Add WoW-style camera system with collision and first-person mode

- Implement orbit camera with smooth zoom and collision detection
- Add 50° slope limiting with sliding (prevents mountain climbing)
- Add first-person mode that hides player model and weapons
- Add floor clearance check to prevent camera clipping through ground
- Improve WMO wall collision with proper height range checks
- Add two-sided floor collision detection for WMO geometry
- Increase M2 render distance slightly for better visibility
This commit is contained in:
Kelsi 2026-02-03 14:26:08 -08:00
parent 3e792af3e5
commit 54dc27c2ec
7 changed files with 307 additions and 64 deletions

View file

@ -52,12 +52,20 @@ public:
void setMovementCallback(MovementCallback cb) { movementCallback = std::move(cb); }
void setUseWoWSpeed(bool use) { useWoWSpeed = use; }
// For first-person player hiding
void setCharacterRenderer(class CharacterRenderer* cr, uint32_t playerId) {
characterRenderer = cr;
playerInstanceId = playerId;
}
private:
Camera* camera;
TerrainManager* terrainManager = nullptr;
WMORenderer* wmoRenderer = nullptr;
M2Renderer* m2Renderer = nullptr;
WaterRenderer* waterRenderer = nullptr;
CharacterRenderer* characterRenderer = nullptr;
uint32_t playerInstanceId = 0;
// Stored rotation (avoids lossy forward-vector round-trip)
float yaw = 180.0f;
@ -74,13 +82,22 @@ private:
bool leftMouseDown = false;
bool rightMouseDown = false;
// Third-person orbit camera
// Third-person orbit camera (WoW-style)
bool thirdPerson = false;
float orbitDistance = 15.0f;
float minOrbitDistance = 3.0f;
float maxOrbitDistance = 50.0f;
float zoomSpeed = 2.0f;
float userTargetDistance = 10.0f; // What the player wants (scroll wheel)
float currentDistance = 10.0f; // Smoothed actual distance
float collisionDistance = 10.0f; // Max allowed by collision
static constexpr float MIN_DISTANCE = 0.5f; // Minimum zoom (first-person threshold)
static constexpr float MAX_DISTANCE = 50.0f; // Maximum zoom out
static constexpr float ZOOM_SMOOTH_SPEED = 15.0f; // How fast zoom eases
static constexpr float CAM_SMOOTH_SPEED = 20.0f; // How fast camera position smooths
static constexpr float PIVOT_HEIGHT = 1.8f; // Pivot at head height
static constexpr float CAM_SPHERE_RADIUS = 0.2f; // Collision sphere radius
static constexpr float CAM_EPSILON = 0.05f; // Offset from walls
static constexpr float MIN_PITCH = -88.0f; // Look almost straight down
static constexpr float MAX_PITCH = 35.0f; // Limited upward look
glm::vec3* followTarget = nullptr;
glm::vec3 smoothedCamPos = glm::vec3(0.0f); // For smooth camera movement
// Gravity / grounding
float verticalVelocity = 0.0f;

View file

@ -61,6 +61,7 @@ public:
void setInstancePosition(uint32_t instanceId, const glm::vec3& position);
void setInstanceRotation(uint32_t instanceId, const glm::vec3& rotation);
void setActiveGeosets(uint32_t instanceId, const std::unordered_set<uint16_t>& geosets);
void setInstanceVisible(uint32_t instanceId, bool visible);
void removeInstance(uint32_t instanceId);
/** Attach a weapon model to a character instance at the given attachment point. */
@ -95,6 +96,7 @@ private:
glm::vec3 position;
glm::vec3 rotation;
float scale;
bool visible = true; // For first-person camera hiding
// Animation state
uint32_t currentAnimationId = 0;

