Added editor functionality to edit bound boxes

This commit is contained in:
Vladislav Khorev 2026-06-02 12:11:37 +03:00
parent 22b0e1992f
commit 4b868f47c2
12 changed files with 779 additions and 307 deletions

View File

@ -99,6 +99,8 @@ set(SOURCES
../src/MenuManager.cpp ../src/MenuManager.cpp
../src/Location.h ../src/Location.h
../src/Location.cpp ../src/Location.cpp
../src/LocationEditor.h
../src/LocationEditor.cpp
../src/GameConstants.h ../src/GameConstants.h
../src/GameConstants.cpp ../src/GameConstants.cpp
../src/ScriptEngine.h ../src/ScriptEngine.h

View File

@ -56,6 +56,8 @@ add_executable(witcher001
../src/MenuManager.cpp ../src/MenuManager.cpp
../src/Location.h ../src/Location.h
../src/Location.cpp ../src/Location.cpp
../src/LocationEditor.h
../src/LocationEditor.cpp
../src/GameConstants.h ../src/GameConstants.h
../src/GameConstants.cpp ../src/GameConstants.cpp
../src/ScriptEngine.h ../src/ScriptEngine.h

View File

@ -10,8 +10,18 @@
"positionX": 6.6644, "positionX": 6.6644,
"positionY": 0.9, "positionY": 0.9,
"positionZ": -12.5262, "positionZ": -12.5262,
"approachRadius": 0.6,
"boundsMaxX": 0.32435035705566406,
"boundsMaxY": 0.5,
"boundsMaxZ": 0.5178079605102539,
"boundsMinX": -0.19553518295288086,
"boundsMinY": -0.5,
"boundsMinZ": -0.2698993682861328,
"interactionPositionX": 6.694502353668213,
"interactionPositionY": 0.0,
"interactionPositionZ": -12.80740737915039,
"scale": 1.0, "scale": 1.0,
"interactionRadius": 0.3, "interactionRadius": 0.0,
"activateFunction": "on_phone_pickup" "activateFunction": "on_phone_pickup"
}, },
{ {
@ -24,6 +34,16 @@
"positionX": 5.84296, "positionX": 5.84296,
"positionY": 0.9, "positionY": 0.9,
"positionZ": -12.4661, "positionZ": -12.4661,
"approachRadius": 0.6,
"boundsMaxX": 0.17081403732299805,
"boundsMaxY": 0.5,
"boundsMaxZ": 0.35796260833740234,
"boundsMinX": -0.22043895721435547,
"boundsMinY": -0.5,
"boundsMinZ": -0.25891780853271484,
"interactionPositionX": 5.819052696228027,
"interactionPositionY": 0.0,
"interactionPositionZ": -12.76319408416748,
"scale": 1.0, "scale": 1.0,
"interactionRadius": 0.3, "interactionRadius": 0.3,
"activateFunction": "on_journal_pickup" "activateFunction": "on_journal_pickup"

