mirror of
https://github.com/Kelsidavis/WoWee.git
synced 2026-03-26 16:50:15 +00:00
Unify coordinate systems with canonical WoW world coordinates
Centralizes all coordinate conversions in core/coordinates.hpp with proper canonical WoW coords (+X=North, +Y=West, +Z=Up). Fixes critical tile calculation bug that was loading wrong surrounding tiles during terrain streaming, and fixes position sync sending ADT-raw format instead of canonical coordinates to the server.
This commit is contained in:
parent
ee9efa3478
commit
6690910712
11 changed files with 367 additions and 93 deletions
|
|
@ -9,6 +9,7 @@
|
|||
#include <glm/glm.hpp>
|
||||
#include <imgui.h>
|
||||
#include <cmath>
|
||||
#include <limits>
|
||||
|
||||
namespace wowee {
|
||||
namespace rendering {
|
||||
|
|
@ -1010,32 +1011,137 @@ void CameraController::reset() {
|
|||
|
||||
glm::vec3 spawnPos = defaultPosition;
|
||||
|
||||
// Snap spawn to a nearby valid floor, but reject outliers so we don't
|
||||
// respawn under the city when collision data is noisy at this location.
|
||||
std::optional<float> terrainH;
|
||||
std::optional<float> wmoH;
|
||||
std::optional<float> m2H;
|
||||
if (terrainManager) {
|
||||
terrainH = terrainManager->getHeightAt(spawnPos.x, spawnPos.y);
|
||||
}
|
||||
float floorProbeZ = terrainH.value_or(spawnPos.z);
|
||||
if (wmoRenderer) {
|
||||
wmoH = wmoRenderer->getFloorHeight(spawnPos.x, spawnPos.y, floorProbeZ + 2.0f);
|
||||
}
|
||||
if (m2Renderer) {
|
||||
m2H = m2Renderer->getFloorHeight(spawnPos.x, spawnPos.y, floorProbeZ + 2.0f);
|
||||
}
|
||||
auto evalFloorAt = [&](float x, float y, float refZ) -> std::optional<float> {
|
||||
std::optional<float> terrainH;
|
||||
std::optional<float> wmoH;
|
||||
std::optional<float> m2H;
|
||||
if (terrainManager) {
|
||||
terrainH = terrainManager->getHeightAt(x, y);
|
||||
}
|
||||
float floorProbeZ = terrainH.value_or(refZ);
|
||||
if (wmoRenderer) {
|
||||
wmoH = wmoRenderer->getFloorHeight(x, y, floorProbeZ + 2.0f);
|
||||
}
|
||||
if (m2Renderer) {
|
||||
m2H = m2Renderer->getFloorHeight(x, y, floorProbeZ + 2.0f);
|
||||
}
|
||||
auto h = selectReachableFloor(terrainH, wmoH, refZ, 16.0f);
|
||||
if (!h) {
|
||||
h = selectHighestFloor(terrainH, wmoH, m2H);
|
||||
}
|
||||
return h;
|
||||
};
|
||||
|
||||
std::optional<float> h = selectReachableFloor(terrainH, wmoH, spawnPos.z, 16.0f);
|
||||
if (!h) {
|
||||
h = selectHighestFloor(terrainH, wmoH, m2H);
|
||||
// Search nearby for a stable, non-steep spawn floor to avoid waterfall/ledge spawns.
|
||||
float bestScore = std::numeric_limits<float>::max();
|
||||
glm::vec3 bestPos = spawnPos;
|
||||
bool foundBest = false;
|
||||
constexpr float radii[] = {0.0f, 6.0f, 12.0f, 18.0f, 24.0f, 32.0f};
|
||||
constexpr int ANGLES = 16;
|
||||
constexpr float PI = 3.14159265f;
|
||||
for (float r : radii) {
|
||||
int steps = (r <= 0.01f) ? 1 : ANGLES;
|
||||
for (int i = 0; i < steps; i++) {
|
||||
float a = (2.0f * PI * static_cast<float>(i)) / static_cast<float>(steps);
|
||||
float x = defaultPosition.x + r * std::cos(a);
|
||||
float y = defaultPosition.y + r * std::sin(a);
|
||||
auto h = evalFloorAt(x, y, defaultPosition.z);
|
||||
if (!h) continue;
|
||||
|
||||
// Allow large downward snaps, but avoid snapping onto high roofs/odd geometry.
