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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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@ -7,6 +7,17 @@
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namespace wowee {
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namespace rendering {
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/// Ambient sound emitter type for doodad models (fire, water, etc.).
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enum class AmbientEmitterType : uint8_t {
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None = 0,
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FireplaceSmall = 1, ///< Small fire / campfire
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FireplaceLarge = 2, ///< Large brazier / bonfire
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Torch = 3, ///< Wall torch / standing torch
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Fountain = 4, ///< Fountain water loop
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Waterfall = 5, ///< Waterfall ambient
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Forge = 6, ///< Forge / anvil fire
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};
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/**
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* Output of classifyM2Model(): all name/geometry-based flags for an M2 model.
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* Pure data — no Vulkan, GPU, or asset-manager dependencies.
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@ -25,6 +36,7 @@ struct M2ClassificationResult {
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// --- Rendering / effect classification ---
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bool isFoliageLike = false; ///< Foliage or tree (wind sway, disabled animation)
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bool isSmallFoliage = false; ///< Small bush/grass/plant (skip during taxi/flight)
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bool isSpellEffect = false; ///< Spell effect / particle-dominated visual
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bool isLavaModel = false; ///< Lava surface (UV scroll animation)
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bool isInstancePortal = false; ///< Instance portal (additive, spin, no collision)
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@ -36,6 +48,12 @@ struct M2ClassificationResult {
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bool isGroundDetail = false; ///< Ground-clutter detail doodad (always non-blocking)
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bool isInvisibleTrap = false; ///< Event-object invisible trap (no render, no collision)
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bool isSmoke = false; ///< Smoke model (UV scroll animation)
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bool isWaterfall = false; ///< Waterfall model (ambient sound + splash particles)
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bool isBrazierOrFire = false; ///< Brazier / campfire / bonfire model
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bool isTorch = false; ///< Wall-mounted or standing torch
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// --- Ambient emitter type (for sound system) ---
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AmbientEmitterType ambientEmitterType = AmbientEmitterType::None;
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// --- Animation flags ---
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bool disableAnimation = false; ///< Keep visually stable (foliage, chest lids, etc.)
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@ -89,5 +107,18 @@ struct M2BatchTexClassification {
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*/
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M2BatchTexClassification classifyBatchTexture(const std::string& lowerTexKey);
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// ---------------------------------------------------------------------------
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// Lightweight ambient emitter classification (name-only, no geometry needed)
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// ---------------------------------------------------------------------------
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/**
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* Classify an M2 model path for ambient sound emitter type.
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* Faster than the full classifyM2Model() when only the emitter type is needed.
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*
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* @param lowerName Lowercased model path/name
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* @return AmbientEmitterType::None if the model is not an ambient emitter source
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*/
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AmbientEmitterType classifyAmbientEmitter(const std::string& lowerName);
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} // namespace rendering
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} // namespace wowee
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@ -2,6 +2,7 @@
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#include "pipeline/m2_loader.hpp"
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#include "pipeline/blp_loader.hpp"
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#include "rendering/m2_model_classifier.hpp"
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#include <vulkan/vulkan.h>
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#include <vk_mem_alloc.h>
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#include <glm/glm.hpp>
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@ -78,11 +79,15 @@ struct M2ModelGPU {
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bool collisionTreeTrunk = false;
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bool collisionNoBlock = false;
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bool collisionStatue = false;
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bool isSmallFoliage = false; // Small foliage (bushes, grass, plants) - skip during taxi
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bool isInvisibleTrap = false; // Invisible trap objects (don't render, no collision)
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bool isGroundDetail = false; // Ground clutter/detail doodads (special fallback render path)
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bool isSmallFoliage = false; // Small foliage (bushes, grass, plants) - skip during taxi
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bool isInvisibleTrap = false; // Invisible trap objects (don't render, no collision)
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bool isGroundDetail = false; // Ground clutter/detail doodads (special fallback render path)
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bool isWaterVegetation = false; // Cattails, reeds, kelp etc. near water (insect spawning)