View file

@ -939,7 +939,7 @@ void Application::spawnPlayerCharacter() {
// Spawn character at camera's ground position
glm::vec3 spawnPos = camera->getPosition() - glm::vec3(0.0f, 0.0f, 5.0f);
uint32_t instanceId = charRenderer->createInstance(1, spawnPos,
glm::vec3(0.0f), 2.0f);
glm::vec3(0.0f), 1.0f); // Scale 1.0 = normal WoW character size
if (instanceId > 0) {
// Set up third-person follow
@ -974,6 +974,11 @@ void Application::spawnPlayerCharacter() {
static_cast<int>(spawnPos.z), ")");
playerCharacterSpawned = true;
// Set up camera controller for first-person player hiding
if (renderer->getCameraController()) {
renderer->getCameraController()->setCharacterRenderer(charRenderer, instanceId);
}
// Load equipped weapons (sword + shield)
loadEquippedWeapons();
}

View file

@ -3,6 +3,7 @@
#include "rendering/wmo_renderer.hpp"
#include "rendering/m2_renderer.hpp"
#include "rendering/water_renderer.hpp"
#include "rendering/character_renderer.hpp"
#include "game/opcodes.hpp"
#include "core/logger.hpp"
#include <glm/glm.hpp>
@ -164,9 +165,9 @@ void CameraController::update(float deltaTime) {
glm::vec3 oldFeetPos = *followTarget;
glm::vec3 adjusted;
if (wmoRenderer->checkWallCollision(oldFeetPos, feetPos, adjusted)) {
// Only apply horizontal adjustment (don't let wall collision change Z)
targetPos.x = adjusted.x;
targetPos.y = adjusted.y;
targetPos.z = adjusted.z;
}
}
@ -179,6 +180,88 @@ void CameraController::update(float deltaTime) {
}
}
// WoW-style slope limiting (50 degrees, with sliding)
// dot(normal, up) >= 0.64 is walkable, otherwise slide
constexpr float MAX_WALK_SLOPE_DOT = 0.6428f; // cos(50°)
constexpr float SAMPLE_DIST = 0.3f; // Distance to sample for normal calculation
{
glm::vec3 oldPos = *followTarget;
// Helper to get ground height at a position
auto getGroundAt = [&](float x, float y) -> std::optional<float> {
std::optional<float> h;
if (terrainManager) {
h = terrainManager->getHeightAt(x, y);
}
if (wmoRenderer) {
auto wh = wmoRenderer->getFloorHeight(x, y, targetPos.z + 5.0f);
if (wh && (!h || *wh > *h)) {
h = wh;
}
}
return h;
};
// Get ground height at target position
auto centerH = getGroundAt(targetPos.x, targetPos.y);
if (centerH) {
// Calculate ground normal using height samples
auto hPosX = getGroundAt(targetPos.x + SAMPLE_DIST, targetPos.y);
auto hNegX = getGroundAt(targetPos.x - SAMPLE_DIST, targetPos.y);
auto hPosY = getGroundAt(targetPos.x, targetPos.y + SAMPLE_DIST);
auto hNegY = getGroundAt(targetPos.x, targetPos.y - SAMPLE_DIST);
// Estimate partial derivatives
float dzdx = 0.0f, dzdy = 0.0f;
if (hPosX && hNegX) {
dzdx = (*hPosX - *hNegX) / (2.0f * SAMPLE_DIST);
} else if (hPosX) {
dzdx = (*hPosX - *centerH) / SAMPLE_DIST;
} else if (hNegX) {
dzdx = (*centerH - *hNegX) / SAMPLE_DIST;
}
if (hPosY && hNegY) {
dzdy = (*hPosY - *hNegY) / (2.0f * SAMPLE_DIST);
} else if (hPosY) {
dzdy = (*hPosY - *centerH) / SAMPLE_DIST;
} else if (hNegY) {
dzdy = (*centerH - *hNegY) / SAMPLE_DIST;
}
// Ground normal = normalize(cross(tangentX, tangentY))
// tangentX = (1, 0, dzdx), tangentY = (0, 1, dzdy)
// cross = (-dzdx, -dzdy, 1)
glm::vec3 groundNormal = glm::normalize(glm::vec3(-dzdx, -dzdy, 1.0f));
float slopeDot = groundNormal.z; // dot(normal, up) where up = (0,0,1)
// Check if slope is too steep
if (slopeDot < MAX_WALK_SLOPE_DOT) {
// Slope too steep - slide instead of walk
// Calculate slide direction (downhill, horizontal only)
glm::vec2 slideDir = glm::normalize(glm::vec2(-groundNormal.x, -groundNormal.y));
// Only block uphill movement, allow downhill/across
glm::vec2 moveDir = glm::vec2(targetPos.x - oldPos.x, targetPos.y - oldPos.y);
float moveDist = glm::length(moveDir);
if (moveDist > 0.001f) {
glm::vec2 moveDirNorm = moveDir / moveDist;
// How much are we trying to go uphill?
float uphillAmount = -glm::dot(moveDirNorm, slideDir);
if (uphillAmount > 0.0f) {
// Trying to go uphill on steep slope - slide back
float slideStrength = (1.0f - slopeDot / MAX_WALK_SLOPE_DOT);
targetPos.x = oldPos.x + slideDir.x * moveDist * slideStrength * 0.5f;
targetPos.y = oldPos.y + slideDir.y * moveDist * slideStrength * 0.5f;
}
}
}
}
}
// Ground the character to terrain or WMO floor
{
std::optional<float> terrainH;
@ -201,15 +284,25 @@ void CameraController::update(float deltaTime) {
}
if (groundH) {
// Smooth ground height to prevent stumbling on uneven terrain
float groundDiff = *groundH - lastGroundZ;
if (std::abs(groundDiff) < 2.0f) {
// Small height difference - smooth it
lastGroundZ += groundDiff * std::min(1.0f, deltaTime * 15.0f);
} else {
// Large height difference (stairs, ledges) - snap
lastGroundZ = *groundH;
float currentFeetZ = targetPos.z;
// Only consider floors that are:
// 1. Below us (we can fall onto them)
// 2. Slightly above us (we can step up onto them, max 1 unit)
// Don't teleport to roofs/floors that are way above us
bool floorIsReachable = (*groundH <= currentFeetZ + 1.0f);
if (floorIsReachable) {
if (std::abs(groundDiff) < 2.0f) {
// Small height difference - smooth it
lastGroundZ += groundDiff * std::min(1.0f, deltaTime * 15.0f);
} else {
// Large height difference - snap (for falling onto ledges)
lastGroundZ = *groundH;
}
}
// If floor is way above us (roof), ignore it and keep lastGroundZ
if (targetPos.z <= lastGroundZ + 0.1f) {
targetPos.z = lastGroundZ;
@ -230,50 +323,106 @@ void CameraController::update(float deltaTime) {
// Update follow target position
*followTarget = targetPos;
// Compute camera position orbiting behind the character
glm::vec3 lookAtPoint = targetPos + glm::vec3(0.0f, 0.0f, eyeHeight);
// ===== WoW-style orbit camera =====
// Pivot point at upper chest/neck
glm::vec3 pivot = targetPos + glm::vec3(0.0f, 0.0f, PIVOT_HEIGHT);
// Camera collision detection - raycast from character head to desired camera position
glm::vec3 rayDir = -forward3D; // Direction from character toward camera
float desiredDist = orbitDistance;
float actualDist = desiredDist;
const float cameraOffset = 0.3f; // Small offset to not clip into walls
// Camera direction from yaw/pitch (already computed as forward3D)
glm::vec3 camDir = -forward3D; // Camera looks at pivot, so it's behind
// Raycast against WMO bounding boxes
if (wmoRenderer) {
float wmoHit = wmoRenderer->raycastBoundingBoxes(lookAtPoint, rayDir, desiredDist);
if (wmoHit < actualDist) {
actualDist = std::max(minOrbitDistance, wmoHit - cameraOffset);
}
}
// Smooth zoom toward user target
float zoomLerp = 1.0f - std::exp(-ZOOM_SMOOTH_SPEED * deltaTime);
currentDistance += (userTargetDistance - currentDistance) * zoomLerp;
// Raycast against M2 bounding boxes (larger objects only affect camera)
if (m2Renderer) {
float m2Hit = m2Renderer->raycastBoundingBoxes(lookAtPoint, rayDir, desiredDist);
if (m2Hit < actualDist) {
actualDist = std::max(minOrbitDistance, m2Hit - cameraOffset);
}
}
// Desired camera position (before collision)
glm::vec3 desiredCam = pivot + camDir * currentDistance;
glm::vec3 camPos = lookAtPoint + rayDir * actualDist;
// ===== Camera collision (sphere sweep approximation) =====
// Find max safe distance using raycast + sphere radius
collisionDistance = currentDistance;
// Clamp camera above terrain/WMO floor
{
float minCamZ = camPos.z;
// Helper to get floor height
auto getFloorAt = [&](float x, float y, float z) -> std::optional<float> {
std::optional<float> h;
if (terrainManager) {
auto h = terrainManager->getHeightAt(camPos.x, camPos.y);
if (h) minCamZ = *h + 1.0f; // 1 unit above ground
h = terrainManager->getHeightAt(x, y);
}
if (wmoRenderer) {
auto wh = wmoRenderer->getFloorHeight(camPos.x, camPos.y, camPos.z + eyeHeight);
if (wh && (*wh + 1.0f) > minCamZ) minCamZ = *wh + 1.0f;
