mirror of
https://github.com/Kelsidavis/WoWee.git
synced 2026-03-22 23:30:14 +00:00
physics: implement HOVER movement flag physics in CameraController
When the server sets MovementFlags::HOVER (SMSG_MOVE_SET_HOVER), the player now floats 4 yards above the nearest ground surface instead of standing on it. Uses the existing floor-snap path with a HOVER_HEIGHT offset applied to the snap target. - game_handler.hpp: add isHovering() accessor (reads HOVER flag from movementInfo.flags, which is already set by handleForceMoveFlagChange) - camera_controller.hpp: add hoverActive_ field and setHoverActive() - camera_controller.cpp: apply HOVER_HEIGHT = 4.0f offset at floor snap - application.cpp: sync hover state each frame alongside other movement states (gravity, feather fall, water walk, flying)
This commit is contained in:
parent
56ec49f837
commit
23293d6453
4 changed files with 11 additions and 1 deletions
|
|
@ -1173,6 +1173,9 @@ public:
|
|||
static_cast<uint32_t>(MovementFlags::FLYING);
|
||||
return (movementInfo.flags & flyMask) == flyMask;
|
||||
}
|
||||
bool isHovering() const {
|
||||
return (movementInfo.flags & static_cast<uint32_t>(MovementFlags::HOVER)) != 0;
|
||||
}
|
||||
void dismount();
|
||||
|
||||
// Taxi / Flight Paths
|
||||
|
|
|
|||
|
|
@ -102,6 +102,7 @@ public:
|
|||
void setFeatherFallActive(bool active) { featherFallActive_ = active; }
|
||||
void setWaterWalkActive(bool active) { waterWalkActive_ = active; }
|
||||
void setFlyingActive(bool active) { flyingActive_ = active; }
|
||||
void setHoverActive(bool active) { hoverActive_ = active; }
|
||||
void setMounted(bool m) { mounted_ = m; }
|
||||
void setMountHeightOffset(float offset) { mountHeightOffset_ = offset; }
|
||||
void setExternalFollow(bool enabled) { externalFollow_ = enabled; }
|
||||
|
|
@ -292,6 +293,8 @@ private:
|
|||
bool waterWalkActive_ = false;
|
||||
// Player-controlled flight (CAN_FLY + FLYING): 3D movement, no gravity.
|
||||
bool flyingActive_ = false;
|
||||
// Server-driven hover (HOVER flag): float at fixed height above ground.
|
||||
bool hoverActive_ = false;
|
||||
bool mounted_ = false;
|
||||
float mountHeightOffset_ = 0.0f;
|
||||
bool externalMoving_ = false;
|
||||
|
|
|
|||
|
|
@ -1018,6 +1018,7 @@ void Application::update(float deltaTime) {
|
|||
renderer->getCameraController()->setFeatherFallActive(gameHandler->isFeatherFalling());
|
||||
renderer->getCameraController()->setWaterWalkActive(gameHandler->isWaterWalking());
|
||||
renderer->getCameraController()->setFlyingActive(gameHandler->isPlayerFlying());
|
||||
renderer->getCameraController()->setHoverActive(gameHandler->isHovering());
|
||||
}
|
||||
|
||||
bool onTaxi = gameHandler &&
|
||||
|
|
|
|||
|
|
@ -1249,7 +1249,10 @@ void CameraController::update(float deltaTime) {
|
|||
dz >= -0.25f && dz <= stepUp * 1.5f);
|
||||
|
||||
if (dz >= -fallCatch && (nearGround || airFalling || slopeGrace)) {
|
||||
targetPos.z = *groundH;
|
||||
// HOVER: float at fixed height above ground instead of standing on it
|
||||
static constexpr float HOVER_HEIGHT = 4.0f; // ~4 yards above ground
|
||||
const float snapH = hoverActive_ ? (*groundH + HOVER_HEIGHT) : *groundH;
|
||||
targetPos.z = snapH;
|
||||
verticalVelocity = 0.0f;
|
||||
grounded = true;
|
||||
lastGroundZ = *groundH;
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue