Kelsidavis-WoWee/tools/editor/object_placer.cpp
Kelsi 2980ca83e7 feat(editor): add standalone world editor (rough/WIP)
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
2026-05-05 03:47:03 -07:00

160 lines
4.9 KiB
C++

#include "object_placer.hpp"
#include "core/logger.hpp"
#include <algorithm>
#include <cmath>
namespace wowee {
namespace editor {
void ObjectPlacer::setActivePath(const std::string& path, PlaceableType type) {
activePath_ = path;
activeType_ = type;
}
uint32_t ObjectPlacer::nextUniqueId() {
return uniqueIdCounter_++;
}
void ObjectPlacer::placeObject(const glm::vec3& position) {
if (activePath_.empty()) return;
PlacedObject obj;
obj.type = activeType_;
obj.path = activePath_;
obj.nameId = 0;
obj.uniqueId = nextUniqueId();
obj.position = position;
obj.rotation = glm::vec3(0.0f, placementRotY_, 0.0f);
obj.scale = placementScale_;
obj.selected = false;
objects_.push_back(obj);
LOG_INFO("Placed ", (activeType_ == PlaceableType::M2 ? "M2" : "WMO"),
": ", activePath_, " at (", position.x, ",", position.y, ",", position.z, ")");
}
int ObjectPlacer::selectAt(const rendering::Ray& ray, float maxDist) {
clearSelection();
float bestDist = maxDist;
int bestIdx = -1;
for (int i = 0; i < static_cast<int>(objects_.size()); i++) {
// Simple sphere test (radius based on scale)
float radius = 5.0f * objects_[i].scale;
glm::vec3 oc = ray.origin - objects_[i].position;
float b = glm::dot(oc, ray.direction);
float c = glm::dot(oc, oc) - radius * radius;
float disc = b * b - c;
if (disc < 0) continue;
float t = -b - std::sqrt(disc);
if (t < 0) t = -b + std::sqrt(disc);
if (t > 0 && t < bestDist) {
bestDist = t;
bestIdx = i;
}
}
if (bestIdx >= 0) {
selectedIdx_ = bestIdx;
objects_[bestIdx].selected = true;
}
return bestIdx;
}
void ObjectPlacer::clearSelection() {
if (selectedIdx_ >= 0 && selectedIdx_ < static_cast<int>(objects_.size()))
objects_[selectedIdx_].selected = false;
selectedIdx_ = -1;
}
PlacedObject* ObjectPlacer::getSelected() {
if (selectedIdx_ < 0 || selectedIdx_ >= static_cast<int>(objects_.size())) return nullptr;
return &objects_[selectedIdx_];
}
void ObjectPlacer::moveSelected(const glm::vec3& delta) {
if (auto* obj = getSelected()) obj->position += delta;
}
void ObjectPlacer::rotateSelected(const glm::vec3& deltaDeg) {
if (auto* obj = getSelected()) obj->rotation += deltaDeg;
}
void ObjectPlacer::scaleSelected(float delta) {
if (auto* obj = getSelected())
obj->scale = std::max(0.1f, obj->scale + delta);
}
void ObjectPlacer::deleteSelected() {
if (selectedIdx_ < 0 || selectedIdx_ >= static_cast<int>(objects_.size())) return;
objects_.erase(objects_.begin() + selectedIdx_);
selectedIdx_ = -1;
}
void ObjectPlacer::syncToTerrain() {
if (!terrain_) return;
terrain_->doodadNames.clear();
terrain_->doodadPlacements.clear();
terrain_->wmoNames.clear();
terrain_->wmoPlacements.clear();
// Build name lists and placements
std::vector<std::string> m2Names, wmoNames;
for (const auto& obj : objects_) {
if (obj.type == PlaceableType::M2) {
// Find or add name
uint32_t nameId = 0;
for (uint32_t i = 0; i < m2Names.size(); i++) {
if (m2Names[i] == obj.path) { nameId = i; goto foundM2; }
}
nameId = static_cast<uint32_t>(m2Names.size());
m2Names.push_back(obj.path);
foundM2:
pipeline::ADTTerrain::DoodadPlacement dp{};
dp.nameId = nameId;
dp.uniqueId = obj.uniqueId;
dp.position[0] = obj.position.x;
dp.position[1] = obj.position.y;
dp.position[2] = obj.position.z;
dp.rotation[0] = obj.rotation.x;
dp.rotation[1] = obj.rotation.y;
dp.rotation[2] = obj.rotation.z;
dp.scale = static_cast<uint16_t>(obj.scale * 1024.0f);
dp.flags = 0;
terrain_->doodadPlacements.push_back(dp);
} else {
uint32_t nameId = 0;
for (uint32_t i = 0; i < wmoNames.size(); i++) {
if (wmoNames[i] == obj.path) { nameId = i; goto foundWMO; }
}
nameId = static_cast<uint32_t>(wmoNames.size());
wmoNames.push_back(obj.path);
foundWMO:
pipeline::ADTTerrain::WMOPlacement wp{};
wp.nameId = nameId;
wp.uniqueId = obj.uniqueId;
wp.position[0] = obj.position.x;
wp.position[1] = obj.position.y;
wp.position[2] = obj.position.z;
wp.rotation[0] = obj.rotation.x;
wp.rotation[1] = obj.rotation.y;
wp.rotation[2] = obj.rotation.z;
wp.flags = 0;
wp.doodadSet = 0;
terrain_->wmoPlacements.push_back(wp);
}
}
terrain_->doodadNames = std::move(m2Names);
terrain_->wmoNames = std::move(wmoNames);
}
} // namespace editor
} // namespace wowee