Kelsidavis-WoWee/tools/editor/object_placer.hpp
Kelsi 5daa359e74 feat(editor): object scatter, camera bookmarks, shortcut hints
- Object scatter tool: place N copies of selected M2/WMO in a radius
  with random rotation and scale range (Min/Max Scale slider)
- Camera bookmarks: F5 saves current position, View > Load Bookmark
  to jump back — useful for working on different parts of a large zone
- Shortcut hints shown at bottom of Object panel
  (G=move, R=rotate, T=scale, Del=remove)
- DragFloatRange2 for min/max scale in scatter UI
2026-05-05 04:20:26 -07:00

84 lines
2.5 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
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; }
// 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;
};
} // namespace editor
} // namespace wowee