refactor: decompose TransportManager and upgrade Entity to CatmullRom splines

TransportManager decomposition:
- Extract TransportClockSync: server clock offset, yaw flip detection,
  velocity bootstrap, client/server mode switching
- Extract TransportAnimator: spline evaluation, Z clamping, orientation
  from server yaw or spline tangent
- Slim TransportManager to thin orchestrator delegating to ClockSync and
  Animator; add pushTransform() helper to deduplicate WMO/M2 renderer calls
- Remove legacy orientationFromSplineTangent (now uses
  CatmullRomSpline::orientationFromTangent)

Entity path following upgrade:
- Replace pathPoints_/pathSegDists_ linear lerp with
  std::optional<CatmullRomSpline> activeSpline_
- startMoveAlongPath builds SplineKeys with distance-proportional timing
- updateMovement evaluates CatmullRomSpline for smooth Catmull-Rom
  interpolation matching server-side creature movement
- Reset activeSpline_ on setPosition/startMoveTo to prevent stale state

Tests:
- Add test_transport_components (9 cases): ClockSync client/server/reverse
  modes, yaw flip detection, Animator position eval, server yaw, Z clamping
- Link spline.cpp into test_entity for CatmullRomSpline dependency

Signed-off-by: Pavel Okhlopkov <pavel.okhlopkov@flant.com>
This commit is contained in:
Pavel Okhlopkov 2026-04-11 09:50:38 +03:00
parent de0383aa6b
commit 39719cac82
10 changed files with 704 additions and 337 deletions

View file

@ -8,6 +8,8 @@
#include <map>
#include <unordered_map>
#include <memory>
#include <optional>
#include "math/spline.hpp"
namespace wowee {
namespace game {
@ -80,31 +82,41 @@ public:
orientation = o;
isMoving_ = false; // Instant position set cancels interpolation
usePathMode_ = false;
activeSpline_.reset();
}
// Multi-segment path movement
// Multi-segment path movement (Catmull-Rom spline interpolation)
void startMoveAlongPath(const std::vector<std::array<float, 3>>& path, float destO, float totalDuration) {
if (path.empty()) return;
if (path.size() == 1 || totalDuration <= 0.0f) {
startMoveTo(path.back()[0], path.back()[1], path.back()[2], destO, totalDuration);
return;
}
// Compute cumulative distances for proportional segment timing
pathPoints_ = path;
pathSegDists_.resize(path.size());
pathSegDists_[0] = 0.0f;
// Build cumulative distances for proportional time assignment
std::vector<float> cumDist(path.size(), 0.0f);
float totalDist = 0.0f;
for (size_t i = 1; i < path.size(); i++) {
float dx = path[i][0] - path[i - 1][0];
float dy = path[i][1] - path[i - 1][1];
float dz = path[i][2] - path[i - 1][2];
totalDist += std::sqrt(dx * dx + dy * dy + dz * dz);
pathSegDists_[i] = totalDist;
cumDist[i] = totalDist;
}
if (totalDist < 0.001f) {
startMoveTo(path.back()[0], path.back()[1], path.back()[2], destO, totalDuration);
return;
}
// Build SplineKeys with distance-proportional time
uint32_t durationMs = static_cast<uint32_t>(totalDuration * 1000.0f);
std::vector<math::SplineKey> keys(path.size());
for (size_t i = 0; i < path.size(); i++) {
float fraction = cumDist[i] / totalDist;
keys[i].timeMs = static_cast<uint32_t>(fraction * durationMs);
keys[i].position = {path[i][0], path[i][1], path[i][2]};
}
activeSpline_.emplace(std::move(keys), /*timeClosed=*/false);
splineDurationMs_ = durationMs;
// Snap position if in overrun phase
if (isMoving_ && moveElapsed_ >= moveDuration_) {
x = moveEndX_; y = moveEndY_; z = moveEndZ_;
@ -130,6 +142,7 @@ public:
// Movement interpolation (syncs entity position with renderer during movement)
void startMoveTo(float destX, float destY, float destZ, float destO, float durationSec) {
usePathMode_ = false;
activeSpline_.reset();
if (durationSec <= 0.0f) {
setPosition(destX, destY, destZ, destO);
return;
@ -172,24 +185,14 @@ public:
if (!isMoving_) return;
moveElapsed_ += deltaTime;
if (moveElapsed_ < moveDuration_) {
if (usePathMode_ && pathPoints_.size() > 1) {
// Multi-segment path interpolation
float totalDist = pathSegDists_.back();
float t = moveElapsed_ / moveDuration_;
float targetDist = t * totalDist;
// Find the segment containing targetDist
size_t seg = 1;
while (seg < pathSegDists_.size() - 1 && pathSegDists_[seg] < targetDist)
seg++;
float segStart = pathSegDists_[seg - 1];
float segEnd = pathSegDists_[seg];
float segLen = segEnd - segStart;
float segT = (segLen > 0.001f) ? (targetDist - segStart) / segLen : 0.0f;
const auto& p0 = pathPoints_[seg - 1];
const auto& p1 = pathPoints_[seg];
x = p0[0] + (p1[0] - p0[0]) * segT;
y = p0[1] + (p1[1] - p0[1]) * segT;
z = p0[2] + (p1[2] - p0[2]) * segT;
if (usePathMode_ && activeSpline_) {
// Catmull-Rom spline interpolation
uint32_t pathTimeMs = static_cast<uint32_t>(moveElapsed_ * 1000.0f);
if (pathTimeMs >= splineDurationMs_) pathTimeMs = splineDurationMs_ - 1;
glm::vec3 pos = activeSpline_->evaluatePosition(pathTimeMs);
x = pos.x;
y = pos.y;
z = pos.z;
} else {
// Single-segment linear interpolation
float t = moveElapsed_ / moveDuration_;
@ -277,9 +280,9 @@ protected:
float moveDuration_ = 0;
float moveElapsed_ = 0;
float velX_ = 0, velY_ = 0, velZ_ = 0; // Smoothed velocity for dead reckoning
// Multi-segment path data
std::vector<std::array<float, 3>> pathPoints_;
std::vector<float> pathSegDists_; // Cumulative distances for each waypoint
// CatmullRom spline for multi-segment path movement (replaces linear pathPoints_/pathSegDists_)
std::optional<math::CatmullRomSpline> activeSpline_;
uint32_t splineDurationMs_ = 0;
};
/**

