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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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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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