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feat(rendering): implement spell visual effects with bone-tracked ribbons and particles
Add complete spell visual pipeline resolving the DBC chain (Spell → SpellVisual → SpellVisualKit → SpellVisualEffectName → M2) with precast/cast/impact phases, bone-attached positioning, and automatic dual-hand mirroring. Ribbon rendering fixes: - Parse visibility track as uint8 (was read as float, suppressing all ribbon edges due to ~1.4e-45 failing the >0.5 check) - Filter garbage emitters with bone=UINT_MAX unconditionally - Guard against NaN spine positions from corrupt bone data - Resolve ribbon textures via direct index, not textureLookup table - Fall back to bone 0 when ribbon bone index is out of range Particle rendering fixes: - Reduce spell particle scale from 5x to 1.5x (was oversized) - Exempt spell effect instances from position-based deduplication Spell handler integration: - Trigger precast visuals on SMSG_SPELL_START with server castTimeMs - Trigger cast/impact visuals on SMSG_SPELL_GO - Cancel precast visuals on cast interrupt/failure/movement M2 classifier expansion: - Add AmbientEmitterType enum for sound system integration - Add 20+ foliage tokens, 4 spell effect tokens, isSmallFoliage flag - Add markModelAsSpellEffect() to override disableAnimation DBC layouts: - Add SpellVisualID field to Spell.dbc for all expansion configs Signed-off-by: Pavel Okhlopkov <pavel.okhlopkov@flant.com>
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18 changed files with 803 additions and 90 deletions
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@ -6,6 +6,7 @@
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#include "game/handler_types.hpp"
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#include "audio/spell_sound_manager.hpp"
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#include "network/packet.hpp"
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#include <glm/glm.hpp>
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#include <array>
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#include <chrono>
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#include <functional>
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@ -283,6 +284,15 @@ private:
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void playSpellCastSound(uint32_t spellId);
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void playSpellImpactSound(uint32_t spellId);
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// Resolve SpellVisualID from Spell.dbc cache for a given spellId.
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uint32_t resolveSpellVisualId(uint32_t spellId);
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// Resolve render-space position for a unit GUID (player or entity).
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bool resolveUnitPosition(uint64_t guid, glm::vec3& outPos);
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// Play the cast/precast visual effect at the caster's position.
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void triggerCastVisual(uint32_t spellId, uint64_t casterGuid, uint32_t castTimeMs = 0);
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// Play the impact visual effect at the target's position.
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void triggerImpactVisual(uint32_t spellId, uint64_t targetGuid);
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// --- handleSpellLogExecute per-effect parsers (extracted to reduce nesting) ---
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void parseEffectPowerDrain(network::Packet& packet, uint32_t effectLogCount,
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uint64_t caster, uint32_t spellId, bool isPlayerCaster,
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