Commit graph

28 commits

Author SHA1 Message Date
Kelsi
b85734e311 fix(wom): cap WOM3 batch count at load limit (4096) on save
Same per-section cap pattern. The loader caps batchCount at 4096;
save iterated all validBatches without checking. A model with
>4096 batches would write a header rejected on round-trip.
2026-05-06 09:15:02 -07:00
Kelsi
241722feaa fix(wom): cap bone/animation counts at save (matches load limits)
WOM load caps bones at 512 and animations at 1024. Save previously
wrote raw size() and iterated all entries — a model with >512 bones
would write fine but truncate on round-trip, and the post-truncation
keyframe data would be misread as the next animation.

Cap both counts at save and iterate using the capped value so the
per-bone keyframe block stays aligned with what load expects.
2026-05-06 09:06:46 -07:00
Kelsi
dbb3be86f2 fix(wom): clamp out-of-range indices at save time
Symmetric with the load-side index clamp. A WoM whose indices
reference past the vertex buffer would crash the GPU vertex shader;
the save side now clamps to 0 (degenerate triangle) so the file
matches what the load guard would produce.
2026-05-06 07:28:31 -07:00
Kelsi
a0895fabdf fix(wom): drop invalid batches at save time
Symmetric with the load-side validation. A WOM3 batch whose
indexStart+indexCount exceeds the index buffer, or whose texture
index points past the texture array, would otherwise emit an
invalid file that the load-time guard then has to drop.

Filter at save instead so the on-disk file stays compact and
self-consistent.
2026-05-06 07:27:33 -07:00
Kelsi
c00bfab1a5 fix(wom): scrub NaN bone pivots and clamp parent indices at save time
Symmetric with the existing load-side guards. A bone with a NaN
pivot poisons its child bones' world matrices; an out-of-range
parent index would walk past the bones array during evaluation.
2026-05-06 07:26:26 -07:00
Kelsi
6347e78d72 fix(wom): scrub NaN/inf bone keyframes at save time
The load side already scrubs keyframe translation/rotation/scale
floats, but fromM2 → save → load is the typical path: a corrupt
M2 source would write NaN keyframes that the load-time guard would
have to clean up on every subsequent load. Symmetric scrub here
ensures the file is clean from the start.

movingSpeed also defaults to 0 if non-finite (matches load).
2026-05-06 07:23:35 -07:00
Kelsi
d25654d11a fix(wom): sanitize boundRadius/min/max floats at save time
Mirrors the WHM and WOC save sanitize. boundRadius defaults to 1.0 if
non-finite (matches load-time default); boundMin/boundMax components
zero out non-finite values. Prevents an in-memory model with a NaN
spike (e.g. mid-edit) from being persisted into the WOM and requiring
load-time cleanup forever after.
2026-05-06 06:36:46 -07:00
Kelsi
5019e21787 fix(wom): writeStr helper truncates length-prefixed strings to fit u16 length
Same fix as WoB save just got. Without truncation a model name or
texture path over 65535 chars would silently get a wrap-around length
and corrupt the file.
2026-05-06 06:25:33 -07:00
Kelsi
719951976d fix(wom+wob): reject path traversal in WOM texture paths + WOB material/group texPaths
Same defensive check as the WoB doodad path guard. Texture paths from
hostile WOM/WoB are passed to the asset manager; '..' or absolute paths
could probe outside the assets/ tree. Now cleared on detection — slot
survives but loads no texture (renderer falls back to white).

Single shared rejectTraversal lambda in WoB to avoid copy-paste.
2026-05-06 06:16:54 -07:00
Kelsi
cb7f11f2ea fix(wom): cap total keyframes at 10M to prevent OOM on hostile model
Per-bone-anim cap of 10K keyframes still let a malicious file allocate
up to 1024 anims × 512 bones × 10K keys = 5.24B keyframes — multi-GB
pre-OOM allocation. Now tracks total across the whole model and stops
allocating after 10M (real models stay well under 100K). When the cap
is hit we still seek past the remaining payload to keep file alignment
intact for whatever follows.
2026-05-06 05:46:55 -07:00
Kelsi
90289ba48b fix(wob+wom): reject corrupted header counts before allocating
Adds upfront sanity bounds to both WoB and WOM load:
  WOM: vert<=1M, index<=4M, tex<=1K
  WOB: groups<=4K, portals<=8K, doodads<=64K
Real WoW models stay well under these limits (M2 vert is uint16 anyway).
Without these checks a corrupted header could trigger a multi-GB
allocation and OOM the process before we finish reading the body. Also
caps name length to 1KB on WoB load (already done on WOM).
2026-05-06 05:42:50 -07:00
Kelsi
a2eaf3965a fix(wom): clamp out-of-range indices + reject absurd texture path lengths
Out-of-range indices were a silent vector overrun on the GPU side that
could crash the vertex shader on some drivers. Replace with 0 rather
than dropping so triangle counts stay aligned (a degenerate triangle is
harmless, an off-by-one indexing the wrong vertex is silent corruption).