|
||||
constexpr float MAX_SPAWN_SNAP_UP = 16.0f;
|
||||
if (*h > defaultPosition.z + MAX_SPAWN_SNAP_UP) continue;
|
||||
|
||||
float score = r * 0.02f;
|
||||
if (terrainManager) {
|
||||
// Penalize steep/unstable spots.
|
||||
int slopeSamples = 0;
|
||||
float slopeAccum = 0.0f;
|
||||
constexpr float off = 2.5f;
|
||||
const float dx[4] = {off, -off, 0.0f, 0.0f};
|
||||
const float dy[4] = {0.0f, 0.0f, off, -off};
|
||||
for (int s = 0; s < 4; s++) {
|
||||
auto hn = terrainManager->getHeightAt(x + dx[s], y + dy[s]);
|
||||
if (!hn) continue;
|
||||
slopeAccum += std::abs(*hn - *h);
|
||||
slopeSamples++;
|
||||
}
|
||||
if (slopeSamples > 0) {
|
||||
score += (slopeAccum / static_cast<float>(slopeSamples)) * 2.0f;
|
||||
}
|
||||
}
|
||||
if (waterRenderer) {
|
||||
auto wh = waterRenderer->getWaterHeightAt(x, y);
|
||||
if (wh && *h < *wh - 0.2f) {
|
||||
score += 8.0f;
|
||||
}
|
||||
}
|
||||
if (wmoRenderer) {
|
||||
const glm::vec3 from(x, y, *h + 0.20f);
|
||||
const bool insideWMO = wmoRenderer->isInsideWMO(x, y, *h + 1.5f, nullptr);
|
||||
|
||||
// Prefer outdoors for default hearth-like spawn points.
|
||||
if (insideWMO) {
|
||||
score += 120.0f;
|
||||
}
|
||||
|
||||
// Reject points embedded in nearby walls by probing tiny cardinal moves.
|
||||
int wallHits = 0;
|
||||
constexpr float probeStep = 0.85f;
|
||||
const glm::vec3 probes[4] = {
|
||||
glm::vec3(x + probeStep, y, *h + 0.20f),
|
||||
glm::vec3(x - probeStep, y, *h + 0.20f),
|
||||
glm::vec3(x, y + probeStep, *h + 0.20f),
|
||||
glm::vec3(x, y - probeStep, *h + 0.20f),
|
||||
};
|
||||
for (const auto& to : probes) {
|
||||
glm::vec3 adjusted;
|
||||
if (wmoRenderer->checkWallCollision(from, to, adjusted)) {
|
||||
wallHits++;
|
||||
}
|
||||
}
|
||||
if (wallHits >= 2) {
|
||||
continue; // Likely wedged in geometry.
|
||||
}
|
||||
if (wallHits == 1) {
|
||||
score += 30.0f;
|
||||
}
|
||||
|
||||
// If the point is inside a WMO, ensure there is an easy escape path.
|
||||
// If almost all directions are blocked, treat it as invalid spawn.
|
||||
if (insideWMO) {
|
||||
int blocked = 0;
|
||||
constexpr int radialChecks = 12;
|
||||
constexpr float radialDist = 2.2f;
|
||||
for (int ri = 0; ri < radialChecks; ri++) {
|
||||
float ang = (2.0f * PI * static_cast<float>(ri)) / static_cast<float>(radialChecks);
|
||||
glm::vec3 to(
|
||||
x + std::cos(ang) * radialDist,
|
||||
y + std::sin(ang) * radialDist,
|
||||
*h + 0.20f
|
||||
);
|
||||
glm::vec3 adjusted;
|
||||
if (wmoRenderer->checkWallCollision(from, to, adjusted)) {
|
||||
blocked++;
|
||||
}
|
||||
}
|
||||
if (blocked >= 9) {
|
||||
continue; // Enclosed by interior/wall geometry.
|
||||
}
|
||||
score += static_cast<float>(blocked) * 3.0f;
|
||||
}
|
||||
}
|
||||
|
||||
if (score < bestScore) {
|
||||
bestScore = score;
|
||||
bestPos = glm::vec3(x, y, *h + 0.05f);
|
||||
foundBest = true;
|
||||
}
|
||||
}
|
||||
}
|
||||
// Allow large downward snaps (prevents sky-fall spawns), but don't snap up
|
||||
// onto distant roofs when a bad hit appears above us.
