Add transport system, fix NPC spawning, and improve water rendering

Transport System (Phases 1-7):
- Implement TransportManager with Catmull-Rom spline path interpolation
- Add WMO dynamic transforms for moving transport instances
- Implement player attachment via world position composition
- Add test transport with circular path around Stormwind harbor
- Add /transport board and /transport leave console commands
- Reuse taxi flight spline system and external follow camera mode

NPC Spawn Fixes:
- Add smart ocean spawn filter: blocks land creatures at high altitude over water (Z>50)
- Allow legitimate water creatures at sea level (Z≤50) to spawn correctly
- Fixes Elder Grey Bears, Highland Striders, and Plainscreepers spawning over ocean
- Snap online creatures to terrain height when valid ground exists

NpcManager Removal:
- Remove deprecated NpcManager (offline mode no longer supported)
- Delete npc_manager.hpp and npc_manager.cpp
- Simplify NPC animation callbacks to use only creatureInstances_ map
- Move NPC callbacks to game initialization in application.cpp

Water Rendering:
- Fix tile seam gaps caused by per-vertex wave randomization
- Add distance-based blending: seamless waves up close (<150u), grid effect far away (>400u)
- Smooth transition between seamless and grid modes (150-400 unit range)
- Preserves aesthetic grid pattern at horizon while eliminating gaps when swimming
This commit is contained in:
Kelsi 2026-02-10 21:29:10 -08:00
parent c91e0bb916
commit 2e923311d0
13 changed files with 711 additions and 1079 deletions

View file

@ -14,7 +14,7 @@ namespace wowee {
namespace rendering { class Renderer; }
namespace ui { class UIManager; }
namespace auth { class AuthHandler; }
namespace game { class GameHandler; class World; class NpcManager; }
namespace game { class GameHandler; class World; }
namespace pipeline { class AssetManager; }
namespace audio { enum class VoiceType; }
@ -79,7 +79,6 @@ private:
void render();
void setupUICallbacks();
void spawnPlayerCharacter();
void spawnNpcs();
std::string getPlayerModelPath() const;
static const char* mapIdToName(uint32_t mapId);
void loadOnlineWorldTerrain(uint32_t mapId, float x, float y, float z);
@ -93,6 +92,7 @@ private:
void buildGameObjectDisplayLookups();
std::string getGameObjectModelPathForDisplayId(uint32_t displayId) const;
audio::VoiceType detectVoiceTypeFromDisplayId(uint32_t displayId) const;
void setupTestTransport(); // Test transport boat for development
static Application* instance;
@ -102,7 +102,6 @@ private:
std::unique_ptr<auth::AuthHandler> authHandler;
std::unique_ptr<game::GameHandler> gameHandler;
std::unique_ptr<game::World> world;
std::unique_ptr<game::NpcManager> npcManager;
std::unique_ptr<pipeline::AssetManager> assetManager;
AppState state = AppState::AUTHENTICATION;

View file

@ -17,6 +17,10 @@
#include <unordered_set>
#include <map>
namespace wowee::game {
class TransportManager;
}
namespace wowee {
namespace network { class WorldSocket; class Packet; }
@ -483,6 +487,16 @@ public:
bool isOnTransport() const { return playerTransportGuid_ != 0; }
uint64_t getPlayerTransportGuid() const { return playerTransportGuid_; }
glm::vec3 getPlayerTransportOffset() const { return playerTransportOffset_; }
glm::vec3 getComposedWorldPosition(); // Compose transport transform * local offset
TransportManager* getTransportManager() { return transportManager_.get(); }
void setPlayerOnTransport(uint64_t transportGuid, const glm::vec3& localOffset) {
playerTransportGuid_ = transportGuid;
playerTransportOffset_ = localOffset;
}
void clearPlayerTransport() {
playerTransportGuid_ = 0;
playerTransportOffset_ = glm::vec3(0.0f);
}
// Cooldowns
float getSpellCooldown(uint32_t spellId) const;
@ -972,6 +986,7 @@ private:
std::unordered_set<uint64_t> transportGuids_; // GUIDs of known transport GameObjects
uint64_t playerTransportGuid_ = 0; // Transport the player is riding (0 = none)
glm::vec3 playerTransportOffset_ = glm::vec3(0.0f); // Player offset on transport
std::unique_ptr<TransportManager> transportManager_; // Transport movement manager
std::vector<uint32_t> knownSpells;
std::unordered_map<uint32_t, float> spellCooldowns; // spellId -> remaining seconds
uint8_t castCount = 0;

