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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
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13 changed files with 711 additions and 1079 deletions
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include/game/transport_manager.hpp
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include/game/transport_manager.hpp
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#pragma once
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#include <cstdint>
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#include <vector>
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#include <unordered_map>
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#include <glm/glm.hpp>
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#include <glm/gtc/quaternion.hpp>
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namespace wowee::rendering {
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class WMORenderer;
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}
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namespace wowee::game {
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struct TransportPath {
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uint32_t pathId;
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std::vector<glm::vec3> waypoints; // Position keyframes
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std::vector<glm::quat> rotations; // Optional rotation keyframes
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bool looping;
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float speed; // units/sec (default 18.0f like taxi)
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};
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struct ActiveTransport {
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uint64_t guid; // Entity GUID
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uint32_t wmoInstanceId; // WMO renderer instance ID
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uint32_t pathId; // Current path
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size_t currentSegment; // Current waypoint index
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float segmentProgress; // Distance along segment
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glm::vec3 position; // Current world position
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glm::quat rotation; // Current world rotation
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glm::mat4 transform; // Cached world transform
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glm::mat4 invTransform; // Cached inverse for collision
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// Player attachment (single-player for now)
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bool playerOnBoard;
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glm::vec3 playerLocalOffset;
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// Optional deck boundaries
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glm::vec3 deckMin;
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glm::vec3 deckMax;
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bool hasDeckBounds;
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};
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class TransportManager {
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public:
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TransportManager();
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~TransportManager();
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void setWMORenderer(rendering::WMORenderer* renderer) { wmoRenderer_ = renderer; }
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void update(float deltaTime);
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void registerTransport(uint64_t guid, uint32_t wmoInstanceId, uint32_t pathId);
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void unregisterTransport(uint64_t guid);
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ActiveTransport* getTransport(uint64_t guid);
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glm::vec3 getPlayerWorldPosition(uint64_t transportGuid, const glm::vec3& localOffset);
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glm::mat4 getTransportInvTransform(uint64_t transportGuid);
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void loadPathFromNodes(uint32_t pathId, const std::vector<glm::vec3>& waypoints, bool looping = true, float speed = 18.0f);
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void setDeckBounds(uint64_t guid, const glm::vec3& min, const glm::vec3& max);
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private:
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void updateTransportMovement(ActiveTransport& transport, float deltaTime);
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glm::vec3 interpolatePath(const TransportPath& path, size_t segmentIdx, float t);
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glm::quat calculateOrientation(const TransportPath& path, size_t segmentIdx, float t);
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void updateTransformMatrices(ActiveTransport& transport);
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std::unordered_map<uint64_t, ActiveTransport> transports_;
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std::unordered_map<uint32_t, TransportPath> paths_;
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rendering::WMORenderer* wmoRenderer_ = nullptr;
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};
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} // namespace wowee::game
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