Kelsidavis-WoWee/include/game/transport_manager.hpp

129 lines
5.7 KiB
C++

#pragma once
#include <cstdint>
#include <vector>
#include <unordered_map>
#include <string>
#include <glm/glm.hpp>
#include <glm/gtc/quaternion.hpp>
namespace wowee::rendering {
class WMORenderer;
}
namespace wowee::pipeline {
class AssetManager;
}
namespace wowee::game {
struct TimedPoint {
uint32_t tMs; // Time in milliseconds from DBC
glm::vec3 pos; // Position at this time
};
struct TransportPath {
uint32_t pathId;
std::vector<TimedPoint> points; // Time-indexed waypoints (includes duplicate first point at end for wrap)
bool looping; // Set to false after adding explicit wrap point
uint32_t durationMs; // Total loop duration in ms (includes wrap segment if added)
bool zOnly; // True if path only has Z movement (elevator/bobbing), false if real XY travel
bool fromDBC; // True if loaded from TransportAnimation.dbc, false for runtime fallback/custom paths
};
struct ActiveTransport {
uint64_t guid; // Entity GUID
uint32_t wmoInstanceId; // WMO renderer instance ID
uint32_t pathId; // Current path
glm::vec3 basePosition; // Spawn position (base offset for path)
glm::vec3 position; // Current world position
glm::quat rotation; // Current world rotation
glm::mat4 transform; // Cached world transform
glm::mat4 invTransform; // Cached inverse for collision
// Player attachment (single-player for now)
bool playerOnBoard;
glm::vec3 playerLocalOffset;
// Optional deck boundaries
glm::vec3 deckMin;
glm::vec3 deckMax;
bool hasDeckBounds;
// Time-based animation (deterministic, no drift)
uint32_t localClockMs; // Local path time in milliseconds
bool hasServerClock; // Whether we've synced with server time
int32_t serverClockOffsetMs; // Offset: serverClock - localNow
bool useClientAnimation; // Use client-side path animation
bool clientAnimationReverse; // Run client animation in reverse along the selected path
float serverYaw; // Server-authoritative yaw (radians)
bool hasServerYaw; // Whether we've received server yaw
bool serverYawFlipped180; // Auto-correction when server yaw is consistently opposite movement
int serverYawAlignmentScore; // Hysteresis score for yaw flip detection
float lastServerUpdate; // Time of last server movement update
int serverUpdateCount; // Number of server updates received
// Dead-reckoning from latest authoritative updates (used only when updates are sparse).
glm::vec3 serverLinearVelocity;
float serverAngularVelocity;
bool hasServerVelocity;
bool allowBootstrapVelocity; // Disable DBC bootstrap when spawn/path mismatch is clearly invalid
};
class TransportManager {
public:
TransportManager();
~TransportManager();
void setWMORenderer(rendering::WMORenderer* renderer) { wmoRenderer_ = renderer; }
void update(float deltaTime);
void registerTransport(uint64_t guid, uint32_t wmoInstanceId, uint32_t pathId, const glm::vec3& spawnWorldPos);
void unregisterTransport(uint64_t guid);
ActiveTransport* getTransport(uint64_t guid);
glm::vec3 getPlayerWorldPosition(uint64_t transportGuid, const glm::vec3& localOffset);
glm::mat4 getTransportInvTransform(uint64_t transportGuid);
void loadPathFromNodes(uint32_t pathId, const std::vector<glm::vec3>& waypoints, bool looping = true, float speed = 18.0f);
void setDeckBounds(uint64_t guid, const glm::vec3& min, const glm::vec3& max);
// Load transport paths from TransportAnimation.dbc
bool loadTransportAnimationDBC(pipeline::AssetManager* assetMgr);
// Check if a path exists for a given GameObject entry
bool hasPathForEntry(uint32_t entry) const;
// Check if a path has meaningful XY travel (used to reject near-stationary false positives).
bool hasUsableMovingPathForEntry(uint32_t entry, float minXYRange = 1.0f) const;
// Infer a real moving DBC path by spawn position (for servers whose transport entry IDs
// don't map 1:1 to TransportAnimation.dbc entry IDs).
// Returns 0 when no suitable path match is found.
uint32_t inferMovingPathForSpawn(const glm::vec3& spawnWorldPos, float maxDistance = 1200.0f) const;
// Choose a deterministic fallback moving DBC path for known server transport entries/displayIds.
// Returns 0 when no suitable moving path is available.
uint32_t pickFallbackMovingPath(uint32_t entry, uint32_t displayId) const;
// Update server-controlled transport position/rotation directly (bypasses path movement)
void updateServerTransport(uint64_t guid, const glm::vec3& position, float orientation);
// Enable/disable client-side animation for transports without server updates
void setClientSideAnimation(bool enabled) { clientSideAnimation_ = enabled; }
bool isClientSideAnimation() const { return clientSideAnimation_; }
private:
void updateTransportMovement(ActiveTransport& transport, float deltaTime);
glm::vec3 evalTimedCatmullRom(const TransportPath& path, uint32_t pathTimeMs);
glm::quat orientationFromTangent(const TransportPath& path, uint32_t pathTimeMs);
void updateTransformMatrices(ActiveTransport& transport);
std::unordered_map<uint64_t, ActiveTransport> transports_;
std::unordered_map<uint32_t, TransportPath> paths_; // Indexed by transportEntry (pathId from TransportAnimation.dbc)
rendering::WMORenderer* wmoRenderer_ = nullptr;
bool clientSideAnimation_ = false; // DISABLED - use server positions instead of client prediction
float elapsedTime_ = 0.0f; // Total elapsed time (seconds)
};
} // namespace wowee::game