Texture path length over 1KB is almost certainly a corrupted or
truncated file — was previously read into a 65KB-string allocation per
entry which could exhaust memory on a malicious file.
2026-05-06 05:34:41 -07:00
Kelsi
fd4354c17d fix(wom): fromM2 sanitizes vertex floats during conversion (matches WOB)
Same NaN scrub during fromM2 conversion that fromWMO got. Ensures a
corrupt source M2 (mangled MPQ block, partial extraction) doesn't
silently produce a NaN-laced WOM. Also feeds the cleaned positions
into boundMin/boundMax so the saved WOM bounds are clean too.
2026-05-06 05:32:47 -07:00
Kelsi
a3fb267e0b fix(wom): sanitize per-keyframe translation/rotation/scale + movingSpeed NaN
Bone interpolation returns NaN for any NaN input. A single bad keyframe
in any animation would corrupt the entire skeleton during playback —
even bones that weren't being keyed in that animation got NaN final
matrices via parent-chain multiplication. Also catches movingSpeed which
leaks into the engine's displacement maths.
2026-05-06 05:22:32 -07:00
Kelsi
f0abd1794b fix(wom): sanitize bone pivot NaN + clamp out-of-range parentBone
Bones with NaN pivots produce broken skeleton matrices that ripple into
every child bone via the parent-chain multiplication. Out-of-range
parentBone indices would cause a use-after-free during bone-matrix
computation. Both now defensively clamped.
2026-05-06 05:19:24 -07:00
Kelsi
29ae850307 fix(wom): per-vertex NaN/inf scrub on load
Even after the bound-field guards, individual vertex floats (position,
normal, texCoord) could still poison the GPU. NaN positions would crash
the M2 vertex shader on some drivers (silent device-lost). Now each
component defaults to 0 (or 1 for normal Z) when non-finite — vertex
ends up at origin instead of corrupting the whole pipeline.
2026-05-06 05:14:35 -07:00
Kelsi
1467417b11 fix(wom): sanitize boundRadius / boundMin / boundMax against NaN/inf on load
WOM bound fields drive M2 culling and collision AABBs — non-finite
values would either cull the model out entirely or crash the cull math.
Now boundRadius defaults to 1.0 when invalid, and each boundMin/boundMax
component defaults to 0 when non-finite.
2026-05-06 05:12:53 -07:00
Kelsi
f36309a96f feat(wom): tryLoadByGamePath accepts extraPrefixes for per-zone search roots
The shared helper only probed custom_zones/models/ + output/models/, but
the editor's exportZone writes to output/<map>/models/. Added an
extraPrefixes parameter that's tried before the defaults — main game's
terrain_manager now passes ['output/<map>/models/', 'custom_zones/<map>/
models/'] so per-zone WOM exports override globals. Also removes the
last duplicate WOM-loading code from terrain_manager.
2026-05-06 04:07:16 -07:00
Kelsi
4578bbc0d1 fix(wom): toM2 converts .png texture paths back to .blp for renderer
Same fix as WoB: M2Renderer's PNG override is keyed on .blp extension.
fromM2 writes .png paths to signal intent (PNG export pipeline), but
toM2 must convert back so the runtime engages the override and finds
the actual texture file.
2026-05-06 02:16:28 -07:00
Kelsi
9d200fbe7b fix(wom): fromM2 always merges .skin file regardless of M2 isValid state
WotLK M2s store the header in .m2 but geometry in .skin. fromM2 only
loaded the skin when isValid() returned false, which it does for those
WotLK files — but missed the case where M2Loader::load happened to
populate enough that isValid() was true (older format M2s with newer
features). Now always merges skin data when present, matching the
editor's viewport loader behaviour.
2026-05-06 02:12:45 -07:00
Kelsi
804c7d3d60 fix(wom): toM2 handles WOM3 batches with empty textureLookup safely
Previously `m.textureLookup.size() - 1` would underflow to UINT_MAX when
texturePaths was empty, then std::min would clamp the bad value into the
batch. Renderer would either crash or sample bogus memory. Now treats an
empty lookup as textureIndex=0 (white-texture fallback path).
2026-05-06 02:00:52 -07:00
Kelsi
a711a92875 refactor(terrain): use WoweeModelLoader::toM2 for WOM loading in main game
terrain_manager.cpp had a 70-line duplicate of the WOM->M2 conversion that
ignored WOM3 multi-batch support. Replaced with a single toM2() call.
Also extended toM2 to copy bones and animation sequence headers so the
shared helper now produces a fully renderable M2Model from any WOM
version, with main game and editor both using the same code path.
2026-05-06 01:38:31 -07:00
Kelsi
23951d4075 fix(wom): fromM2 sets version=3 when batches were extracted
Without this fromM2 always wrote version=2 even when batches were
populated, causing the version field on the in-memory model to lie
about its content. The save() magic-byte selection happens off the
batches/animation flags directly so the on-disk file is still correct,
but loaders that key off model.version saw stale info.
2026-05-06 01:36:37 -07:00
Kelsi
13a7adffab fix(wom): validate WOM3 batch ranges to reject corrupt files safely
Without bounds checks, a corrupted WOM3 file with invalid indexStart/
indexCount/textureIndex would feed bad ranges to the M2 renderer and
crash on draw. Now each batch is validated against the loaded indices
and texturePaths arrays; out-of-range batches are warned and dropped.
2026-05-06 01:32:59 -07:00
Kelsi
b736c6b2e1 feat(wom): add WOM3 multi-batch format for material-aware models
WOM1/WOM2 had a single mesh with one texture, which lost the multi-submesh
structure of complex M2 models (body+hair+eyes+armor each need different
textures and blend modes).

