Kelsidavis-WoWee/tools/editor/terrain_editor.hpp
Kelsi a91233a6ec feat(editor): erosion brush, NPC load, auto-save
- Erode brush mode: simulates water erosion by moving height downhill
  based on slope, creating natural drainage patterns and gullies
- NPC JSON loader: File > Load NPCs parses saved creatures.json back
  into the spawn list (round-trip save/load now works)
- Auto-save: every 5 minutes when unsaved changes exist, exports the
  full zone (ADT + WDT + creatures) to the output directory
- Sculpt mode now has 6 brush types: Raise/Lower/Smooth/Flatten/Level/Erode
2026-05-05 04:44:54 -07:00

94 lines
3.1 KiB
C++

#pragma once
#include "editor_brush.hpp"
#include "editor_history.hpp"
#include "terrain_biomes.hpp"
#include "pipeline/adt_loader.hpp"
#include "pipeline/terrain_mesh.hpp"
#include "rendering/camera.hpp"
#include <vector>
#include <functional>
namespace wowee {
namespace editor {
class TerrainEditor {
public:
TerrainEditor();
void setTerrain(pipeline::ADTTerrain* terrain) { terrain_ = terrain; }
pipeline::ADTTerrain* getTerrain() { return terrain_; }
const pipeline::ADTTerrain* getTerrain() const { return terrain_; }
EditorBrush& brush() { return brush_; }
const EditorBrush& brush() const { return brush_; }
EditorHistory& history() { return history_; }
static pipeline::ADTTerrain createBlankTerrain(int tileX, int tileY, float baseHeight = 100.0f,
Biome biome = Biome::Grassland);
// Raycast against terrain, returns true if hit
bool raycastTerrain(const rendering::Ray& ray, glm::vec3& hitPos) const;
// Apply brush at current position (call per-frame while painting)
void applyBrush(float deltaTime);
// Begin/end a paint stroke (for undo grouping)
void beginStroke();
void endStroke();
bool isStrokeActive() const { return strokeActive_; }
// Get chunks modified since last call (for re-upload)
std::vector<int> consumeDirtyChunks();
// Regenerate mesh for specific chunks
pipeline::TerrainMesh regenerateMesh() const;
pipeline::ChunkMesh regenerateChunkMesh(int chunkIndex) const;
void undo();
void redo();
// Recalculate normals for modified chunks (improves lighting after sculpt)
void recalcNormals(const std::vector<int>& chunkIndices);
// Noise generator: applies procedural height noise to the terrain
void applyNoise(float frequency, float amplitude, int octaves, uint32_t seed);
// Water editing
void setWaterLevel(const glm::vec3& center, float radius, float waterHeight, uint16_t liquidType = 0);
void removeWater(const glm::vec3& center, float radius);
// Hole editing (4x4 bitmask per chunk — cave entrances, mine shafts)
void punchHole(const glm::vec3& center, float radius);
void fillHole(const glm::vec3& center, float radius);
bool hasUnsavedChanges() const { return dirty_; }
void markSaved() { dirty_ = false; }
private:
void applyRaise(float dt);
void applySmooth(float dt);
void applyFlatten(float dt);
void applyErode(float dt);
void stitchEdges(int chunkIdx);
std::vector<int> getAffectedChunks(const glm::vec3& center, float radius) const;
glm::vec3 chunkVertexWorldPos(int chunkIdx, int vertIdx) const;
float getVertexHeight(int chunkIdx, int vertIdx) const;
void setVertexHeight(int chunkIdx, int vertIdx, float height);
pipeline::ADTTerrain* terrain_ = nullptr;
EditorBrush brush_;
EditorHistory history_;
bool strokeActive_ = false;
bool dirty_ = false;
std::vector<int> dirtyChunks_;
static constexpr float TILE_SIZE = 533.33333f;
static constexpr float CHUNK_SIZE = TILE_SIZE / 16.0f;
static constexpr float GRID_STEP = CHUNK_SIZE / 8.0f;
};
} // namespace editor
} // namespace wowee