mirror of
https://github.com/Kelsidavis/WoWee.git
synced 2026-05-08 01:53:52 +00:00
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:
parent
0a33e3081c
commit
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18 changed files with 803 additions and 90 deletions
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@ -1,5 +1,7 @@
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#include "rendering/spell_visual_system.hpp"
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#include "rendering/m2_renderer.hpp"
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#include "rendering/renderer.hpp"
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#include "rendering/character_renderer.hpp"
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#include "pipeline/asset_manager.hpp"
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#include "pipeline/dbc_loader.hpp"
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#include "pipeline/dbc_layout.hpp"
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@ -11,13 +13,15 @@
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namespace wowee {
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namespace rendering {
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void SpellVisualSystem::initialize(M2Renderer* m2Renderer) {
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void SpellVisualSystem::initialize(M2Renderer* m2Renderer, Renderer* renderer) {
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m2Renderer_ = m2Renderer;
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renderer_ = renderer;
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}
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void SpellVisualSystem::shutdown() {
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reset();
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m2Renderer_ = nullptr;
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renderer_ = nullptr;
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cachedAssetManager_ = nullptr;
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}
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@ -38,13 +42,26 @@ void SpellVisualSystem::loadSpellVisualDbc() {
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const pipeline::DBCFieldMap* fxLayout = layout ? layout->getLayout("SpellVisualEffectName") : nullptr;
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uint32_t svCastKitField = svLayout ? (*svLayout)["CastKit"] : 2;
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uint32_t svPrecastKitField = svLayout ? (*svLayout)["PrecastKit"] : 1;
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uint32_t svImpactKitField = svLayout ? (*svLayout)["ImpactKit"] : 3;
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uint32_t svMissileField = svLayout ? (*svLayout)["MissileModel"] : 8;
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uint32_t kitSpecial0Field = kitLayout ? (*kitLayout)["SpecialEffect0"] : 11;
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uint32_t kitBaseField = kitLayout ? (*kitLayout)["BaseEffect"] : 5;
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uint32_t fxFilePathField = fxLayout ? (*fxLayout)["FilePath"] : 2;
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// Helper to look up effectName path from a kit ID
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// Kit effect fields to probe, in priority order.
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// SpecialEffect0 > BaseEffect > LeftHand > RightHand > Chest > Head > Breath
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struct KitField { const char* name; uint32_t fallback; };
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static constexpr KitField kitFieldDefs[] = {
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{"SpecialEffect0", 11}, {"BaseEffect", 5},
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{"LeftHandEffect", 6}, {"RightHandEffect", 7},
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{"ChestEffect", 4}, {"HeadEffect", 3},
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{"BreathEffect", 8}, {"SpecialEffect1", 12},
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{"SpecialEffect2", 13},
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};
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constexpr size_t numKitFields = sizeof(kitFieldDefs) / sizeof(kitFieldDefs[0]);
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uint32_t kitFields[numKitFields];
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for (size_t k = 0; k < numKitFields; ++k)
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kitFields[k] = kitLayout ? kitLayout->field(kitFieldDefs[k].name) : kitFieldDefs[k].fallback;
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// Load SpellVisualEffectName.dbc — ID → M2 path
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auto fxDbc = cachedAssetManager_->loadDBC("SpellVisualEffectName.dbc");
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if (!fxDbc || !fxDbc->isLoaded() || fxDbc->getFieldCount() <= fxFilePathField) {
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@ -56,10 +73,22 @@ void SpellVisualSystem::loadSpellVisualDbc() {
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for (uint32_t i = 0; i < fxDbc->getRecordCount(); ++i) {
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uint32_t id = fxDbc->getUInt32(i, 0);
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std::string p = fxDbc->getString(i, fxFilePathField);
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if (id && !p.empty()) effectPaths[id] = p;
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if (id && !p.empty()) {
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// DBC stores old-format extensions (.mdx, .mdl) but extracted assets are .m2
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if (p.size() > 4) {
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std::string ext = p.substr(p.size() - 4);
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// Case-insensitive extension check
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for (auto& c : ext) c = static_cast<char>(std::tolower(static_cast<unsigned char>(c)));
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if (ext == ".mdx" || ext == ".mdl") {
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p = p.substr(0, p.size() - 4) + ".m2";
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}
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}
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effectPaths[id] = p;
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}
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}
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// Load SpellVisualKit.dbc — kitId → best SpellVisualEffectName ID
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// Probes all effect slots in priority order and keeps the first valid hit.
