Added editor functionality to edit bound boxes
This commit is contained in:
parent
22b0e1992f
commit
4b868f47c2
@ -99,6 +99,8 @@ set(SOURCES
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../src/MenuManager.cpp
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../src/Location.h
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../src/Location.cpp
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../src/LocationEditor.h
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../src/LocationEditor.cpp
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../src/GameConstants.h
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../src/GameConstants.cpp
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../src/ScriptEngine.h
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@ -56,6 +56,8 @@ add_executable(witcher001
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../src/MenuManager.cpp
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../src/Location.h
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../src/Location.cpp
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../src/LocationEditor.h
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../src/LocationEditor.cpp
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../src/GameConstants.h
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../src/GameConstants.cpp
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../src/ScriptEngine.h
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@ -10,8 +10,18 @@
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"positionX": 6.6644,
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"positionY": 0.9,
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"positionZ": -12.5262,
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"approachRadius": 0.6,
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"boundsMaxX": 0.32435035705566406,
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"boundsMaxY": 0.5,
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"boundsMaxZ": 0.5178079605102539,
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"boundsMinX": -0.19553518295288086,
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"boundsMinY": -0.5,
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"boundsMinZ": -0.2698993682861328,
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"interactionPositionX": 6.694502353668213,
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"interactionPositionY": 0.0,
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"interactionPositionZ": -12.80740737915039,
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"scale": 1.0,
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"interactionRadius": 0.3,
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"interactionRadius": 0.0,
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"activateFunction": "on_phone_pickup"
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},
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{
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@ -24,6 +34,16 @@
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"positionX": 5.84296,
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"positionY": 0.9,
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"positionZ": -12.4661,
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"approachRadius": 0.6,
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"boundsMaxX": 0.17081403732299805,
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"boundsMaxY": 0.5,
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"boundsMaxZ": 0.35796260833740234,
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"boundsMinX": -0.22043895721435547,
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"boundsMinY": -0.5,
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"boundsMinZ": -0.25891780853271484,
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"interactionPositionX": 5.819052696228027,
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"interactionPositionY": 0.0,
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"interactionPositionZ": -12.76319408416748,
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"scale": 1.0,
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"interactionRadius": 0.3,
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"activateFunction": "on_journal_pickup"
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57
src/Game.cpp
57
src/Game.cpp
@ -694,9 +694,9 @@ namespace ZL
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}
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else if (event.button.button == SDL_BUTTON_RIGHT
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&& event.type == SDL_MOUSEBUTTONUP
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&& navigationEditorMode
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&& editorMode == EditorMode::Navigation
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&& currentLocation) {
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currentLocation->navigationEditorHandleRightClick();
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currentLocation->editor.handleRightClick();
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}
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}
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else if (event.type == SDL_MOUSEMOTION) {
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@ -727,16 +727,20 @@ namespace ZL
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if (event.type == SDL_KEYDOWN && event.key.repeat == 0) {
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switch (event.key.keysym.sym) {
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case SDLK_0:
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startDarklandsTransition();
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break;
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case SDLK_1:
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//if (audioPlayer) audioPlayer->playSoundAsync("audio/background.wav");
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break;
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case SDLK_2:
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//if (audioPlayer) audioPlayer->playMusicAsync("audio/lullaby-music-vol20-186394--online-audio-convert.com.ogg");
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break;
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case SDLK_3:
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//if (audioPlayer) audioPlayer->stopMusicAsync();
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case SDLK_4:
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case SDLK_5:
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case SDLK_6:
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case SDLK_7:
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case SDLK_8:
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case SDLK_9:
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if (editorMode == EditorMode::InteractiveObjects && currentLocation) {
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currentLocation->editor.selectInteractiveObject(event.key.keysym.sym - SDLK_0);
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} else if (event.key.keysym.sym == SDLK_0) {
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startDarklandsTransition();
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}
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break;
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case SDLK_f:
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currentLocation->dialogueSystem.startDialogue("dialog_start001");
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@ -747,14 +751,25 @@ namespace ZL
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break;
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case SDLK_n:
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navigationEditorMode = !navigationEditorMode;
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if (editorMode == EditorMode::None)
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editorMode = EditorMode::Navigation;
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else if (editorMode == EditorMode::Navigation)
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editorMode = EditorMode::InteractiveObjects;
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else
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editorMode = EditorMode::None;
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if (currentLocation) {
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currentLocation->navigationEditorMode = navigationEditorMode;
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if (navigationEditorMode) {
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currentLocation->navigationEditorBuildNavMeshes();
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}
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currentLocation->editorMode = editorMode;
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if (editorMode == EditorMode::Navigation)
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currentLocation->editor.buildNavMeshes();
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else if (editorMode == EditorMode::InteractiveObjects)
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currentLocation->editor.buildInteractiveObjectBoundsMeshes();
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}
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{
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const char* modeName = (editorMode == EditorMode::Navigation) ? "Navigation"
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: (editorMode == EditorMode::InteractiveObjects) ? "InteractiveObjects"
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: "None";
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std::cout << "[EDITOR] Mode: " << modeName << std::endl;
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}
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std::cout << "[NAV_EDITOR] Mode: " << (navigationEditorMode ? "ON" : "OFF") << std::endl;
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break;
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case SDLK_o:
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@ -802,22 +817,22 @@ namespace ZL
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break;
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case SDLK_b:
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if (navigationEditorMode && currentLocation) {
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currentLocation->navigationEditorSave();
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if (editorMode != EditorMode::None && currentLocation) {
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currentLocation->editor.saveAll();
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}
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break;
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case SDLK_j:
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if (navigationEditorMode && currentLocation) {
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currentLocation->gameObjectEditorPlaceTree();
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if (editorMode != EditorMode::None && currentLocation) {
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currentLocation->editor.placeTree();
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} else {
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menuManager.toggleQuestJournal();
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}
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break;
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case SDLK_v:
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if (navigationEditorMode && currentLocation) {
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currentLocation->gameObjectEditorSave();
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if (editorMode != EditorMode::None && currentLocation) {
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currentLocation->editor.saveObjects();
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}
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break;
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@ -45,7 +45,7 @@ namespace ZL {
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std::unordered_map<std::string, std::shared_ptr<Location>> locations;
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std::shared_ptr<Location> currentLocation;
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bool navigationEditorMode = false;
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EditorMode editorMode = EditorMode::None;
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// Global darklands state — persists across location transitions.
