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Fix interior WMO floor gaps, water exit stair clipping, NPC equipment, portal animation
- Fix Stormwind barracks floor: interior WMO groups named "facade" were incorrectly marked as LOD shells and hidden when close. Add !isIndoor guard to all LOD detection conditions so interior groups always render. - Fix water exit stair clipping: anchor lastGroundZ to current position on swim exit, set grounded=true for full step-up budget, add upward velocity boost to clear stair lip geometry. - Re-enable NPC humanoid equipment geosets (kEnableNpcHumanoidOverrides) so guards render with proper armor instead of underwear. - Keep instance portal GameObjects animated (spinning/glowing) instead of freezing all GO animations indiscriminately. - Fix equipment disappearing after instance round-trip by resetting dirty tracking on world reload. - Fix multi-doodad-set loading: load both set 0 (global) and placement- specific doodad set, with dedup to avoid double-loading. - Clear placedWmoIds in softReset/unloadAll to prevent stale dedup. - Apply MODF rotation to instance WMOs, snap player to WMO floor. - Re-enable rebuildSpatialIndex in setInstanceTransform. - Store precomputeFloorCache results in precomputed grid. - Add F8 debug key for WMO floor diagnostics at player position. - Expand mapIdToName with all Classic/TBC/WotLK instance map IDs.
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6 changed files with 285 additions and 28 deletions
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@ -86,12 +86,94 @@ bool envFlagEnabled(const char* key, bool defaultValue = false) {
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const char* Application::mapIdToName(uint32_t mapId) {
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// Fallback when Map.dbc is unavailable. Names must match WDT directory names
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// (case-insensitive — AssetManager lowercases all paths).
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switch (mapId) {
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// Continents
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case 0: return "Azeroth";
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case 1: return "Kalimdor";
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case 369: return "DeeprunTram";
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case 530: return "Outland";
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case 530: return "Expansion01";
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case 571: return "Northrend";
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// Classic dungeons/raids
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case 30: return "PVPZone01";
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case 33: return "Shadowfang";
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case 34: return "StormwindJail";
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case 36: return "DeadminesInstance";
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case 43: return "WailingCaverns";
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case 47: return "RazserfenKraulInstance";
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case 48: return "Blackfathom";
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case 70: return "Uldaman";
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case 90: return "GnomeragonInstance";
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case 109: return "SunkenTemple";
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case 129: return "RazorfenDowns";
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case 189: return "MonasteryInstances";
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case 209: return "TanarisInstance";
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case 229: return "BlackRockSpire";
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case 230: return "BlackrockDepths";
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case 249: return "OnyxiaLairInstance";
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case 289: return "ScholomanceInstance";
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case 309: return "Zul'Gurub";
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case 329: return "Stratholme";
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case 349: return "Mauradon";
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case 369: return "DeeprunTram";
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case 389: return "OrgrimmarInstance";
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case 409: return "MoltenCore";
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case 429: return "DireMaul";
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case 469: return "BlackwingLair";
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case 489: return "PVPZone03";
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case 509: return "AhnQiraj";
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case 529: return "PVPZone04";
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case 531: return "AhnQirajTemple";
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case 533: return "Stratholme Raid";
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// TBC
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case 532: return "Karazahn";
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case 534: return "HyjalPast";
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case 540: return "HellfireMilitary";
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case 542: return "HellfireDemon";
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case 543: return "HellfireRampart";
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case 544: return "HellfireRaid";
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case 545: return "CoilfangPumping";
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case 546: return "CoilfangMarsh";
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case 547: return "CoilfangDraenei";
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case 548: return "CoilfangRaid";
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case 550: return "TempestKeepRaid";
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case 552: return "TempestKeepArcane";
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case 553: return "TempestKeepAtrium";
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case 554: return "TempestKeepFactory";
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case 555: return "AuchindounShadow";
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case 556: return "AuchindounDraenei";
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case 557: return "AuchindounEthereal";
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case 558: return "AuchindounDemon";
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case 560: return "HillsbradPast";
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case 564: return "BlackTemple";
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case 565: return "GruulsLair";
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case 566: return "PVPZone05";
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case 568: return "ZulAman";
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case 580: return "SunwellPlateau";
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case 585: return "Sunwell5ManFix";
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// WotLK
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case 574: return "Valgarde70";
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case 575: return "UtgardePinnacle";
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case 576: return "Nexus70";
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case 578: return "Nexus80";
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case 595: return "StratholmeCOT";
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case 599: return "Ulduar70";
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case 600: return "Ulduar80";
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case 601: return "DrakTheronKeep";
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case 602: return "GunDrak";
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case 603: return "UlduarRaid";
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case 608: return "DalaranPrison";
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case 615: return "ChamberOfAspectsBlack";
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case 617: return "DeathKnightStart";
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case 619: return "Azjol_Uppercity";
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case 624: return "WintergraspRaid";
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case 631: return "IcecrownCitadel";
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case 632: return "IcecrownCitadel5Man";
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case 649: return "ArgentTournamentRaid";
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case 650: return "ArgentTournamentDungeon";
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case 658: return "QuarryOfTears";
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case 668: return "HallsOfReflection";
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case 724: return "ChamberOfAspectsRed";
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default: return "";
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}
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}
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@ -379,6 +461,14 @@ void Application::run() {
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uiManager->getGameScreen().triggerDing(99);
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}
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}
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// F8: Debug WMO floor at current position
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else if (event.key.keysym.scancode == SDL_SCANCODE_F8 && event.key.repeat == 0) {
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if (renderer && renderer->getWMORenderer()) {
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glm::vec3 pos = renderer->getCharacterPosition();
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LOG_WARNING("F8: WMO floor debug at render pos (", pos.x, ", ", pos.y, ", ", pos.z, ")");
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renderer->getWMORenderer()->debugDumpGroupsAtPosition(pos.x, pos.y, pos.z);
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}
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}
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}
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}
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@ -3255,6 +3345,11 @@ void Application::loadOnlineWorldTerrain(uint32_t mapId, float x, float y, float
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cr->clear();
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renderer->setCharacterFollow(0);
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}
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// Reset equipment dirty tracking so composited textures are rebuilt
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// after spawnPlayerCharacter() recreates the character instance.
