feat(woc): add WMO collision meshes to exported zone collision

WoweeCollision previously only contained terrain triangles; placed WMO
buildings had no collision in the exported zone, so players could walk
through walls. Added WoweeCollisionBuilder::addMesh() that transforms a
local-space mesh into world space with slope-based walkability flags,
and the editor's exportZone now walks every placed WMO and feeds each
group's geometry through it. Indoor vs outdoor groups are tagged via
the WMO group flag.
This commit is contained in:
Kelsi 2026-05-06 02:33:22 -07:00
parent fdd527b373
commit eadb6a5886
3 changed files with 83 additions and 1 deletions

View file

@ -40,6 +40,16 @@ public:
static WoweeCollision fromTerrain(const ADTTerrain& terrain,
float steepAngle = 50.0f);
// Append a transformed mesh to an existing collision (for WMO/M2 instances).
// `vertices` are local-space; `transform` puts them into world space.
// Triangles are classified by slope using `steepAngle`.
static void addMesh(WoweeCollision& collision,
const std::vector<glm::vec3>& vertices,
const std::vector<uint32_t>& indices,
const glm::mat4& transform,
uint8_t extraFlags = 0,
float steepAngle = 50.0f);
// Save collision mesh to binary file
static bool save(const WoweeCollision& collision, const std::string& path);

View file

@ -113,6 +113,41 @@ WoweeCollision WoweeCollisionBuilder::fromTerrain(const ADTTerrain& terrain,
return col;
}
void WoweeCollisionBuilder::addMesh(WoweeCollision& collision,
const std::vector<glm::vec3>& vertices,
const std::vector<uint32_t>& indices,
const glm::mat4& transform,
uint8_t extraFlags,
float steepAngle) {
if (vertices.empty() || indices.size() < 3) return;
const float steepCos = std::cos(glm::radians(steepAngle));
collision.triangles.reserve(collision.triangles.size() + indices.size() / 3);
for (size_t i = 0; i + 2 < indices.size(); i += 3) {
uint32_t i0 = indices[i], i1 = indices[i + 1], i2 = indices[i + 2];
if (i0 >= vertices.size() || i1 >= vertices.size() || i2 >= vertices.size()) continue;
WoweeCollision::Triangle tri;
tri.v0 = glm::vec3(transform * glm::vec4(vertices[i0], 1.0f));
tri.v1 = glm::vec3(transform * glm::vec4(vertices[i1], 1.0f));
tri.v2 = glm::vec3(transform * glm::vec4(vertices[i2], 1.0f));
glm::vec3 n = glm::cross(tri.v1 - tri.v0, tri.v2 - tri.v0);
float len = glm::length(n);
tri.flags = extraFlags;
if (len > 1e-6f) {
float nz = n.z / len;
if (nz >= steepCos) tri.flags |= 0x01; // walkable
else if (nz < 0.0f) tri.flags |= 0x04; // steep / facing-down
}
collision.bounds.expand(tri.v0);
collision.bounds.expand(tri.v1);
collision.bounds.expand(tri.v2);
collision.triangles.push_back(tri);
}
}
bool WoweeCollisionBuilder::save(const WoweeCollision& collision, const std::string& path) {
namespace fs = std::filesystem;
fs::create_directories(fs::path(path).parent_path());

View file

@ -12,6 +12,7 @@
#include "sql_exporter.hpp"
#include "server_module_gen.hpp"
#include "core/coordinates.hpp"
#include <glm/gtc/matrix_transform.hpp>
#include <nlohmann/json.hpp>
#include "rendering/vk_context.hpp"
#include "pipeline/adt_loader.hpp"
@ -1196,8 +1197,44 @@ void EditorApp::exportZone(const std::string& outputDir) {
WoweeTerrain::exportOpen(terrain_, openBase, loadedTileX_, loadedTileY_);
WoweeTerrain::exportNormalMap(terrain_, openBase + "_normals.png");
// Export collision mesh (.woc)
// Export collision mesh (.woc) — terrain plus placed WMO/M2 meshes so that
// movement queries on the exported zone respect buildings and large props.
auto collision = pipeline::WoweeCollisionBuilder::fromTerrain(terrain_);
{
std::unordered_set<std::string> visitedWMOcol;
std::unordered_set<std::string> visitedM2col;
for (const auto& obj : objectPlacer_.getObjects()) {
if (obj.type == PlaceableType::WMO && visitedWMOcol.insert(obj.path).second) {
auto data = assetManager_->readFile(obj.path);
if (data.empty()) continue;
auto wmo = pipeline::WMOLoader::load(data);
std::string wmoBase = obj.path;
if (wmoBase.size() > 4) wmoBase = wmoBase.substr(0, wmoBase.size() - 4);
for (uint32_t gi = 0; gi < wmo.nGroups; gi++) {
char suffix[16];
std::snprintf(suffix, sizeof(suffix), "_%03u.wmo", gi);
auto gd = assetManager_->readFile(wmoBase + suffix);
if (!gd.empty()) pipeline::WMOLoader::loadGroup(gd, wmo, gi);
}
glm::mat4 t = glm::translate(glm::mat4(1.0f), obj.position);
glm::vec3 r = glm::radians(obj.rotation);
t = glm::rotate(t, r.x, glm::vec3(1, 0, 0));
t = glm::rotate(t, r.y, glm::vec3(0, 1, 0));
t = glm::rotate(t, r.z, glm::vec3(0, 0, 1));
t = glm::scale(t, glm::vec3(obj.scale));
for (const auto& g : wmo.groups) {
std::vector<glm::vec3> verts;
verts.reserve(g.vertices.size());
for (const auto& v : g.vertices) verts.push_back(v.position);
std::vector<uint32_t> idx;
idx.reserve(g.indices.size());
for (uint16_t i : g.indices) idx.push_back(i);
uint8_t flags = (g.flags & 0x08) ? 0 : 0x08; // indoor flag
pipeline::WoweeCollisionBuilder::addMesh(collision, verts, idx, t, flags);
}
}
}
}
if (collision.isValid())
pipeline::WoweeCollisionBuilder::save(collision, openBase + ".woc");
WoweeTerrain::exportAlphaMaps(terrain_, base + "/alphamaps");