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bool isDarklands = false;
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345
src/Location.cpp
345
src/Location.cpp
@ -4,11 +4,8 @@
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#include <iostream>
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#include "render/TextureManager.h"
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#include "TextModel.h"
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#include <random>
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#include <cmath>
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#include <algorithm>
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#include <filesystem>
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#include <fstream>
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#include <functional>
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#include <memory>
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#include <cfloat>
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@ -47,8 +44,8 @@ namespace ZL
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Location::Location(Renderer& iRenderer, Inventory& iInventory)
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: renderer(iRenderer)
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, inventory(iInventory)
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, editor(*this)
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{
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}
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void Location::setup(const LocationSetup& params)
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@ -303,8 +300,8 @@ namespace ZL
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activeNavigationIndex = 0;
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navigation = navigationMaps.empty() ? nullptr : &navigationMaps[0];
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if (navigationEditorMode && navigation) {
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navigationEditorBuildNavMeshes();
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if (editorMode == EditorMode::Navigation && navigation) {
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editor.buildNavMeshes();
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}
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static constexpr float kDynamicObstacleInfluenceDist = 6.0f;
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@ -365,237 +362,13 @@ namespace ZL
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if (npc) npc->forceReplan();
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}
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if (navigationEditorMode) {
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navigationEditorBuildNavMeshes();
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if (editorMode == EditorMode::Navigation) {
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editor.buildNavMeshes();
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}
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std::cout << "[NAV] Switched to navigation map " << index << "\n";
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return true;
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}
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void Location::navigationEditorBuildNavMeshes()
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{
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navigationEditorNavMeshes.clear();
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if (!navigation) return;
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const float y = navigation->getFloorY() + 0.02f;
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const Eigen::Vector3f red(1.0f, 0.0f, 0.0f);
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for (const auto& obs : navigation->getObstaclePolygons()) {
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if (obs.polygon.size() < 3) continue;
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VertexRenderStruct mesh;
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mesh.data = CreatePolygonFloor(obs.polygon, y, red);
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mesh.RefreshVBO();
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navigationEditorNavMeshes.push_back(std::move(mesh));
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}
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}
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void Location::navigationEditorDrawNavigation()
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{
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renderer.shaderManager.PushShader("defaultColor");
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renderer.SetMatrix();
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for (const auto& mesh : navigationEditorNavMeshes) {
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renderer.DrawVertexRenderStruct(mesh);
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}
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renderer.shaderManager.PopShader();
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renderer.SetMatrix();
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}
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void Location::navigationEditorRebuildPointsMesh()
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{
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VertexDataStruct data;
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const Eigen::Vector3f yellow(1.0f, 1.0f, 0.0f);
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const float y = navigation ? navigation->getFloorY() + 0.05f : 0.05f;
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const float s = 0.2f;
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for (const auto& pt : navigationEditorPoints) {
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// Small upward-pointing equilateral triangle in the XZ plane
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Eigen::Vector3f v0(pt.x(), y, pt.z() - s * 1.15f);
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Eigen::Vector3f v1(pt.x() - s, y, pt.z() + s * 0.58f);
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Eigen::Vector3f v2(pt.x() + s, y, pt.z() + s * 0.58f);
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data.PositionData.push_back(v0);
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data.PositionData.push_back(v1);
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data.PositionData.push_back(v2);
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data.ColorData.push_back(yellow);
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data.ColorData.push_back(yellow);
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data.ColorData.push_back(yellow);
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}
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navigationEditorPointsMesh.data = std::move(data);
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navigationEditorPointsMesh.RefreshVBO();
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}
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void Location::navigationEditorDrawPoints()
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{
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if (navigationEditorPoints.empty()) return;
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renderer.shaderManager.PushShader("defaultColor");
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renderer.SetMatrix();
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renderer.DrawVertexRenderStruct(navigationEditorPointsMesh);
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renderer.shaderManager.PopShader();
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renderer.SetMatrix();
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}
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void Location::navigationEditorHandleLeftClick(const Eigen::Vector3f& hit, bool ctrlHeld)
