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

@ -182,6 +182,7 @@ struct M2Instance {
bool cachedIsGroundDetail = false;
bool cachedIsInvisibleTrap = false;
bool cachedIsValid = false;
bool skipCollision = false; // WMO interior doodads — skip player wall collision
float cachedBoundRadius = 0.0f;
// Frame-skip optimization (update distant animations less frequently)
@ -287,6 +288,7 @@ public:
void setInstanceAnimationFrozen(uint32_t instanceId, bool frozen);
void removeInstance(uint32_t instanceId);
void removeInstances(const std::vector<uint32_t>& instanceIds);
void setSkipCollision(uint32_t instanceId, bool skip);
void clear();
void cleanupUnusedModels();

View file

@ -409,6 +409,9 @@ private:
// Pre-computed per-triangle normals (unit length, indexed by triStart/3)
std::vector<glm::vec3> triNormals;
// Per-collision-triangle MOPY flags (indexed by collision tri index, i.e. triStart/3)
std::vector<uint8_t> triMopyFlags;
// Scratch bitset for deduplicating triangle queries (sized to numTriangles)
mutable std::vector<uint8_t> triVisited;

View file

@ -3719,7 +3719,8 @@ void Application::loadOnlineWorldTerrain(uint32_t mapId, float x, float y, float
uint32_t doodadModelId = static_cast<uint32_t>(std::hash<std::string>{}(m2Path));
m2Renderer->loadModel(m2Model, doodadModelId);
m2Renderer->createInstance(doodadModelId, worldPos, glm::vec3(0.0f), doodad.scale);
uint32_t doodadInstId = m2Renderer->createInstance(doodadModelId, worldPos, glm::vec3(0.0f), doodad.scale);
if (doodadInstId) m2Renderer->setSkipCollision(doodadInstId, true);
loadedDoodads++;
}
LOG_INFO("Loaded ", loadedDoodads, " instance WMO doodads");
@ -6735,6 +6736,7 @@ void Application::processPendingTransportDoodads() {
m2Renderer->loadModel(m2Model, doodadModelId);
uint32_t m2InstanceId = m2Renderer->createInstance(doodadModelId, glm::vec3(0.0f), glm::vec3(0.0f), 1.0f);
if (m2InstanceId == 0) continue;
m2Renderer->setSkipCollision(m2InstanceId, true);
wmoRenderer->addDoodadToInstance(it->instanceId, m2InstanceId, doodadTemplate.localTransform);
it->spawnedDoodads++;

View file

@ -8809,22 +8809,13 @@ void GameHandler::checkAreaTriggers() {
areaTriggerSuppressFirst_ = false;
}
// Deeprun Tram entrance triggers need extended range because WMO
// collision walls block the player from reaching the trigger center.
static const std::unordered_set<uint32_t> extendedRangeTriggers = {
712, 713, // Stormwind/Ironforge → Deeprun Tram (classic IDs)
2166, 2171, // Tram interior exit triggers
2173, 2175, // Stormwind/Ironforge tram entrance (WotLK IDs)
};
for (const auto& at : areaTriggers_) {
if (at.mapId != currentMapId_) continue;
const bool extended = extendedRangeTriggers.count(at.id) > 0;
bool inside = false;
if (at.radius > 0.0f) {
// Sphere trigger — small minimum so player must be near the portal
float effectiveRadius = std::max(at.radius, extended ? 45.0f : 12.0f);
float effectiveRadius = std::max(at.radius, 12.0f);
float dx = px - at.x;
float dy = py - at.y;
float dz = pz - at.z;
@ -8832,7 +8823,7 @@ void GameHandler::checkAreaTriggers() {
inside = (distSq <= effectiveRadius * effectiveRadius);
} else if (at.boxLength > 0.0f || at.boxWidth > 0.0f || at.boxHeight > 0.0f) {
// Box trigger — small minimum so player must walk into the portal area
float boxMin = extended ? 60.0f : 16.0f;
float boxMin = 16.0f;
float effLength = std::max(at.boxLength, boxMin);
float effWidth = std::max(at.boxWidth, boxMin);
float effHeight = std::max(at.boxHeight, boxMin);

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 ---

View file

@ -865,7 +865,10 @@ bool TerrainManager::advanceFinalization(FinalizingTile& ft) {
m2Renderer->loadModel(doodad.model, doodad.modelId);
uint32_t wmoDoodadInstId = m2Renderer->createInstanceWithMatrix(
doodad.modelId, doodad.modelMatrix, doodad.worldPosition);
if (wmoDoodadInstId) ft.m2InstanceIds.push_back(wmoDoodadInstId);
if (wmoDoodadInstId) {
m2Renderer->setSkipCollision(wmoDoodadInstId, true);
ft.m2InstanceIds.push_back(wmoDoodadInstId);
}
ft.wmoDoodadIndex++;
if (ft.wmoDoodadIndex < pending->wmoDoodads.size()) return false;
}

View file

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