Kelsidavis-WoWee/src/rendering/camera_controller.cpp
Kelsi 7765b41611 Disable WMO floor cache and add camera collision with WMO/M2
Disabled persistent WMO floor grid cache - it stored one height per
2-unit cell causing fall-through at stairs where floor height changes
within a cell. Per-frame dedup cache is sufficient for performance.

Added camera raycast collision against WMO walls (when inside) and M2
objects to zoom in when camera would clip through geometry instead of
phasing through walls.
2026-02-08 20:33:40 -08:00

1324 lines
52 KiB
C++

#include "rendering/camera_controller.hpp"
#include "rendering/terrain_manager.hpp"
#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>
#include <imgui.h>
#include <cmath>
#include <limits>
namespace wowee {
namespace rendering {
namespace {
std::optional<float> selectReachableFloor(const std::optional<float>& terrainH,
const std::optional<float>& wmoH,
float refZ,
float maxStepUp) {
// Filter to reachable floors (not too far above)
std::optional<float> reachTerrain;
std::optional<float> reachWmo;
if (terrainH && *terrainH <= refZ + maxStepUp) reachTerrain = terrainH;
if (wmoH && *wmoH <= refZ + maxStepUp) reachWmo = wmoH;
if (reachTerrain && reachWmo) {
// Prefer the highest surface — prevents clipping through
// WMO floors that sit above terrain.
return (*reachWmo >= *reachTerrain) ? reachWmo : reachTerrain;
}
if (reachWmo) return reachWmo;
if (reachTerrain) return reachTerrain;
return std::nullopt;
}
std::optional<float> selectHighestFloor(const std::optional<float>& a,
const std::optional<float>& b,
const std::optional<float>& c) {
std::optional<float> best;
auto consider = [&](const std::optional<float>& h) {
if (!h) return;
if (!best || *h > *best) best = *h;
};
consider(a);
consider(b);
consider(c);
return best;
}
} // namespace
CameraController::CameraController(Camera* cam) : camera(cam) {
yaw = defaultYaw;
facingYaw = defaultYaw;
pitch = defaultPitch;
reset();
}
void CameraController::startIntroPan(float durationSec, float orbitDegrees) {
if (!camera) return;
introActive = true;
introTimer = 0.0f;
idleTimer_ = 0.0f;
introDuration = std::max(0.5f, durationSec);
introStartYaw = yaw;
introEndYaw = yaw - orbitDegrees;
introOrbitDegrees = orbitDegrees;
introStartPitch = pitch;
introEndPitch = pitch;
introStartDistance = currentDistance;
introEndDistance = currentDistance;
thirdPerson = true;
}
void CameraController::update(float deltaTime) {
if (!enabled || !camera) {
return;
}
auto& input = core::Input::getInstance();
// Don't process keyboard input when UI text input (e.g. chat box) has focus
bool uiWantsKeyboard = ImGui::GetIO().WantTextInput;
// Determine current key states
bool keyW = !uiWantsKeyboard && !sitting && input.isKeyPressed(SDL_SCANCODE_W);
bool keyS = !uiWantsKeyboard && !sitting && input.isKeyPressed(SDL_SCANCODE_S);
bool keyA = !uiWantsKeyboard && !sitting && input.isKeyPressed(SDL_SCANCODE_A);
bool keyD = !uiWantsKeyboard && !sitting && input.isKeyPressed(SDL_SCANCODE_D);
bool keyQ = !uiWantsKeyboard && !sitting && input.isKeyPressed(SDL_SCANCODE_Q);
bool keyE = !uiWantsKeyboard && !sitting && input.isKeyPressed(SDL_SCANCODE_E);
bool shiftDown = !uiWantsKeyboard && (input.isKeyPressed(SDL_SCANCODE_LSHIFT) || input.isKeyPressed(SDL_SCANCODE_RSHIFT));
bool ctrlDown = !uiWantsKeyboard && (input.isKeyPressed(SDL_SCANCODE_LCTRL) || input.isKeyPressed(SDL_SCANCODE_RCTRL));
bool nowJump = !uiWantsKeyboard && !sitting && input.isKeyJustPressed(SDL_SCANCODE_SPACE);