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{
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if (ctrlHeld) {
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const float removeRadius = 1.0f;
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for (auto it = navigationEditorPoints.begin(); it != navigationEditorPoints.end(); ++it) {
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const float dx = it->x() - hit.x();
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const float dz = it->z() - hit.z();
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if (dx * dx + dz * dz <= removeRadius * removeRadius) {
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navigationEditorPoints.erase(it);
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navigationEditorRebuildPointsMesh();
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std::cout << "[NAV_EDITOR] Removed point, " << navigationEditorPoints.size() << " remaining\n";
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return;
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}
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}
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std::cout << "[NAV_EDITOR] No point found within " << removeRadius << " units of click\n";
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} else {
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navigationEditorPoints.push_back(hit);
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navigationEditorRebuildPointsMesh();
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std::cout << "[NAV_EDITOR] Added point (" << hit.x() << ", " << hit.z()
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<< "), total: " << navigationEditorPoints.size() << "\n";
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}
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}
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void Location::navigationEditorHandleRightClick()
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{
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if (navigationEditorPoints.size() < 3) {
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std::cout << "[NAV_EDITOR] Need at least 3 points to form a polygon (have "
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<< navigationEditorPoints.size() << "); clearing\n";
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navigationEditorPoints.clear();
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navigationEditorRebuildPointsMesh();
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return;
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}
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PathFinder::ObstaclePolygon poly;
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poly.name = "editor_obstacle_" + std::to_string(++navigationEditorObstacleCounter);
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for (const auto& pt : navigationEditorPoints) {
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poly.polygon.emplace_back(pt.x(), pt.z());
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}
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if (navigation) navigation->addObstaclePolygon(poly);
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std::cout << "[NAV_EDITOR] Added obstacle '" << poly.name << "' with "
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<< poly.polygon.size() << " vertices\n";
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// Add a red mesh for the new obstacle polygon so it's visible immediately.
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{
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const float y = navigation ? navigation->getFloorY() + 0.02f : 0.02f;
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const Eigen::Vector3f red(1.0f, 0.0f, 0.0f);
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VertexRenderStruct mesh;
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mesh.data = CreatePolygonFloor(poly.polygon, y, red);
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mesh.RefreshVBO();
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navigationEditorNavMeshes.push_back(std::move(mesh));
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}
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navigationEditorPoints.clear();
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navigationEditorRebuildPointsMesh();
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}
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void Location::navigationEditorSave()
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{
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std::string baseName;
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for (int i = 1; ; ++i) {
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char buf[32];
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snprintf(buf, sizeof(buf), "saved_mesh%03d", i);
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baseName = buf;
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if (!std::filesystem::exists(baseName + ".json")) break;
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}
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if (!navigation) return;
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if (navigation->saveConfig(baseName + ".json"))
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std::cout << "[NAV_EDITOR] Saved config to: " << baseName << ".json\n";
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else
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std::cerr << "[NAV_EDITOR] Failed to save config to: " << baseName << ".json\n";
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if (navigation->saveGrid(baseName + ".txt"))
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std::cout << "[NAV_EDITOR] Saved grid to: " << baseName << ".txt\n";
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else
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std::cerr << "[NAV_EDITOR] Failed to save grid to: " << baseName << ".txt\n";
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}
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void Location::navigationEditorReload()
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{
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setupNavigation(navigationMapPaths);
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std::cout << "[NAV_EDITOR] Reloaded navigation maps (" << navigationMapPaths.size() << " maps)\n";
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}
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void Location::gameObjectEditorPlaceTree()
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{
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if (!player) return;
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static std::mt19937 rng(std::random_device{}());
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std::uniform_real_distribution<float> scaleDist(0.8f, 1.2f);
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std::uniform_real_distribution<float> rotDist(0.0f, 360.0f);
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GameObjectData data;
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data.name = "editor_tree_" + std::to_string(++editorPlacedObjectCounter);
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data.texturePath = "resources/w/exterior/tree001.png";
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data.meshPath = "resources/w/exterior/tree003.txt";
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data.rotationX = 0.0f;
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data.rotationY = rotDist(rng);
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data.rotationZ = 0.0f;
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data.positionX = player->position.x();
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data.positionY = player->position.y();
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data.positionZ = player->position.z();
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data.scale = scaleDist(rng);
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LoadedGameObject obj = GameObjectLoader::buildLoadedObject(data, renderer, CONST_ZIP_FILE);
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obj.mesh.data.Move({ data.positionX, data.positionY, data.positionZ });
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obj.mesh.RefreshVBO();
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gameObjects[data.name] = std::move(obj);
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editorPlacedObjects.push_back(data);
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std::cout << "[GAME_EDITOR] Placed '" << data.name << "' at ("
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<< data.positionX << ", " << data.positionZ
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<< ") scale=" << data.scale << " rotY=" << data.rotationY << "\n";
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}
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void Location::gameObjectEditorSave()
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{
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if (editorPlacedObjects.empty()) {
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std::cout << "[GAME_EDITOR] No editor-placed objects to save\n";
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return;
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}
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std::string baseName;
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for (int i = 1; ; ++i) {
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char buf[32];
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snprintf(buf, sizeof(buf), "saved_objects%03d", i);
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baseName = buf;
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if (!std::filesystem::exists(baseName + ".json")) break;
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}
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using json = nlohmann::json;
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json j;
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j["objects"] = json::array();
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for (const auto& d : editorPlacedObjects) {
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json obj;
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obj["name"] = d.name;
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obj["texturePath"] = d.texturePath;
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obj["meshPath"] = d.meshPath;
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obj["rotationX"] = d.rotationX;
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obj["rotationY"] = d.rotationY;
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obj["rotationZ"] = d.rotationZ;
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obj["positionX"] = d.positionX;
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obj["positionY"] = d.positionY;
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obj["positionZ"] = d.positionZ;
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obj["scale"] = d.scale;
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j["objects"].push_back(obj);
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}
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const std::string filename = baseName + ".json";
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std::ofstream out(filename);
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if (out.is_open()) {
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out << j.dump(4);
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std::cout << "[GAME_EDITOR] Saved " << editorPlacedObjects.size()
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<< " object(s) to " << filename << "\n";
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} else {
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std::cerr << "[GAME_EDITOR] Failed to open " << filename << " for writing\n";
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}
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}
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InteractiveObject* Location::raycastInteractiveObjects(const Eigen::Vector3f& rayOrigin, const Eigen::Vector3f& rayDir) {
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if (interactiveObjects.empty()) {
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//std::cout << "[RAYCAST] No interactive objects to check" << std::endl;
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@ -626,27 +399,49 @@ namespace ZL
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//std::cout << "[RAYCAST] Position: (" << intObj.position.x() << ", " << intObj.position.y() << ", "
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// << intObj.position.z() << "), Radius: " << intObj.interactionRadius << std::endl;
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Eigen::Vector3f toObject = intObj.position - rayOrigin;
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//std::cout << "[RAYCAST] Vector to object: (" << toObject.x() << ", " << toObject.y() << ", " << toObject.z() << ")" << std::endl;
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const bool hasBox = !(intObj.boundsMin.isZero() && intObj.boundsMax.isZero());
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if (hasBox) {
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const Eigen::Vector3f worldMin = intObj.position + intObj.boundsMin;
|
||||
const Eigen::Vector3f worldMax = intObj.position + intObj.boundsMax;
|
||||
float tMin = 0.1f;
|
||||
float tMax = FLT_MAX;
|
||||
bool miss = false;
|
||||
for (int axis = 0; axis < 3; ++axis) {
|
||||
if (std::abs(rayDir[axis]) < 1e-8f) {
|
||||
if (rayOrigin[axis] < worldMin[axis] || rayOrigin[axis] > worldMax[axis]) {
|
||||
miss = true;
|
||||
break;
|
||||
}
|
||||
} else {
|
||||
const float invD = 1.0f / rayDir[axis];
|
||||
float t0 = (worldMin[axis] - rayOrigin[axis]) * invD;
|
||||
float t1 = (worldMax[axis] - rayOrigin[axis]) * invD;
|
||||
if (invD < 0.0f) std::swap(t0, t1);
|
||||
tMin = max(tMin, t0);
|
||||
tMax = min(tMax, t1);
|
||||
if (tMax < tMin) { miss = true; break; }
|
||||
}
|
||||
}
|
||||
if (!miss && tMin < closestDistance) {
|
||||
closestDistance = tMin;
|
||||
closestObject = &intObj;
|
||||
}
|
||||
} else {
|
||||
Eigen::Vector3f toObject = intObj.position - rayOrigin;
|
||||
|
||||
float distanceAlongRay = toObject.dot(rayDir);
|
||||
//std::cout << "[RAYCAST] Distance along ray: " << distanceAlongRay << std::endl;
|
||||
float distanceAlongRay = toObject.dot(rayDir);
|
||||
|
||||
if (distanceAlongRay < 0.1f) {
|
||||
//std::cout << "[RAYCAST] -> Object behind camera, skipping" << std::endl;
|
||||
continue;
|
||||
}
|
||||
if (distanceAlongRay < 0.1f) {
|
||||
continue;
|
||||
}
|
||||
|
||||
Eigen::Vector3f closestPointOnRay = rayOrigin + rayDir * distanceAlongRay;
|
||||
float distToObject = (closestPointOnRay - intObj.position).norm();
|
||||
Eigen::Vector3f closestPointOnRay = rayOrigin + rayDir * distanceAlongRay;
|
||||
float distToObject = (closestPointOnRay - intObj.position).norm();
|
||||
|
||||
//std::cout << "[RAYCAST] Distance to object: " << distToObject
|
||||
// << " (interaction radius: " << intObj.interactionRadius << ")" << std::endl;
|
||||
|
||||
if (distToObject <= intObj.interactionRadius && distanceAlongRay < closestDistance) {
|
||||
//std::cout << "[RAYCAST] *** HIT DETECTED! ***" << std::endl;
|
||||
closestDistance = distanceAlongRay;
|
||||
closestObject = &intObj;
|
||||
if (distToObject <= intObj.interactionRadius && distanceAlongRay < closestDistance) {
|
||||
closestDistance = distanceAlongRay;
|
||||
closestObject = &intObj;
|
||||
}
|
||||
}
|
||||
}
|
||||
/*
|
||||
@ -780,9 +575,12 @@ namespace ZL
|
||||
|
||||
for (auto& tz : teleportZones) tz.draw(renderer, Environment::zoom, Environment::width, Environment::height);
|
||||
|
||||
if (navigationEditorMode) {
|
||||
navigationEditorDrawNavigation();
|
||||
navigationEditorDrawPoints();
|
