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Improve WMO wall collision, unstuck, interior zoom, and chat focus
- Stronger wall collision push (0.35/0.15) and swept push (0.45/0.25) for interior/exterior WMOs to reduce clipping through tunnel walls - Use all triangles (not just pre-classified walls) for collision checks - Allow invisible collidable triangles (MOPY 0x01 without 0x20) to block - Pass insideWMO flag to all collision callers, match swim sweep to ground - Widen swept hit detection radius from 0.15 to 0.25 - Restrict camera zoom to 12 units inside WMO interiors - Fix /unstuck launching player above WMOs: remove +20 fallback, use gravity when no floor found - Slash and Enter keys always focus chat unless already typing
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5 changed files with 36 additions and 24 deletions
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@ -3095,7 +3095,7 @@ bool WMORenderer::checkWallCollision(const glm::vec3& from, const glm::vec3& to,
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float rangeMinY = std::min(localFrom.y, localTo.y) - PLAYER_RADIUS - 1.5f;
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float rangeMaxX = std::max(localFrom.x, localTo.x) + PLAYER_RADIUS + 1.5f;
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float rangeMaxY = std::max(localFrom.y, localTo.y) + PLAYER_RADIUS + 1.5f;
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group.getWallTrianglesInRange(rangeMinX, rangeMinY, rangeMaxX, rangeMaxY, triScratch_);
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group.getTrianglesInRange(rangeMinX, rangeMinY, rangeMaxX, rangeMaxY, triScratch_);
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for (uint32_t triStart : triScratch_) {
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// Use pre-computed Z bounds for fast vertical reject
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@ -3113,17 +3113,18 @@ bool WMORenderer::checkWallCollision(const glm::vec3& from, const glm::vec3& to,
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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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// Collidable triangles (flag 0x01) block the player — including
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// invisible collision walls (0x01 without 0x20) used in tunnels.
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// Skip detail/decorative geometry (0x04) and render-only surfaces.
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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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if (mopy != 0) {
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bool collidable = (mopy & 0x01) != 0;
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bool detail = (mopy & 0x04) != 0;
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if (!collidable || detail) {
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continue;
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}
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}
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}
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@ -3149,13 +3150,13 @@ bool WMORenderer::checkWallCollision(const glm::vec3& from, const glm::vec3& to,
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glm::vec3 hitPoint = localFrom + (localTo - localFrom) * tHit;
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glm::vec3 hitClosest = closestPointOnTriangle(hitPoint, v0, v1, v2);
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float hitErrSq = glm::dot(hitClosest - hitPoint, hitClosest - hitPoint);
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if (hitErrSq <= 0.15f * 0.15f) {
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if (hitErrSq <= 0.25f * 0.25f) {
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float side = fromDist > 0.0f ? 1.0f : -1.0f;
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glm::vec3 safeLocal = hitPoint + normal * side * (PLAYER_RADIUS + 0.05f);
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glm::vec3 pushLocal(safeLocal.x - localTo.x, safeLocal.y - localTo.y, 0.0f);
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// Cap swept pushback so walls don't shove the player violently
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float pushLen = glm::length(glm::vec2(pushLocal.x, pushLocal.y));
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const float MAX_SWEPT_PUSH = 0.15f;
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const float MAX_SWEPT_PUSH = insideWMO ? 0.45f : 0.25f;
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if (pushLen > MAX_SWEPT_PUSH) {
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float scale = MAX_SWEPT_PUSH / pushLen;
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pushLocal.x *= scale;
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@ -3185,7 +3186,7 @@ bool WMORenderer::checkWallCollision(const glm::vec3& from, const glm::vec3& to,
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const float SKIN = 0.005f; // small separation so we don't re-collide immediately
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// Stronger push when inside WMO for more responsive indoor collision
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const float MAX_PUSH = insideWMO ? 0.12f : 0.08f;
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const float MAX_PUSH = insideWMO ? 0.35f : 0.15f;
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float penetration = (PLAYER_RADIUS - horizDist);
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float pushDist = glm::clamp(penetration + SKIN, 0.0f, MAX_PUSH);
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glm::vec2 pushDir2;
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