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

@ -1166,6 +1166,11 @@ public:
bool isWaterWalking() const { bool isWaterWalking() const {
return (movementInfo.flags & static_cast<uint32_t>(MovementFlags::WATER_WALK)) != 0; return (movementInfo.flags & static_cast<uint32_t>(MovementFlags::WATER_WALK)) != 0;
} }
bool isPlayerFlying() const {
const uint32_t flyMask = static_cast<uint32_t>(MovementFlags::CAN_FLY) |
static_cast<uint32_t>(MovementFlags::FLYING);
return (movementInfo.flags & flyMask) == flyMask;
}
void dismount(); void dismount();
// Taxi / Flight Paths // Taxi / Flight Paths

View file

@ -99,6 +99,7 @@ public:
void setGravityDisabled(bool disabled) { gravityDisabled_ = disabled; } void setGravityDisabled(bool disabled) { gravityDisabled_ = disabled; }
void setFeatherFallActive(bool active) { featherFallActive_ = active; } void setFeatherFallActive(bool active) { featherFallActive_ = active; }
void setWaterWalkActive(bool active) { waterWalkActive_ = active; } void setWaterWalkActive(bool active) { waterWalkActive_ = active; }
void setFlyingActive(bool active) { flyingActive_ = active; }
void setMounted(bool m) { mounted_ = m; } void setMounted(bool m) { mounted_ = m; }
void setMountHeightOffset(float offset) { mountHeightOffset_ = offset; } void setMountHeightOffset(float offset) { mountHeightOffset_ = offset; }
void setExternalFollow(bool enabled) { externalFollow_ = enabled; } void setExternalFollow(bool enabled) { externalFollow_ = enabled; }
@ -285,6 +286,8 @@ private:
bool featherFallActive_ = false; bool featherFallActive_ = false;
// Server-driven water walk: treat water surface as ground (don't swim). // Server-driven water walk: treat water surface as ground (don't swim).
bool waterWalkActive_ = false; bool waterWalkActive_ = false;
// Player-controlled flight (CAN_FLY + FLYING): 3D movement, no gravity.
bool flyingActive_ = false;
bool mounted_ = false; bool mounted_ = false;
float mountHeightOffset_ = 0.0f; float mountHeightOffset_ = 0.0f;
bool externalMoving_ = false; bool externalMoving_ = false;

View file

@ -1015,6 +1015,7 @@ void Application::update(float deltaTime) {
renderer->getCameraController()->setGravityDisabled(gameHandler->isGravityDisabled()); renderer->getCameraController()->setGravityDisabled(gameHandler->isGravityDisabled());
renderer->getCameraController()->setFeatherFallActive(gameHandler->isFeatherFalling()); renderer->getCameraController()->setFeatherFallActive(gameHandler->isFeatherFalling());
renderer->getCameraController()->setWaterWalkActive(gameHandler->isWaterWalking()); renderer->getCameraController()->setWaterWalkActive(gameHandler->isWaterWalking());
renderer->getCameraController()->setFlyingActive(gameHandler->isPlayerFlying());
} }
bool onTaxi = gameHandler && bool onTaxi = gameHandler &&

View file

@ -692,6 +692,34 @@ void CameraController::update(float deltaTime) {
} }
swimming = false; 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) { if (glm::length(movement) > 0.001f) {
movement = glm::normalize(movement); movement = glm::normalize(movement);
targetPos += movement * speed * physicsDeltaTime; targetPos += movement * speed * physicsDeltaTime;
@ -738,7 +766,8 @@ void CameraController::update(float deltaTime) {
verticalVelocity = -2.0f; verticalVelocity = -2.0f;
} }
targetPos.z += verticalVelocity * physicsDeltaTime; targetPos.z += verticalVelocity * physicsDeltaTime;
} } // end !flyingActive_ ground physics
} // end !inWater
} else { } else {
// External follow (e.g., taxi): trust server position without grounding. // External follow (e.g., taxi): trust server position without grounding.
swimming = false; swimming = false;