// Idle camera: any input resets the timer; timeout triggers a slow orbit pan
bool anyInput = leftMouseDown || rightMouseDown || keyW || keyS || keyA || keyD || keyQ || keyE || nowJump;
if (anyInput) {
idleTimer_ = 0.0f;
} else if (!introActive) {
idleTimer_ += deltaTime;
if (idleTimer_ >= IDLE_TIMEOUT) {
idleTimer_ = 0.0f;
startIntroPan(30.0f, 360.0f); // Slow casual orbit over 30 seconds
idleOrbit_ = true;
}
}
if (introActive) {
if (anyInput) {
introActive = false;
idleOrbit_ = false;
idleTimer_ = 0.0f;
} else {
introTimer += deltaTime;
if (idleOrbit_) {
// Continuous smooth rotation — no lerp endpoint, just constant angular velocity
float degreesPerSec = introOrbitDegrees / introDuration;
yaw -= degreesPerSec * deltaTime;
camera->setRotation(yaw, pitch);
facingYaw = yaw;
} else {
float t = (introDuration > 0.0f) ? std::min(introTimer / introDuration, 1.0f) : 1.0f;
yaw = introStartYaw + (introEndYaw - introStartYaw) * t;
pitch = introStartPitch + (introEndPitch - introStartPitch) * t;
currentDistance = introStartDistance + (introEndDistance - introStartDistance) * t;
userTargetDistance = introEndDistance;
camera->setRotation(yaw, pitch);
facingYaw = yaw;
if (t >= 1.0f) {
introActive = false;
}
}
}
// Suppress player movement/input during intro.
keyW = keyS = keyA = keyD = keyQ = keyE = nowJump = false;
}
// Tilde toggles auto-run; any forward/backward key cancels it
bool tildeDown = !uiWantsKeyboard && input.isKeyPressed(SDL_SCANCODE_GRAVE);
if (tildeDown && !tildeWasDown) {
autoRunning = !autoRunning;
}
tildeWasDown = tildeDown;
if (keyW || keyS) {
autoRunning = false;
}
bool mouseAutorun = !uiWantsKeyboard && !sitting && leftMouseDown && rightMouseDown;
if (mouseAutorun) {
autoRunning = false;
}
bool nowForward = keyW || mouseAutorun || autoRunning;
bool nowBackward = keyS;
bool nowStrafeLeft = false;
bool nowStrafeRight = false;
bool nowTurnLeft = false;
bool nowTurnRight = false;
// WoW-like third-person keyboard behavior:
// - RMB held: A/D strafe
// - RMB released: A/D turn character+camera, Q/E strafe
if (thirdPerson && !rightMouseDown) {
nowTurnLeft = keyA;
nowTurnRight = keyD;
nowStrafeLeft = keyQ;
nowStrafeRight = keyE;
} else {
nowStrafeLeft = keyA || keyQ;
nowStrafeRight = keyD || keyE;
}
// Keyboard turning updates camera yaw (character follows yaw in renderer)
if (nowTurnLeft && !nowTurnRight) {
yaw += WOW_TURN_SPEED * deltaTime;
} else if (nowTurnRight && !nowTurnLeft) {
yaw -= WOW_TURN_SPEED * deltaTime;
}
if (nowTurnLeft || nowTurnRight) {
camera->setRotation(yaw, pitch);
facingYaw = yaw;
}
// Select physics constants based on mode
float gravity = useWoWSpeed ? WOW_GRAVITY : GRAVITY;
float jumpVel = useWoWSpeed ? WOW_JUMP_VELOCITY : JUMP_VELOCITY;
// Calculate movement speed based on direction and modifiers
float speed;
if (useWoWSpeed) {
// Movement speeds (WoW-like: Ctrl walk, default run, backpedal slower)
if (nowBackward && !nowForward) {
speed = WOW_BACK_SPEED;
} else if (ctrlDown) {
speed = WOW_WALK_SPEED;
} else if (runSpeedOverride_ > 0.0f && runSpeedOverride_ < 100.0f && !std::isnan(runSpeedOverride_)) {
speed = runSpeedOverride_;
} else {
speed = WOW_RUN_SPEED;
}
} else {
// Exploration mode (original behavior)
speed = movementSpeed;
if (shiftDown) {
speed *= sprintMultiplier;
}
if (ctrlDown) {
speed *= slowMultiplier;
}
}
bool hasMoveInput = nowForward || nowBackward || nowStrafeLeft || nowStrafeRight;
if (useWoWSpeed) {
// "Sprinting" flag drives run animation/stronger footstep set.