View File

@ -694,9 +694,9 @@ namespace ZL
} }
else if (event.button.button == SDL_BUTTON_RIGHT else if (event.button.button == SDL_BUTTON_RIGHT
&& event.type == SDL_MOUSEBUTTONUP && event.type == SDL_MOUSEBUTTONUP
&& navigationEditorMode && editorMode == EditorMode::Navigation
&& currentLocation) { && currentLocation) {
currentLocation->navigationEditorHandleRightClick(); currentLocation->editor.handleRightClick();
} }
} }
else if (event.type == SDL_MOUSEMOTION) { else if (event.type == SDL_MOUSEMOTION) {
@ -727,16 +727,20 @@ namespace ZL
if (event.type == SDL_KEYDOWN && event.key.repeat == 0) { if (event.type == SDL_KEYDOWN && event.key.repeat == 0) {
switch (event.key.keysym.sym) { switch (event.key.keysym.sym) {
case SDLK_0: case SDLK_0:
startDarklandsTransition();
break;
case SDLK_1: case SDLK_1:
//if (audioPlayer) audioPlayer->playSoundAsync("audio/background.wav");
break;
case SDLK_2: case SDLK_2:
//if (audioPlayer) audioPlayer->playMusicAsync("audio/lullaby-music-vol20-186394--online-audio-convert.com.ogg");
break;
case SDLK_3: case SDLK_3:
//if (audioPlayer) audioPlayer->stopMusicAsync(); case SDLK_4:
case SDLK_5:
case SDLK_6:
case SDLK_7:
case SDLK_8:
case SDLK_9:
if (editorMode == EditorMode::InteractiveObjects && currentLocation) {
currentLocation->editor.selectInteractiveObject(event.key.keysym.sym - SDLK_0);
} else if (event.key.keysym.sym == SDLK_0) {
startDarklandsTransition();
}
break; break;
case SDLK_f: case SDLK_f:
currentLocation->dialogueSystem.startDialogue("dialog_start001"); currentLocation->dialogueSystem.startDialogue("dialog_start001");
@ -747,14 +751,25 @@ namespace ZL
break; break;
case SDLK_n: case SDLK_n:
navigationEditorMode = !navigationEditorMode; if (editorMode == EditorMode::None)
editorMode = EditorMode::Navigation;
else if (editorMode == EditorMode::Navigation)
editorMode = EditorMode::InteractiveObjects;
else
editorMode = EditorMode::None;
if (currentLocation) { if (currentLocation) {
currentLocation->navigationEditorMode = navigationEditorMode; currentLocation->editorMode = editorMode;
if (navigationEditorMode) { if (editorMode == EditorMode::Navigation)
currentLocation->navigationEditorBuildNavMeshes(); currentLocation->editor.buildNavMeshes();
} else if (editorMode == EditorMode::InteractiveObjects)
currentLocation->editor.buildInteractiveObjectBoundsMeshes();
}
{
const char* modeName = (editorMode == EditorMode::Navigation) ? "Navigation"
: (editorMode == EditorMode::InteractiveObjects) ? "InteractiveObjects"
: "None";
std::cout << "[EDITOR] Mode: " << modeName << std::endl;
} }
std::cout << "[NAV_EDITOR] Mode: " << (navigationEditorMode ? "ON" : "OFF") << std::endl;
break; break;
case SDLK_o: case SDLK_o:
@ -802,22 +817,22 @@ namespace ZL
break; break;
case SDLK_b: case SDLK_b:
if (navigationEditorMode && currentLocation) { if (editorMode != EditorMode::None && currentLocation) {
currentLocation->navigationEditorSave(); currentLocation->editor.saveAll();
} }
break; break;
case SDLK_j: case SDLK_j:
if (navigationEditorMode && currentLocation) { if (editorMode != EditorMode::None && currentLocation) {
currentLocation->gameObjectEditorPlaceTree(); currentLocation->editor.placeTree();
} else { } else {
menuManager.toggleQuestJournal(); menuManager.toggleQuestJournal();
} }
break; break;
case SDLK_v: case SDLK_v:
if (navigationEditorMode && currentLocation) { if (editorMode != EditorMode::None && currentLocation) {
currentLocation->gameObjectEditorSave(); currentLocation->editor.saveObjects();
} }
break; break;

View File

@ -45,7 +45,7 @@ namespace ZL {
std::unordered_map<std::string, std::shared_ptr<Location>> locations; std::unordered_map<std::string, std::shared_ptr<Location>> locations;
std::shared_ptr<Location> currentLocation; std::shared_ptr<Location> currentLocation;
bool navigationEditorMode = false; EditorMode editorMode = EditorMode::None;
// Global darklands state — persists across location transitions. // Global darklands state — persists across location transitions.
bool isDarklands = false; bool isDarklands = false;