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@ -0,0 +1,33 @@
// include/game/transport_animator.hpp
// Path evaluation, Z clamping, and orientation for transports.
// Extracted from TransportManager (Phase 3b of spline refactoring).
#pragma once
#include <glm/glm.hpp>
#include <glm/gtc/quaternion.hpp>
#include <cstdint>
namespace wowee::math { class CatmullRomSpline; }
namespace wowee::game {
struct ActiveTransport;
struct PathEntry;
/// Evaluates a transport's position and orientation from a spline path and path time.
class TransportAnimator {
public:
/// Evaluate the spline at pathTimeMs, apply Z clamping, and update
/// transport.position and transport.rotation in-place.
void evaluateAndApply(
ActiveTransport& transport,
const PathEntry& pathEntry,
uint32_t pathTimeMs) const;
private:
/// Guard against bad fallback Z offsets on non-world-coordinate paths.
static float clampZOffset(float z, bool worldCoords, bool clientAnim,
int serverUpdateCount, bool hasServerClock);
};
} // namespace wowee::game

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@ -0,0 +1,49 @@
// include/game/transport_clock_sync.hpp
// Clock synchronization and yaw correction for transports.
// Extracted from TransportManager (Phase 3a of spline refactoring).
#pragma once
#include <glm/glm.hpp>
#include <cstdint>
namespace wowee::math { class CatmullRomSpline; }
namespace wowee::game {
struct ActiveTransport;
struct PathEntry;
/// Manages clock sync, server-yaw correction, and velocity bootstrap for a single transport.
class TransportClockSync {
public:
/// Compute pathTimeMs for a transport given current elapsed time and deltaTime.
/// Returns false if the transport should use raw server position (no interpolation).
[[nodiscard]] bool computePathTime(
ActiveTransport& transport,
const math::CatmullRomSpline& spline,
double elapsedTime,
float deltaTime,
uint32_t& outPathTimeMs) const;
/// Process a server position update: update clock offset, detect yaw flips,
/// bootstrap velocity, and switch between client/server driven modes.
void processServerUpdate(
ActiveTransport& transport,
const PathEntry* pathEntry,
const glm::vec3& position,
float orientation,
double elapsedTime);
private:
/// Detect and apply 180-degree yaw correction based on movement vs heading alignment.
void updateYawAlignment(
ActiveTransport& transport,
const glm::vec3& velocity) const;
/// Bootstrap velocity from nearest DBC path segment on first authoritative sample.
void bootstrapVelocityFromPath(
ActiveTransport& transport,
const PathEntry& pathEntry) const;
};
} // namespace wowee::game

View file

@ -1,6 +1,8 @@
#pragma once
#include "game/transport_path_repository.hpp"
#include "game/transport_clock_sync.hpp"
#include "game/transport_animator.hpp"
#include <cstdint>
#include <vector>
#include <unordered_map>
@ -124,10 +126,11 @@ public:
private:
void updateTransportMovement(ActiveTransport& transport, float deltaTime);
void updateTransformMatrices(ActiveTransport& transport);
/// Legacy transport orientation from tangent (preserves original cross-product order).
static glm::quat orientationFromSplineTangent(const glm::vec3& tangent);
void pushTransform(ActiveTransport& transport);
TransportPathRepository pathRepo_;
TransportClockSync clockSync_;
TransportAnimator animator_;
std::unordered_map<uint64_t, ActiveTransport> transports_;
rendering::WMORenderer* wmoRenderer_ = nullptr;
rendering::M2Renderer* m2Renderer_ = nullptr;