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>
This commit is contained in:
Pavel Okhlopkov 2026-04-07 11:27:59 +03:00
parent 0a33e3081c
commit b79d9b8fea
18 changed files with 803 additions and 90 deletions

View file

@ -7,6 +7,17 @@
namespace wowee {
namespace rendering {
/// Ambient sound emitter type for doodad models (fire, water, etc.).
enum class AmbientEmitterType : uint8_t {
None = 0,
FireplaceSmall = 1, ///< Small fire / campfire
FireplaceLarge = 2, ///< Large brazier / bonfire
Torch = 3, ///< Wall torch / standing torch
Fountain = 4, ///< Fountain water loop
Waterfall = 5, ///< Waterfall ambient
Forge = 6, ///< Forge / anvil fire
};
/**
* Output of classifyM2Model(): all name/geometry-based flags for an M2 model.
* Pure data no Vulkan, GPU, or asset-manager dependencies.
@ -25,6 +36,7 @@ struct M2ClassificationResult {
// --- Rendering / effect classification ---
bool isFoliageLike = false; ///< Foliage or tree (wind sway, disabled animation)
bool isSmallFoliage = false; ///< Small bush/grass/plant (skip during taxi/flight)
bool isSpellEffect = false; ///< Spell effect / particle-dominated visual
bool isLavaModel = false; ///< Lava surface (UV scroll animation)
bool isInstancePortal = false; ///< Instance portal (additive, spin, no collision)
@ -36,6 +48,12 @@ struct M2ClassificationResult {
bool isGroundDetail = false; ///< Ground-clutter detail doodad (always non-blocking)
bool isInvisibleTrap = false; ///< Event-object invisible trap (no render, no collision)
bool isSmoke = false; ///< Smoke model (UV scroll animation)
bool isWaterfall = false; ///< Waterfall model (ambient sound + splash particles)
bool isBrazierOrFire = false; ///< Brazier / campfire / bonfire model
bool isTorch = false; ///< Wall-mounted or standing torch
// --- Ambient emitter type (for sound system) ---
AmbientEmitterType ambientEmitterType = AmbientEmitterType::None;
// --- Animation flags ---
bool disableAnimation = false; ///< Keep visually stable (foliage, chest lids, etc.)
@ -89,5 +107,18 @@ struct M2BatchTexClassification {
*/
M2BatchTexClassification classifyBatchTexture(const std::string& lowerTexKey);
// ---------------------------------------------------------------------------
// Lightweight ambient emitter classification (name-only, no geometry needed)
// ---------------------------------------------------------------------------
/**
* Classify an M2 model path for ambient sound emitter type.
* Faster than the full classifyM2Model() when only the emitter type is needed.
*
* @param lowerName Lowercased model path/name
* @return AmbientEmitterType::None if the model is not an ambient emitter source
*/
AmbientEmitterType classifyAmbientEmitter(const std::string& lowerName);
} // namespace rendering
} // namespace wowee