mirror of
https://github.com/Kelsidavis/WoWee.git
synced 2026-03-23 07:40:14 +00:00
Add Warrior Charge ability with ribbon trail visual effect
Implements charge rush-to-target for spell IDs 100/6178/11578 with smoothstep lerp movement, vertical red-orange ribbon trail, dust puffs, client-side range validation, and sound fallback chain.
This commit is contained in:
parent
da49593268
commit
e163813dee
9 changed files with 761 additions and 2 deletions
107
include/rendering/charge_effect.hpp
Normal file
107
include/rendering/charge_effect.hpp
Normal file
|
|
@ -0,0 +1,107 @@
|
|||
#pragma once
|
||||
|
||||
#include <GL/glew.h>
|
||||
#include <glm/glm.hpp>
|
||||
#include <memory>
|
||||
#include <vector>
|
||||
#include <deque>
|
||||
#include <cstdint>
|
||||
|
||||
namespace wowee {
|
||||
namespace pipeline { class AssetManager; }
|
||||
namespace rendering {
|
||||
|
||||
class Camera;
|
||||
class Shader;
|
||||
class M2Renderer;
|
||||
|
||||
/// Renders a red-orange ribbon streak trailing behind the warrior during Charge,
|
||||
/// plus small dust puffs at ground level.
|
||||
class ChargeEffect {
|
||||
public:
|
||||
ChargeEffect();
|
||||
~ChargeEffect();
|
||||
|
||||
bool initialize();
|
||||
void shutdown();
|
||||
|
||||
/// Try to load M2 spell models (Charge_Caster.m2, etc.)
|
||||
void tryLoadM2Models(M2Renderer* m2Renderer, pipeline::AssetManager* assets);
|
||||
|
||||
/// Start the trail (call once when charge begins)
|
||||
void start(const glm::vec3& position, const glm::vec3& direction);
|
||||
|
||||
/// Feed current position each frame while charging
|
||||
void emit(const glm::vec3& position, const glm::vec3& direction);
|
||||
|
||||
/// Stop adding trail points (existing ribbon fades out)
|
||||
void stop();
|
||||
|
||||
/// Spawn M2 impact burst at target position
|
||||
void triggerImpact(const glm::vec3& position);
|
||||
|
||||
void update(float deltaTime);
|
||||
void render(const Camera& camera);
|
||||
|
||||
bool isActive() const { return emitting_ || !trail_.empty() || !dustPuffs_.empty(); }
|
||||
|
||||
private:
|
||||
// --- Ribbon trail ---
|
||||
struct TrailPoint {
|
||||
glm::vec3 center; // World position of trail spine
|
||||
glm::vec3 side; // Perpendicular direction (for ribbon width)
|
||||
float age; // Seconds since spawned
|
||||
};
|
||||
|
||||
static constexpr int MAX_TRAIL_POINTS = 64;
|
||||
static constexpr float TRAIL_LIFETIME = 0.5f; // Seconds before trail point fades
|
||||
static constexpr float TRAIL_HALF_WIDTH = 0.8f; // Half-width of ribbon
|
||||
static constexpr float TRAIL_SPAWN_DIST = 0.4f; // Min distance between trail points
|
||||
std::deque<TrailPoint> trail_;
|
||||
|
||||
GLuint ribbonVao_ = 0;
|
||||
GLuint ribbonVbo_ = 0;
|
||||
std::unique_ptr<Shader> ribbonShader_;
|
||||
std::vector<float> ribbonVerts_; // pos(3) + alpha(1) + heat(1) = 5 floats per vert
|
||||
|
||||
// --- Dust puffs (small point sprites at feet) ---
|
||||
struct DustPuff {
|
||||
glm::vec3 position;
|
||||
glm::vec3 velocity;
|
||||
float lifetime;
|
||||
float maxLifetime;
|
||||
float size;
|
||||
float alpha;
|
||||
};
|
||||
|
||||
static constexpr int MAX_DUST = 80;
|
||||
std::vector<DustPuff> dustPuffs_;
|
||||
|
||||
GLuint dustVao_ = 0;
|
||||
GLuint dustVbo_ = 0;
|
||||
std::unique_ptr<Shader> dustShader_;
|
||||
std::vector<float> dustVerts_;
|
||||
|
||||
bool emitting_ = false;
|
||||
glm::vec3 lastEmitPos_{0.0f};
|
||||
float dustAccum_ = 0.0f;
|
||||
|
||||
// --- M2 spell effect models (optional) ---
|
||||
static constexpr uint32_t CASTER_MODEL_ID = 999800;
|
||||
static constexpr uint32_t IMPACT_MODEL_ID = 999801;
|
||||
static constexpr float M2_EFFECT_DURATION = 2.0f;
|
||||
|
||||
M2Renderer* m2Renderer_ = nullptr;
|
||||
bool casterModelLoaded_ = false;
|
||||
bool impactModelLoaded_ = false;
|
||||
|
||||
uint32_t activeCasterInstanceId_ = 0;
|
||||
struct ActiveM2 {
|
||||
uint32_t instanceId;
|
||||
float elapsed;
|
||||
};
|
||||
std::vector<ActiveM2> activeImpacts_;
|
||||
};
|
||||
|
||||
} // namespace rendering
|
||||
} // namespace wowee
|
||||
Loading…
Add table
Add a link
Reference in a new issue