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if (gameHandler) {
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gameHandler->resetEquipmentDirtyTracking();
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}
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if (auto* terrain = renderer->getTerrainManager()) {
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terrain->softReset();
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@ -3509,20 +3604,20 @@ void Application::loadOnlineWorldTerrain(uint32_t mapId, float x, float y, float
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LOG_INFO("Loaded ", loadedGroups, " / ", wmoModel.nGroups, " WMO groups for instance");
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}
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// WMO-only maps: MODF position is at world origin (always 0,0,0 in practice).
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// Unlike ADT MODF which uses placement space, WMO-only maps place the WMO
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// directly in render coordinates with no offset or yaw bias.
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// WMO-only maps: MODF uses same format as ADT MODF.
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// Apply the same rotation conversion that outdoor WMOs get
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// (including the implicit +180° Z yaw), but skip the ZEROPOINT
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// position offset for zero-position instances (server sends
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// coordinates relative to the WMO, not relative to map corner).
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glm::vec3 wmoPos(0.0f);
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glm::vec3 wmoRot(0.0f);
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glm::vec3 wmoRot(
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-wdtInfo.rotation[2] * 3.14159f / 180.0f,
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-wdtInfo.rotation[0] * 3.14159f / 180.0f,
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(wdtInfo.rotation[1] + 180.0f) * 3.14159f / 180.0f
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);
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if (wdtInfo.position[0] != 0.0f || wdtInfo.position[1] != 0.0f || wdtInfo.position[2] != 0.0f) {
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// Non-zero placement — convert from ADT space (rare/never happens, but be safe)
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wmoPos = core::coords::adtToWorld(
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wdtInfo.position[0], wdtInfo.position[1], wdtInfo.position[2]);
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wmoRot = glm::vec3(
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-wdtInfo.rotation[2] * 3.14159f / 180.0f,
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-wdtInfo.rotation[0] * 3.14159f / 180.0f,
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(wdtInfo.rotation[1] + 180.0f) * 3.14159f / 180.0f
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);
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}
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showProgress("Uploading instance geometry...", 0.70f);
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@ -3530,9 +3625,30 @@ void Application::loadOnlineWorldTerrain(uint32_t mapId, float x, float y, float
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if (wmoRenderer->loadModel(wmoModel, wmoModelId)) {
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uint32_t instanceId = wmoRenderer->createInstance(wmoModelId, wmoPos, wmoRot, 1.0f);
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if (instanceId > 0) {
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LOG_INFO("Instance WMO loaded: modelId=", wmoModelId,
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" instanceId=", instanceId,
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" pos=(", wmoPos.x, ", ", wmoPos.y, ", ", wmoPos.z, ")");
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LOG_WARNING("Instance WMO loaded: modelId=", wmoModelId,
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" instanceId=", instanceId);
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LOG_WARNING(" MOHD bbox local: (",
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wmoModel.boundingBoxMin.x, ", ", wmoModel.boundingBoxMin.y, ", ", wmoModel.boundingBoxMin.z,
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") to (", wmoModel.boundingBoxMax.x, ", ", wmoModel.boundingBoxMax.y, ", ", wmoModel.boundingBoxMax.z, ")");
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LOG_WARNING(" WMO pos: (", wmoPos.x, ", ", wmoPos.y, ", ", wmoPos.z,
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") rot: (", wmoRot.x, ", ", wmoRot.y, ", ", wmoRot.z, ")");
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LOG_WARNING(" Player render pos: (", spawnRender.x, ", ", spawnRender.y, ", ", spawnRender.z, ")");
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LOG_WARNING(" Player canonical: (", spawnCanonical.x, ", ", spawnCanonical.y, ", ", spawnCanonical.z, ")");
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// Show player position in WMO local space
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{
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glm::mat4 instMat(1.0f);
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instMat = glm::translate(instMat, wmoPos);
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instMat = glm::rotate(instMat, wmoRot.z, glm::vec3(0,0,1));
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instMat = glm::rotate(instMat, wmoRot.y, glm::vec3(0,1,0));
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instMat = glm::rotate(instMat, wmoRot.x, glm::vec3(1,0,0));
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glm::mat4 invMat = glm::inverse(instMat);
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glm::vec3 localPlayer = glm::vec3(invMat * glm::vec4(spawnRender, 1.0f));
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LOG_WARNING(" Player in WMO local: (", localPlayer.x, ", ", localPlayer.y, ", ", localPlayer.z, ")");