||||
if (editorMode == EditorMode::Navigation) {
|
||||
editor.drawNavigation();
|
||||
editor.drawPoints();
|
||||
}
|
||||
if (editorMode == EditorMode::InteractiveObjects) {
|
||||
editor.drawInteractiveObjectBounds();
|
||||
}
|
||||
|
||||
renderer.PopMatrix();
|
||||
@ -979,9 +777,12 @@ namespace ZL
|
||||
for (auto& tz : teleportZones) tz.draw(renderer, Environment::zoom, Environment::width, Environment::height);
|
||||
#endif
|
||||
|
||||
if (navigationEditorMode) {
|
||||
navigationEditorDrawNavigation();
|
||||
navigationEditorDrawPoints();
|
||||
if (editorMode == EditorMode::Navigation) {
|
||||
editor.drawNavigation();
|
||||
editor.drawPoints();
|
||||
}
|
||||
if (editorMode == EditorMode::InteractiveObjects) {
|
||||
editor.drawInteractiveObjectBounds();
|
||||
}
|
||||
|
||||
CheckGlError(__FILE__, __LINE__);
|
||||
@ -1050,9 +851,12 @@ namespace ZL
|
||||
|
||||
for (auto& tz : teleportZones) tz.draw(renderer, Environment::zoom, Environment::width, Environment::height);
|
||||
|
||||
if (navigationEditorMode) {
|
||||
navigationEditorDrawNavigation();
|
||||
navigationEditorDrawPoints();
|
||||
if (editorMode == EditorMode::Navigation) {
|
||||
editor.drawNavigation();
|
||||
editor.drawPoints();
|
||||
}
|
||||
if (editorMode == EditorMode::InteractiveObjects) {
|
||||
editor.drawInteractiveObjectBounds();
|
||||
}
|
||||
|
||||
renderer.PopMatrix();
|
||||
@ -1323,10 +1127,13 @@ namespace ZL
|
||||
|
||||
// Check if player reached target interactive object
|
||||
if (targetInteractiveObject && player && !targetInteractiveObject->isAnimating) {
|
||||
float distToObject = (player->position - targetInteractiveObject->position).norm();
|
||||
const Eigen::Vector3f& approachTarget = targetInteractiveObject->hasInteractionPosition
|
||||
? targetInteractiveObject->interactionPosition
|
||||
: targetInteractiveObject->position;
|
||||
float distToObject = (player->position - approachTarget).norm();
|
||||
|
||||
// If player is close enough to pick up the item
|
||||
if (distToObject <= targetInteractiveObject->interactionRadius + 1.0f) {
|
||||
if (distToObject <= targetInteractiveObject->approachRadius) {
|
||||
std::cout << "[PICKUP] Player reached object! Distance: " << distToObject << std::endl;
|
||||
std::cout << "[PICKUP] Calling Lua callback for: " << targetInteractiveObject->loadedObject.name << std::endl;
|
||||
|
||||
@ -1409,12 +1216,22 @@ namespace ZL
|
||||
|
||||
Eigen::Vector3f rayDir = (camForward + camRight * (ndcX * aspect * tanHalfFov) + camUp * (ndcY * tanHalfFov)).normalized();
|
||||
|
||||
if (navigationEditorMode) {
|
||||
if (editorMode == EditorMode::Navigation) {
|
||||
if (rayDir.y() < -0.001f) {
|
||||
const float t = -camPos.y() / rayDir.y();
|
||||
const Eigen::Vector3f hit = camPos + rayDir * t;
|
||||
const bool ctrlHeld = (SDL_GetModState() & KMOD_CTRL) != 0;
|
||||
navigationEditorHandleLeftClick(hit, ctrlHeld);
|
||||
editor.handleLeftClick(hit, ctrlHeld);
|
||||
}
|
||||
return;
|
||||
}
|
||||
|
||||
if (editorMode == EditorMode::InteractiveObjects) {
|
||||
if (rayDir.y() < -0.001f) {
|
||||
const float t = -camPos.y() / rayDir.y();
|
||||
const Eigen::Vector3f hit = camPos + rayDir * t;
|
||||
const bool ctrlHeld = (SDL_GetModState() & KMOD_CTRL) != 0;
|
||||
editor.handleInteractiveObjectClick(hit, ctrlHeld);
|
||||
}
|
||||
return;
|
||||
}
|
||||
@ -1435,7 +1252,9 @@ namespace ZL
|
||||
targetInteractNpc = nullptr;
|
||||
targetInteractNpcIndex = -1;
|
||||
targetTeleportZone = nullptr;
|
||||
player->setTarget(clickedObject->position);
|
||||
player->setTarget(clickedObject->hasInteractionPosition
|
||||
? clickedObject->interactionPosition
|
||||
: clickedObject->position);
|
||||
player->attackTarget = nullptr;
|
||||
std::cout << "[CLICK] Player moving to object..." << std::endl;
|
||||
}
|
||||
|
||||
@ -13,6 +13,7 @@
|
||||
#include "dialogue/DialogueSystem.h"
|
||||
#include "SparkEmitter.h"
|
||||
#include "TeleportZone.h"
|
||||
#include "LocationEditor.h"
|
||||
#include <functional>
|
||||
#include <cstdint>
|
||||
#include <unordered_map>
|
||||
@ -99,28 +100,10 @@ namespace ZL
|
||||
std::function<void()> requestAdvanceDarklandsHud;
|
||||
|
||||
// Navigation editor — toggle with 'N', save with 'B', right-click to finalize polygon
|
||||
bool navigationEditorMode = false;
|
||||
EditorMode editorMode = EditorMode::None;
|
||||
LocationEditor editor;
|
||||
|
||||
std::vector<Eigen::Vector3f> navigationEditorPoints;
|
||||
VertexRenderStruct navigationEditorPointsMesh;
|
||||
std::vector<VertexRenderStruct> navigationEditorNavMeshes;
|
||||
std::vector<std::string> navigationMapPaths;
|
||||
int navigationEditorObstacleCounter = 0;
|
||||
|
||||
void navigationEditorBuildNavMeshes();
|
||||
void navigationEditorDrawNavigation();
|
||||
void navigationEditorRebuildPointsMesh();
|
||||
void navigationEditorDrawPoints();
|
||||
void navigationEditorHandleLeftClick(const Eigen::Vector3f& hit, bool ctrlHeld);
|
||||
void navigationEditorHandleRightClick();
|
||||
void navigationEditorSave();
|
||||
void navigationEditorReload();
|
||||
|
||||
void gameObjectEditorPlaceTree();
|
||||
void gameObjectEditorSave();
|
||||
|
||||
std::vector<GameObjectData> editorPlacedObjects;
|
||||
int editorPlacedObjectCounter = 0;
|
||||
|
||||
// Set by Game when the user's primary pointer (left mouse / single touch)
|
||||
// has crossed the tap-vs-drag threshold and is now rotating the camera.
|
||||
@ -155,8 +138,9 @@ namespace ZL
|
||||
int getDialogueFlag(const std::string& flag) const;
|
||||
|
||||
protected:
|
||||
friend class LocationEditor;
|
||||
Renderer& renderer;
|
||||
Inventory& inventory;
|
||||
Inventory& inventory;
|
||||
|
||||
private:
|
||||
void resolveCharacterCollisions();
|
||||
|
||||
510
src/LocationEditor.cpp
Normal file
510
src/LocationEditor.cpp
Normal file
@ -0,0 +1,510 @@
|
||||
#include "LocationEditor.h"
|
||||
#include "Location.h"
|
||||
#include "Character.h"
|
||||
#include "utils/Utils.h"
|
||||
#include "render/OpenGlExtensions.h"
|
||||
#include "TextModel.h"
|
||||
#include "external/nlohmann/json.hpp"
|
||||
#include <iostream>
|
||||
#include <filesystem>
|
||||
#include <fstream>
|
||||
#include <random>
|
||||
#include <cmath>
|
||||
#include <algorithm>
|
||||
|
||||
namespace ZL
|
||||
{
|
||||
extern const char* CONST_ZIP_FILE;
|
||||
|
||||
LocationEditor::LocationEditor(Location& location)
|
||||
: loc(location)
|
||||
{
|
||||
}
|
||||
|
||||
void LocationEditor::buildNavMeshes()
|
||||
{
|
||||
navigationEditorNavMeshes.clear();
|
||||
if (!loc.navigation) return;
|
||||
const float y = loc.navigation->getFloorY() + 0.02f;
|
||||
const Eigen::Vector3f red(1.0f, 0.0f, 0.0f);
|
||||
for (const auto& obs : loc.navigation->getObstaclePolygons()) {
|
||||
if (obs.polygon.size() < 3) continue;
|
||||
VertexRenderStruct mesh;
|
||||
mesh.data = CreatePolygonFloor(obs.polygon, y, red);
|
||||
mesh.RefreshVBO();
|
||||
navigationEditorNavMeshes.push_back(std::move(mesh));
|
||||
}
|
||||
}
|
||||
|
||||
void LocationEditor::drawNavigation()
|
||||
{
|
||||
loc.renderer.shaderManager.PushShader("defaultColor");
|
||||
loc.renderer.SetMatrix();
|
||||
for (const auto& mesh : navigationEditorNavMeshes) {
|
||||
loc.renderer.DrawVertexRenderStruct(mesh);
|
||||
}
|
||||
loc.renderer.shaderManager.PopShader();
|
||||
loc.renderer.SetMatrix();
|
||||
}
|
||||
|
||||
void LocationEditor::rebuildPointsMesh()
|
||||
{
|
||||
VertexDataStruct data;
|
||||
const Eigen::Vector3f yellow(1.0f, 1.0f, 0.0f);
|
||||
const float y = loc.navigation ? loc.navigation->getFloorY() + 0.05f : 0.05f;
|
||||
const float s = 0.2f;
|
||||
|
||||
for (const auto& pt : navigationEditorPoints) {
|
||||
Eigen::Vector3f v0(pt.x(), y, pt.z() - s * 1.15f);
|
||||
Eigen::Vector3f v1(pt.x() - s, y, pt.z() + s * 0.58f);
|
||||
Eigen::Vector3f v2(pt.x() + s, y, pt.z() + s * 0.58f);
|
||||
|
||||
data.PositionData.push_back(v0);
|
||||
data.PositionData.push_back(v1);
|
||||
data.PositionData.push_back(v2);
|
||||
data.ColorData.push_back(yellow);
|
||||
data.ColorData.push_back(yellow);
|
||||
data.ColorData.push_back(yellow);