// In WoW mode this means running pace (not walk/backpedal), not Shift.
runPace = hasMoveInput && !ctrlDown && !nowBackward;
} else {
runPace = hasMoveInput && shiftDown;
}
// Get camera axes — project forward onto XY plane for walking
glm::vec3 forward3D = camera->getForward();
bool cameraDrivesFacing = rightMouseDown || mouseAutorun;
if (cameraDrivesFacing) {
facingYaw = yaw;
}
float moveYaw = cameraDrivesFacing ? yaw : facingYaw;
float moveYawRad = glm::radians(moveYaw);
glm::vec3 forward(std::cos(moveYawRad), std::sin(moveYawRad), 0.0f);
glm::vec3 right(-std::sin(moveYawRad), std::cos(moveYawRad), 0.0f);
// Toggle sit/crouch with X key (edge-triggered) — only when UI doesn't want keyboard
// Blocked while mounted
bool xDown = !uiWantsKeyboard && input.isKeyPressed(SDL_SCANCODE_X);
if (xDown && !xKeyWasDown && !mounted_) {
sitting = !sitting;
}
if (mounted_) sitting = false;
xKeyWasDown = xDown;
// Update eye height based on crouch state (smooth transition)
float targetEyeHeight = sitting ? CROUCH_EYE_HEIGHT : STAND_EYE_HEIGHT;
float heightLerpSpeed = 10.0f * deltaTime;
eyeHeight = eyeHeight + (targetEyeHeight - eyeHeight) * std::min(1.0f, heightLerpSpeed);
// Calculate horizontal movement vector
glm::vec3 movement(0.0f);
if (nowForward) movement += forward;
if (nowBackward) movement -= forward;
if (nowStrafeLeft) movement += right;
if (nowStrafeRight) movement -= right;
// Stand up if jumping while crouched
if (!uiWantsKeyboard && sitting && input.isKeyPressed(SDL_SCANCODE_SPACE)) {
sitting = false;
}
// Third-person orbit camera mode
if (thirdPerson && followTarget) {
// Move the follow target (character position) instead of the camera
glm::vec3 targetPos = *followTarget;
if (!externalFollow_) {
if (wmoRenderer) {
wmoRenderer->setCollisionFocus(targetPos, COLLISION_FOCUS_RADIUS_THIRD_PERSON);
}
if (m2Renderer) {
m2Renderer->setCollisionFocus(targetPos, COLLISION_FOCUS_RADIUS_THIRD_PERSON);
}
}
if (!externalFollow_) {
// Check for water at current position — simple submersion test.
// If the player's feet are meaningfully below the water surface, swim.
std::optional<float> waterH;
if (waterRenderer) {
waterH = waterRenderer->getWaterHeightAt(targetPos.x, targetPos.y);
}
bool inWater = waterH && (targetPos.z < (*waterH - 0.3f));
// Keep swimming through water-data gaps (chunk boundaries).
if (!inWater && swimming && !waterH) {
inWater = true;
}
if (inWater) {
swimming = true;
// Swim movement follows look pitch (forward/back), while strafe stays
// lateral for stable control.
float swimSpeed = speed * SWIM_SPEED_FACTOR;
float waterSurfaceZ = waterH ? (*waterH - WATER_SURFACE_OFFSET) : targetPos.z;
glm::vec3 swimForward = glm::normalize(forward3D);
if (glm::length(swimForward) < 1e-4f) {
swimForward = forward;
}
glm::vec3 swimRight = camera->getRight();
swimRight.z = 0.0f;
if (glm::length(swimRight) > 1e-4f) {
swimRight = glm::normalize(swimRight);
} else {
swimRight = right;
}
glm::vec3 swimMove(0.0f);
if (nowForward) swimMove += swimForward;
if (nowBackward) swimMove -= swimForward;
if (nowStrafeLeft) swimMove -= swimRight;
if (nowStrafeRight) swimMove += swimRight;
if (glm::length(swimMove) > 0.001f) {
swimMove = glm::normalize(swimMove);
targetPos += swimMove * swimSpeed * deltaTime;
}
// Spacebar = swim up (continuous, not a jump)
bool diveIntent = nowForward && (forward3D.z < -0.28f);
if (nowJump) {
verticalVelocity = SWIM_BUOYANCY;
} else {
// Gentle sink when not pressing space
verticalVelocity += SWIM_GRAVITY * deltaTime;
if (verticalVelocity < SWIM_SINK_SPEED) {
verticalVelocity = SWIM_SINK_SPEED;
}
// Strong surface lock while idle/normal swim so buoyancy keeps
// you afloat unless you're intentionally diving.
if (!diveIntent) {
float surfaceErr = (waterSurfaceZ - targetPos.z);
verticalVelocity += surfaceErr * 7.0f * deltaTime;
verticalVelocity *= std::max(0.0f, 1.0f - 3.2f * deltaTime);
if (std::abs(surfaceErr) < 0.06f && std::abs(verticalVelocity) < 0.35f) {
verticalVelocity = 0.0f;
}
}
}
targetPos.z += verticalVelocity * deltaTime;
// Don't rise above water surface
if (waterH && targetPos.z > *waterH - WATER_SURFACE_OFFSET) {
targetPos.z = *waterH - WATER_SURFACE_OFFSET;
if (verticalVelocity > 0.0f) verticalVelocity = 0.0f;
}
// Prevent sinking/clipping through world floor while swimming.
std::optional<float> floorH;
if (terrainManager) {
floorH = terrainManager->getHeightAt(targetPos.x, targetPos.y);
}
if (wmoRenderer) {
auto wh = wmoRenderer->getFloorHeight(targetPos.x, targetPos.y, targetPos.z + 2.0f);
if (wh && (!floorH || *wh > *floorH)) floorH = wh;
}
if (m2Renderer) {
auto mh = m2Renderer->getFloorHeight(targetPos.x, targetPos.y, targetPos.z);
if (mh && (!floorH || *mh > *floorH)) floorH = mh;
}
if (floorH) {
float swimFloor = *floorH + 0.5f;
if (targetPos.z < swimFloor) {
targetPos.z = swimFloor;
if (verticalVelocity < 0.0f) verticalVelocity = 0.0f;
}
}
// Enforce collision while swimming too (horizontal only), skip when stationary.
{
glm::vec3 swimFrom = *followTarget;
glm::vec3 swimTo = targetPos;
float swimMoveDist = glm::length(swimTo - swimFrom);
glm::vec3 stepPos = swimFrom;
if (swimMoveDist > 0.01f) {
int swimSteps = std::max(1, std::min(3, static_cast<int>(std::ceil(swimMoveDist / 0.65f))));
glm::vec3 stepDelta = (swimTo - swimFrom) / static_cast<float>(swimSteps);
for (int i = 0; i < swimSteps; i++) {
glm::vec3 candidate = stepPos + stepDelta;
if (wmoRenderer) {
glm::vec3 adjusted;
if (wmoRenderer->checkWallCollision(stepPos, candidate, adjusted)) {
candidate.x = adjusted.x;
candidate.y = adjusted.y;
candidate.z = std::max(candidate.z, adjusted.z);
}
}
if (m2Renderer) {
glm::vec3 adjusted;
if (m2Renderer->checkCollision(stepPos, candidate, adjusted)) {
candidate.x = adjusted.x;
candidate.y = adjusted.y;
}
}
stepPos = candidate;
}
}
targetPos.x = stepPos.x;
targetPos.y = stepPos.y;
}
grounded = false;
} else {
// Exiting water — give a small upward boost to help climb onto shore.