|
||||
constexpr float MAX_SPAWN_SNAP_UP = 16.0f;
|
||||
if (h && *h <= spawnPos.z + MAX_SPAWN_SNAP_UP) {
|
||||
lastGroundZ = *h;
|
||||
spawnPos.z = *h + 0.05f;
|
||||
if (foundBest) {
|
||||
spawnPos = bestPos;
|
||||
lastGroundZ = spawnPos.z - 0.05f;
|
||||
}
|
||||
|
||||
camera->setRotation(yaw, pitch);
|
||||
|
|
@ -1055,7 +1161,7 @@ void CameraController::reset() {
|
|||
camera->setPosition(camPos);
|
||||
} else {
|
||||
// Free-fly mode keeps camera eye-height above ground.
|
||||
if (h) {
|
||||
if (foundBest) {
|
||||
spawnPos.z += eyeHeight;
|
||||
}
|
||||
smoothedCamPos = spawnPos;
|
||||
|
|
|
|||
|
|
@ -137,11 +137,12 @@ void Minimap::shutdown() {
|
|||
quadShader.reset();
|
||||
}
|
||||
|
||||
void Minimap::render(const Camera& playerCamera, int screenWidth, int screenHeight) {
|
||||
void Minimap::render(const Camera& playerCamera, const glm::vec3& centerWorldPos,
|
||||
int screenWidth, int screenHeight) {
|
||||
if (!enabled || !terrainRenderer || !fbo) return;
|
||||
|
||||
const auto now = std::chrono::steady_clock::now();
|
||||
glm::vec3 playerPos = playerCamera.getPosition();
|
||||
glm::vec3 playerPos = centerWorldPos;
|
||||
bool needsRefresh = !hasCachedFrame;
|
||||
if (!needsRefresh) {
|
||||
float moved = glm::length(glm::vec2(playerPos.x - lastUpdatePos.x, playerPos.y - lastUpdatePos.y));
|
||||
|
|
@ -151,7 +152,7 @@ void Minimap::render(const Camera& playerCamera, int screenWidth, int screenHeig
|
|||
|
||||
// 1. Render terrain from top-down into FBO (throttled)
|
||||
if (needsRefresh) {
|
||||
renderTerrainToFBO(playerCamera);
|
||||
renderTerrainToFBO(playerCamera, centerWorldPos);
|
||||
lastUpdateTime = now;
|
||||
lastUpdatePos = playerPos;
|
||||
hasCachedFrame = true;
|
||||
|
|
@ -161,7 +162,7 @@ void Minimap::render(const Camera& playerCamera, int screenWidth, int screenHeig
|
|||
renderQuad(screenWidth, screenHeight);
|
||||
}
|
||||
|
||||
void Minimap::renderTerrainToFBO(const Camera& playerCamera) {
|
||||
void Minimap::renderTerrainToFBO(const Camera& /*playerCamera*/, const glm::vec3& centerWorldPos) {
|
||||
// Save current viewport
|
||||
GLint prevViewport[4];
|
||||
glGetIntegerv(GL_VIEWPORT, prevViewport);
|
||||
|
|
@ -173,7 +174,7 @@ void Minimap::renderTerrainToFBO(const Camera& playerCamera) {
|
|||
|
||||
// Create a top-down camera at the player's XY position
|
||||
Camera topDownCamera;
|
||||
glm::vec3 playerPos = playerCamera.getPosition();
|
||||
glm::vec3 playerPos = centerWorldPos;
|
||||
topDownCamera.setPosition(glm::vec3(playerPos.x, playerPos.y, playerPos.z + 5000.0f));
|
||||
topDownCamera.setRotation(0.0f, -89.9f); // Look straight down
|
||||
topDownCamera.setAspectRatio(1.0f);
|
||||
|
|
|
|||
|
|
@ -1066,7 +1066,11 @@ void Renderer::renderWorld(game::World* world) {
|
|||
|
||||
// Render minimap overlay
|
||||
if (minimap && camera && window) {
|
||||
minimap->render(*camera, window->getWidth(), window->getHeight());
|
||||
glm::vec3 minimapCenter = camera->getPosition();
|
||||
if (cameraController && cameraController->isThirdPerson()) {
|
||||
minimapCenter = characterPosition;
|
||||
}
|
||||
minimap->render(*camera, minimapCenter, window->getWidth(), window->getHeight());
|
||||
}
|
||||
|
||||
// --- Resolve MSAA → non-MSAA texture ---
|
||||
|
|
|
|||
|
|
@ -4,6 +4,7 @@
|
|||
#include "rendering/m2_renderer.hpp"
|
||||
#include "rendering/wmo_renderer.hpp"
|
||||
#include "rendering/camera.hpp"
|
||||
#include "core/coordinates.hpp"
|
||||
#include "pipeline/asset_manager.hpp"
|
||||
#include "pipeline/adt_loader.hpp"
|
||||
#include "pipeline/m2_loader.hpp"
|
||||
|
|
@ -147,11 +148,9 @@ void TerrainManager::update(const Camera& camera, float deltaTime) {
|
|||
|
||||
timeSinceLastUpdate = 0.0f;
|
||||
|
||||
// Get current tile from camera position
|
||||
// GL coordinate mapping: GL Y = -(wowX - ZEROPOINT), GL X = -(wowZ - ZEROPOINT), GL Z = height
|
||||
// worldToTile expects: worldX = -glY (maps to tileX), worldY = glX (maps to tileY)
|
||||
// Get current tile from camera position.
