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Replace 2D screen-space ding rings with real WoW LevelUp.m2 particle/geometry effect. Fix FBlock particle color parsing (C3Vector floats, not CImVector bytes) which was producing blue/red instead of golden yellow. Spell effect models bypass particle dampeners, glow sprite conversion, Mod→Additive blend override, and all collision (floor/wall/camera) to prevent camera zoom-in. Other players' level-ups trigger the 3D effect at their position with group chat notification. F7 hotkey for testing.
52 lines
1.5 KiB
C++
52 lines
1.5 KiB
C++
#pragma once
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#include <glm/glm.hpp>
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#include <cstdint>
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#include <vector>
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namespace wowee {
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namespace rendering {
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class M2Renderer;
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/// Manages spawning the real LevelUp.m2 spell effect at world positions.
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/// The M2 model contains particle emitters that produce the golden pillar/ring effect.
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class LevelUpEffect {
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public:
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LevelUpEffect();
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~LevelUpEffect();
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/// Load the LevelUp.m2 model (call once after M2Renderer is ready)
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/// @param m2Renderer The M2 renderer to register the model with
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/// @param m2FileData Raw bytes of Spell/LevelUp/LevelUp.m2
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/// @param skinFileData Raw bytes of Spell/LevelUp/LevelUp00.skin
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/// @return true if model loaded successfully
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bool loadModel(M2Renderer* m2Renderer,
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const std::vector<uint8_t>& m2FileData,
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const std::vector<uint8_t>& skinFileData);
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/// Trigger the level-up effect at a world position (render coords)
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void trigger(const glm::vec3& position);
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/// Remove expired effect instances
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void update(float deltaTime);
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bool isModelLoaded() const { return modelLoaded_; }
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private:
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static constexpr float EFFECT_DURATION = 3.5f;
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static constexpr uint32_t MODEL_ID = 999900; // Unique model ID for level-up effect
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struct ActiveEffect {
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uint32_t instanceId;
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float elapsed;
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};
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M2Renderer* m2Renderer_ = nullptr;
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bool modelLoaded_ = false;
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std::vector<ActiveEffect> activeEffects_;
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};
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} // namespace rendering
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} // namespace wowee
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