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Add 3D level-up effect using LevelUp.m2 spell model
Replace 2D screen-space ding rings with real WoW LevelUp.m2 particle/geometry effect. Fix FBlock particle color parsing (C3Vector floats, not CImVector bytes) which was producing blue/red instead of golden yellow. Spell effect models bypass particle dampeners, glow sprite conversion, Mod→Additive blend override, and all collision (floor/wall/camera) to prevent camera zoom-in. Other players' level-ups trigger the 3D effect at their position with group chat notification. F7 hotkey for testing.
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13 changed files with 321 additions and 128 deletions
51
include/rendering/levelup_effect.hpp
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51
include/rendering/levelup_effect.hpp
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@ -0,0 +1,51 @@
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#pragma once
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#include <glm/glm.hpp>
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#include <cstdint>
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#include <vector>
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namespace wowee {
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namespace rendering {
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class M2Renderer;
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/// Manages spawning the real LevelUp.m2 spell effect at world positions.
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/// The M2 model contains particle emitters that produce the golden pillar/ring effect.
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class LevelUpEffect {
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public:
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LevelUpEffect();
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~LevelUpEffect();
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/// Load the LevelUp.m2 model (call once after M2Renderer is ready)
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/// @param m2Renderer The M2 renderer to register the model with
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/// @param m2FileData Raw bytes of Spell/LevelUp/LevelUp.m2
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/// @param skinFileData Raw bytes of Spell/LevelUp/LevelUp00.skin
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/// @return true if model loaded successfully
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bool loadModel(M2Renderer* m2Renderer,
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const std::vector<uint8_t>& m2FileData,
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const std::vector<uint8_t>& skinFileData);
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/// Trigger the level-up effect at a world position (render coords)
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void trigger(const glm::vec3& position);
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/// Remove expired effect instances
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void update(float deltaTime);
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bool isModelLoaded() const { return modelLoaded_; }
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private:
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static constexpr float EFFECT_DURATION = 3.5f;
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static constexpr uint32_t MODEL_ID = 999900; // Unique model ID for level-up effect
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struct ActiveEffect {
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uint32_t instanceId;
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float elapsed;
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};
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M2Renderer* m2Renderer_ = nullptr;
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bool modelLoaded_ = false;
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std::vector<ActiveEffect> activeEffects_;
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};
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} // namespace rendering
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} // namespace wowee
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@ -98,6 +98,7 @@ struct M2ModelGPU {
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std::vector<uint32_t> globalSequenceDurations; // Loop durations for global sequence tracks
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bool hasAnimation = false; // True if any bone has keyframes
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bool isSmoke = false; // True for smoke models (UV scroll animation)
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bool isSpellEffect = false; // True for spell effect models (skip particle dampeners)
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bool disableAnimation = false; // Keep foliage/tree doodads visually stable
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bool hasTextureAnimation = false; // True if any batch has UV animation
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@ -31,6 +31,7 @@ class LightingManager;
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class SkySystem;
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class SwimEffects;
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class MountDust;
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class LevelUpEffect;
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class CharacterRenderer;
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class WMORenderer;
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class M2Renderer;
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@ -122,6 +123,7 @@ public:
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// Emote support
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void playEmote(const std::string& emoteName);
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void triggerLevelUpEffect(const glm::vec3& position);
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void cancelEmote();
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bool isEmoteActive() const { return emoteActive; }
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static std::string getEmoteText(const std::string& emoteName, const std::string* targetName = nullptr);
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@ -186,6 +188,7 @@ private:
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std::unique_ptr<SkySystem> skySystem; // Coordinator for sky rendering
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std::unique_ptr<SwimEffects> swimEffects;
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std::unique_ptr<MountDust> mountDust;
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std::unique_ptr<LevelUpEffect> levelUpEffect;
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std::unique_ptr<CharacterRenderer> characterRenderer;
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std::unique_ptr<WMORenderer> wmoRenderer;
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std::unique_ptr<M2Renderer> m2Renderer;
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