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Add animation_ids.hpp/cpp with all 452 WoW animation ID constants (anim::STAND, anim::RUN, anim::FIRE_BOW, ... anim::FLY_BACKWARDS, etc.), nameFromId() O(1) lookup, and flyVariant() compact 218-element ground→FLY_* resolver. Expand AnimationController into a full state machine with 20+ named states: spell cast (directed→omni→cast fallback chain, instant one-shot release), hit reactions (WOUND/CRIT/DODGE/BLOCK/SHIELD_BLOCK), stun, wounded idle, stealth animation substitution, loot, fishing channel, sit/sleep/kneel down→loop→up transitions, sheathe/unsheathe combat enter/exit, ranged weapons (BOW/GUN/CROSSBOW/THROWN with reload states), game object OPEN/CLOSE/DESTROY, vehicle enter/exit, mount flight directionals (FLY_LEFT/RIGHT/UP/DOWN/BACKWARDS), emote state variants, off-hand/pierce/dual-wield alternation, NPC birth/spawn/drown/rise, sprint aura override, totem idle, NPC greeting/farewell. Add spell_defines.hpp with SpellEffect (~45 constants) and SpellMissInfo (12 constants) namespaces; replace all magic numbers in spell_handler.cpp. Add GAMEOBJECT_BYTES_1 to update field table (all 4 expansion JSONs) and wire GameObjectStateCallback. Add DBC cross-validation on world entry. Expand tools/_ANIM_NAMES from ~35 to 452 entries in m2_viewer.py and asset_pipeline_gui.py. Add tests/test_animation_ids.cpp. Bug fixes included: - Stand state 1 was animating READY_2H(27) — fixed to SITTING(97) - Spell casts ended freeze-frame — add one-shot release animation - NPC 2H swing probe chain missing ATTACK_2H_LOOSE (polearm/staff) - Chair sits (states 2/4/5/6) incorrectly played floor-sit transition - STOP(3) used for all spell casts — replaced with model-aware chain
76 lines
2.1 KiB
GLSL
76 lines
2.1 KiB
GLSL
#version 450
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// GPU Frustum Culling for M2 doodads
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// Each compute thread tests one M2 instance against 6 frustum planes.
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// Input: per-instance bounding sphere + flags.
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// Output: uint visibility array (1 = visible, 0 = culled).
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layout(local_size_x = 64) in;
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// Per-instance cull data (uploaded from CPU each frame)
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struct CullInstance {
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vec4 sphere; // xyz = world position, w = padded radius
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float effectiveMaxDistSq; // adaptive distance cull threshold
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uint flags; // bit 0 = valid, bit 1 = smoke, bit 2 = invisibleTrap
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float _pad0;
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float _pad1;
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};
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layout(std140, set = 0, binding = 0) uniform CullUniforms {
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vec4 frustumPlanes[6]; // xyz = normal, w = distance
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vec4 cameraPos; // xyz = camera position, w = maxPossibleDistSq
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uint instanceCount;
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uint _pad0;
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uint _pad1;
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uint _pad2;
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};
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layout(std430, set = 0, binding = 1) readonly buffer CullInput {
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CullInstance cullInstances[];
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};
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layout(std430, set = 0, binding = 2) writeonly buffer CullOutput {
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uint visibility[];
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};
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void main() {
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uint id = gl_GlobalInvocationID.x;
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if (id >= instanceCount) return;
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CullInstance inst = cullInstances[id];
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// Flag check: must be valid, not smoke, not invisible trap
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uint f = inst.flags;
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if ((f & 1u) == 0u || (f & 6u) != 0u) {
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visibility[id] = 0u;
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return;
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}
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// Early distance rejection (loose upper bound)
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vec3 toCam = inst.sphere.xyz - cameraPos.xyz;
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float distSq = dot(toCam, toCam);
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if (distSq > cameraPos.w) {
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visibility[id] = 0u;
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return;
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}
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// Accurate per-instance distance cull
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if (distSq > inst.effectiveMaxDistSq) {
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visibility[id] = 0u;
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return;
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}
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// Frustum cull: sphere vs 6 planes
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float radius = inst.sphere.w;
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if (radius > 0.0) {
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for (int i = 0; i < 6; i++) {
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float d = dot(frustumPlanes[i].xyz, inst.sphere.xyz) + frustumPlanes[i].w;
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if (d < -radius) {
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visibility[id] = 0u;
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return;
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}
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}
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}
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visibility[id] = 1u;
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}
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