|
||||
}
|
||||
|
||||
navigationEditorPointsMesh.data = std::move(data);
|
||||
navigationEditorPointsMesh.RefreshVBO();
|
||||
}
|
||||
|
||||
void LocationEditor::drawPoints()
|
||||
{
|
||||
if (navigationEditorPoints.empty()) return;
|
||||
loc.renderer.shaderManager.PushShader("defaultColor");
|
||||
loc.renderer.SetMatrix();
|
||||
loc.renderer.DrawVertexRenderStruct(navigationEditorPointsMesh);
|
||||
loc.renderer.shaderManager.PopShader();
|
||||
loc.renderer.SetMatrix();
|
||||
}
|
||||
|
||||
void LocationEditor::handleLeftClick(const Eigen::Vector3f& hit, bool ctrlHeld)
|
||||
{
|
||||
if (ctrlHeld) {
|
||||
const float removeRadius = 1.0f;
|
||||
for (auto it = navigationEditorPoints.begin(); it != navigationEditorPoints.end(); ++it) {
|
||||
const float dx = it->x() - hit.x();
|
||||
const float dz = it->z() - hit.z();
|
||||
if (dx * dx + dz * dz <= removeRadius * removeRadius) {
|
||||
navigationEditorPoints.erase(it);
|
||||
rebuildPointsMesh();
|
||||
std::cout << "[NAV_EDITOR] Removed point, " << navigationEditorPoints.size() << " remaining\n";
|
||||
return;
|
||||
}
|
||||
}
|
||||
std::cout << "[NAV_EDITOR] No point found within " << removeRadius << " units of click\n";
|
||||
} else {
|
||||
navigationEditorPoints.push_back(hit);
|
||||
rebuildPointsMesh();
|
||||
std::cout << "[NAV_EDITOR] Added point (" << hit.x() << ", " << hit.z()
|
||||
<< "), total: " << navigationEditorPoints.size() << "\n";
|
||||
}
|
||||
}
|
||||
|
||||
void LocationEditor::handleRightClick()
|
||||
{
|
||||
if (navigationEditorPoints.size() < 3) {
|
||||
std::cout << "[NAV_EDITOR] Need at least 3 points to form a polygon (have "
|
||||
<< navigationEditorPoints.size() << "); clearing\n";
|
||||
navigationEditorPoints.clear();
|
||||
rebuildPointsMesh();
|
||||
return;
|
||||
}
|
||||
|
||||
PathFinder::ObstaclePolygon poly;
|
||||
poly.name = "editor_obstacle_" + std::to_string(++navigationEditorObstacleCounter);
|
||||
for (const auto& pt : navigationEditorPoints) {
|
||||
poly.polygon.emplace_back(pt.x(), pt.z());
|
||||
}
|
||||
|
||||
if (loc.navigation) loc.navigation->addObstaclePolygon(poly);
|
||||
std::cout << "[NAV_EDITOR] Added obstacle '" << poly.name << "' with "
|
||||
<< poly.polygon.size() << " vertices\n";
|
||||
|
||||
{
|
||||
const float y = loc.navigation ? loc.navigation->getFloorY() + 0.02f : 0.02f;
|
||||
const Eigen::Vector3f red(1.0f, 0.0f, 0.0f);
|
||||
VertexRenderStruct mesh;
|
||||
mesh.data = CreatePolygonFloor(poly.polygon, y, red);
|
||||
mesh.RefreshVBO();
|
||||
navigationEditorNavMeshes.push_back(std::move(mesh));
|
||||
}
|
||||
|
||||
navigationEditorPoints.clear();
|
||||
rebuildPointsMesh();
|
||||
}
|
||||
|
||||
void LocationEditor::save()
|
||||
{
|
||||
std::string baseName;
|
||||
for (int i = 1; ; ++i) {
|
||||
char buf[32];
|
||||
snprintf(buf, sizeof(buf), "saved_mesh%03d", i);
|
||||
baseName = buf;
|
||||
if (!std::filesystem::exists(baseName + ".json")) break;
|
||||
}
|
||||
|
||||
if (!loc.navigation) return;
|
||||
|
||||
if (loc.navigation->saveConfig(baseName + ".json"))
|
||||
std::cout << "[NAV_EDITOR] Saved config to: " << baseName << ".json\n";
|
||||
else
|
||||
std::cerr << "[NAV_EDITOR] Failed to save config to: " << baseName << ".json\n";
|
||||
|
||||
if (loc.navigation->saveGrid(baseName + ".txt"))
|
||||
std::cout << "[NAV_EDITOR] Saved grid to: " << baseName << ".txt\n";
|
||||
else
|
||||
std::cerr << "[NAV_EDITOR] Failed to save grid to: " << baseName << ".txt\n";
|
||||
}
|
||||
|
||||
void LocationEditor::reload()
|
||||
{
|
||||
loc.setupNavigation(loc.navigationMapPaths);
|
||||
std::cout << "[NAV_EDITOR] Reloaded navigation maps (" << loc.navigationMapPaths.size() << " maps)\n";
|
||||
}
|
||||
|
||||
static VertexDataStruct CreateBoundsBoxMesh(const Eigen::Vector3f corners[8], const Eigen::Vector3f& color)
|
||||
{
|
||||
VertexDataStruct data;
|
||||
|
||||
auto addTriangle = [&](const Eigen::Vector3f& a, const Eigen::Vector3f& b, const Eigen::Vector3f& c) {
|
||||
data.PositionData.push_back(a);
|
||||
data.PositionData.push_back(b);
|
||||
data.PositionData.push_back(c);
|
||||
data.ColorData.push_back(color);
|
||||
data.ColorData.push_back(color);
|
||||
data.ColorData.push_back(color);
|
||||
};
|
||||
|
||||
auto addFace = [&](int a, int b, int c, int d) {
|
||||
addTriangle(corners[a], corners[b], corners[c]);
|
||||
addTriangle(corners[a], corners[c], corners[d]);
|
||||
};
|
||||
|
||||
// corners: 0-3 = bottom ring (y=min), 4-7 = top ring (y=max)
|
||||
// 0=(x0,y0,z0) 1=(x1,y0,z0) 2=(x1,y0,z1) 3=(x0,y0,z1)
|
||||
// 4=(x0,y1,z0) 5=(x1,y1,z0) 6=(x1,y1,z1) 7=(x0,y1,z1)
|
||||
addFace(0, 1, 2, 3); // bottom
|
||||
addFace(7, 6, 5, 4); // top
|
||||
addFace(0, 4, 5, 1); // front (z=min)
|
||||
addFace(3, 2, 6, 7); // back (z=max)
|
||||
addFace(0, 3, 7, 4); // left (x=min)
|
||||
addFace(1, 5, 6, 2); // right (x=max)
|
||||
|
||||
return data;
|
||||
}
|
||||
|
||||
void LocationEditor::buildInteractiveObjectBoundsMeshes()
|
||||
{
|
||||
interactiveObjectBoundsMeshes.clear();
|
||||
interactionPositionMeshes.clear();
|
||||
|
||||
const Eigen::Vector3f zero = Eigen::Vector3f::Zero();
|
||||
const Eigen::Vector3f colorDefault(0.1f, 0.9f, 0.6f); // teal
|
||||
const Eigen::Vector3f colorSelected(1.0f, 1.0f, 0.0f); // yellow
|
||||
const Eigen::Vector3f colorPole(1.0f, 0.55f, 0.0f); // orange
|
||||
|
||||
int idx = 0;
|
||||
for (const auto& obj : loc.interactiveObjects) {
|
||||
const bool isSelected = (idx == selectedInteractiveObjectIndex);
|
||||
|
||||
// --- bounds box ---
|
||||
if (obj.boundsMin != zero || obj.boundsMax != zero) {
|
||||
const Eigen::Vector3f& color = isSelected ? colorSelected : colorDefault;
|
||||
|
||||
const float x0 = obj.boundsMin.x(), x1 = obj.boundsMax.x();
|
||||
const float y0 = obj.boundsMin.y(), y1 = obj.boundsMax.y();
|
||||
const float z0 = obj.boundsMin.z(), z1 = obj.boundsMax.z();
|
||||
|
||||
Eigen::Vector3f corners[8] = {
|
||||
{ x0, y0, z0 }, { x1, y0, z0 },
|
||||
{ x1, y0, z1 }, { x0, y0, z1 },
|
||||
{ x0, y1, z0 }, { x1, y1, z0 },
|
||||
{ x1, y1, z1 }, { x0, y1, z1 },
|
||||
};
|
||||
|
||||
// Apply the same TRS the draw function applies: scale → rotateY → translate
|
||||
if (obj.scale != 1.f) {
|
||||
for (auto& c : corners) c *= obj.scale;
|
||||
}
|
||||
if (obj.rotationY != 0.f) {
|
||||
const float cosR = std::cos(obj.rotationY);
|
||||
const float sinR = std::sin(obj.rotationY);
|
||||
for (auto& c : corners) {
|
||||
const float nx = c.x() * cosR - c.z() * sinR;
|
||||
const float nz = c.x() * sinR + c.z() * cosR;
|
||||
c.x() = nx;
|
||||
c.z() = nz;
|
||||
}
|
||||
}
|
||||
for (auto& c : corners) c += obj.position;
|
||||
|
||||
VertexRenderStruct mesh;
|
||||
mesh.data = CreateBoundsBoxMesh(corners, color);
|
||||
mesh.RefreshVBO();
|
||||
interactiveObjectBoundsMeshes.push_back(std::move(mesh));
|
||||
}
|
||||
|
||||
// --- interaction position pole ---
|
||||
if (obj.hasInteractionPosition) {
|
||||
const Eigen::Vector3f& p = obj.interactionPosition;
|
||||
static constexpr float hw = 0.05f; // half width/depth
|
||||
static constexpr float hh = 1.5f; // half height (pole = 3.0 tall)
|
||||
|
||||
Eigen::Vector3f corners[8] = {
|
||||
{ p.x()-hw, p.y()-hh, p.z()-hw }, { p.x()+hw, p.y()-hh, p.z()-hw },
|
||||
{ p.x()+hw, p.y()-hh, p.z()+hw }, { p.x()-hw, p.y()-hh, p.z()+hw },
|
||||
{ p.x()-hw, p.y()+hh, p.z()-hw }, { p.x()+hw, p.y()+hh, p.z()-hw },
|
||||
{ p.x()+hw, p.y()+hh, p.z()+hw }, { p.x()-hw, p.y()+hh, p.z()+hw },
|
||||
};
|
||||
|
||||
VertexRenderStruct mesh;
|
||||
mesh.data = CreateBoundsBoxMesh(corners, colorPole);
|
||||
mesh.RefreshVBO();
|
||||
interactionPositionMeshes.push_back(std::move(mesh));
|
||||
}
|
||||
|
||||
++idx;
|
||||
}
|
||||
}
|
||||
|
||||
void LocationEditor::drawInteractiveObjectBounds()
|
||||
{
|
||||
if (interactiveObjectBoundsMeshes.empty() && interactionPositionMeshes.empty()) return;
|
||||
|
||||
loc.renderer.shaderManager.PushShader("defaultColor");
|
||||
loc.renderer.SetMatrix();
|
||||
for (const auto& mesh : interactiveObjectBoundsMeshes) {
|
||||
loc.renderer.DrawVertexRenderStruct(mesh);
