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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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@ -533,10 +533,8 @@ bool WMORenderer::loadModel(const pipeline::WMOModel& model, uint32_t id) {
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// "city01" etc are exterior cityscape shells in large WMOs
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isCityShell = (lower.find("city") == 0 && lower.size() <= 8);
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}
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// Flag 0x80 on INDOOR groups in large WMOs = interior cathedral shell
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bool hasFlag80 = (wmoGroup.flags & 0x80) != 0;
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bool isIndoor = (wmoGroup.flags & 0x2000) != 0;
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if ((nVerts < 100 && isLargeWmo) || (alwaysDraw && nVerts < 5000) || (isFacade && isLargeWmo) || (isCityShell && isLargeWmo) || (hasFlag80 && isIndoor && isLargeWmo)) {
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if ((nVerts < 100 && isLargeWmo && !isIndoor) || (alwaysDraw && nVerts < 5000 && isLargeWmo && !isIndoor) || (isFacade && isLargeWmo && !isIndoor) || (isCityShell && !isIndoor && isLargeWmo)) {
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resources.isLOD = true;
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}
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modelData.groups.push_back(resources);
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@ -954,9 +952,7 @@ void WMORenderer::setInstanceTransform(uint32_t instanceId, const glm::mat4& tra
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}
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}
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// NOTE: Don't rebuild spatial index on every transform update - causes flickering
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// Spatial grid is only used for collision queries, render iterates all instances
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// rebuildSpatialIndex();
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rebuildSpatialIndex();
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}
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void WMORenderer::addDoodadToInstance(uint32_t instanceId, uint32_t m2InstanceId, const glm::mat4& localTransform) {
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@ -1228,8 +1224,11 @@ void WMORenderer::precomputeFloorCache() {
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samplesChecked++;
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// getFloorHeight will compute and cache the result
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getFloorHeight(sampleX, sampleY, refZ);
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// Query floor height and store result in the precomputed grid
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auto h = getFloorHeight(sampleX, sampleY, refZ);
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if (h) {
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precomputedFloorGrid[key] = *h;
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}
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}
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}
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}
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@ -2902,6 +2901,90 @@ std::optional<float> WMORenderer::getFloorHeight(float glX, float glY, float glZ
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return bestFloor;
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}
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void WMORenderer::debugDumpGroupsAtPosition(float glX, float glY, float glZ) const {
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LOG_WARNING("=== WMO Floor Debug at render(", glX, ", ", glY, ", ", glZ, ") ===");
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glm::vec3 worldOrigin(glX, glY, glZ + 500.0f);
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glm::vec3 worldDir(0.0f, 0.0f, -1.0f);
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int totalInstancesChecked = 0;
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int totalGroupsOverlapping = 0;
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int totalFloorHits = 0;
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for (const auto& instance : instances) {
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auto it = loadedModels.find(instance.modelId);
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if (it == loadedModels.end()) continue;
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const ModelData& model = it->second;
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// Check instance world bounds
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if (glX < instance.worldBoundsMin.x || glX > instance.worldBoundsMax.x ||
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glY < instance.worldBoundsMin.y || glY > instance.worldBoundsMax.y ||
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glZ < instance.worldBoundsMin.z - 20.0f || glZ > instance.worldBoundsMax.z + 20.0f) {
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continue;
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}
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totalInstancesChecked++;
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LOG_WARNING(" Instance modelId=", instance.modelId,
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" worldBounds=(", instance.worldBoundsMin.x, ",", instance.worldBoundsMin.y, ",", instance.worldBoundsMin.z,
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")-(", instance.worldBoundsMax.x, ",", instance.worldBoundsMax.y, ",", instance.worldBoundsMax.z,
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") groups=", model.groups.size());
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glm::vec3 localOrigin = glm::vec3(instance.invModelMatrix * glm::vec4(worldOrigin, 1.0f));
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glm::vec3 localDir = glm::normalize(glm::vec3(instance.invModelMatrix * glm::vec4(worldDir, 0.0f)));
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for (size_t gi = 0; gi < model.groups.size(); ++gi) {
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// Check world-space group bounds
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if (gi < instance.worldGroupBounds.size()) {
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const auto& [gMin, gMax] = instance.worldGroupBounds[gi];
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if (glX < gMin.x || glX > gMax.x ||
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glY < gMin.y || glY > gMax.y) {
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continue;
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}
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}
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totalGroupsOverlapping++;
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const auto& group = model.groups[gi];
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// Count floor triangles in this group under the player
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int floorTris = 0;
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float bestHitZ = -999999.0f;
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const auto& verts = group.collisionVertices;
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const auto& indices = group.collisionIndices;
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for (size_t ti = 0; ti + 2 < indices.size(); ti += 3) {
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const glm::vec3& v0 = verts[indices[ti]];
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const glm::vec3& v1 = verts[indices[ti + 1]];
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const glm::vec3& v2 = verts[indices[ti + 2]];
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float t = rayTriangleIntersect(localOrigin, localDir, v0, v1, v2);
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if (t <= 0.0f) t = rayTriangleIntersect(localOrigin, localDir, v0, v2, v1);
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if (t > 0.0f) {
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glm::vec3 hitLocal = localOrigin + localDir * t;
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glm::vec3 hitWorld = glm::vec3(instance.modelMatrix * glm::vec4(hitLocal, 1.0f));
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floorTris++;
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totalFloorHits++;
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if (hitWorld.z > bestHitZ) bestHitZ = hitWorld.z;
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}
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}
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glm::vec3 gWorldMin(0), gWorldMax(0);
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if (gi < instance.worldGroupBounds.size()) {
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gWorldMin = instance.worldGroupBounds[gi].first;
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gWorldMax = instance.worldGroupBounds[gi].second;
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}
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LOG_WARNING(" Group[", gi, "] flags=0x", std::hex, group.groupFlags, std::dec,
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" verts=", group.collisionVertices.size(),
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" tris=", group.collisionIndices.size()/3,
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" batches=", group.mergedBatches.size(),
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" isLOD=", group.isLOD,
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" floorHits=", floorTris,
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" bestHitZ=", bestHitZ,
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" wBounds=(", gWorldMin.x, ",", gWorldMin.y, ",", gWorldMin.z,
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")-(", gWorldMax.x, ",", gWorldMax.y, ",", gWorldMax.z, ")");
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}
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}
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LOG_WARNING("=== Total: ", totalInstancesChecked, " instances, ",
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totalGroupsOverlapping, " overlapping groups, ",
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totalFloorHits, " floor hits ===");
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}
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bool WMORenderer::checkWallCollision(const glm::vec3& from, const glm::vec3& to, glm::vec3& adjustedPos, bool insideWMO) const {
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QueryTimer timer(&queryTimeMs, &queryCallCount);
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adjustedPos = to;
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