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auto kitDbc = cachedAssetManager_->loadDBC("SpellVisualKit.dbc");
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std::unordered_map<uint32_t, uint32_t> kitToEffectName; // kitId → effectNameId
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if (kitDbc && kitDbc->isLoaded()) {
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@ -67,10 +96,11 @@ void SpellVisualSystem::loadSpellVisualDbc() {
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for (uint32_t i = 0; i < kitDbc->getRecordCount(); ++i) {
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uint32_t kitId = kitDbc->getUInt32(i, 0);
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if (!kitId) continue;
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// Prefer SpecialEffect0, fall back to BaseEffect
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uint32_t eff = 0;
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if (kitSpecial0Field < fc) eff = kitDbc->getUInt32(i, kitSpecial0Field);
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if (!eff && kitBaseField < fc) eff = kitDbc->getUInt32(i, kitBaseField);
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for (size_t k = 0; k < numKitFields && !eff; ++k) {
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if (kitFields[k] < fc)
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eff = kitDbc->getUInt32(i, kitFields[k]);
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}
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if (eff) kitToEffectName[kitId] = eff;
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}
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}
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@ -96,11 +126,18 @@ void SpellVisualSystem::loadSpellVisualDbc() {
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return;
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}
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uint32_t svFc = svDbc->getFieldCount();
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uint32_t loadedCast = 0, loadedImpact = 0;
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uint32_t loadedPrecast = 0, loadedCast = 0, loadedImpact = 0;
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for (uint32_t i = 0; i < svDbc->getRecordCount(); ++i) {
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uint32_t vid = svDbc->getUInt32(i, 0);
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if (!vid) continue;
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// Precast path: PrecastKit → SpecialEffect0/BaseEffect
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{
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std::string path;
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if (svPrecastKitField < svFc)
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path = kitPath(svDbc->getUInt32(i, svPrecastKitField));
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if (!path.empty()) { spellVisualPrecastPath_[vid] = path; ++loadedPrecast; }
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}
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// Cast path: CastKit → SpecialEffect0/BaseEffect, fallback to MissileModel
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{
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std::string path;
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@ -120,12 +157,211 @@ void SpellVisualSystem::loadSpellVisualDbc() {
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if (!path.empty()) { spellVisualImpactPath_[vid] = path; ++loadedImpact; }
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}
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}
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LOG_INFO("SpellVisual: loaded cast=", loadedCast, " impact=", loadedImpact,
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" visual→M2 mappings (of ", svDbc->getRecordCount(), " records)");
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LOG_INFO("SpellVisual: loaded precast=", loadedPrecast, " cast=", loadedCast, " impact=", loadedImpact,
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" visual\u2192M2 mappings (of ", svDbc->getRecordCount(), " records)");
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}
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// ---------------------------------------------------------------------------
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// Classify model path to a character attachment point for bone tracking
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// ---------------------------------------------------------------------------
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uint32_t SpellVisualSystem::classifyAttachmentId(const std::string& modelPath) {
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std::string lower = modelPath;
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for (auto& c : lower) c = static_cast<char>(std::tolower(static_cast<unsigned char>(c)));
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// "hand" effects track the right hand (attachment 1)
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if (lower.find("_hand") != std::string::npos || lower.find("hand_") != std::string::npos)
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return 1; // RightHand
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// "chest" effects track chest/torso (attachment 5 in M2 spec)
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if (lower.find("_chest") != std::string::npos || lower.find("chest_") != std::string::npos)
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return 5; // Chest
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// "head" effects track head (attachment 11)
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if (lower.find("_head") != std::string::npos || lower.find("head_") != std::string::npos)
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return 11; // Head
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return 0; // No bone tracking (static position or base effect)
