Kelsidavis-WoWee/tools/editor/npc_spawner.cpp
Kelsi f38884856f fix(editor): NPC ghost preview, scale control, frame sync for M2 rendering
- Ghost preview now shows in NPC mode (follows cursor with creature model)
- Added scale field to CreatureSpawn (default 1.0, slider 0.5-10x)
- NPC instances render at their configured scale
- Scale included in JSON save format
- M2Renderer::update() now runs AFTER beginFrame() so getCurrentFrame()
  returns the correct frame index — fixes instance SSBO mismatch that
  caused draws=0 despite loaded models
2026-05-05 03:52:43 -07:00

112 lines
4.3 KiB
C++

#include "npc_spawner.hpp"
#include "core/logger.hpp"
#include <fstream>
#include <sstream>
#include <cmath>
#include <algorithm>
#include <filesystem>
namespace wowee {
namespace editor {
uint32_t NpcSpawner::nextId() { return idCounter_++; }
void NpcSpawner::placeCreature(const CreatureSpawn& spawn) {
CreatureSpawn s = spawn;
s.id = nextId();
s.selected = false;
spawns_.push_back(s);
LOG_INFO("Creature placed: ", s.name, " (id=", s.id, ") at (",
s.position.x, ",", s.position.y, ",", s.position.z, ")");
}
void NpcSpawner::removeCreature(int index) {
if (index < 0 || index >= static_cast<int>(spawns_.size())) return;
spawns_.erase(spawns_.begin() + index);
if (selectedIdx_ == index) selectedIdx_ = -1;
else if (selectedIdx_ > index) selectedIdx_--;
}
int NpcSpawner::selectAt(const glm::vec3& worldPos, float maxDist) {
clearSelection();
float bestDist = maxDist;
int bestIdx = -1;
for (int i = 0; i < static_cast<int>(spawns_.size()); i++) {
float dist = glm::length(spawns_[i].position - worldPos);
if (dist < bestDist) { bestDist = dist; bestIdx = i; }
}
if (bestIdx >= 0) {
selectedIdx_ = bestIdx;
spawns_[bestIdx].selected = true;
}
return bestIdx;
}
void NpcSpawner::clearSelection() {
if (selectedIdx_ >= 0 && selectedIdx_ < static_cast<int>(spawns_.size()))
spawns_[selectedIdx_].selected = false;
selectedIdx_ = -1;
}
CreatureSpawn* NpcSpawner::getSelected() {
if (selectedIdx_ < 0 || selectedIdx_ >= static_cast<int>(spawns_.size())) return nullptr;
return &spawns_[selectedIdx_];
}
bool NpcSpawner::saveToFile(const std::string& path) const {
auto dir = std::filesystem::path(path).parent_path();
if (!dir.empty()) std::filesystem::create_directories(dir);
std::ofstream f(path);
if (!f) { LOG_ERROR("Failed to write NPC file: ", path); return false; }
f << "[\n";
for (size_t i = 0; i < spawns_.size(); i++) {
const auto& s = spawns_[i];
f << " {\n";
f << " \"name\": \"" << s.name << "\",\n";
f << " \"model\": \"" << s.modelPath << "\",\n";
f << " \"displayId\": " << s.displayId << ",\n";
f << " \"position\": [" << s.position.x << "," << s.position.y << "," << s.position.z << "],\n";
f << " \"orientation\": " << s.orientation << ",\n";
f << " \"scale\": " << s.scale << ",\n";
f << " \"level\": " << s.level << ",\n";
f << " \"health\": " << s.health << ",\n";
f << " \"mana\": " << s.mana << ",\n";
f << " \"minDamage\": " << s.minDamage << ",\n";
f << " \"maxDamage\": " << s.maxDamage << ",\n";
f << " \"armor\": " << s.armor << ",\n";
f << " \"faction\": " << s.faction << ",\n";
f << " \"behavior\": " << static_cast<int>(s.behavior) << ",\n";
f << " \"wanderRadius\": " << s.wanderRadius << ",\n";
f << " \"aggroRadius\": " << s.aggroRadius << ",\n";
f << " \"leashRadius\": " << s.leashRadius << ",\n";
f << " \"respawnTimeMs\": " << s.respawnTimeMs << ",\n";
f << " \"hostile\": " << (s.hostile ? "true" : "false") << ",\n";
f << " \"questgiver\": " << (s.questgiver ? "true" : "false") << ",\n";
f << " \"vendor\": " << (s.vendor ? "true" : "false") << ",\n";
f << " \"flightmaster\": " << (s.flightmaster ? "true" : "false") << ",\n";
f << " \"innkeeper\": " << (s.innkeeper ? "true" : "false") << ",\n";
f << " \"patrol\": [";
for (size_t p = 0; p < s.patrolPath.size(); p++) {
f << "[" << s.patrolPath[p].position.x << "," << s.patrolPath[p].position.y
<< "," << s.patrolPath[p].position.z << "," << s.patrolPath[p].waitTimeMs << "]";
if (p + 1 < s.patrolPath.size()) f << ",";
}
f << "]\n";
f << " }" << (i + 1 < spawns_.size() ? "," : "") << "\n";
}
f << "]\n";
LOG_INFO("NPC spawns saved: ", path, " (", spawns_.size(), " creatures)");
return true;
}
bool NpcSpawner::loadFromFile(const std::string& path) {
// Simple JSON-ish parser for our format — full JSON parsing would need a library
LOG_INFO("NPC spawn loading not yet implemented for: ", path);
return false;
}
} // namespace editor
} // namespace wowee