auto wh = wmoRenderer->getFloorHeight(x, y, z + 5.0f);
if (wh && (!h || *wh > *h)) {
h = wh;
}
}
if (camPos.z < minCamZ) {
camPos.z = minCamZ;
return h;
};
// Raycast against WMO bounding boxes
if (wmoRenderer && collisionDistance > MIN_DISTANCE) {
float wmoHit = wmoRenderer->raycastBoundingBoxes(pivot, camDir, collisionDistance);
if (wmoHit < collisionDistance) {
collisionDistance = std::max(MIN_DISTANCE, wmoHit - CAM_SPHERE_RADIUS - CAM_EPSILON);
}
}
camera->setPosition(camPos);
// Raycast against M2 bounding boxes
if (m2Renderer && collisionDistance > MIN_DISTANCE) {
float m2Hit = m2Renderer->raycastBoundingBoxes(pivot, camDir, collisionDistance);
if (m2Hit < collisionDistance) {
collisionDistance = std::max(MIN_DISTANCE, m2Hit - CAM_SPHERE_RADIUS - CAM_EPSILON);
}
}
// Check floor collision along the camera path
// Sample a few points to find where camera would go underground
for (int i = 1; i <= 4; i++) {
float testDist = collisionDistance * (float(i) / 4.0f);
glm::vec3 testPos = pivot + camDir * testDist;
auto floorH = getFloorAt(testPos.x, testPos.y, testPos.z);
if (floorH && testPos.z < *floorH + CAM_SPHERE_RADIUS + CAM_EPSILON) {
// Camera would be underground at this distance
collisionDistance = std::max(MIN_DISTANCE, testDist - CAM_SPHERE_RADIUS);
break;
}
}
// Use collision distance (don't exceed user target)
float actualDist = std::min(currentDistance, collisionDistance);
// Compute actual camera position
glm::vec3 actualCam;
if (actualDist < MIN_DISTANCE + 0.1f) {
// First-person: position camera at pivot (player's eyes)
actualCam = pivot + forward3D * 0.1f; // Slightly forward to not clip head
} else {
actualCam = pivot + camDir * actualDist;
}
// Smooth camera position to avoid jitter
if (glm::length(smoothedCamPos) < 0.01f) {
smoothedCamPos = actualCam; // Initialize
}
float camLerp = 1.0f - std::exp(-CAM_SMOOTH_SPEED * deltaTime);
smoothedCamPos += (actualCam - smoothedCamPos) * camLerp;
// ===== Final floor clearance check =====
// After smoothing, ensure camera is above the floor at its final position
// This prevents camera clipping through ground in Stormwind and similar areas
constexpr float MIN_FLOOR_CLEARANCE = 0.20f; // Keep camera at least 20cm above floor
auto finalFloorH = getFloorAt(smoothedCamPos.x, smoothedCamPos.y, smoothedCamPos.z + 5.0f);
if (finalFloorH && smoothedCamPos.z < *finalFloorH + MIN_FLOOR_CLEARANCE) {
smoothedCamPos.z = *finalFloorH + MIN_FLOOR_CLEARANCE;
}
camera->setPosition(smoothedCamPos);
// Hide player model when in first-person (camera too close)
// WoW fades between ~1.0m and ~0.5m, hides fully below 0.5m
// For now, just hide below first-person threshold
if (characterRenderer && playerInstanceId > 0) {
bool shouldHidePlayer = (actualDist < MIN_DISTANCE + 0.1f); // Hide in first-person
characterRenderer->setInstanceVisible(playerInstanceId, !shouldHidePlayer);
}
} else {
// Free-fly camera mode (original behavior)
glm::vec3 newPos = camera->getPosition();
@ -464,7 +613,8 @@ void CameraController::processMouseMotion(const SDL_MouseMotionEvent& event) {
yaw -= event.xrel * mouseSensitivity;
pitch += event.yrel * mouseSensitivity;
pitch = glm::clamp(pitch, -89.0f, 89.0f);
// WoW-style pitch limits: can look almost straight down, limited upward
pitch = glm::clamp(pitch, MIN_PITCH, MAX_PITCH);
camera->setRotation(yaw, pitch);
}
@ -525,8 +675,9 @@ void CameraController::reset() {
}
void CameraController::processMouseWheel(float delta) {
orbitDistance -= delta * zoomSpeed;
orbitDistance = glm::clamp(orbitDistance, minOrbitDistance, maxOrbitDistance);
// Adjust user's target distance (collision may limit actual distance)
userTargetDistance -= delta * 2.0f; // 2.0 units per scroll notch
userTargetDistance = glm::clamp(userTargetDistance, MIN_DISTANCE, MAX_DISTANCE);
}
void CameraController::setFollowTarget(glm::vec3* target) {