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}
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// ---------------------------------------------------------------------------
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// Height offset for spell effect placement (fallback when no bone tracking)
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// ---------------------------------------------------------------------------
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glm::vec3 SpellVisualSystem::applyEffectHeightOffset(const glm::vec3& basePos, const std::string& modelPath) {
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// Lowercase the path for case-insensitive matching
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std::string lower = modelPath;
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for (auto& c : lower) c = static_cast<char>(std::tolower(static_cast<unsigned char>(c)));
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// "hand" effects go at hand height (~0.8m above feet)
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if (lower.find("_hand") != std::string::npos || lower.find("hand_") != std::string::npos) {
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return basePos + glm::vec3(0.0f, 0.0f, 0.8f);
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}
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// "chest" effects go at chest height (~1.0m above feet)
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if (lower.find("_chest") != std::string::npos || lower.find("chest_") != std::string::npos) {
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return basePos + glm::vec3(0.0f, 0.0f, 1.0f);
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}
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// "head" effects go at head height (~1.6m above feet)
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if (lower.find("_head") != std::string::npos || lower.find("head_") != std::string::npos) {
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return basePos + glm::vec3(0.0f, 0.0f, 1.6f);
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}
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// "base" / "feet" / ground effects stay at ground level
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return basePos;
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}
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void SpellVisualSystem::playSpellVisualPrecast(uint32_t visualId, const glm::vec3& worldPosition,
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uint32_t castTimeMs) {
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LOG_INFO("SpellVisual: playSpellVisualPrecast visualId=", visualId,
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" pos=(", worldPosition.x, ",", worldPosition.y, ",", worldPosition.z,
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") castTimeMs=", castTimeMs);
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if (!m2Renderer_ || visualId == 0) {
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LOG_WARNING("SpellVisual: playSpellVisualPrecast early-out: m2Renderer_=", (m2Renderer_ ? "yes" : "null"),
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" visualId=", visualId);
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return;
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}
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if (!cachedAssetManager_)
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cachedAssetManager_ = core::Application::getInstance().getAssetManager();
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if (!cachedAssetManager_) { LOG_WARNING("SpellVisual: no AssetManager"); return; }
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if (!spellVisualDbcLoaded_) loadSpellVisualDbc();
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// Try precast path first, fall back to cast path
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auto pathIt = spellVisualPrecastPath_.find(visualId);
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if (pathIt == spellVisualPrecastPath_.end()) {
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// No precast kit — fall back to playing cast kit
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playSpellVisual(visualId, worldPosition, false);
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return;
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}
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const std::string& modelPath = pathIt->second;
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LOG_INFO("SpellVisual: precast path resolved to: ", modelPath);
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// Get or assign a model ID for this path
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auto midIt = spellVisualModelIds_.find(modelPath);
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uint32_t modelId = 0;
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if (midIt != spellVisualModelIds_.end()) {
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modelId = midIt->second;
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} else {
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if (nextSpellVisualModelId_ >= 999800) {
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LOG_WARNING("SpellVisual: model ID pool exhausted");
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return;
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}
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modelId = nextSpellVisualModelId_++;
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spellVisualModelIds_[modelPath] = modelId;
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}
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if (spellVisualFailedModels_.count(modelId)) {
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LOG_WARNING("SpellVisual: precast model in failed-cache, skipping: ", modelPath);
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return;
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}
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if (!m2Renderer_->hasModel(modelId)) {
