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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
48 lines
1.2 KiB
C++
48 lines
1.2 KiB
C++
#pragma once
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#include "pipeline/adt_loader.hpp"
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#include <vector>
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#include <array>
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#include <memory>
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namespace wowee {
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namespace editor {
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struct ChunkSnapshot {
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int chunkIndex;
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std::array<float, 145> heights;
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};
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struct EditCommand {
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std::vector<ChunkSnapshot> before;
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std::vector<ChunkSnapshot> after;
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};
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class EditorHistory {
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public:
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void beginEdit(const pipeline::ADTTerrain& terrain, const std::vector<int>& affectedChunks);
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void endEdit(const pipeline::ADTTerrain& terrain);
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bool canUndo() const { return !undoStack_.empty(); }
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bool canRedo() const { return !redoStack_.empty(); }
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void undo(pipeline::ADTTerrain& terrain);
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void redo(pipeline::ADTTerrain& terrain);
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void clear();
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size_t undoCount() const { return undoStack_.size(); }
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size_t redoCount() const { return redoStack_.size(); }
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const std::vector<int>& lastAffectedChunks() const { return lastAffected_; }
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private:
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std::vector<EditCommand> undoStack_;
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std::vector<EditCommand> redoStack_;
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EditCommand pending_;
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std::vector<int> lastAffected_;
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static constexpr size_t MAX_UNDO = 100;
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};
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} // namespace editor
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} // namespace wowee
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