|
||||
glm::vec3 camPos = camera.getPosition();
|
||||
TileCoord newTile = worldToTile(-camPos.y, camPos.x);
|
||||
TileCoord newTile = worldToTile(camPos.x, camPos.y);
|
||||
|
||||
// Check if we've moved to a different tile
|
||||
if (newTile.x != currentTile.x || newTile.y != currentTile.y) {
|
||||
|
|
@ -293,20 +292,15 @@ std::unique_ptr<PendingTile> TerrainManager::prepareTile(int x, int y) {
|
|||
|
||||
// Store placement data for instance creation on main thread
|
||||
if (preparedModelIds.count(modelId)) {
|
||||
const float ZEROPOINT = 32.0f * 533.33333f;
|
||||
|
||||
float wowX = placement.position[0];
|
||||
float wowY = placement.position[1];
|
||||
float wowZ = placement.position[2];
|
||||
glm::vec3 glPos = core::coords::adtToWorld(wowX, wowY, wowZ);
|
||||
|
||||
PendingTile::M2Placement p;
|
||||
p.modelId = modelId;
|
||||
p.uniqueId = placement.uniqueId;
|
||||
p.position = glm::vec3(
|
||||
-(wowZ - ZEROPOINT),
|
||||
-(wowX - ZEROPOINT),
|
||||
wowY
|
||||
);
|
||||
p.position = glPos;
|
||||
p.rotation = glm::vec3(
|
||||
-placement.rotation[2] * 3.14159f / 180.0f,
|
||||
-placement.rotation[0] * 3.14159f / 180.0f,
|
||||
|
|
@ -368,13 +362,9 @@ std::unique_ptr<PendingTile> TerrainManager::prepareTile(int x, int y) {
|
|||
}
|
||||
|
||||
if (!wmoModel.groups.empty()) {
|
||||
const float ZEROPOINT = 32.0f * 533.33333f;
|
||||
|
||||
glm::vec3 pos(
|
||||
-(placement.position[2] - ZEROPOINT),
|
||||
-(placement.position[0] - ZEROPOINT),
|
||||
placement.position[1]
|
||||
);
|
||||
glm::vec3 pos = core::coords::adtToWorld(placement.position[0],
|
||||
placement.position[1],
|
||||
placement.position[2]);
|
||||
|
||||
glm::vec3 rot(
|
||||
-placement.rotation[2] * 3.14159f / 180.0f,
|
||||
|
|
@ -769,19 +759,8 @@ void TerrainManager::unloadAll() {
|
|||
}
|
||||
}
|
||||
|
||||
TileCoord TerrainManager::worldToTile(float worldX, float worldY) const {
|
||||
// WoW world coordinate system:
|
||||
// - Tiles are 8533.33 units wide (TILE_SIZE)
|
||||
// - Tile (32, 32) is roughly at world origin for continents
|
||||
// - Coordinates increase going east (X) and south (Y)
|
||||
|
||||
int tileX = 32 + static_cast<int>(std::floor(worldX / TILE_SIZE));
|
||||
int tileY = 32 - static_cast<int>(std::floor(worldY / TILE_SIZE));
|
||||
|
||||
// Clamp to valid range (0-63)
|
||||
tileX = std::max(0, std::min(63, tileX));
|
||||
tileY = std::max(0, std::min(63, tileY));
|
||||
|
||||
TileCoord TerrainManager::worldToTile(float glX, float glY) const {
|
||||
auto [tileX, tileY] = core::coords::worldToTile(glX, glY);
|
||||
return {tileX, tileY};
|
||||
}
|
||||
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue