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Add steep slope limiting to prevent terrain clipping
Added slope normal checking to reject surfaces too steep to walk. Prevents character/mount from clipping through steep terrain. Changes: - Added MIN_WALKABLE_NORMAL threshold (0.7 = ~45° max slope) - WMO collision: query surface normal, reject if normalZ < 0.7 - M2 collision: query surface normal, reject if normalZ < 0.7 - Updated M2Renderer::getFloorHeight to output surface normal - M2 already had internal 0.35 check (~70°), new 0.7 is more restrictive Steep slopes now block movement instead of allowing clipping.
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3 changed files with 30 additions and 5 deletions
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@ -2688,9 +2688,10 @@ uint32_t M2Renderer::getTotalTriangleCount() const {
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return total;
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}
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std::optional<float> M2Renderer::getFloorHeight(float glX, float glY, float glZ) const {
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std::optional<float> M2Renderer::getFloorHeight(float glX, float glY, float glZ, float* outNormalZ) const {
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QueryTimer timer(&queryTimeMs, &queryCallCount);
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std::optional<float> bestFloor;
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float bestNormalZ = 1.0f; // Default to flat
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glm::vec3 queryMin(glX - 2.0f, glY - 2.0f, glZ - 6.0f);
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glm::vec3 queryMax(glX + 2.0f, glY + 2.0f, glZ + 8.0f);
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@ -2745,12 +2746,13 @@ std::optional<float> M2Renderer::getFloorHeight(float glX, float glY, float glZ)
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float hitZ = rayOrigin.z - tHit;
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// Walkable normal check (world space)
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glm::vec3 worldN(0.0f, 0.0f, 1.0f); // Default to flat
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glm::vec3 localN = glm::cross(v1 - v0, v2 - v0);
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float nLen = glm::length(localN);
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if (nLen > 0.001f) {
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localN /= nLen;
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if (localN.z < 0.0f) localN = -localN;
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glm::vec3 worldN = glm::normalize(
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worldN = glm::normalize(
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glm::vec3(instance.modelMatrix * glm::vec4(localN, 0.0f)));
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if (std::abs(worldN.z) < 0.35f) continue; // too steep (~70° max slope)
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}
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@ -2758,6 +2760,7 @@ std::optional<float> M2Renderer::getFloorHeight(float glX, float glY, float glZ)
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if (hitZ <= localPos.z + 3.0f && hitZ > bestHitZ) {
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bestHitZ = hitZ;
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hitAny = true;
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bestNormalZ = std::abs(worldN.z); // Store normal for output
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}
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}
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@ -2822,6 +2825,11 @@ std::optional<float> M2Renderer::getFloorHeight(float glX, float glY, float glZ)
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}
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}
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// Output surface normal if requested
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if (outNormalZ) {
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*outNormalZ = bestNormalZ;
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}
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return bestFloor;
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}
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