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bool isFireflyEffect = false; // Firefly/fireflies M2 (exempt from particle dampeners)
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bool isWaterfall = false; // Waterfall model (ambient sound + splash particles)
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bool isBrazierOrFire = false; // Brazier / campfire / bonfire model
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bool isTorch = false; // Wall-mounted or standing torch
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AmbientEmitterType ambientEmitterType = AmbientEmitterType::None;
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// Collision mesh with spatial grid (from M2 bounding geometry)
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struct CollisionMesh {
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@ -282,6 +287,8 @@ public:
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bool hasModel(uint32_t modelId) const;
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bool loadModel(const pipeline::M2Model& model, uint32_t modelId);
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/** Mark a loaded model as a spell effect (full-brightness particles, no collision). */
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void markModelAsSpellEffect(uint32_t modelId);
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uint32_t createInstance(uint32_t modelId, const glm::vec3& position,
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const glm::vec3& rotation = glm::vec3(0.0f),
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@ -12,14 +12,16 @@ namespace pipeline { class AssetManager; }
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namespace rendering {
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class M2Renderer;
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class Renderer;
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class CharacterRenderer;
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class SpellVisualSystem {
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public:
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SpellVisualSystem() = default;
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~SpellVisualSystem() = default;
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// Initialize with references to the M2 renderer (for model loading/instance spawning)
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void initialize(M2Renderer* m2Renderer);
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// Initialize with references to the M2 renderer and parent renderer
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void initialize(M2Renderer* m2Renderer, Renderer* renderer);
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void shutdown();
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// Spawn a spell visual at a world position.
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@ -27,9 +29,17 @@ public:
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void playSpellVisual(uint32_t visualId, const glm::vec3& worldPosition,
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bool useImpactKit = false);
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// Spawn a precast visual effect at a world position.
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// castTimeMs: server cast time in milliseconds (0 = use anim duration).
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void playSpellVisualPrecast(uint32_t visualId, const glm::vec3& worldPosition,
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uint32_t castTimeMs = 0);
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// Advance lifetime timers and remove expired instances.
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void update(float deltaTime);
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// Remove all active precast visual instances (cast canceled/interrupted).
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void cancelAllPrecastVisuals();
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// Remove all active spell visual instances and reset caches.
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// Called on map change / combat reset.
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void reset();
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@ -40,14 +50,18 @@ private:
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uint32_t instanceId;
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float elapsed;
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float duration; // per-instance lifetime in seconds (from M2 anim or default)
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bool isPrecast; // true for precast effects (removed on cancel/interrupt)
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uint32_t attachmentId; // character attachment point to track (0=none/static)
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};
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void loadSpellVisualDbc();
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M2Renderer* m2Renderer_ = nullptr;
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Renderer* renderer_ = nullptr;
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pipeline::AssetManager* cachedAssetManager_ = nullptr;
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std::vector<SpellVisualInstance> activeSpellVisuals_;
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std::unordered_map<uint32_t, std::string> spellVisualPrecastPath_; // visualId → precast M2 path
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std::unordered_map<uint32_t, std::string> spellVisualCastPath_; // visualId → cast M2 path
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std::unordered_map<uint32_t, std::string> spellVisualImpactPath_; // visualId → impact M2 path
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std::unordered_map<std::string, uint32_t> spellVisualModelIds_; // M2 path → M2Renderer modelId
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@ -56,6 +70,12 @@ private:
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bool spellVisualDbcLoaded_ = false;
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static constexpr float SPELL_VISUAL_MAX_DURATION = 5.0f;
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static constexpr float SPELL_VISUAL_DEFAULT_DURATION = 2.0f;
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// Determine character attachment point from model path keywords
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static uint32_t classifyAttachmentId(const std::string& modelPath);
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// Apply height offset based on model path keywords (Hand → hands, Chest → chest, Base → ground)
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static glm::vec3 applyEffectHeightOffset(const glm::vec3& basePos, const std::string& modelPath);
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};
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} // namespace rendering
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