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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).
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7 changed files with 44 additions and 20 deletions
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@ -1879,15 +1879,12 @@ bool WMORenderer::createGroupResources(const pipeline::WMOGroup& group, GroupRes
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resources.collisionVertices.push_back(v.position);
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}
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if (!group.triFlags.empty()) {
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// Filter out non-collidable triangles
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resources.collisionIndices.reserve(group.indices.size());
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// Store all triangles but tag each with MOPY flags for collision filtering
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resources.collisionIndices = group.indices;
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size_t numTris = group.indices.size() / 3;
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resources.triMopyFlags.resize(numTris, 0);
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for (size_t t = 0; t < numTris; t++) {
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uint8_t flags = (t < group.triFlags.size()) ? group.triFlags[t] : 0;
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if (flags & 0x04) continue; // detail/decorative — skip collision
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resources.collisionIndices.push_back(group.indices[t * 3 + 0]);
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resources.collisionIndices.push_back(group.indices[t * 3 + 1]);
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resources.collisionIndices.push_back(group.indices[t * 3 + 2]);
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resources.triMopyFlags[t] = (t < group.triFlags.size()) ? group.triFlags[t] : 0;
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}
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} else {
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resources.collisionIndices = group.indices;
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@ -3102,6 +3099,21 @@ bool WMORenderer::checkWallCollision(const glm::vec3& from, const glm::vec3& to,
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float triHeight = tb.maxZ - tb.minZ;
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if (triHeight < 1.0f && tb.maxZ <= localFeetZ + 1.2f) continue;
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// Use MOPY flags to filter wall collision.
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// Only RENDERED triangles (flag 0x20) with collision intent (0x01)
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// should block the player. Skip invisible collision hulls (0x08/0x48)
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// and non-collidable render-only geometry.
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uint32_t triIdx = triStart / 3;
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if (!group.triMopyFlags.empty() && triIdx < group.triMopyFlags.size()) {
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uint8_t mopy = group.triMopyFlags[triIdx];
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// Must be rendered (0x20) AND have base collision flag (0x01)
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bool rendered = (mopy & 0x20) != 0;
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bool collidable = (mopy & 0x01) != 0;
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if (mopy != 0 && !(rendered && collidable)) {
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continue;
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}
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}
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const glm::vec3& v0 = verts[indices[triStart]];
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const glm::vec3& v1 = verts[indices[triStart + 1]];
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const glm::vec3& v2 = verts[indices[triStart + 2]];
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