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auto m2Data = cachedAssetManager_->readFile(modelPath);
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if (m2Data.empty()) {
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LOG_WARNING("SpellVisual: could not read precast model: ", modelPath);
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spellVisualFailedModels_.insert(modelId);
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// Fall back to cast kit
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playSpellVisual(visualId, worldPosition, false);
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return;
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}
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LOG_INFO("SpellVisual: precast M2 data read OK, size=", m2Data.size(), " bytes");
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pipeline::M2Model model = pipeline::M2Loader::load(m2Data);
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LOG_INFO("SpellVisual: precast M2 parsed: verts=", model.vertices.size(),
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" bones=", model.bones.size(), " particles=", model.particleEmitters.size(),
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" ribbons=", model.ribbonEmitters.size(),
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" globalSeqs=", model.globalSequenceDurations.size(),
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" sequences=", model.sequences.size());
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if (model.vertices.empty() && model.particleEmitters.empty()) {
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LOG_WARNING("SpellVisual: empty precast model: ", modelPath);
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spellVisualFailedModels_.insert(modelId);
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playSpellVisual(visualId, worldPosition, false);
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return;
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}
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if (model.version >= 264) {
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std::string skinPath = modelPath.substr(0, modelPath.rfind('.')) + "00.skin";
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auto skinData = cachedAssetManager_->readFile(skinPath);
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if (!skinData.empty()) {
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pipeline::M2Loader::loadSkin(skinData, model);
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LOG_INFO("SpellVisual: loaded skin, indices=", model.indices.size());
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}
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}
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if (!m2Renderer_->loadModel(model, modelId)) {
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LOG_WARNING("SpellVisual: failed to load precast model to GPU: ", modelPath);
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spellVisualFailedModels_.insert(modelId);
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playSpellVisual(visualId, worldPosition, false);
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return;
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}
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m2Renderer_->markModelAsSpellEffect(modelId);
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LOG_INFO("SpellVisual: loaded precast model id=", modelId, " path=", modelPath);
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}
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// Determine attachment point for bone tracking (hand/chest/head → follow character bones)
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uint32_t attachId = classifyAttachmentId(modelPath);
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glm::vec3 spawnPos = worldPosition;
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if (attachId != 0 && renderer_) {
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auto* charRenderer = renderer_->getCharacterRenderer();
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uint32_t charInstId = renderer_->getCharacterInstanceId();
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if (charRenderer && charInstId != 0) {
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glm::mat4 attachMat;
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if (charRenderer->getAttachmentTransform(charInstId, attachId, attachMat)) {
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spawnPos = glm::vec3(attachMat[3]);
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} else {
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spawnPos = applyEffectHeightOffset(worldPosition, modelPath);
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attachId = 0;
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}
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} else {
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spawnPos = applyEffectHeightOffset(worldPosition, modelPath);
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attachId = 0;
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}
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} else {
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spawnPos = applyEffectHeightOffset(worldPosition, modelPath);
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}
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uint32_t instanceId = m2Renderer_->createInstance(modelId,
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spawnPos,
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glm::vec3(0.0f), 1.0f);
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if (instanceId == 0) {
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LOG_WARNING("SpellVisual: createInstance returned 0 for precast model=", modelPath);
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return;
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}
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// Duration: prefer server cast time if available (long casts like Hearthstone=10s),
