mirror of
https://github.com/Kelsidavis/WoWee.git
synced 2026-04-17 01:23:51 +00:00
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:
parent
c91e0bb916
commit
2e923311d0
13 changed files with 711 additions and 1079 deletions
|
|
@ -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;
|
||||
|
|
|
|||
|
|
@ -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
|
||||
73
include/game/transport_manager.hpp
Normal file
73
include/game/transport_manager.hpp
Normal 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
|
||||
Loading…
Add table
Add a link
Reference in a new issue