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@ -1,75 +0,0 @@
#pragma once
#include <cstdint>
#include <string>
#include <vector>
#include <unordered_map>
#include <glm/glm.hpp>
namespace wowee {
namespace pipeline { class AssetManager; }
namespace rendering { class CharacterRenderer; }
namespace rendering { class TerrainManager; }
namespace game {
class EntityManager;
struct NpcSpawnDef {
std::string mapName;
uint32_t entry = 0;
std::string name;
std::string m2Path;
uint32_t level;
uint32_t health;
glm::vec3 canonicalPosition; // WoW canonical coords (+X north, +Y west, +Z up)
bool inputIsServerCoords = false; // if true, input XYZ are server/wire order
float rotation; // radians around Z
float scale;
bool isCritter; // critters don't do humanoid emotes
uint32_t faction = 0; // faction template ID from creature_template
uint32_t npcFlags = 0; // NPC interaction flags from creature_template
};
struct NpcInstance {
uint64_t guid;
uint32_t renderInstanceId;
float emoteTimer; // countdown to next random emote
float emoteEndTimer; // countdown until emote animation finishes
bool isEmoting;
bool isCritter;
};
class NpcManager {
public:
void clear(rendering::CharacterRenderer* cr, EntityManager* em);
void initialize(pipeline::AssetManager* am,
rendering::CharacterRenderer* cr,
EntityManager& em,
const std::string& mapName,
const glm::vec3& playerCanonical,
const rendering::TerrainManager* terrainManager);
void update(float deltaTime, rendering::CharacterRenderer* cr);
uint32_t findRenderInstanceId(uint64_t guid) const;
private:
std::vector<NpcSpawnDef> loadSpawnDefsFromFile(const std::string& path) const;
std::vector<NpcSpawnDef> loadSpawnDefsFromAzerothCoreDb(
const std::string& basePath,
const std::string& mapName,
const glm::vec3& playerCanonical,
pipeline::AssetManager* am) const;
void loadCreatureModel(pipeline::AssetManager* am,
rendering::CharacterRenderer* cr,
const std::string& m2Path,
uint32_t modelId);
std::vector<NpcInstance> npcs;
std::unordered_map<std::string, uint32_t> loadedModels; // path -> modelId
uint64_t nextGuid = 0xF1300000DEAD0001ULL;
uint32_t nextModelId = 100;
};
} // namespace game
} // namespace wowee

View file

@ -0,0 +1,73 @@
#pragma once
#include <cstdint>
#include <vector>
#include <unordered_map>
#include <glm/glm.hpp>
#include <glm/gtc/quaternion.hpp>
namespace wowee::rendering {
class WMORenderer;
}
namespace wowee::game {
struct TransportPath {
uint32_t pathId;
std::vector<glm::vec3> waypoints; // Position keyframes
std::vector<glm::quat> rotations; // Optional rotation keyframes
bool looping;
float speed; // units/sec (default 18.0f like taxi)
};
struct ActiveTransport {
uint64_t guid; // Entity GUID
uint32_t wmoInstanceId; // WMO renderer instance ID
uint32_t pathId; // Current path
size_t currentSegment; // Current waypoint index
float segmentProgress; // Distance along segment
glm::vec3 position; // Current world position
glm::quat rotation; // Current world rotation
glm::mat4 transform; // Cached world transform
glm::mat4 invTransform; // Cached inverse for collision
// Player attachment (single-player for now)
bool playerOnBoard;
glm::vec3 playerLocalOffset;
// Optional deck boundaries
glm::vec3 deckMin;
glm::vec3 deckMax;
bool hasDeckBounds;
};
class TransportManager {
public:
TransportManager();
~TransportManager();
void setWMORenderer(rendering::WMORenderer* renderer) { wmoRenderer_ = renderer; }
void update(float deltaTime);
void registerTransport(uint64_t guid, uint32_t wmoInstanceId, uint32_t pathId);
void unregisterTransport(uint64_t guid);
ActiveTransport* getTransport(uint64_t guid);
glm::vec3 getPlayerWorldPosition(uint64_t transportGuid, const glm::vec3& localOffset);
glm::mat4 getTransportInvTransform(uint64_t transportGuid);
void loadPathFromNodes(uint32_t pathId, const std::vector<glm::vec3>& waypoints, bool looping = true, float speed = 18.0f);
void setDeckBounds(uint64_t guid, const glm::vec3& min, const glm::vec3& max);
private:
void updateTransportMovement(ActiveTransport& transport, float deltaTime);
glm::vec3 interpolatePath(const TransportPath& path, size_t segmentIdx, float t);
glm::quat calculateOrientation(const TransportPath& path, size_t segmentIdx, float t);
void updateTransformMatrices(ActiveTransport& transport);
std::unordered_map<uint64_t, ActiveTransport> transports_;
std::unordered_map<uint32_t, TransportPath> paths_;
rendering::WMORenderer* wmoRenderer_ = nullptr;
};
} // namespace wowee::game

View file

@ -82,6 +82,13 @@ public:
*/
void setInstancePosition(uint32_t instanceId, const glm::vec3& position);
/**
* Update the full transform of an existing instance (for moving transports)
* @param instanceId Instance to update
* @param transform World transform matrix
*/
void setInstanceTransform(uint32_t instanceId, const glm::mat4& transform);
/**
* Remove WMO instance
* @param instanceId Instance to remove