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Tighten wall collision thresholds to catch curbs and tunnel walls
Lower MAX_STEP_HEIGHT from 1.0 to 0.6 so curb walls aren't skipped. Tighten ramp and short surface filters (0.8 height threshold instead of 1.2-1.5) to prevent clipping through tunnel entrance geometry in Stormwind.
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1 changed files with 5 additions and 5 deletions
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@ -1744,7 +1744,7 @@ bool WMORenderer::checkWallCollision(const glm::vec3& from, const glm::vec3& to,
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// Player collision parameters
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const float PLAYER_RADIUS = 0.70f; // Wider radius for better wall collision
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const float PLAYER_HEIGHT = 2.0f; // Player height for wall checks
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const float MAX_STEP_HEIGHT = 1.0f; // Allow stepping up stairs
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const float MAX_STEP_HEIGHT = 0.6f; // Allow stepping up stairs (lowered to catch curbs)
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glm::vec3 queryMin = glm::min(from, to) - glm::vec3(8.0f, 8.0f, 5.0f);
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glm::vec3 queryMax = glm::max(from, to) + glm::vec3(8.0f, 8.0f, 5.0f);
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@ -1852,11 +1852,11 @@ bool WMORenderer::checkWallCollision(const glm::vec3& from, const glm::vec3& to,
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// Skip low geometry that can be stepped over
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if (triMaxZ <= localFeetZ + MAX_STEP_HEIGHT) continue;
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// Skip ramp surfaces (facing mostly upward) that are low
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if (normal.z > 0.50f && triMaxZ <= localFeetZ + 1.2f) continue;
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// Skip ramp surfaces (facing mostly upward) that are very low
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if (normal.z > 0.60f && triMaxZ <= localFeetZ + 0.8f) continue;
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// Skip short vertical surfaces (stair risers) - real walls are tall
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if (triHeight < 1.2f && triMaxZ <= localFeetZ + 1.5f) continue;
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// Skip very short vertical surfaces (stair risers)
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if (triHeight < 0.6f && triMaxZ <= localFeetZ + 0.8f) continue;
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// Swept test: prevent tunneling when crossing a wall between frames.
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if ((fromDist > PLAYER_RADIUS && toDist < -PLAYER_RADIUS) ||
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