Kelsidavis-WoWee/include/pipeline/wowee_collision.hpp
Kelsi eadb6a5886 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.
2026-05-06 02:33:22 -07:00

64 lines
1.9 KiB
C++

#pragma once
#include <glm/glm.hpp>
#include <string>
#include <vector>
#include <cstdint>
namespace wowee {
namespace pipeline {
struct ADTTerrain;
// Wowee Open Collision format (.woc) — walkability mesh for custom zones
struct WoweeCollision {
struct Triangle {
glm::vec3 v0, v1, v2;
uint8_t flags; // 0x01=walkable, 0x02=water, 0x04=steep, 0x08=indoor
};
struct BoundingBox {
glm::vec3 min{1e30f}, max{-1e30f};
void expand(const glm::vec3& p) {
min = glm::min(min, p);
max = glm::max(max, p);
}
};
std::vector<Triangle> triangles;
BoundingBox bounds;
uint32_t tileX = 0, tileY = 0;
bool isValid() const { return !triangles.empty(); }
size_t walkableCount() const;
size_t steepCount() const;
};
class WoweeCollisionBuilder {
public:
// Generate collision mesh from terrain heightmap
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);
// Load collision mesh from binary file
static WoweeCollision load(const std::string& path);
// Check if a collision file exists
static bool exists(const std::string& basePath);
};
} // namespace pipeline
} // namespace wowee