType { M2, WMO };
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struct PlacedObject {
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PlaceableType type;
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std::string path;
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uint32_t nameId;
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uint32_t uniqueId;
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glm::vec3 position;
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glm::vec3 rotation; // degrees
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float scale; // 1.0 = normal
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bool selected = false;
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};
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class ObjectPlacer {
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public:
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void setTerrain(pipeline::ADTTerrain* terrain) { terrain_ = terrain; }
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void setActivePath(const std::string& path, PlaceableType type);
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const std::string& getActivePath() const { return activePath_; }
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PlaceableType getActiveType() const { return activeType_; }
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// Place object at world position
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void placeObject(const glm::vec3& position);
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// Select object nearest to ray
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int selectAt(const rendering::Ray& ray, float maxDist = 50.0f);
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void clearSelection();
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int getSelectedIndex() const { return selectedIdx_; }
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PlacedObject* getSelected();
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// Transform selected
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void moveSelected(const glm::vec3& delta);
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void rotateSelected(const glm::vec3& deltaDeg);
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void scaleSelected(float delta);
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void deleteSelected();
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// Sync placed objects back to ADTTerrain structs
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void syncToTerrain();
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const std::vector<PlacedObject>& getObjects() const { return objects_; }
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size_t objectCount() const { return objects_.size(); }
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float getPlacementRotationY() const { return placementRotY_; }
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void setPlacementRotationY(float deg) { placementRotY_ = deg; }
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float getPlacementScale() const { return placementScale_; }
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void setPlacementScale(float s) { placementScale_ = s; }
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private:
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uint32_t nextUniqueId();
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pipeline::ADTTerrain* terrain_ = nullptr;
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std::string activePath_;
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PlaceableType activeType_ = PlaceableType::M2;
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std::vector<PlacedObject> objects_;
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int selectedIdx_ = -1;
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uint32_t uniqueIdCounter_ = 1;
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float placementRotY_ = 0.0f;
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float placementScale_ = 1.0f;
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};
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} // namespace editor
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} // namespace wowee
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