mirror of
https://github.com/Kelsidavis/WoWee.git
synced 2026-03-22 23:30:14 +00:00
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.
This commit is contained in:
parent
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commit
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6 changed files with 285 additions and 28 deletions
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@ -281,6 +281,7 @@ public:
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Inventory& getInventory() { return inventory; }
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const Inventory& getInventory() const { return inventory; }
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bool consumeOnlineEquipmentDirty() { bool d = onlineEquipDirty_; onlineEquipDirty_ = false; return d; }
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void resetEquipmentDirtyTracking() { lastEquipDisplayIds_ = {}; onlineEquipDirty_ = true; }
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void unequipToBackpack(EquipSlot equipSlot);
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// Targeting
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@ -171,6 +171,7 @@ public:
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* Get number of active instances
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*/
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uint32_t getInstanceCount() const { return instances.size(); }
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size_t getLoadedModelCount() const { return loadedModels.size(); }
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/**
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* Remove models that have no instances referencing them
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@ -262,6 +263,9 @@ public:
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*/
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std::optional<float> getFloorHeight(float glX, float glY, float glZ, float* outNormalZ = nullptr) const;
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/** Dump diagnostic info about WMO groups overlapping a position */
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void debugDumpGroupsAtPosition(float glX, float glY, float glZ) const;
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/**
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* Check wall collision and adjust position
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* @param from Starting position
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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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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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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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wmoPos = core::coords::adtToWorld(
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wdtInfo.position[0], wdtInfo.position[1], wdtInfo.position[2]);
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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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// 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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@ -659,7 +659,17 @@ void CameraController::update(float deltaTime) {
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grounded = false;
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} else {
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// Exiting water — give a small upward boost to help climb onto shore.
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// Exiting water — boost upward to help climb onto shore/stairs.
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if (wasSwimming) {
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// Anchor lastGroundZ to current position so WMO floor probes
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// start from a sensible height instead of stale pre-swim values.
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lastGroundZ = targetPos.z;
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grounded = true; // Treat as grounded so step-up budget is full
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// Small upward boost to clear stair lip geometry
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if (verticalVelocity < 1.5f) {
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verticalVelocity = 1.5f;
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}
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}
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swimming = false;
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if (glm::length(movement) > 0.001f) {
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@ -522,10 +522,18 @@ std::shared_ptr<PendingTile> TerrainManager::prepareTile(int x, int y) {
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wmoMatrix = glm::rotate(wmoMatrix, rot.y, glm::vec3(0, 1, 0));
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wmoMatrix = glm::rotate(wmoMatrix, rot.x, glm::vec3(1, 0, 0));
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const auto& doodadSet = wmoModel.doodadSets[0];
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// Load doodads from set 0 (global) + placement-specific set
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std::vector<uint32_t> setsToLoad = {0};
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if (placement.doodadSet > 0 && placement.doodadSet < wmoModel.doodadSets.size()) {
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setsToLoad.push_back(placement.doodadSet);
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}
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std::unordered_set<uint32_t> loadedDoodadIndices;
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for (uint32_t setIdx : setsToLoad) {
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const auto& doodadSet = wmoModel.doodadSets[setIdx];
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for (uint32_t di = 0; di < doodadSet.count; di++) {
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uint32_t doodadIdx = doodadSet.startIndex + di;
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if (doodadIdx >= wmoModel.doodads.size()) break;
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if (!loadedDoodadIndices.insert(doodadIdx).second) continue;
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const auto& doodad = wmoModel.doodads[doodadIdx];
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auto nameIt = wmoModel.doodadNames.find(doodad.nameIndex);
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@ -624,6 +632,7 @@ std::shared_ptr<PendingTile> TerrainManager::prepareTile(int x, int y) {
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pending->wmoDoodads.push_back(std::move(doodadReady));
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}
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}
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}
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PendingTile::WMOReady ready;
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// Cache WMO model uploads by path; placement dedup uses uniqueId separately.
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@ -1311,6 +1320,7 @@ void TerrainManager::unloadAll() {
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pendingTiles.clear();
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finalizingTiles_.clear();
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placedDoodadIds.clear();
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placedWmoIds.clear();
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LOG_INFO("Unloading all terrain tiles");
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loadedTiles.clear();
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@ -1358,6 +1368,7 @@ void TerrainManager::softReset() {
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pendingTiles.clear();
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finalizingTiles_.clear();
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placedDoodadIds.clear();
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placedWmoIds.clear();
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// Clear tile cache — keys are (x,y) without map name, so stale entries from
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// a different map with overlapping coordinates would produce wrong geometry.