WOM3 adds a Batch array: each batch has indexStart/indexCount + a textureIndex
into texturePaths + blendMode + flags. Loader is fully backward compatible:
WOM1/WOM2 files still load, and WOM3 with no batches block falls back to a
single full-mesh batch. fromM2 now extracts batches with materials, and toM2
emits matching M2 batches so the renderer can draw them correctly.
2026-05-06 01:07:00 -07:00
Kelsi
03a863abe1 refactor(wom): extract WOM->M2 conversion to shared helper
Adds WoweeModelLoader::toM2() and tryLoadByGamePath() to deduplicate the
identical conversion code that lived in editor_viewport for both objects
and NPCs. Cuts ~70 lines of duplicated logic and makes WOM->M2 reusable
across the codebase.
2026-05-06 01:02:56 -07:00
Kelsi
f6dfc295ab feat: WOM2 animated model format with bones and keyframe animation
Upgrades WOM from geometry-only (WOM1) to fully animated (WOM2):

- WOM2 magic (0x324D4F57) for animated models, WOM1 for static
- Vertex extended: +boneWeights[4] +boneIndices[4] (40 bytes vs 32)
- Bone data: keyBoneId, parentBone, pivot, flags per bone
- Animation data: per-sequence per-bone keyframes with translation,
  rotation (quaternion), scale at millisecond timestamps
- fromM2() now preserves all skeletal data: bone hierarchy, weights,
  and per-sequence keyframes from M2 animation tracks
- Backward compatible: WOM1 files load without bone data (32-byte
  vertices read and padded with default bone weights)
- FORMAT_SPEC.md updated with WOM2 binary layout
2026-05-05 16:16:07 -07:00
Kelsi
b4cb833108 feat: Wowee Open Model format (.wom) — novel M2 replacement
WOM format: binary model file with no Blizzard structures.
- WOM1 magic header + vertex/index counts + bounding box
- Vertices: position(vec3) + normal(vec3) + texCoord(vec2) = 32 bytes
- Indices: uint32 triangle list
- Texture paths: PNG references (not BLP)

WoweeModelLoader:
- load(): reads .wom binary back to WoweeModel struct
- save(): writes WoweeModel to .wom binary
- fromM2(): converts existing M2 models to WOM (static geometry,
  strips bone/animation data, converts BLP paths to PNG)
- exists(): checks for .wom file

Format replacement progress — 5 out of 6 done:
- DONE: ADT → WOT/WHM (terrain)
- DONE: WDT → zone.json (map definition)
- DONE: BLP → PNG (textures)
- DONE: DBC → JSON (data tables)
- DONE: M2 → WOM (static models)
- TODO: WMO → open building format
2026-05-05 10:24:46 -07:00