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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
83 lines
2.6 KiB
C++
83 lines
2.6 KiB
C++
#pragma once
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#include "editor_brush.hpp"
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#include "editor_history.hpp"
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#include "terrain_biomes.hpp"
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#include "pipeline/adt_loader.hpp"
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#include "pipeline/terrain_mesh.hpp"
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#include "rendering/camera.hpp"
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#include <vector>
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#include <functional>
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namespace wowee {
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namespace editor {
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class TerrainEditor {
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public:
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TerrainEditor();
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void setTerrain(pipeline::ADTTerrain* terrain) { terrain_ = terrain; }
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pipeline::ADTTerrain* getTerrain() { return terrain_; }
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const pipeline::ADTTerrain* getTerrain() const { return terrain_; }
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EditorBrush& brush() { return brush_; }
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const EditorBrush& brush() const { return brush_; }
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EditorHistory& history() { return history_; }
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static pipeline::ADTTerrain createBlankTerrain(int tileX, int tileY, float baseHeight = 100.0f,
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Biome biome = Biome::Grassland);
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// Raycast against terrain, returns true if hit
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bool raycastTerrain(const rendering::Ray& ray, glm::vec3& hitPos) const;
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// Apply brush at current position (call per-frame while painting)
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void applyBrush(float deltaTime);
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// Begin/end a paint stroke (for undo grouping)
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void beginStroke();
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void endStroke();
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bool isStrokeActive() const { return strokeActive_; }
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// Get chunks modified since last call (for re-upload)
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std::vector<int> consumeDirtyChunks();
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// Regenerate mesh for specific chunks
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pipeline::TerrainMesh regenerateMesh() const;
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pipeline::ChunkMesh regenerateChunkMesh(int chunkIndex) const;
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void undo();
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void redo();
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// Water editing
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void setWaterLevel(const glm::vec3& center, float radius, float waterHeight, uint16_t liquidType = 0);
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void removeWater(const glm::vec3& center, float radius);
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bool hasUnsavedChanges() const { return dirty_; }
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void markSaved() { dirty_ = false; }
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private:
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void applyRaise(float dt);
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void applySmooth(float dt);
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void applyFlatten(float dt);
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void stitchEdges(int chunkIdx);
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std::vector<int> getAffectedChunks(const glm::vec3& center, float radius) const;
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glm::vec3 chunkVertexWorldPos(int chunkIdx, int vertIdx) const;
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float getVertexHeight(int chunkIdx, int vertIdx) const;
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void setVertexHeight(int chunkIdx, int vertIdx, float height);
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pipeline::ADTTerrain* terrain_ = nullptr;
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EditorBrush brush_;
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EditorHistory history_;
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bool strokeActive_ = false;
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bool dirty_ = false;
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std::vector<int> dirtyChunks_;
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static constexpr float TILE_SIZE = 533.33333f;
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static constexpr float CHUNK_SIZE = TILE_SIZE / 16.0f;
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static constexpr float GRID_STEP = CHUNK_SIZE / 8.0f;
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};
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} // namespace editor
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} // namespace wowee
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