View file

@ -978,6 +978,10 @@ void CharacterRenderer::render(const Camera& camera, const glm::mat4& view, cons
for (const auto& pair : instances) {
const auto& instance = pair.second;
// Skip invisible instances (e.g., player in first-person mode)
if (!instance.visible) continue;
const auto& gpuModel = models[instance.modelId];
// Set model matrix (use override for weapon instances)
@ -1118,6 +1122,21 @@ void CharacterRenderer::setActiveGeosets(uint32_t instanceId, const std::unorder
}
}
void CharacterRenderer::setInstanceVisible(uint32_t instanceId, bool visible) {
auto it = instances.find(instanceId);
if (it != instances.end()) {
it->second.visible = visible;
// Also hide/show attached weapons (for first-person mode)
for (const auto& wa : it->second.weaponAttachments) {
auto weapIt = instances.find(wa.weaponInstanceId);
if (weapIt != instances.end()) {
weapIt->second.visible = visible;
}
}
}
}
void CharacterRenderer::removeInstance(uint32_t instanceId) {
instances.erase(instanceId);
}

View file

@ -364,7 +364,7 @@ void M2Renderer::render(const Camera& camera, const glm::mat4& view, const glm::
lastDrawCallCount = 0;
// Distance-based culling threshold for M2 models
const float maxRenderDistance = 300.0f; // Reduced for performance
const float maxRenderDistance = 400.0f; // Balance between performance and visibility
const float maxRenderDistanceSq = maxRenderDistance * maxRenderDistance;
const glm::vec3 camPos = camera.getPosition();

