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.
This commit is contained in:
Kelsi 2026-02-19 20:36:25 -08:00
parent 1fb1daea7f
commit da49593268
13 changed files with 321 additions and 128 deletions

View file

@ -300,6 +300,16 @@ void Application::run() {
LOG_INFO("Shadows: ", enabled ? "ON" : "OFF");
}
}
// F7: Test level-up effect (ignore key repeat)
else if (event.key.keysym.scancode == SDL_SCANCODE_F7 && event.key.repeat == 0) {
if (renderer) {
renderer->triggerLevelUpEffect(renderer->getCharacterPosition());
LOG_INFO("Triggered test level-up effect");
}
if (uiManager) {
uiManager->getGameScreen().triggerDing(99);
}
}
}
}
@ -1329,11 +1339,38 @@ void Application::setupUICallbacks() {
despawnOnlineGameObject(guid);
});
// Level-up callback — play sound, cheer emote, and trigger UI ding overlay
// Level-up callback — play sound, cheer emote, and trigger UI ding overlay + 3D effect
gameHandler->setLevelUpCallback([this](uint32_t newLevel) {
if (uiManager) {
uiManager->getGameScreen().triggerDing(newLevel);
}
if (renderer) {
renderer->triggerLevelUpEffect(renderer->getCharacterPosition());
}
});
// Other player level-up callback — trigger 3D effect + chat notification
gameHandler->setOtherPlayerLevelUpCallback([this](uint64_t guid, uint32_t newLevel) {
if (!gameHandler || !renderer) return;
// Trigger 3D effect at the other player's position
auto entity = gameHandler->getEntityManager().getEntity(guid);
if (entity) {
glm::vec3 canonical(entity->getX(), entity->getY(), entity->getZ());
glm::vec3 renderPos = core::coords::canonicalToRender(canonical);
renderer->triggerLevelUpEffect(renderPos);
}
// Show chat message if in group
if (gameHandler->isInGroup()) {
std::string name = gameHandler->getCachedPlayerName(guid);
if (name.empty()) name = "A party member";
game::MessageChatData msg;
msg.type = game::ChatType::SYSTEM;
msg.language = game::ChatLanguage::UNIVERSAL;
msg.message = name + " has reached level " + std::to_string(newLevel) + "!";
gameHandler->addLocalChatMessage(msg);
}
});
// Mount callback (online mode) - defer heavy model load to next frame