physics: implement player-controlled flying mount physics

When CAN_FLY + FLYING movement flags are both set (flying mounts, Druid
Flight Form), the CameraController now uses 3D pitch-following movement
instead of ground physics:
- Forward/back follows the camera's 3D look direction (ascend when
  looking up, descend when looking down)
- Space = ascend vertically, X (while mounted) = descend
- No gravity, no grounding, no jump coyote time
- Fall-damage checks suppressed (grounded=true)

Also wire up all remaining server movement state flags to CameraController:
- Feather Fall: cap terminal velocity at -2 m/s
- Water Walk: clamp to water surface, skip swim entry
- Flying: 3D movement with no gravity

All states synced each frame from GameHandler via isPlayerFlying(),
isFeatherFalling(), isWaterWalking(), isGravityDisabled().
This commit is contained in:
Kelsi 2026-03-10 13:23:38 -07:00
parent 1853e8aa56
commit 27d18b2189
4 changed files with 39 additions and 1 deletions

View file

@ -692,6 +692,34 @@ void CameraController::update(float deltaTime) {
}
swimming = false;
// Player-controlled flight (flying mount / druid Flight Form):
// Use 3D pitch-following movement with no gravity or grounding.
if (flyingActive_) {
grounded = true; // suppress fall-damage checks
verticalVelocity = 0.0f;
jumpBufferTimer = 0.0f;
coyoteTimer = 0.0f;
// Forward/back follows camera 3D direction (same as swim)
glm::vec3 flyFwd = glm::normalize(forward3D);
if (glm::length(flyFwd) < 1e-4f) flyFwd = forward;
glm::vec3 flyMove(0.0f);
if (nowForward) flyMove += flyFwd;
if (nowBackward) flyMove -= flyFwd;
if (nowStrafeLeft) flyMove += right;
if (nowStrafeRight) flyMove -= right;
// Space = ascend, X = descend while airborne
bool flyDescend = !uiWantsKeyboard && xDown && mounted_;
if (nowJump) flyMove.z += 1.0f;
if (flyDescend) flyMove.z -= 1.0f;
if (glm::length(flyMove) > 0.001f) {
flyMove = glm::normalize(flyMove);
targetPos += flyMove * speed * physicsDeltaTime;
}
targetPos.z += verticalVelocity * physicsDeltaTime;
// Skip all ground physics — go straight to collision/WMO sections
} else {
if (glm::length(movement) > 0.001f) {
movement = glm::normalize(movement);
targetPos += movement * speed * physicsDeltaTime;
@ -738,7 +766,8 @@ void CameraController::update(float deltaTime) {
verticalVelocity = -2.0f;
}
targetPos.z += verticalVelocity * physicsDeltaTime;
}
} // end !flyingActive_ ground physics
} // end !inWater
} else {
// External follow (e.g., taxi): trust server position without grounding.
swimming = false;