|
||||
}
|
||||
for (const auto& mesh : interactionPositionMeshes) {
|
||||
loc.renderer.DrawVertexRenderStruct(mesh);
|
||||
}
|
||||
loc.renderer.shaderManager.PopShader();
|
||||
loc.renderer.SetMatrix();
|
||||
}
|
||||
|
||||
void LocationEditor::selectInteractiveObject(int index)
|
||||
{
|
||||
if (index < 0 || index >= static_cast<int>(loc.interactiveObjects.size())) {
|
||||
std::cout << "[IO_EDITOR] Index " << index << " out of range ("
|
||||
<< loc.interactiveObjects.size() << " objects)\n";
|
||||
return;
|
||||
}
|
||||
selectedInteractiveObjectIndex = index;
|
||||
boundsClickCount = 0;
|
||||
buildInteractiveObjectBoundsMeshes();
|
||||
std::cout << "[IO_EDITOR] Selected object " << index
|
||||
<< " (" << loc.interactiveObjects[index].loadedObject.name << ")\n";
|
||||
}
|
||||
|
||||
void LocationEditor::handleInteractiveObjectClick(const Eigen::Vector3f& worldHit, bool ctrlHeld)
|
||||
{
|
||||
if (selectedInteractiveObjectIndex < 0 ||
|
||||
selectedInteractiveObjectIndex >= static_cast<int>(loc.interactiveObjects.size())) {
|
||||
std::cout << "[IO_EDITOR] No valid object selected\n";
|
||||
return;
|
||||
}
|
||||
|
||||
if (ctrlHeld) {
|
||||
// Set the interaction position for the selected object (world XZ, Y=0).
|
||||
auto& target = loc.interactiveObjects[selectedInteractiveObjectIndex];
|
||||
target.interactionPosition = Eigen::Vector3f(worldHit.x(), 0.f, worldHit.z());
|
||||
target.hasInteractionPosition = true;
|
||||
boundsClickCount = 0; // cancel any in-progress bounds placement
|
||||
buildInteractiveObjectBoundsMeshes();
|
||||
std::cout << "[IO_EDITOR] Interaction position set on object " << selectedInteractiveObjectIndex
|
||||
<< " (" << target.loadedObject.name << ")"
|
||||
<< " at (" << worldHit.x() << ", " << worldHit.z() << ")\n";
|
||||
return;
|
||||
}
|
||||
|
||||
const auto& obj = loc.interactiveObjects[selectedInteractiveObjectIndex];
|
||||
|
||||
// Convert world-space hit to object local space (inverse of scale → rotateY → translate)
|
||||
auto worldToLocal = [&](const Eigen::Vector3f& w) -> Eigen::Vector3f {
|
||||
Eigen::Vector3f local = w - obj.position;
|
||||
if (obj.rotationY != 0.f) {
|
||||
const float c = std::cos(-obj.rotationY);
|
||||
const float s = std::sin(-obj.rotationY);
|
||||
const float nx = local.x() * c - local.z() * s;
|
||||
const float nz = local.x() * s + local.z() * c;
|
||||
local.x() = nx;
|
||||
local.z() = nz;
|
||||
}
|
||||
if (obj.scale > 1e-6f && obj.scale != 1.f)
|
||||
local /= obj.scale;
|
||||
return local;
|
||||
};
|
||||
|
||||
if (boundsClickCount == 0) {
|
||||
boundsClickA = worldHit;
|
||||
boundsClickCount = 1;
|
||||
std::cout << "[IO_EDITOR] First corner placed at world ("
|
||||
<< worldHit.x() << ", " << worldHit.z() << ") — click again for second corner\n";
|
||||
} else {
|
||||
const Eigen::Vector3f localA = worldToLocal(boundsClickA);
|
||||
const Eigen::Vector3f localB = worldToLocal(worldHit);
|
||||
|
||||
auto& target = loc.interactiveObjects[selectedInteractiveObjectIndex];
|
||||
target.boundsMin = Eigen::Vector3f(
|
||||
min(localA.x(), localB.x()), 0.f, min(localA.z(), localB.z()));
|
||||
target.boundsMax = Eigen::Vector3f(
|
||||
max(localA.x(), localB.x()), 1.f, max(localA.z(), localB.z()));
|
||||
|
||||
boundsClickCount = 0;
|
||||
buildInteractiveObjectBoundsMeshes();
|
||||
|
||||
std::cout << "[IO_EDITOR] Bounds set on object " << selectedInteractiveObjectIndex
|
||||
<< " (" << target.loadedObject.name << ")"
|
||||
<< " min=(" << target.boundsMin.x() << ", " << target.boundsMin.z() << ")"
|
||||
<< " max=(" << target.boundsMax.x() << ", " << target.boundsMax.z() << ")\n";
|
||||
}
|
||||
}
|
||||
|
||||
void LocationEditor::saveInteractiveObjects()
|
||||
{
|
||||
std::string baseName;
|
||||
for (int i = 1; ; ++i) {
|
||||
char buf[32];
|
||||
snprintf(buf, sizeof(buf), "saved_interactive%03d", i);
|
||||
baseName = buf;
|
||||
if (!std::filesystem::exists(baseName + ".json")) break;
|
||||
}
|
||||
|
||||
using json = nlohmann::json;
|
||||
json j;
|
||||
j["objects"] = json::array();
|
||||
|
||||
for (const auto& obj : loc.interactiveObjects) {
|
||||
json item;
|
||||
item["name"] = obj.loadedObject.name;
|
||||
item["texturePath"] = obj.loadedObject.texturePath;
|
||||
if (!obj.loadedObject.textureDarkandsPath.empty())
|
||||
item["textureDarkandsPath"] = obj.loadedObject.textureDarkandsPath;
|
||||
item["meshPath"] = obj.loadedObject.meshPath;
|
||||
item["rotationX"] = obj.loadedObject.meshRotationX;
|
||||
item["rotationY"] = obj.loadedObject.meshRotationY;
|
||||
item["rotationZ"] = obj.loadedObject.meshRotationZ;
|
||||
item["positionX"] = obj.jsonPositionX;
|
||||
item["positionY"] = obj.jsonPositionY;
|
||||
item["positionZ"] = obj.jsonPositionZ;
|
||||
item["scale"] = obj.loadedObject.meshScale;
|
||||
item["interactionRadius"] = obj.interactionRadius;
|
||||
item["approachRadius"] = obj.approachRadius;
|
||||
if (!obj.activateFunctionName.empty())
|
||||
item["activateFunction"] = obj.activateFunctionName;
|
||||
item["pivotX"] = obj.pivot.x();
|
||||
item["pivotY"] = obj.pivot.y();
|
||||
item["pivotZ"] = obj.pivot.z();
|
||||
item["boundsMinX"] = obj.boundsMin.x();
|
||||
item["boundsMinY"] = obj.boundsMin.y();
|
||||
item["boundsMinZ"] = obj.boundsMin.z();
|
||||
item["boundsMaxX"] = obj.boundsMax.x();
|
||||
item["boundsMaxY"] = obj.boundsMax.y();
|
||||
item["boundsMaxZ"] = obj.boundsMax.z();
|
||||
if (obj.hasInteractionPosition) {
|
||||
item["interactionPositionX"] = obj.interactionPosition.x();
|
||||
item["interactionPositionY"] = obj.interactionPosition.y();
|
||||
item["interactionPositionZ"] = obj.interactionPosition.z();
|
||||
}
|
||||
j["objects"].push_back(item);
|
||||
}
|
||||
|
||||
const std::string filename = baseName + ".json";
|
||||
std::ofstream out(filename);
|
||||
if (out.is_open()) {
|
||||
out << j.dump(4);
|
||||
std::cout << "[IO_EDITOR] Saved " << loc.interactiveObjects.size()
|
||||
<< " interactive object(s) to " << filename << "\n";
|
||||
} else {
|
||||
std::cerr << "[IO_EDITOR] Failed to open " << filename << " for writing\n";
|
||||
}
|
||||
}
|
||||
|
||||
void LocationEditor::saveAll()
|
||||
{
|
||||
save();
|
||||
saveInteractiveObjects();
|
||||
}
|
||||
|
||||
void LocationEditor::placeTree()
|
||||
{
|
||||
if (!loc.player) return;
|
||||
|
||||
static std::mt19937 rng(std::random_device{}());
|
||||
std::uniform_real_distribution<float> scaleDist(0.8f, 1.2f);
|
||||
std::uniform_real_distribution<float> rotDist(0.0f, 360.0f);
|
||||
|
||||
GameObjectData data;
|
||||
data.name = "editor_tree_" + std::to_string(++editorPlacedObjectCounter);
|
||||
data.texturePath = "resources/w/exterior/tree001.png";
|
||||
data.meshPath = "resources/w/exterior/tree003.txt";
|
||||
data.rotationX = 0.0f;
|
||||
data.rotationY = rotDist(rng);
|
||||
data.rotationZ = 0.0f;
|
||||
data.positionX = loc.player->position.x();
|
||||
data.positionY = loc.player->position.y();
|
||||
data.positionZ = loc.player->position.z();
|
||||
data.scale = scaleDist(rng);
|
||||
|
||||
LoadedGameObject obj = GameObjectLoader::buildLoadedObject(data, loc.renderer, CONST_ZIP_FILE);
|
||||
obj.mesh.data.Move({ data.positionX, data.positionY, data.positionZ });
|
||||
obj.mesh.RefreshVBO();
|
||||
|
||||
loc.gameObjects[data.name] = std::move(obj);
|
||||
editorPlacedObjects.push_back(data);
|
||||
|
||||
std::cout << "[GAME_EDITOR] Placed '" << data.name << "' at ("
|
||||
<< data.positionX << ", " << data.positionZ
|
||||
<< ") scale=" << data.scale << " rotY=" << data.rotationY << "\n";
|
||||
}
|
||||
|
||||
void LocationEditor::saveObjects()
|
||||
{
|
||||
if (editorPlacedObjects.empty()) {
|
||||
std::cout << "[GAME_EDITOR] No editor-placed objects to save\n";
|
||||
return;
|
||||
}
|
||||
|
||||
std::string baseName;
|
||||
for (int i = 1; ; ++i) {
|
||||
char buf[32];
|
||||
snprintf(buf, sizeof(buf), "saved_objects%03d", i);
|
||||
baseName = buf;
|
||||
if (!std::filesystem::exists(baseName + ".json")) break;
|
||||
}
|
||||
|
||||
using json = nlohmann::json;
|
||||
json j;
|
||||
j["objects"] = json::array();