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// otherwise fall back to M2 animation duration, then default.
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float duration;
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if (castTimeMs >= 500) {
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// Server cast time available — precast should last the full cast duration
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duration = std::clamp(static_cast<float>(castTimeMs) / 1000.0f, 0.5f, 30.0f);
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} else {
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float animDurMs = m2Renderer_->getInstanceAnimDuration(instanceId);
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duration = (animDurMs > 100.0f)
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? std::clamp(animDurMs / 1000.0f, 0.5f, SPELL_VISUAL_MAX_DURATION)
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: SPELL_VISUAL_DEFAULT_DURATION;
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}
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activeSpellVisuals_.push_back({instanceId, 0.0f, duration, true, attachId});
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LOG_INFO("SpellVisual: spawned precast visualId=", visualId, " instanceId=", instanceId,
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" duration=", duration, "s castTimeMs=", castTimeMs, " attach=", attachId,
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" model=", modelPath,
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" active=", activeSpellVisuals_.size());
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// Hand effects: spawn a mirror copy on the left hand (attachment 2)
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if (attachId == 1 /* RightHand */) {
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glm::vec3 leftPos = worldPosition;
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if (renderer_) {
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auto* cr = renderer_->getCharacterRenderer();
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uint32_t ci = renderer_->getCharacterInstanceId();
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if (cr && ci != 0) {
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glm::mat4 lm;
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if (cr->getAttachmentTransform(ci, 2, lm))
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leftPos = glm::vec3(lm[3]);
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}
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}
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uint32_t leftId = m2Renderer_->createInstance(modelId, leftPos, glm::vec3(0.0f), 1.0f);
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if (leftId != 0) {
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activeSpellVisuals_.push_back({leftId, 0.0f, duration, true, 2 /* LeftHand */});
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}
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}
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}
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void SpellVisualSystem::playSpellVisual(uint32_t visualId, const glm::vec3& worldPosition,
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bool useImpactKit) {
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LOG_INFO("SpellVisual: playSpellVisual visualId=", visualId, " impact=", useImpactKit,
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" pos=(", worldPosition.x, ",", worldPosition.y, ",", worldPosition.z, ")");
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if (!m2Renderer_ || visualId == 0) return;
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if (!cachedAssetManager_)
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@ -137,9 +373,13 @@ void SpellVisualSystem::playSpellVisual(uint32_t visualId, const glm::vec3& worl
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// Select cast or impact path map
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auto& pathMap = useImpactKit ? spellVisualImpactPath_ : spellVisualCastPath_;
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auto pathIt = pathMap.find(visualId);
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if (pathIt == pathMap.end()) return; // No model for this visual
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if (pathIt == pathMap.end()) {
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LOG_WARNING("SpellVisual: no ", (useImpactKit ? "impact" : "cast"), " path for visualId=", visualId);
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return;
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}
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const std::string& modelPath = pathIt->second;
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LOG_INFO("SpellVisual: ", (useImpactKit ? "impact" : "cast"), " path resolved to: ", modelPath);
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// Get or assign a model ID for this path
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auto midIt = spellVisualModelIds_.find(modelPath);
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@ -156,19 +396,26 @@ void SpellVisualSystem::playSpellVisual(uint32_t visualId, const glm::vec3& worl
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}
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// Skip models that have previously failed to load (avoid repeated I/O)
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if (spellVisualFailedModels_.count(modelId)) return;
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if (spellVisualFailedModels_.count(modelId)) {
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LOG_WARNING("SpellVisual: model in failed-cache, skipping: ", modelPath);
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return;
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}
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// Load the M2 model if not already loaded
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if (!m2Renderer_->hasModel(modelId)) {