View File

@ -4,11 +4,8 @@
#include <iostream> #include <iostream>
#include "render/TextureManager.h" #include "render/TextureManager.h"
#include "TextModel.h" #include "TextModel.h"
#include <random>
#include <cmath> #include <cmath>
#include <algorithm> #include <algorithm>
#include <filesystem>
#include <fstream>
#include <functional> #include <functional>
#include <memory> #include <memory>
#include <cfloat> #include <cfloat>
@ -47,8 +44,8 @@ namespace ZL
Location::Location(Renderer& iRenderer, Inventory& iInventory) Location::Location(Renderer& iRenderer, Inventory& iInventory)
: renderer(iRenderer) : renderer(iRenderer)
, inventory(iInventory) , inventory(iInventory)
, editor(*this)
{ {
} }
void Location::setup(const LocationSetup& params) void Location::setup(const LocationSetup& params)
@ -303,8 +300,8 @@ namespace ZL
activeNavigationIndex = 0; activeNavigationIndex = 0;
navigation = navigationMaps.empty() ? nullptr : &navigationMaps[0]; navigation = navigationMaps.empty() ? nullptr : &navigationMaps[0];
if (navigationEditorMode && navigation) { if (editorMode == EditorMode::Navigation && navigation) {
navigationEditorBuildNavMeshes(); editor.buildNavMeshes();
} }
static constexpr float kDynamicObstacleInfluenceDist = 6.0f; static constexpr float kDynamicObstacleInfluenceDist = 6.0f;
@ -365,237 +362,13 @@ namespace ZL
if (npc) npc->forceReplan(); if (npc) npc->forceReplan();
} }
if (navigationEditorMode) { if (editorMode == EditorMode::Navigation) {
navigationEditorBuildNavMeshes(); editor.buildNavMeshes();
} }
std::cout << "[NAV] Switched to navigation map " << index << "\n"; std::cout << "[NAV] Switched to navigation map " << index << "\n";
return true; return true;
} }
void Location::navigationEditorBuildNavMeshes()
{
navigationEditorNavMeshes.clear();
if (!navigation) return;
const float y = navigation->getFloorY() + 0.02f;
const Eigen::Vector3f red(1.0f, 0.0f, 0.0f);
for (const auto& obs : 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 Location::navigationEditorDrawNavigation()
{
renderer.shaderManager.PushShader("defaultColor");
renderer.SetMatrix();
for (const auto& mesh : navigationEditorNavMeshes) {
renderer.DrawVertexRenderStruct(mesh);
}
renderer.shaderManager.PopShader();
renderer.SetMatrix();
}
void Location::navigationEditorRebuildPointsMesh()
{
VertexDataStruct data;
const Eigen::Vector3f yellow(1.0f, 1.0f, 0.0f);
const float y = navigation ? navigation->getFloorY() + 0.05f : 0.05f;
const float s = 0.2f;
for (const auto& pt : navigationEditorPoints) {
// Small upward-pointing equilateral triangle in the XZ plane
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 Location::navigationEditorDrawPoints()
{
if (navigationEditorPoints.empty()) return;
renderer.shaderManager.PushShader("defaultColor");
renderer.SetMatrix();
renderer.DrawVertexRenderStruct(navigationEditorPointsMesh);
renderer.shaderManager.PopShader();
renderer.SetMatrix();
}
void Location::navigationEditorHandleLeftClick(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);
navigationEditorRebuildPointsMesh();
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);
navigationEditorRebuildPointsMesh();
std::cout << "[NAV_EDITOR] Added point (" << hit.x() << ", " << hit.z()
<< "), total: " << navigationEditorPoints.size() << "\n";
}
}
void Location::navigationEditorHandleRightClick()
{
if (navigationEditorPoints.size() < 3) {
std::cout << "[NAV_EDITOR] Need at least 3 points to form a polygon (have "
<< navigationEditorPoints.size() << "); clearing\n";
navigationEditorPoints.clear();
navigationEditorRebuildPointsMesh();