|
||||
for (const auto& d : editorPlacedObjects) {
|
||||
json obj;
|
||||
obj["name"] = d.name;
|
||||
obj["texturePath"] = d.texturePath;
|
||||
obj["meshPath"] = d.meshPath;
|
||||
obj["rotationX"] = d.rotationX;
|
||||
obj["rotationY"] = d.rotationY;
|
||||
obj["rotationZ"] = d.rotationZ;
|
||||
obj["positionX"] = d.positionX;
|
||||
obj["positionY"] = d.positionY;
|
||||
obj["positionZ"] = d.positionZ;
|
||||
obj["scale"] = d.scale;
|
||||
j["objects"].push_back(obj);
|
||||
}
|
||||
|
||||
const std::string filename = baseName + ".json";
|
||||
std::ofstream out(filename);
|
||||
if (out.is_open()) {
|
||||
out << j.dump(4);
|
||||
std::cout << "[GAME_EDITOR] Saved " << editorPlacedObjects.size()
|
||||
<< " object(s) to " << filename << "\n";
|
||||
} else {
|
||||
std::cerr << "[GAME_EDITOR] Failed to open " << filename << " for writing\n";
|
||||
}
|
||||
}
|
||||
|
||||
} // namespace ZL
|
||||
70
src/LocationEditor.h
Normal file
70
src/LocationEditor.h
Normal file
@ -0,0 +1,70 @@
|
||||
#pragma once
|
||||
|
||||
#include <vector>
|
||||
#include <string>
|
||||
#include "render/Renderer.h"
|
||||
#include "navigation/PathFinder.h"
|
||||
#include "items/GameObjectLoader.h"
|
||||
#include <Eigen/Dense>
|
||||
|
||||
namespace ZL {
|
||||
|
||||
class Location; // forward declaration — LocationEditor.cpp includes Location.h
|
||||
|
||||
enum class EditorMode {
|
||||
None,
|
||||
Navigation,
|
||||
InteractiveObjects
|
||||
// GameObjects // future
|
||||
};
|
||||
|
||||
class LocationEditor {
|
||||
public:
|
||||
explicit LocationEditor(Location& location);
|
||||
|
||||
// Navigation editor state
|
||||
std::vector<Eigen::Vector3f> navigationEditorPoints;
|
||||
VertexRenderStruct navigationEditorPointsMesh;
|
||||
std::vector<VertexRenderStruct> navigationEditorNavMeshes;
|
||||
int navigationEditorObstacleCounter = 0;
|
||||
|
||||
// Interactive object editor state
|
||||
std::vector<VertexRenderStruct> interactiveObjectBoundsMeshes;
|
||||
std::vector<VertexRenderStruct> interactionPositionMeshes;
|
||||
int selectedInteractiveObjectIndex = 0;
|
||||
int boundsClickCount = 0; // 0 = waiting for first corner, 1 = waiting for second
|
||||
Eigen::Vector3f boundsClickA = Eigen::Vector3f::Zero();
|
||||
|
||||
// Game object editor state
|
||||
std::vector<GameObjectData> editorPlacedObjects;
|
||||
int editorPlacedObjectCounter = 0;
|
||||
|
||||
// Navigation editor methods
|
||||
void buildNavMeshes();
|
||||
void drawNavigation();
|
||||
void rebuildPointsMesh();
|
||||
void drawPoints();
|
||||
void handleLeftClick(const Eigen::Vector3f& hit, bool ctrlHeld);
|
||||
void handleRightClick();
|
||||
void save();
|
||||
void reload();
|
||||
|
||||
// Interactive object editor methods
|
||||
void buildInteractiveObjectBoundsMeshes();
|
||||
void drawInteractiveObjectBounds();
|
||||
void selectInteractiveObject(int index);
|
||||
void handleInteractiveObjectClick(const Eigen::Vector3f& worldHit, bool ctrlHeld);
|
||||
void saveInteractiveObjects();
|
||||
|
||||
// Save all editor data at once (nav mesh + interactive objects)
|
||||
void saveAll();
|
||||
|
||||
// Game object editor methods
|
||||
void placeTree();
|
||||
void saveObjects();
|
||||
|
||||
private:
|
||||
Location& loc;
|
||||
};
|
||||
|
||||
} // namespace ZL
|
||||
@ -93,10 +93,23 @@ namespace ZL {
|
||||
InteractiveObjectData data;
|
||||
data.base = parseGameObjectData(item);
|
||||
data.interactionRadius = item.value("interactionRadius", 2.0f);
|
||||
data.approachRadius = item.value("approachRadius", data.interactionRadius);
|
||||
data.activateFunctionName = item.value("activateFunction", "");
|
||||
data.pivotX = item.value("pivotX", 0.0f);
|
||||
data.pivotY = item.value("pivotY", 0.0f);
|
||||
data.pivotZ = item.value("pivotZ", 0.0f);
|
||||
data.boundsMinX = item.value("boundsMinX", 0.0f);
|
||||
data.boundsMinY = item.value("boundsMinY", 0.0f);
|
||||
data.boundsMinZ = item.value("boundsMinZ", 0.0f);
|
||||
data.boundsMaxX = item.value("boundsMaxX", 0.0f);
|
||||
data.boundsMaxY = item.value("boundsMaxY", 0.0f);
|
||||
data.boundsMaxZ = item.value("boundsMaxZ", 0.0f);
|
||||
if (item.contains("interactionPositionX")) {
|
||||
data.hasInteractionPosition = true;
|
||||
data.interactionPositionX = item.value("interactionPositionX", 0.0f);
|
||||
data.interactionPositionY = item.value("interactionPositionY", 0.0f);
|
||||
data.interactionPositionZ = item.value("interactionPositionZ", 0.0f);
|
||||
}
|
||||
if (!data.base.meshPath.empty())
|
||||
objects.push_back(std::move(data));
|
||||
}
|
||||
@ -182,8 +195,26 @@ namespace ZL {
|
||||
InteractiveObject intObj;
|
||||
intObj.loadedObject = buildLoadedObject(data.base, renderer, zipPath);
|
||||
intObj.interactionRadius = data.interactionRadius;
|
||||
intObj.approachRadius = data.approachRadius;
|
||||
intObj.activateFunctionName = data.activateFunctionName;
|
||||
intObj.pivot = Eigen::Vector3f(data.pivotX, data.pivotY, data.pivotZ);
|
||||
intObj.boundsMin = Eigen::Vector3f(data.boundsMinX, data.boundsMinY, data.boundsMinZ);
|
||||
intObj.boundsMax = Eigen::Vector3f(data.boundsMaxX, data.boundsMaxY, data.boundsMaxZ);
|
||||
intObj.hasInteractionPosition = data.hasInteractionPosition;
|
||||
if (data.hasInteractionPosition)
|
||||
intObj.interactionPosition = Eigen::Vector3f(data.interactionPositionX, data.interactionPositionY, data.interactionPositionZ);
|
||||
|
||||
// Store source data needed for serialization.
|
||||
intObj.loadedObject.texturePath = data.base.texturePath;
|
||||
intObj.loadedObject.textureDarkandsPath = data.base.textureDarkandsPath;
|
||||
intObj.loadedObject.meshPath = data.base.meshPath;
|
||||
intObj.loadedObject.meshRotationX = data.base.rotationX;
|
||||
intObj.loadedObject.meshRotationY = data.base.rotationY;
|
||||
intObj.loadedObject.meshRotationZ = data.base.rotationZ;
|
||||
intObj.loadedObject.meshScale = data.base.scale;
|
||||
intObj.jsonPositionX = data.base.positionX;
|
||||
intObj.jsonPositionY = data.base.positionY;
|
||||
intObj.jsonPositionZ = data.base.positionZ;
|
||||
|
||||
intObj.loadedObject.mesh.RefreshVBO();
|
||||
|
||||
|
||||
@ -29,10 +29,15 @@ namespace ZL {
|
||||
struct InteractiveObjectData {
|
||||
GameObjectData base;
|
||||
float interactionRadius = 2.0f;
|
||||
float approachRadius = 2.0f;
|
||||
std::string activateFunctionName;
|
||||
float pivotX = 0.0f;
|
||||
float pivotY = 0.0f;
|
||||
float pivotZ = 0.0f;
|
||||
float boundsMinX = 0.0f, boundsMinY = 0.0f, boundsMinZ = 0.0f;
|
||||
float boundsMaxX = 0.0f, boundsMaxY = 0.0f, boundsMaxZ = 0.0f;
|
||||
bool hasInteractionPosition = false;
|
||||
float interactionPositionX = 0.0f, interactionPositionY = 0.0f, interactionPositionZ = 0.0f;
|
||||
};
|
||||
|
||||
struct NpcData {
|
||||
|
||||
@ -16,6 +16,12 @@ namespace ZL {
|
||||
std::shared_ptr<Texture> textureDarklands;
|
||||
VertexRenderStruct mesh;
|
||||
std::string name;
|
||||
// Source paths and baked transform — populated by GameObjectLoader, used for serialization.
|
||||
std::string texturePath;
|
||||
std::string textureDarkandsPath;
|
||||
std::string meshPath;
|
||||
float meshRotationX = 0.f, meshRotationY = 0.f, meshRotationZ = 0.f;
|
||||
float meshScale = 1.f;
|
||||
};
|
||||
|
||||
struct InteractiveObject {
|
||||
@ -26,6 +32,14 @@ namespace ZL {
|
||||
float scale = 1.0f; // uniform scale
|
||||
float alpha = 1.0f; // opacity: 1=opaque, 0=fully transparent
|
||||
float interactionRadius;
|
||||
float approachRadius = 2.0f;
|
||||
Eigen::Vector3f boundsMin = Eigen::Vector3f::Zero();
|
||||
Eigen::Vector3f boundsMax = Eigen::Vector3f::Zero();
|
||||
Eigen::Vector3f interactionPosition = Eigen::Vector3f::Zero();
|
||||
// Original JSON position before mesh-centering offset applied at load time — needed for serialization.
|
||||
float jsonPositionX = 0.f, jsonPositionY = 0.f, jsonPositionZ = 0.f;
|
||||
|
||||
bool hasInteractionPosition = false;
|
||||
bool isActive = true;
|
||||
bool isAnimating = false; // true while a timed animation is running
|
||||
std::string activateFunctionName;
|
||||
|
||||
Loading…
Reference in New Issue
Block a user