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auto m2Data = cachedAssetManager_->readFile(modelPath);
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if (m2Data.empty()) {
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LOG_DEBUG("SpellVisual: could not read model: ", modelPath);
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LOG_WARNING("SpellVisual: could not read model: ", modelPath);
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spellVisualFailedModels_.insert(modelId);
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return;
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}
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LOG_INFO("SpellVisual: cast/impact M2 data read OK, size=", m2Data.size(), " bytes");
|
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pipeline::M2Model model = pipeline::M2Loader::load(m2Data);
|
||||
LOG_INFO("SpellVisual: M2 parsed: verts=", model.vertices.size(),
|
||||
" bones=", model.bones.size(), " particles=", model.particleEmitters.size(),
|
||||
" ribbons=", model.ribbonEmitters.size());
|
||||
if (model.vertices.empty() && model.particleEmitters.empty()) {
|
||||
LOG_DEBUG("SpellVisual: empty model: ", modelPath);
|
||||
LOG_WARNING("SpellVisual: empty model: ", modelPath);
|
||||
spellVisualFailedModels_.insert(modelId);
|
||||
return;
|
||||
}
|
||||
|
|
@ -183,11 +430,38 @@ void SpellVisualSystem::playSpellVisual(uint32_t visualId, const glm::vec3& worl
|
|||
spellVisualFailedModels_.insert(modelId);
|
||||
return;
|
||||
}
|
||||
LOG_DEBUG("SpellVisual: loaded model id=", modelId, " path=", modelPath);
|
||||
m2Renderer_->markModelAsSpellEffect(modelId);
|
||||
LOG_INFO("SpellVisual: loaded model id=", modelId, " path=", modelPath);
|
||||
}
|
||||
|
||||
// Determine attachment point for bone tracking on cast effects at caster
|
||||
uint32_t attachId = 0;
|
||||
if (!useImpactKit) {
|
||||
attachId = classifyAttachmentId(modelPath);
|
||||
}
|
||||
glm::vec3 spawnPos = worldPosition;
|
||||
if (attachId != 0 && renderer_) {
|
||||
auto* charRenderer = renderer_->getCharacterRenderer();
|
||||
uint32_t charInstId = renderer_->getCharacterInstanceId();
|
||||
if (charRenderer && charInstId != 0) {
|
||||
glm::mat4 attachMat;
|
||||
if (charRenderer->getAttachmentTransform(charInstId, attachId, attachMat)) {
|
||||
spawnPos = glm::vec3(attachMat[3]);
|
||||
} else {
|
||||
spawnPos = applyEffectHeightOffset(worldPosition, modelPath);
|
||||
attachId = 0;
|
||||
}
|
||||
} else {
|
||||
spawnPos = applyEffectHeightOffset(worldPosition, modelPath);
|
||||
attachId = 0;
|
||||
}
|
||||
} else {
|
||||
spawnPos = applyEffectHeightOffset(worldPosition, modelPath);
|
||||
}
|
||||
|
||||
// Spawn instance at world position
|
||||
uint32_t instanceId = m2Renderer_->createInstance(modelId, worldPosition,
|
||||
uint32_t instanceId = m2Renderer_->createInstance(modelId,
|
||||
spawnPos,
|
||||
glm::vec3(0.0f), 1.0f);
|
||||
if (instanceId == 0) {
|
||||
LOG_WARNING("SpellVisual: failed to create instance for visualId=", visualId);
|
||||
|
|
@ -198,18 +472,62 @@ void SpellVisualSystem::playSpellVisual(uint32_t visualId, const glm::vec3& worl
|
|||
float duration = (animDurMs > 100.0f)
|
||||
? std::clamp(animDurMs / 1000.0f, 0.5f, SPELL_VISUAL_MAX_DURATION)
|
||||
: SPELL_VISUAL_DEFAULT_DURATION;
|
||||
activeSpellVisuals_.push_back({instanceId, 0.0f, duration});
|
||||
LOG_DEBUG("SpellVisual: spawned visualId=", visualId, " instanceId=", instanceId,
|
||||
" duration=", duration, "s model=", modelPath);
|
||||
activeSpellVisuals_.push_back({instanceId, 0.0f, duration, false, attachId});
|
||||
LOG_INFO("SpellVisual: spawned ", (useImpactKit ? "impact" : "cast"), " visualId=", visualId,
|
||||
" instanceId=", instanceId, " duration=", duration, "s animDurMs=", animDurMs,
|
||||
" attach=", attachId, " model=", modelPath, " active=", activeSpellVisuals_.size());
|
||||
|
||||
// Hand effects: spawn a mirror copy on the left hand (attachment 2)
|
||||
if (attachId == 1 /* RightHand */) {
|
||||
glm::vec3 leftPos = worldPosition;
|
||||
if (renderer_) {
|
||||
auto* cr = renderer_->getCharacterRenderer();
|
||||
uint32_t ci = renderer_->getCharacterInstanceId();
|
||||
if (cr && ci != 0) {
|
||||
glm::mat4 lm;
|
||||
if (cr->getAttachmentTransform(ci, 2, lm))
|
||||
leftPos = glm::vec3(lm[3]);
|
||||
}
|
||||
}
|
||||
uint32_t leftId = m2Renderer_->createInstance(modelId, leftPos, glm::vec3(0.0f), 1.0f);
|
||||
if (leftId != 0) {
|
||||
activeSpellVisuals_.push_back({leftId, 0.0f, duration, false, 2 /* LeftHand */});
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void SpellVisualSystem::update(float deltaTime) {
|
||||
if (activeSpellVisuals_.empty() || !m2Renderer_) return;
|
||||
|
||||
// Get character bone tracking context (once per frame)
|
||||
CharacterRenderer* charRenderer = renderer_ ? renderer_->getCharacterRenderer() : nullptr;
|
||||
uint32_t charInstId = renderer_ ? renderer_->getCharacterInstanceId() : 0;
|
||||
|
||||
for (auto it = activeSpellVisuals_.begin(); it != activeSpellVisuals_.end(); ) {
|
||||
it->elapsed += deltaTime;
|
||||
if (it->elapsed >= it->duration) {
|
||||
m2Renderer_->removeInstance(it->instanceId);
|
||||
it = activeSpellVisuals_.erase(it);
|
||||
} else {
|
||||
// Update position for bone-tracked effects (follow character hands/chest/head)
|
||||
if (it->attachmentId != 0 && charRenderer && charInstId != 0) {
|
||||
glm::mat4 attachMat;
|
||||
if (charRenderer->getAttachmentTransform(charInstId, it->attachmentId, attachMat)) {
|
||||
glm::vec3 bonePos = glm::vec3(attachMat[3]);
|
||||
m2Renderer_->setInstancePosition(it->instanceId, bonePos);
|
||||
}
|
||||
}
|
||||
++it;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void SpellVisualSystem::cancelAllPrecastVisuals() {
|
||||
if (!m2Renderer_) return;
|
||||
for (auto it = activeSpellVisuals_.begin(); it != activeSpellVisuals_.end(); ) {
|
||||
if (it->isPrecast) {
|
||||
m2Renderer_->removeInstance(it->instanceId);
|
||||
it = activeSpellVisuals_.erase(it);
|
||||
} else {
|
||||
++it;
|
||||
}
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue