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rendering,ui: sync selection circle to renderer instance position
The selection circle was positioned using the entity's game-logic interpolator (entity->getX/Y/Z), while the actual M2 model is positioned by CharacterRenderer's independent interpolator (moveInstanceTo). These two systems can drift apart during movement, causing the circle to appear under the wrong position relative to the visible model. Fix: add CharacterRenderer::getInstancePosition / Application::getRenderPositionForGuid and use the renderer's inst.position for XY (with footZ override for Z) so the circle always tracks the rendered model exactly. Falls back to the entity game-logic position when no CharacterRenderer instance exists.
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463e3f5ed1
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5 changed files with 48 additions and 5 deletions
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@ -78,6 +78,7 @@ public:
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// Render bounds lookup (for click targeting / selection)
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bool getRenderBoundsForGuid(uint64_t guid, glm::vec3& outCenter, float& outRadius) const;
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bool getRenderFootZForGuid(uint64_t guid, float& outFootZ) const;
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bool getRenderPositionForGuid(uint64_t guid, glm::vec3& outPos) const;
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// Character skin composite state (saved at spawn for re-compositing on equipment change)
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const std::string& getBodySkinPath() const { return bodySkinPath_; }
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@ -91,6 +91,7 @@ public:
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bool getInstanceModelName(uint32_t instanceId, std::string& modelName) const;
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bool getInstanceBounds(uint32_t instanceId, glm::vec3& outCenter, float& outRadius) const;
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bool getInstanceFootZ(uint32_t instanceId, float& outFootZ) const;
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bool getInstancePosition(uint32_t instanceId, glm::vec3& outPos) const;
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/** Debug: Log all available animations for an instance */
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void dumpAnimations(uint32_t instanceId) const;
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@ -4879,6 +4879,26 @@ bool Application::getRenderFootZForGuid(uint64_t guid, float& outFootZ) const {
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return renderer->getCharacterRenderer()->getInstanceFootZ(instanceId, outFootZ);
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}
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bool Application::getRenderPositionForGuid(uint64_t guid, glm::vec3& outPos) const {
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if (!renderer || !renderer->getCharacterRenderer()) return false;
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uint32_t instanceId = 0;
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if (gameHandler && guid == gameHandler->getPlayerGuid()) {
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instanceId = renderer->getCharacterInstanceId();
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}
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if (instanceId == 0) {
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auto pit = playerInstances_.find(guid);
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if (pit != playerInstances_.end()) instanceId = pit->second;
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}
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if (instanceId == 0) {
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auto it = creatureInstances_.find(guid);
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if (it != creatureInstances_.end()) instanceId = it->second;
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}
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if (instanceId == 0) return false;
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return renderer->getCharacterRenderer()->getInstancePosition(instanceId, outPos);
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}
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pipeline::M2Model Application::loadCreatureM2Sync(const std::string& m2Path) {
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auto m2Data = assetManager->readFile(m2Path);
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if (m2Data.empty()) {
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@ -3175,6 +3175,13 @@ bool CharacterRenderer::getInstanceFootZ(uint32_t instanceId, float& outFootZ) c
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return true;
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}
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bool CharacterRenderer::getInstancePosition(uint32_t instanceId, glm::vec3& outPos) const {
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auto it = instances.find(instanceId);
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if (it == instances.end()) return false;
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outPos = it->second.position;
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return true;
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}
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void CharacterRenderer::detachWeapon(uint32_t charInstanceId, uint32_t attachmentId) {
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auto charIt = instances.find(charInstanceId);
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if (charIt == instances.end()) return;
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@ -522,11 +522,25 @@ void GameScreen::render(game::GameHandler& gameHandler) {
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if (gameHandler.hasTarget()) {
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auto target = gameHandler.getTarget();
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if (target) {
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targetGLPos = core::coords::canonicalToRender(
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glm::vec3(target->getX(), target->getY(), target->getZ()));
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float footZ = 0.0f;
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if (core::Application::getInstance().getRenderFootZForGuid(target->getGuid(), footZ)) {
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targetGLPos.z = footZ;
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// Prefer the renderer's actual instance position so the selection
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// circle tracks the rendered model (not a parallel entity-space
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// interpolator that can drift from the visual position).
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glm::vec3 instPos;
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if (core::Application::getInstance().getRenderPositionForGuid(target->getGuid(), instPos)) {
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targetGLPos = instPos;
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// Override Z with foot position to sit the circle on the ground.
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float footZ = 0.0f;
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if (core::Application::getInstance().getRenderFootZForGuid(target->getGuid(), footZ)) {
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targetGLPos.z = footZ;
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}
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} else {
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// Fallback: entity game-logic position (no CharacterRenderer instance yet)
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targetGLPos = core::coords::canonicalToRender(
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glm::vec3(target->getX(), target->getY(), target->getZ()));
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float footZ = 0.0f;
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if (core::Application::getInstance().getRenderFootZForGuid(target->getGuid(), footZ)) {
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targetGLPos.z = footZ;
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}
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}
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renderer->setTargetPosition(&targetGLPos);
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