mirror of
https://github.com/Kelsidavis/WoWee.git
synced 2026-03-23 15:50:20 +00:00
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:
parent
1853e8aa56
commit
27d18b2189
4 changed files with 39 additions and 1 deletions
|
|
@ -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;
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue