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https://github.com/Kelsidavis/WoWee.git
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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
113 lines
3.6 KiB
C++
113 lines
3.6 KiB
C++
#pragma once
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#include <string>
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#include <vector>
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#include <array>
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namespace wowee {
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namespace editor {
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enum class Biome {
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Grassland,
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Forest,
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Jungle,
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Desert,
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Barrens,
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Snow,
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Swamp,
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Rocky,
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Beach,
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Volcanic,
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COUNT
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};
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struct BiomeTextures {
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const char* name;
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const char* base; // Primary ground texture
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const char* secondary; // Secondary layer (dirt/path)
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const char* accent; // Accent (rocks/roots)
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const char* detail; // Detail overlay
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};
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inline const BiomeTextures& getBiomeTextures(Biome biome) {
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static const std::array<BiomeTextures, static_cast<size_t>(Biome::COUNT)> biomes = {{
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{ // Grassland
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"Grassland",
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"Tileset\\Elwynn\\ElwynnGrassBase.blp",
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"Tileset\\Elwynn\\ElwynnDirtBase.blp",
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"Tileset\\Elwynn\\ElwynnCobblestoneBase.blp",
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"Tileset\\Elwynn\\ElwynnGrassHighlight.blp"
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},
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{ // Forest
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"Forest",
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"Tileset\\Ashenvale\\AshenvaleGrass.blp",
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"Tileset\\Ashenvale\\AshenvaleDirt.blp",
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"Tileset\\Ashenvale\\AshenvaleRoots.blp",
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"Tileset\\Ashenvale\\AshenvaleMossBase.blp"
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},
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{ // Jungle
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"Jungle",
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"Tileset\\Stranglethorn\\StranglethornGrass.blp",
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"Tileset\\Stranglethorn\\StranglethornDirt03.blp",
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"Tileset\\Stranglethorn\\StranglethornMossRoot01.blp",
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"Tileset\\Stranglethorn\\StranglethornPlants01.blp"
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},
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{ // Desert
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"Desert",
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"Tileset\\Tanaris\\TanarisSandBase01.blp",
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"Tileset\\Tanaris\\TanarisCrackedGround.blp",
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"Tileset\\Tanaris\\TanarisRockBase01.blp",
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"Tileset\\Tanaris\\TanarisSandBase02.blp"
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},
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{ // Barrens
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"Barrens",
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"Tileset\\Barrens\\BarrensBaseDirt.blp",
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"Tileset\\Barrens\\BarrensBaseGrassGold.blp",
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"Tileset\\Barrens\\BarrensBaseRock.blp",
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"Tileset\\Barrens\\BarrensBaseDirtLighter.blp"
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},
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{ // Snow
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"Snow",
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"Tileset\\Expansion02\\Dragonblight\\DragonblightFreshSmoothSnowA.blp",
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"Tileset\\Winterspring Grove\\WinterspringDirt.blp",
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"Tileset\\Winterspring Grove\\WinterspringRock.blp",
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"Tileset\\Winterspring Grove\\WinterspringRockSnow.blp"
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},
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{ // Swamp
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"Swamp",
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"Tileset\\Wetlands\\WetlandsGrassDark01.blp",
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"Tileset\\Wetlands\\WetlandsDirt01.blp",
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"Tileset\\Wetlands\\WetlandsDirtMoss01.blp",
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"Tileset\\Wetlands\\WetlandsBaseRock.blp"
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},
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{ // Rocky
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"Rocky",
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"Tileset\\Barrens\\BarrensRock01.blp",
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"Tileset\\Barrens\\BarrensBaseDirt.blp",
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"Tileset\\Desolace\\DesolaceRock01.blp",
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"Tileset\\Desolace\\DesolaceDirt.blp"
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},
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{ // Beach
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"Beach",
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"Tileset\\Ashenvale\\AshenvaleSand.blp",
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"Tileset\\Feralas\\FeralasSand.blp",
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"Tileset\\Ashenvale\\AshenvaleShore.blp",
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"Tileset\\Feralas\\FeralasGrass.blp"
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},
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{ // Volcanic
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"Volcanic",
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"Tileset\\Desolace\\DesolaceDirt.blp",
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"Tileset\\Desolace\\DesolaceCracks.blp",
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"Tileset\\Desolace\\DesolaceRock01.blp",
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"Tileset\\Tanaris\\TanarisRockBaseBurn.blp"
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}
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}};
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return biomes[static_cast<size_t>(biome)];
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}
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inline const char* getBiomeName(Biome b) {
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return getBiomeTextures(b).name;
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}
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} // namespace editor
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} // namespace wowee
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