Kelsidavis-WoWee/tools/editor/object_placer.hpp
Kelsi 5df007b7b9 feat(editor): random rotation, placed object list, quality of life
- Random Rotation checkbox: each placed object gets a random Y rotation
  (great for natural-looking tree/rock placement without manual tweaking)
- Placed Object List: collapsible list in Object panel showing all placed
  objects with name and position, click to select
- Both features reduce repetitive manual work when building dense zones
2026-05-05 04:57:42 -07:00

87 lines
2.6 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
int selectAt(const rendering::Ray& ray, float maxDist = 50.0f);
void clearSelection();
int getSelectedIndex() const { return selectedIdx_; }
PlacedObject* getSelected();
// Transform selected
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();
const std::vector<PlacedObject>& getObjects() const { return objects_; }
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; }
// 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;
uint32_t uniqueIdCounter_ = 1;
float placementRotY_ = 0.0f;
float placementScale_ = 1.0f;
bool randomRotation_ = false;
};
} // namespace editor
} // namespace wowee