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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;
|
||||
}
|
||||
modelData.groups.push_back(resources);
|
||||
|
|
@ -954,9 +952,7 @@ void WMORenderer::setInstanceTransform(uint32_t instanceId, const glm::mat4& tra
|
|||
}
|
||||
}
|
||||
|
||||
// NOTE: Don't rebuild spatial index on every transform update - causes flickering
|
||||
// Spatial grid is only used for collision queries, render iterates all instances
|
||||
// rebuildSpatialIndex();
|
||||
rebuildSpatialIndex();
|
||||
}
|
||||
|
||||
void WMORenderer::addDoodadToInstance(uint32_t instanceId, uint32_t m2InstanceId, const glm::mat4& localTransform) {
|
||||
|
|
@ -1228,8 +1224,11 @@ void WMORenderer::precomputeFloorCache() {
|
|||
|
||||
samplesChecked++;
|
||||
|
||||
// getFloorHeight will compute and cache the result
|
||||
getFloorHeight(sampleX, sampleY, refZ);
|
||||
// Query floor height and store result in the precomputed grid
|
||||
auto h = getFloorHeight(sampleX, sampleY, refZ);
|
||||
if (h) {
|
||||
precomputedFloorGrid[key] = *h;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
@ -2902,6 +2901,90 @@ std::optional<float> WMORenderer::getFloorHeight(float glX, float glY, float glZ
|
|||
return bestFloor;
|
||||
}
|
||||
|
||||
void WMORenderer::debugDumpGroupsAtPosition(float glX, float glY, float glZ) const {
|
||||
LOG_WARNING("=== WMO Floor Debug at render(", glX, ", ", glY, ", ", glZ, ") ===");
|
||||
|
||||
glm::vec3 worldOrigin(glX, glY, glZ + 500.0f);
|
||||
glm::vec3 worldDir(0.0f, 0.0f, -1.0f);
|
||||
|
||||
int totalInstancesChecked = 0;
|
||||
int totalGroupsOverlapping = 0;
|
||||
int totalFloorHits = 0;
|
||||
|
||||
for (const auto& instance : instances) {
|
||||
auto it = loadedModels.find(instance.modelId);
|
||||
if (it == loadedModels.end()) continue;
|
||||
const ModelData& model = it->second;
|
||||
|
||||
// Check instance world bounds
|
||||
if (glX < instance.worldBoundsMin.x || glX > instance.worldBoundsMax.x ||
|
||||
glY < instance.worldBoundsMin.y || glY > instance.worldBoundsMax.y ||
|
||||
glZ < instance.worldBoundsMin.z - 20.0f || glZ > instance.worldBoundsMax.z + 20.0f) {
|
||||
continue;
|
||||
}
|
||||
totalInstancesChecked++;
|
||||
LOG_WARNING(" Instance modelId=", instance.modelId,
|
||||
" worldBounds=(", instance.worldBoundsMin.x, ",", instance.worldBoundsMin.y, ",", instance.worldBoundsMin.z,
|
||||
")-(", instance.worldBoundsMax.x, ",", instance.worldBoundsMax.y, ",", instance.worldBoundsMax.z,
|
||||
") groups=", model.groups.size());
|
||||
|
||||
glm::vec3 localOrigin = glm::vec3(instance.invModelMatrix * glm::vec4(worldOrigin, 1.0f));
|
||||
glm::vec3 localDir = glm::normalize(glm::vec3(instance.invModelMatrix * glm::vec4(worldDir, 0.0f)));
|
||||
|
||||
for (size_t gi = 0; gi < model.groups.size(); ++gi) {
|
||||
// Check world-space group bounds
|
||||
if (gi < instance.worldGroupBounds.size()) {
|
||||
const auto& [gMin, gMax] = instance.worldGroupBounds[gi];
|
||||
if (glX < gMin.x || glX > gMax.x ||
|
||||
glY < gMin.y || glY > gMax.y) {
|
||||
continue;
|
||||
}
|
||||
}
|
||||
totalGroupsOverlapping++;
|
||||
const auto& group = model.groups[gi];
|
||||
|
||||
// Count floor triangles in this group under the player
|
||||
int floorTris = 0;
|
||||
float bestHitZ = -999999.0f;
|
||||
const auto& verts = group.collisionVertices;
|
||||
const auto& indices = group.collisionIndices;
|
||||
for (size_t ti = 0; ti + 2 < indices.size(); ti += 3) {
|
||||
const glm::vec3& v0 = verts[indices[ti]];
|
||||
const glm::vec3& v1 = verts[indices[ti + 1]];
|
||||
const glm::vec3& v2 = verts[indices[ti + 2]];
|
||||
float t = rayTriangleIntersect(localOrigin, localDir, v0, v1, v2);
|
||||
if (t <= 0.0f) t = rayTriangleIntersect(localOrigin, localDir, v0, v2, v1);
|
||||
if (t > 0.0f) {
|
||||
glm::vec3 hitLocal = localOrigin + localDir * t;
|
||||
glm::vec3 hitWorld = glm::vec3(instance.modelMatrix * glm::vec4(hitLocal, 1.0f));
|
||||
floorTris++;
|
||||
totalFloorHits++;
|
||||
if (hitWorld.z > bestHitZ) bestHitZ = hitWorld.z;
|
||||
}
|
||||
}
|
||||
|
||||
glm::vec3 gWorldMin(0), gWorldMax(0);
|
||||
if (gi < instance.worldGroupBounds.size()) {
|
||||
gWorldMin = instance.worldGroupBounds[gi].first;
|
||||
gWorldMax = instance.worldGroupBounds[gi].second;
|
||||
}
|
||||
LOG_WARNING(" Group[", gi, "] flags=0x", std::hex, group.groupFlags, std::dec,
|
||||
" verts=", group.collisionVertices.size(),
|
||||
" tris=", group.collisionIndices.size()/3,
|
||||
" batches=", group.mergedBatches.size(),
|
||||
" isLOD=", group.isLOD,
|
||||
" floorHits=", floorTris,
|
||||
" bestHitZ=", bestHitZ,
|
||||
" wBounds=(", gWorldMin.x, ",", gWorldMin.y, ",", gWorldMin.z,
|
||||
")-(", gWorldMax.x, ",", gWorldMax.y, ",", gWorldMax.z, ")");
|
||||
}
|
||||
}
|
||||
|
||||
LOG_WARNING("=== Total: ", totalInstancesChecked, " instances, ",
|
||||
totalGroupsOverlapping, " overlapping groups, ",
|
||||
totalFloorHits, " floor hits ===");
|
||||
}
|
||||
|
||||
bool WMORenderer::checkWallCollision(const glm::vec3& from, const glm::vec3& to, glm::vec3& adjustedPos, bool insideWMO) const {
|
||||
QueryTimer timer(&queryTimeMs, &queryCallCount);
|
||||
adjustedPos = to;
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue