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https://github.com/Kelsidavis/WoWee.git
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- Parse MCLQ sub-chunks in vanilla ADTs for water rendering (WotLK uses MH2O) - Load TaxiPathNode.dbc for MO_TRANSPORT world-coordinate paths (vanilla boats) - Parse data[] from SMSG_GAMEOBJECT_QUERY_RESPONSE (taxiPathId for transports) - Support vanilla M2 particle emitters (504-byte struct, different from WotLK 476) - Add character preview texture diagnostic logging - Fix disconnect handling on character screen (show error only when no chars)
148 lines
6.8 KiB
C++
148 lines
6.8 KiB
C++
#pragma once
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#include <cstdint>
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#include <vector>
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#include <unordered_map>
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#include <string>
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#include <glm/glm.hpp>
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#include <glm/gtc/quaternion.hpp>
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namespace wowee::rendering {
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class WMORenderer;
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}
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namespace wowee::pipeline {
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class AssetManager;
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}
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namespace wowee::game {
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struct TimedPoint {
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uint32_t tMs; // Time in milliseconds from DBC
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glm::vec3 pos; // Position at this time
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};
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struct TransportPath {
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uint32_t pathId;
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std::vector<TimedPoint> points; // Time-indexed waypoints (includes duplicate first point at end for wrap)
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bool looping; // Set to false after adding explicit wrap point
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uint32_t durationMs; // Total loop duration in ms (includes wrap segment if added)
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bool zOnly; // True if path only has Z movement (elevator/bobbing), false if real XY travel
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bool fromDBC; // True if loaded from TransportAnimation.dbc, false for runtime fallback/custom paths
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bool worldCoords = false; // True if points are absolute world coords (TaxiPathNode), not local offsets
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};
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struct ActiveTransport {
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uint64_t guid; // Entity GUID
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uint32_t wmoInstanceId; // WMO renderer instance ID
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uint32_t pathId; // Current path
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uint32_t entry = 0; // GameObject entry (for MO_TRANSPORT path updates)
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glm::vec3 basePosition; // Spawn position (base offset for path)
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glm::vec3 position; // Current world position
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glm::quat rotation; // Current world rotation
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glm::mat4 transform; // Cached world transform
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glm::mat4 invTransform; // Cached inverse for collision
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// Player attachment (single-player for now)
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bool playerOnBoard;
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glm::vec3 playerLocalOffset;
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// Optional deck boundaries
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glm::vec3 deckMin;
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glm::vec3 deckMax;
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bool hasDeckBounds;
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// Time-based animation (deterministic, no drift)
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uint32_t localClockMs; // Local path time in milliseconds
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bool hasServerClock; // Whether we've synced with server time
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int32_t serverClockOffsetMs; // Offset: serverClock - localNow
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bool useClientAnimation; // Use client-side path animation
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bool clientAnimationReverse; // Run client animation in reverse along the selected path
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float serverYaw; // Server-authoritative yaw (radians)
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bool hasServerYaw; // Whether we've received server yaw
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bool serverYawFlipped180; // Auto-correction when server yaw is consistently opposite movement
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int serverYawAlignmentScore; // Hysteresis score for yaw flip detection
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float lastServerUpdate; // Time of last server movement update
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int serverUpdateCount; // Number of server updates received
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// Dead-reckoning from latest authoritative updates (used only when updates are sparse).
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glm::vec3 serverLinearVelocity;
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float serverAngularVelocity;
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bool hasServerVelocity;
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bool allowBootstrapVelocity; // Disable DBC bootstrap when spawn/path mismatch is clearly invalid
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};
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class TransportManager {
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public:
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TransportManager();
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~TransportManager();
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void setWMORenderer(rendering::WMORenderer* renderer) { wmoRenderer_ = renderer; }
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void update(float deltaTime);
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void registerTransport(uint64_t guid, uint32_t wmoInstanceId, uint32_t pathId, const glm::vec3& spawnWorldPos, uint32_t entry = 0);
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void unregisterTransport(uint64_t guid);
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ActiveTransport* getTransport(uint64_t guid);
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glm::vec3 getPlayerWorldPosition(uint64_t transportGuid, const glm::vec3& localOffset);
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glm::mat4 getTransportInvTransform(uint64_t transportGuid);
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void loadPathFromNodes(uint32_t pathId, const std::vector<glm::vec3>& waypoints, bool looping = true, float speed = 18.0f);
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void setDeckBounds(uint64_t guid, const glm::vec3& min, const glm::vec3& max);
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// Load transport paths from TransportAnimation.dbc
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bool loadTransportAnimationDBC(pipeline::AssetManager* assetMgr);
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// Load transport paths from TaxiPathNode.dbc (world-coordinate paths for MO_TRANSPORT)
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bool loadTaxiPathNodeDBC(pipeline::AssetManager* assetMgr);
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// Check if a TaxiPathNode path exists for a given taxiPathId
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bool hasTaxiPath(uint32_t taxiPathId) const;
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// Assign a TaxiPathNode path to an existing transport (called when GO query response arrives)
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// Returns true if the transport was updated
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bool assignTaxiPathToTransport(uint32_t entry, uint32_t taxiPathId);
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// Check if a path exists for a given GameObject entry
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bool hasPathForEntry(uint32_t entry) const;
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// Check if a path has meaningful XY travel (used to reject near-stationary false positives).
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bool hasUsableMovingPathForEntry(uint32_t entry, float minXYRange = 1.0f) const;
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// Infer a real moving DBC path by spawn position (for servers whose transport entry IDs
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// don't map 1:1 to TransportAnimation.dbc entry IDs).
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// Returns 0 when no suitable path match is found.
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uint32_t inferMovingPathForSpawn(const glm::vec3& spawnWorldPos, float maxDistance = 1200.0f) const;
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// Infer a DBC path by spawn position, optionally including z-only elevator paths.
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// Returns 0 when no suitable path match is found.
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uint32_t inferDbcPathForSpawn(const glm::vec3& spawnWorldPos,
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float maxDistance,
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bool allowZOnly) const;
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// Choose a deterministic fallback moving DBC path for known server transport entries/displayIds.
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// Returns 0 when no suitable moving path is available.
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uint32_t pickFallbackMovingPath(uint32_t entry, uint32_t displayId) const;
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// Update server-controlled transport position/rotation directly (bypasses path movement)
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void updateServerTransport(uint64_t guid, const glm::vec3& position, float orientation);
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// Enable/disable client-side animation for transports without server updates
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void setClientSideAnimation(bool enabled) { clientSideAnimation_ = enabled; }
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bool isClientSideAnimation() const { return clientSideAnimation_; }
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private:
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void updateTransportMovement(ActiveTransport& transport, float deltaTime);
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glm::vec3 evalTimedCatmullRom(const TransportPath& path, uint32_t pathTimeMs);
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glm::quat orientationFromTangent(const TransportPath& path, uint32_t pathTimeMs);
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void updateTransformMatrices(ActiveTransport& transport);
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std::unordered_map<uint64_t, ActiveTransport> transports_;
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std::unordered_map<uint32_t, TransportPath> paths_; // Indexed by transportEntry (pathId from TransportAnimation.dbc)
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std::unordered_map<uint32_t, TransportPath> taxiPaths_; // Indexed by TaxiPath.dbc ID (world-coord paths for MO_TRANSPORT)
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rendering::WMORenderer* wmoRenderer_ = nullptr;
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bool clientSideAnimation_ = false; // DISABLED - use server positions instead of client prediction
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float elapsedTime_ = 0.0f; // Total elapsed time (seconds)
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};
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} // namespace wowee::game
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