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 (navigation) navigation->addObstaclePolygon(poly);
std::cout << "[NAV_EDITOR] Added obstacle '" << poly.name << "' with "
<< poly.polygon.size() << " vertices\n";
// Add a red mesh for the new obstacle polygon so it's visible immediately.
{
const float y = navigation ? 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();
navigationEditorRebuildPointsMesh();
}
void Location::navigationEditorSave()
{
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 (!navigation) return;
if (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 (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 Location::navigationEditorReload()
{
setupNavigation(navigationMapPaths);
std::cout << "[NAV_EDITOR] Reloaded navigation maps (" << navigationMapPaths.size() << " maps)\n";
}
void Location::gameObjectEditorPlaceTree()
{
if (!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 = player->position.x();
data.positionY = player->position.y();
data.positionZ = player->position.z();
data.scale = scaleDist(rng);
LoadedGameObject obj = GameObjectLoader::buildLoadedObject(data, renderer, CONST_ZIP_FILE);
obj.mesh.data.Move({ data.positionX, data.positionY, data.positionZ });
obj.mesh.RefreshVBO();
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 Location::gameObjectEditorSave()
{
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";
}
}
InteractiveObject* Location::raycastInteractiveObjects(const Eigen::Vector3f& rayOrigin, const Eigen::Vector3f& rayDir) { InteractiveObject* Location::raycastInteractiveObjects(const Eigen::Vector3f& rayOrigin, const Eigen::Vector3f& rayDir) {
if (interactiveObjects.empty()) { if (interactiveObjects.empty()) {
//std::cout << "[RAYCAST] No interactive objects to check" << std::endl; //std::cout << "[RAYCAST] No interactive objects to check" << std::endl;
@ -626,27 +399,49 @@ namespace ZL
//std::cout << "[RAYCAST] Position: (" << intObj.position.x() << ", " << intObj.position.y() << ", " //std::cout << "[RAYCAST] Position: (" << intObj.position.x() << ", " << intObj.position.y() << ", "
// << intObj.position.z() << "), Radius: " << intObj.interactionRadius << std::endl; // << intObj.position.z() << "), Radius: " << intObj.interactionRadius << std::endl;
Eigen::Vector3f toObject = intObj.position - rayOrigin; const bool hasBox = !(intObj.boundsMin.isZero() && intObj.boundsMax.isZero());
//std::cout << "[RAYCAST] Vector to object: (" << toObject.x() << ", " << toObject.y() << ", " << toObject.z() << ")" << std::endl; if (hasBox) {
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); float distanceAlongRay = toObject.dot(rayDir);
//std::cout << "[RAYCAST] Distance along ray: " << distanceAlongRay << std::endl;
if (distanceAlongRay < 0.1f) { if (distanceAlongRay < 0.1f) {
//std::cout << "[RAYCAST] -> Object behind camera, skipping" << std::endl; continue;
continue; }
}
Eigen::Vector3f closestPointOnRay = rayOrigin + rayDir * distanceAlongRay; Eigen::Vector3f closestPointOnRay = rayOrigin + rayDir * distanceAlongRay;
float distToObject = (closestPointOnRay - intObj.position).norm(); float distToObject = (closestPointOnRay - intObj.position).norm();
//std::cout << "[RAYCAST] Distance to object: " << distToObject if (distToObject <= intObj.interactionRadius && distanceAlongRay < closestDistance) {
// << " (interaction radius: " << intObj.interactionRadius << ")" << std::endl; closestDistance = distanceAlongRay;
closestObject = &intObj;
if (distToObject <= intObj.interactionRadius && distanceAlongRay < closestDistance) { }
