Fix invisible walls from WMO doodad M2 collision and MOPY filtering

WMO interior doodads (gears, decorations) were blocking player movement
via M2 collision. Skip collision for all WMO doodad M2 instances since
the WMO itself handles wall collision.

Also filter WMO wall collision using MOPY per-triangle flags: only
rendered+collidable triangles block the player, skipping invisible
collision hulls.

Revert tram portal extended range (no longer needed with collision fix).
This commit is contained in:
Kelsi 2026-03-06 12:26:17 -08:00
parent ee4e6a31ce
commit 4cbceced67
7 changed files with 44 additions and 20 deletions

View file

@ -3321,6 +3321,15 @@ void M2Renderer::removeInstance(uint32_t instanceId) {
}
}
void M2Renderer::setSkipCollision(uint32_t instanceId, bool skip) {
for (auto& inst : instances) {
if (inst.id == instanceId) {
inst.skipCollision = skip;
return;
}
}
}
void M2Renderer::removeInstances(const std::vector<uint32_t>& instanceIds) {
if (instanceIds.empty() || instances.empty()) {
return;
@ -3649,6 +3658,7 @@ std::optional<float> M2Renderer::getFloorHeight(float glX, float glY, float glZ,
const M2ModelGPU& model = it->second;
if (model.collisionNoBlock || model.isInvisibleTrap || model.isSpellEffect) continue;
if (instance.skipCollision) continue;
// --- Mesh-based floor: vertical ray vs collision triangles ---
// Does NOT skip the AABB path — both contribute and highest wins.
@ -3803,6 +3813,7 @@ bool M2Renderer::checkCollision(const glm::vec3& from, const glm::vec3& to,
const M2ModelGPU& model = it->second;
if (model.collisionNoBlock || model.isInvisibleTrap || model.isSpellEffect) continue;
if (instance.skipCollision) continue;
if (instance.scale <= 0.001f) continue;
// --- Mesh-based wall collision: closest-point push ---