View file

@ -725,6 +725,12 @@ std::optional<float> WMORenderer::getFloorHeight(float glX, float glY, float glZ
glm::vec3 worldOrigin(glX, glY, glZ + 500.0f);
glm::vec3 worldDir(0.0f, 0.0f, -1.0f);
// Debug: log when no instances
static int debugCounter = 0;
if (instances.empty() && (debugCounter++ % 300 == 0)) {
core::Logger::getInstance().warning("WMO getFloorHeight: no instances loaded!");
}
for (const auto& instance : instances) {
auto it = loadedModels.find(instance.modelId);
if (it == loadedModels.end()) continue;
@ -735,12 +741,17 @@ std::optional<float> WMORenderer::getFloorHeight(float glX, float glY, float glZ
glm::vec3 localOrigin = glm::vec3(instance.invModelMatrix * glm::vec4(worldOrigin, 1.0f));
glm::vec3 localDir = glm::normalize(glm::vec3(instance.invModelMatrix * glm::vec4(worldDir, 0.0f)));
int groupsChecked = 0;
int groupsSkipped = 0;
int trianglesHit = 0;
for (const auto& group : model.groups) {
// Quick bounding box check: does the ray intersect this group's AABB?
// Use proper ray-AABB intersection (slab method) which handles rotated rays
// Quick bounding box check
if (!rayIntersectsAABB(localOrigin, localDir, group.boundingBoxMin, group.boundingBoxMax)) {
groupsSkipped++;
continue;
}
groupsChecked++;
// Raycast against triangles
const auto& verts = group.collisionVertices;
@ -751,8 +762,15 @@ std::optional<float> WMORenderer::getFloorHeight(float glX, float glY, float glZ
const glm::vec3& v1 = verts[indices[i + 1]];
const glm::vec3& v2 = verts[indices[i + 2]];
// Try both winding orders (two-sided collision)
float t = rayTriangleIntersect(localOrigin, localDir, v0, v1, v2);
if (t <= 0.0f) {
// Try reverse winding
t = rayTriangleIntersect(localOrigin, localDir, v0, v2, v1);
}
if (t > 0.0f) {
trianglesHit++;
// Hit point in local space -> world space
glm::vec3 hitLocal = localOrigin + localDir * t;
glm::vec3 hitWorld = glm::vec3(instance.modelMatrix * glm::vec4(hitLocal, 1.0f));
@ -766,6 +784,14 @@ std::optional<float> WMORenderer::getFloorHeight(float glX, float glY, float glZ
}
}
}
// Debug logging (every ~5 seconds at 60fps)
static int logCounter = 0;
if ((logCounter++ % 300 == 0) && (groupsChecked > 0 || groupsSkipped > 0)) {
core::Logger::getInstance().debug("Floor check: ", groupsChecked, " groups checked, ",
groupsSkipped, " skipped, ", trianglesHit, " hits, best=",
bestFloor ? std::to_string(*bestFloor) : "none");
}
}
return bestFloor;
@ -779,8 +805,14 @@ bool WMORenderer::checkWallCollision(const glm::vec3& from, const glm::vec3& to,
float moveDistXY = glm::length(glm::vec2(moveDir.x, moveDir.y));
if (moveDistXY < 0.001f) return false;
// Player collision radius (WoW character is about 0.5 yards wide)
const float PLAYER_RADIUS = 0.5f;
// Player collision parameters
const float PLAYER_RADIUS = 0.6f; // Character collision radius
const float PLAYER_HEIGHT = 2.0f; // Player height for wall checks
// Debug logging
static int wallDebugCounter = 0;
int groupsChecked = 0;
int wallsHit = 0;
for (const auto& instance : instances) {
auto it = loadedModels.find(instance.modelId);
@ -790,15 +822,17 @@ bool WMORenderer::checkWallCollision(const glm::vec3& from, const glm::vec3& to,
// Transform positions into local space using cached inverse
glm::vec3 localTo = glm::vec3(instance.invModelMatrix * glm::vec4(to, 1.0f));