//std::cout << "[RAYCAST] *** HIT DETECTED! ***" << std::endl;
closestDistance = distanceAlongRay;
closestObject = &intObj;
} }
} }
/* /*
@ -780,9 +575,12 @@ namespace ZL
for (auto& tz : teleportZones) tz.draw(renderer, Environment::zoom, Environment::width, Environment::height); for (auto& tz : teleportZones) tz.draw(renderer, Environment::zoom, Environment::width, Environment::height);
if (navigationEditorMode) { if (editorMode == EditorMode::Navigation) {
navigationEditorDrawNavigation(); editor.drawNavigation();
navigationEditorDrawPoints(); editor.drawPoints();
}
if (editorMode == EditorMode::InteractiveObjects) {
editor.drawInteractiveObjectBounds();
} }
renderer.PopMatrix(); renderer.PopMatrix();
@ -979,9 +777,12 @@ namespace ZL
for (auto& tz : teleportZones) tz.draw(renderer, Environment::zoom, Environment::width, Environment::height); for (auto& tz : teleportZones) tz.draw(renderer, Environment::zoom, Environment::width, Environment::height);
#endif #endif
if (navigationEditorMode) { if (editorMode == EditorMode::Navigation) {
navigationEditorDrawNavigation(); editor.drawNavigation();
navigationEditorDrawPoints(); editor.drawPoints();
}
if (editorMode == EditorMode::InteractiveObjects) {
editor.drawInteractiveObjectBounds();
} }
CheckGlError(__FILE__, __LINE__); CheckGlError(__FILE__, __LINE__);
@ -1050,9 +851,12 @@ namespace ZL
for (auto& tz : teleportZones) tz.draw(renderer, Environment::zoom, Environment::width, Environment::height); for (auto& tz : teleportZones) tz.draw(renderer, Environment::zoom, Environment::width, Environment::height);
if (navigationEditorMode) { if (editorMode == EditorMode::Navigation) {
navigationEditorDrawNavigation(); editor.drawNavigation();
navigationEditorDrawPoints(); editor.drawPoints();
}
if (editorMode == EditorMode::InteractiveObjects) {
editor.drawInteractiveObjectBounds();
} }
renderer.PopMatrix(); renderer.PopMatrix();
@ -1323,10 +1127,13 @@ namespace ZL
// Check if player reached target interactive object // Check if player reached target interactive object
if (targetInteractiveObject && player && !targetInteractiveObject->isAnimating) { 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 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] Player reached object! Distance: " << distToObject << std::endl;
std::cout << "[PICKUP] Calling Lua callback for: " << targetInteractiveObject->loadedObject.name << 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(); Eigen::Vector3f rayDir = (camForward + camRight * (ndcX * aspect * tanHalfFov) + camUp * (ndcY * tanHalfFov)).normalized();
if (navigationEditorMode) { if (editorMode == EditorMode::Navigation) {
if (rayDir.y() < -0.001f) { if (rayDir.y() < -0.001f) {
const float t = -camPos.y() / rayDir.y(); const float t = -camPos.y() / rayDir.y();
const Eigen::Vector3f hit = camPos + rayDir * t; const Eigen::Vector3f hit = camPos + rayDir * t;
const bool ctrlHeld = (SDL_GetModState() & KMOD_CTRL) != 0; 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; return;
} }
@ -1435,7 +1252,9 @@ namespace ZL
targetInteractNpc = nullptr; targetInteractNpc = nullptr;
targetInteractNpcIndex = -1; targetInteractNpcIndex = -1;
targetTeleportZone = nullptr; targetTeleportZone = nullptr;
player->setTarget(clickedObject->position); player->setTarget(clickedObject->hasInteractionPosition
? clickedObject->interactionPosition
: clickedObject->position);
player->attackTarget = nullptr; player->attackTarget = nullptr;
std::cout << "[CLICK] Player moving to object..." << std::endl; std::cout << "[CLICK] Player moving to object..." << std::endl;
} }

View File

@ -13,6 +13,7 @@
#include "dialogue/DialogueSystem.h" #include "dialogue/DialogueSystem.h"
#include "SparkEmitter.h" #include "SparkEmitter.h"
#include "TeleportZone.h" #include "TeleportZone.h"
#include "LocationEditor.h"
#include <functional> #include <functional>
#include <cstdint> #include <cstdint>
#include <unordered_map> #include <unordered_map>
@ -99,28 +100,10 @@ namespace ZL
std::function<void()> requestAdvanceDarklandsHud; std::function<void()> requestAdvanceDarklandsHud;
// Navigation editor — toggle with 'N', save with 'B', right-click to finalize polygon // 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; 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) // 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. // has crossed the tap-vs-drag threshold and is now rotating the camera.
@ -155,6 +138,7 @@ namespace ZL
int getDialogueFlag(const std::string& flag) const; int getDialogueFlag(const std::string& flag) const;
protected: protected:
friend class LocationEditor;
Renderer& renderer; Renderer& renderer;
Inventory& inventory; Inventory& inventory;

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@ -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
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@ -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

View File

@ -93,10 +93,23 @@ namespace ZL {
InteractiveObjectData data; InteractiveObjectData data;
data.base = parseGameObjectData(item); data.base = parseGameObjectData(item);
data.interactionRadius = item.value("interactionRadius", 2.0f); data.interactionRadius = item.value("interactionRadius", 2.0f);
data.approachRadius = item.value("approachRadius", data.interactionRadius);
data.activateFunctionName = item.value("activateFunction", ""); data.activateFunctionName = item.value("activateFunction", "");
data.pivotX = item.value("pivotX", 0.0f); data.pivotX = item.value("pivotX", 0.0f);
data.pivotY = item.value("pivotY", 0.0f); data.pivotY = item.value("pivotY", 0.0f);
data.pivotZ = item.value("pivotZ", 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()) if (!data.base.meshPath.empty())
objects.push_back(std::move(data)); objects.push_back(std::move(data));
} }
@ -182,8 +195,26 @@ namespace ZL {
InteractiveObject intObj; InteractiveObject intObj;
intObj.loadedObject = buildLoadedObject(data.base, renderer, zipPath); intObj.loadedObject = buildLoadedObject(data.base, renderer, zipPath);
intObj.interactionRadius = data.interactionRadius; intObj.interactionRadius = data.interactionRadius;
intObj.approachRadius = data.approachRadius;
intObj.activateFunctionName = data.activateFunctionName; intObj.activateFunctionName = data.activateFunctionName;
intObj.pivot = Eigen::Vector3f(data.pivotX, data.pivotY, data.pivotZ); 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(); intObj.loadedObject.mesh.RefreshVBO();

View File

@ -29,10 +29,15 @@ namespace ZL {
struct InteractiveObjectData { struct InteractiveObjectData {
GameObjectData base; GameObjectData base;
float interactionRadius = 2.0f; float interactionRadius = 2.0f;
float approachRadius = 2.0f;
std::string activateFunctionName; std::string activateFunctionName;
float pivotX = 0.0f; float pivotX = 0.0f;
float pivotY = 0.0f; float pivotY = 0.0f;
float pivotZ = 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 { struct NpcData {

View File

@ -16,6 +16,12 @@ namespace ZL {
std::shared_ptr<Texture> textureDarklands; std::shared_ptr<Texture> textureDarklands;
VertexRenderStruct mesh; VertexRenderStruct mesh;
std::string name; 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 { struct InteractiveObject {
@ -26,6 +32,14 @@ namespace ZL {
float scale = 1.0f; // uniform scale float scale = 1.0f; // uniform scale
float alpha = 1.0f; // opacity: 1=opaque, 0=fully transparent float alpha = 1.0f; // opacity: 1=opaque, 0=fully transparent
float interactionRadius; 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 isActive = true;
bool isAnimating = false; // true while a timed animation is running bool isAnimating = false; // true while a timed animation is running
std::string activateFunctionName; std::string activateFunctionName;