Kelsidavis-WoWee/tools/editor/editor_camera.hpp
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

39 lines
1 KiB
C++

#pragma once
#include "rendering/camera.hpp"
#include <SDL2/SDL.h>
#include <glm/glm.hpp>
namespace wowee {
namespace editor {
class EditorCamera {
public:
EditorCamera();
void update(float deltaTime);
void processMouseMotion(int dx, int dy);
void processMouseWheel(float delta);
void processKeyEvent(const SDL_KeyboardEvent& event);
void processMouseButton(const SDL_MouseButtonEvent& event);
rendering::Camera& getCamera() { return camera_; }
const rendering::Camera& getCamera() const { return camera_; }
float getSpeed() const { return speed_; }
void setSpeed(float s) { speed_ = s; }
void setPosition(const glm::vec3& pos);
void setYawPitch(float yaw, float pitch);
private:
rendering::Camera camera_;
float speed_ = 100.0f;
float yaw_ = 0.0f;
float pitch_ = 0.0f;
bool keyW_ = false, keyA_ = false, keyS_ = false, keyD_ = false;
bool keyQ_ = false, keyE_ = false, keyShift_ = false;
bool rightMouseDown_ = false;
};
} // namespace editor
} // namespace wowee