float localFeetZ = localTo.z;
for (const auto& group : model.groups) {
// Quick bounding box check
float margin = PLAYER_RADIUS + 5.0f;
float margin = PLAYER_RADIUS + 2.0f;
if (localTo.x < group.boundingBoxMin.x - margin || localTo.x > group.boundingBoxMax.x + margin ||
localTo.y < group.boundingBoxMin.y - margin || localTo.y > group.boundingBoxMax.y + margin ||
localTo.z < group.boundingBoxMin.z - margin || localTo.z > group.boundingBoxMax.z + margin) {
continue;
}
groupsChecked++;
const auto& verts = group.collisionVertices;
const auto& indices = group.collisionIndices;
@ -817,7 +851,16 @@ bool WMORenderer::checkWallCollision(const glm::vec3& from, const glm::vec3& to,
normal /= normalLen;
// Skip mostly-horizontal triangles (floors/ceilings)
if (std::abs(normal.z) > 0.7f) continue;
// Only collide with walls (vertical surfaces)
if (std::abs(normal.z) > 0.5f) continue;
// Get triangle Z range
float triMinZ = std::min({v0.z, v1.z, v2.z});
float triMaxZ = std::max({v0.z, v1.z, v2.z});
// Only collide with walls in player's vertical range
if (triMaxZ < localFeetZ + 0.3f) continue;
if (triMinZ > localFeetZ + PLAYER_HEIGHT) continue;
// Signed distance from player to triangle plane
float planeDist = glm::dot(localTo - v0, normal);
@ -827,27 +870,27 @@ bool WMORenderer::checkWallCollision(const glm::vec3& from, const glm::vec3& to,
// Project point onto plane
glm::vec3 projected = localTo - normal * planeDist;
// Check if projected point is inside triangle using same-side test
// Use edge cross products and check they all point same direction as normal
// Check if projected point is inside triangle (or near edge)
float d0 = glm::dot(glm::cross(v1 - v0, projected - v0), normal);
float d1 = glm::dot(glm::cross(v2 - v1, projected - v1), normal);
float d2 = glm::dot(glm::cross(v0 - v2, projected - v2), normal);
// Also check nearby: if projected point is close to a triangle edge
bool insideTriangle = (d0 >= 0.0f && d1 >= 0.0f && d2 >= 0.0f);
// Allow small negative values for edge tolerance
const float edgeTolerance = -0.1f;
bool insideTriangle = (d0 >= edgeTolerance && d1 >= edgeTolerance && d2 >= edgeTolerance);
if (insideTriangle) {
// Push player away from wall
wallsHit++;
// Push player away from wall (horizontal only)
float pushDist = PLAYER_RADIUS - absPlaneDist;
if (pushDist > 0.0f) {
// Push in the direction the player is on (sign of planeDist)
float sign = planeDist > 0.0f ? 1.0f : -1.0f;
glm::vec3 pushLocal = normal * sign * pushDist;
// Transform push vector back to world space (direction, not point)
// Transform push vector back to world space
glm::vec3 pushWorld = glm::vec3(instance.modelMatrix * glm::vec4(pushLocal, 0.0f));
// Only apply horizontal push (don't push vertically)
// Only horizontal push
adjustedPos.x += pushWorld.x;
adjustedPos.y += pushWorld.y;
blocked = true;
@ -857,6 +900,12 @@ bool WMORenderer::checkWallCollision(const glm::vec3& from, const glm::vec3& to,
}
}
// Debug logging every ~5 seconds
if ((wallDebugCounter++ % 300 == 0) && !instances.empty()) {
core::Logger::getInstance().debug("Wall collision: ", instances.size(), " instances, ",
groupsChecked, " groups checked, ", wallsHit, " walls hit, blocked=", blocked);
}
return blocked;
}