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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().
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4 changed files with 39 additions and 1 deletions
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@ -1166,6 +1166,11 @@ public:
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bool isWaterWalking() const {
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return (movementInfo.flags & static_cast<uint32_t>(MovementFlags::WATER_WALK)) != 0;
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}
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bool isPlayerFlying() const {
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const uint32_t flyMask = static_cast<uint32_t>(MovementFlags::CAN_FLY) |
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static_cast<uint32_t>(MovementFlags::FLYING);
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return (movementInfo.flags & flyMask) == flyMask;
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}
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void dismount();
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// Taxi / Flight Paths
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@ -99,6 +99,7 @@ public:
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void setGravityDisabled(bool disabled) { gravityDisabled_ = disabled; }
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void setFeatherFallActive(bool active) { featherFallActive_ = active; }
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void setWaterWalkActive(bool active) { waterWalkActive_ = active; }
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void setFlyingActive(bool active) { flyingActive_ = active; }
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void setMounted(bool m) { mounted_ = m; }
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void setMountHeightOffset(float offset) { mountHeightOffset_ = offset; }
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void setExternalFollow(bool enabled) { externalFollow_ = enabled; }
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@ -285,6 +286,8 @@ private:
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bool featherFallActive_ = false;
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// Server-driven water walk: treat water surface as ground (don't swim).
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bool waterWalkActive_ = false;
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// Player-controlled flight (CAN_FLY + FLYING): 3D movement, no gravity.
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bool flyingActive_ = false;
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bool mounted_ = false;
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float mountHeightOffset_ = 0.0f;
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bool externalMoving_ = false;
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@ -1015,6 +1015,7 @@ void Application::update(float deltaTime) {
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renderer->getCameraController()->setGravityDisabled(gameHandler->isGravityDisabled());
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renderer->getCameraController()->setFeatherFallActive(gameHandler->isFeatherFalling());
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renderer->getCameraController()->setWaterWalkActive(gameHandler->isWaterWalking());
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renderer->getCameraController()->setFlyingActive(gameHandler->isPlayerFlying());
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}
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bool onTaxi = gameHandler &&
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@ -692,6 +692,34 @@ void CameraController::update(float deltaTime) {
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}
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swimming = false;
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// Player-controlled flight (flying mount / druid Flight Form):
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// Use 3D pitch-following movement with no gravity or grounding.
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if (flyingActive_) {
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grounded = true; // suppress fall-damage checks
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verticalVelocity = 0.0f;
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jumpBufferTimer = 0.0f;
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coyoteTimer = 0.0f;
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// Forward/back follows camera 3D direction (same as swim)
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glm::vec3 flyFwd = glm::normalize(forward3D);
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if (glm::length(flyFwd) < 1e-4f) flyFwd = forward;
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glm::vec3 flyMove(0.0f);
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if (nowForward) flyMove += flyFwd;
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if (nowBackward) flyMove -= flyFwd;
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if (nowStrafeLeft) flyMove += right;
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if (nowStrafeRight) flyMove -= right;
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// Space = ascend, X = descend while airborne
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bool flyDescend = !uiWantsKeyboard && xDown && mounted_;
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if (nowJump) flyMove.z += 1.0f;
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if (flyDescend) flyMove.z -= 1.0f;
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if (glm::length(flyMove) > 0.001f) {
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flyMove = glm::normalize(flyMove);
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targetPos += flyMove * speed * physicsDeltaTime;
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}
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targetPos.z += verticalVelocity * physicsDeltaTime;
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// Skip all ground physics — go straight to collision/WMO sections
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} else {
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if (glm::length(movement) > 0.001f) {
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movement = glm::normalize(movement);
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targetPos += movement * speed * physicsDeltaTime;
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@ -738,7 +766,8 @@ void CameraController::update(float deltaTime) {
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verticalVelocity = -2.0f;
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}
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targetPos.z += verticalVelocity * physicsDeltaTime;
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}
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} // end !flyingActive_ ground physics
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} // end !inWater
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} else {
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// External follow (e.g., taxi): trust server position without grounding.
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swimming = false;
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