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bool inside = localPlayer.x >= wmoModel.boundingBoxMin.x && localPlayer.x <= wmoModel.boundingBoxMax.x &&
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localPlayer.y >= wmoModel.boundingBoxMin.y && localPlayer.y <= wmoModel.boundingBoxMax.y &&
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localPlayer.z >= wmoModel.boundingBoxMin.z && localPlayer.z <= wmoModel.boundingBoxMax.z;
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LOG_WARNING(" Player inside MOHD bbox: ", inside ? "YES" : "NO");
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}
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// Load doodads from the specified doodad set
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auto* m2Renderer = renderer->getM2Renderer();
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@ -3619,6 +3735,31 @@ void Application::loadOnlineWorldTerrain(uint32_t mapId, float x, float y, float
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}
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}
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// Snap player to WMO floor so they don't fall through on first frame
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if (wmoRenderer && renderer) {
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glm::vec3 playerPos = renderer->getCharacterPosition();
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// Query floor with generous height margin above spawn point
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auto floor = wmoRenderer->getFloorHeight(playerPos.x, playerPos.y, playerPos.z + 50.0f);
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if (floor) {
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playerPos.z = *floor + 0.1f; // Small offset above floor
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renderer->getCharacterPosition() = playerPos;
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if (gameHandler) {
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glm::vec3 canonical = core::coords::renderToCanonical(playerPos);
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gameHandler->setPosition(canonical.x, canonical.y, canonical.z);
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}
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LOG_INFO("Snapped player to instance WMO floor: z=", *floor);
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} else {
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LOG_WARNING("Could not find WMO floor at player spawn (",
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playerPos.x, ", ", playerPos.y, ", ", playerPos.z, ")");
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}
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}
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// Diagnostic: verify WMO renderer state after instance loading
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LOG_WARNING("=== INSTANCE WMO LOAD COMPLETE ===");
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LOG_WARNING(" wmoRenderer models loaded: ", wmoRenderer->getLoadedModelCount());
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LOG_WARNING(" wmoRenderer instances: ", wmoRenderer->getInstanceCount());
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LOG_WARNING(" wmoRenderer floor cache: ", wmoRenderer->getFloorCacheSize());
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terrainOk = true; // Mark as OK so post-load setup runs
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} else {
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// ---- Normal ADT-based map ----
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@ -4960,7 +5101,7 @@ void Application::spawnOnlineCreature(uint64_t guid, uint32_t displayId, float x
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// aggressive and can make NPCs invisible (targetable but not rendered).
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// Keep default model geosets for online creatures until this path is made
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// data-accurate per display model.
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static constexpr bool kEnableNpcHumanoidOverrides = false;
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static constexpr bool kEnableNpcHumanoidOverrides = true;
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// Set geosets for humanoid NPCs based on CreatureDisplayInfoExtra
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if (kEnableNpcHumanoidOverrides &&
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@ -6360,8 +6501,15 @@ void Application::spawnOnlineGameObject(uint64_t guid, uint32_t entry, uint32_t
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return;
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}
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// Freeze animation — gameobjects are static until interacted with
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m2Renderer->setInstanceAnimationFrozen(instanceId, true);
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// Freeze animation for static gameobjects, but let portals/effects animate
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std::string lowerPath = modelPath;
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std::transform(lowerPath.begin(), lowerPath.end(), lowerPath.begin(), ::tolower);
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bool isAnimatedEffect = (lowerPath.find("instanceportal") != std::string::npos ||
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lowerPath.find("portalfx") != std::string::npos ||
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lowerPath.find("spellportal") != std::string::npos);
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if (!isAnimatedEffect) {
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m2Renderer->setInstanceAnimationFrozen(instanceId, true);
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}
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gameObjectInstances_[guid] = {modelId, instanceId, false};
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}
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