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rendering/game: track per-entity swim state for correct water animations
- Add creatureSwimmingState_ map to track which units are swimming - unitAnimHintCallback with animId=42 (Swim): marks entity as swimming - unitAnimHintCallback with animId=0 (MSG_MOVE_STOP_SWIM): clears swim state - Per-frame sync: uses Swim(42)/SwimIdle(41) when swimming, Run(5)/Stand(0) otherwise — creatures/players now show SwimIdle when standing still in water - Clear creatureSwimmingState_ on creature/player despawn and world reset
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14c2bc97b1
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333ada8eb6
3 changed files with 31 additions and 9 deletions
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@ -188,6 +188,7 @@ private:
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std::unordered_map<uint64_t, uint32_t> creatureModelIds_; // guid → loaded modelId
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std::unordered_map<uint64_t, glm::vec3> creatureRenderPosCache_; // guid -> last synced render position
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std::unordered_map<uint64_t, bool> creatureWasMoving_; // guid -> previous-frame movement state
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std::unordered_map<uint64_t, bool> creatureSwimmingState_; // guid -> currently in swim mode
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std::unordered_set<uint64_t> creatureWeaponsAttached_; // guid set when NPC virtual weapons attached
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std::unordered_map<uint64_t, uint8_t> creatureWeaponAttachAttempts_; // guid -> attach attempts
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std::unordered_map<uint32_t, bool> modelIdIsWolfLike_; // modelId → cached wolf/worg check
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@ -750,6 +750,7 @@ void Application::logoutToLogin() {
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creatureWeaponsAttached_.clear();
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creatureWeaponAttachAttempts_.clear();
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creatureWasMoving_.clear();
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creatureSwimmingState_.clear();
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deadCreatureGuids_.clear();
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nonRenderableCreatureDisplayIds_.clear();
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creaturePermanentFailureGuids_.clear();
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@ -1476,18 +1477,23 @@ void Application::update(float deltaTime) {
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}
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posIt->second = renderPos;
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// Drive movement animation: Run (anim 5) when moving, Stand (0) when idle.
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// WoW M2 animation IDs: 4=Walk, 5=Run. Use Run for all server-driven NPC movement.
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// Drive movement animation: Run/Swim (5/42) when moving, Stand/SwimIdle (0/41) when idle.
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// WoW M2 animation IDs: 4=Walk, 5=Run, 41=SwimIdle, 42=Swim.
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// Only switch on transitions to avoid resetting animation time.
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// Don't override Death (1) animation.
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const bool isSwimmingNow = creatureSwimmingState_.count(guid) > 0;
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bool prevMoving = creatureWasMoving_[guid];
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if (isMovingNow != prevMoving) {
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creatureWasMoving_[guid] = isMovingNow;
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uint32_t curAnimId = 0; float curT = 0.0f, curDur = 0.0f;
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bool gotState = charRenderer->getAnimationState(instanceId, curAnimId, curT, curDur);
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if (!gotState || curAnimId != 1 /*Death*/) {
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charRenderer->playAnimation(instanceId,
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isMovingNow ? 5u : 0u, /*loop=*/true);
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uint32_t targetAnim;
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if (isMovingNow)
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targetAnim = isSwimmingNow ? 42u : 5u; // Swim vs Run
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else
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targetAnim = isSwimmingNow ? 41u : 0u; // SwimIdle vs Stand
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charRenderer->playAnimation(instanceId, targetAnim, /*loop=*/true);
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}
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}
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}
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@ -2771,10 +2777,20 @@ void Application::setupUICallbacks() {
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}
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});
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// Unit animation hint callback — play jump (38) or swim (42) on other players/NPCs
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// when MSG_MOVE_JUMP or MSG_MOVE_START_SWIM arrives. The per-frame sync handles the
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// return to Stand/Run once the unit lands or exits water.
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// Unit animation hint callback — play jump (38) or swim (42) on other players/NPCs.
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// animId=42 (Swim): marks entity as swimming; per-frame sync will use SwimIdle(41) when stopped.
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// animId=0: clears swim state (MSG_MOVE_STOP_SWIM); per-frame sync reverts to Stand(0).
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// animId=38 (JumpMid): airborne jump animation; land detection is via per-frame sync.
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gameHandler->setUnitAnimHintCallback([this](uint64_t guid, uint32_t animId) {
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// Track swim state regardless of whether the instance is visible yet.
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if (animId == 42u) {
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creatureSwimmingState_[guid] = true;
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} else if (animId == 0u) {
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creatureSwimmingState_.erase(guid);
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// Don't play Stand here — per-frame sync will do it when movement ceases.
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return;
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}
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if (!renderer) return;
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auto* cr = renderer->getCharacterRenderer();
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if (!cr) return;
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@ -6910,6 +6926,7 @@ void Application::despawnOnlinePlayer(uint64_t guid) {
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playerInstances_.erase(it);
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onlinePlayerAppearance_.erase(guid);
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pendingOnlinePlayerEquipment_.erase(guid);
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creatureSwimmingState_.erase(guid);
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}
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void Application::spawnOnlineGameObject(uint64_t guid, uint32_t entry, uint32_t displayId, float x, float y, float z, float orientation) {
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@ -8503,6 +8520,7 @@ void Application::despawnOnlineCreature(uint64_t guid) {
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creatureWeaponsAttached_.erase(guid);
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creatureWeaponAttachAttempts_.erase(guid);
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creatureWasMoving_.erase(guid);
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creatureSwimmingState_.erase(guid);
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LOG_DEBUG("Despawned creature: guid=0x", std::hex, guid, std::dec);
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}
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@ -12190,9 +12190,12 @@ void GameHandler::handleOtherPlayerMovement(network::Packet& packet) {
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// Signal specific animation transitions that the per-frame sync can't detect reliably.
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// WoW M2 animation IDs: 38=JumpMid (loops during airborne), 42=Swim
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// animId=0 signals "exit swim mode" (MSG_MOVE_STOP_SWIM) so per-frame sync reverts to Stand.
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const bool isStopSwimOpcode = (wireOp == wireOpcode(Opcode::MSG_MOVE_STOP_SWIM));
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if (unitAnimHintCallback_) {
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if (isJumpOpcode) unitAnimHintCallback_(moverGuid, 38u);
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else if (isSwimOpcode) unitAnimHintCallback_(moverGuid, 42u);
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else if (isStopSwimOpcode) unitAnimHintCallback_(moverGuid, 0u);
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}
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}
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