swimming = false;
if (glm::length(movement) > 0.001f) {
movement = glm::normalize(movement);
targetPos += movement * speed * deltaTime;
}
// Jump with input buffering and coyote time
if (nowJump) jumpBufferTimer = JUMP_BUFFER_TIME;
if (grounded) coyoteTimer = COYOTE_TIME;
bool canJump = (coyoteTimer > 0.0f) && (jumpBufferTimer > 0.0f);
if (canJump) {
verticalVelocity = jumpVel;
grounded = false;
jumpBufferTimer = 0.0f;
coyoteTimer = 0.0f;
}
jumpBufferTimer -= deltaTime;
coyoteTimer -= deltaTime;
// Apply gravity
verticalVelocity += gravity * deltaTime;
targetPos.z += verticalVelocity * deltaTime;
}
} else {
// External follow (e.g., taxi): trust server position without grounding.
swimming = false;
grounded = true;
verticalVelocity = 0.0f;
}
// Sweep collisions in small steps to reduce tunneling through thin walls/floors.
// Skip entirely when stationary to avoid wasting collision calls.
// Use tighter steps when inside WMO for more precise collision.
{
glm::vec3 startPos = *followTarget;
glm::vec3 desiredPos = targetPos;
float moveDist = glm::length(desiredPos - startPos);
if (moveDist > 0.01f) {
// Smaller step size when inside buildings for tighter collision
float stepSize = cachedInsideWMO ? 0.20f : 0.35f;
int sweepSteps = std::max(1, std::min(8, static_cast<int>(std::ceil(moveDist / stepSize))));
glm::vec3 stepPos = startPos;
glm::vec3 stepDelta = (desiredPos - startPos) / static_cast<float>(sweepSteps);
for (int i = 0; i < sweepSteps; i++) {
glm::vec3 candidate = stepPos + stepDelta;
if (wmoRenderer) {
glm::vec3 adjusted;
if (wmoRenderer->checkWallCollision(stepPos, candidate, adjusted, cachedInsideWMO)) {
candidate.x = adjusted.x;
candidate.y = adjusted.y;
// Accept upward Z correction (ramps), reject downward
candidate.z = std::max(candidate.z, adjusted.z);
}
}
if (m2Renderer) {
glm::vec3 adjusted;
if (m2Renderer->checkCollision(stepPos, candidate, adjusted)) {
candidate.x = adjusted.x;
candidate.y = adjusted.y;
}
}
stepPos = candidate;
}
targetPos = stepPos;
}
}
// Ground the character to terrain or WMO floor
// Skip entirely while swimming — the swim floor clamp handles vertical bounds.
if (!swimming) {
float stepUpBudget = grounded ? 1.6f : 1.2f;
// 1. Center-only sample for terrain/WMO floor selection.
// Using only the center prevents tunnel entrances from snapping
// to terrain when offset samples miss the WMO floor geometry.
std::optional<float> groundH;
{
std::optional<float> terrainH;
std::optional<float> wmoH;
if (terrainManager) {
terrainH = terrainManager->getHeightAt(targetPos.x, targetPos.y);
}
float wmoProbeZ = std::max(targetPos.z, lastGroundZ) + stepUpBudget + 0.5f;
if (wmoRenderer) {
wmoH = wmoRenderer->getFloorHeight(targetPos.x, targetPos.y, wmoProbeZ);
}
groundH = selectReachableFloor(terrainH, wmoH, targetPos.z, stepUpBudget);
}
// 2. Multi-sample for M2 objects (rugs, planks, bridges, ships) —
// these are narrow and need offset probes to detect reliably.
if (m2Renderer) {
constexpr float FOOTPRINT = 0.4f;
const glm::vec2 offsets[] = {
{0.0f, 0.0f},
{FOOTPRINT, 0.0f}, {-FOOTPRINT, 0.0f},
{0.0f, FOOTPRINT}, {0.0f, -FOOTPRINT}
};
float m2ProbeZ = std::max(targetPos.z, lastGroundZ) + 6.0f;
for (const auto& o : offsets) {
auto m2H = m2Renderer->getFloorHeight(
targetPos.x + o.x, targetPos.y + o.y, m2ProbeZ);
// Prefer M2 floors (ships, platforms) even if slightly lower than terrain
// to prevent falling through ship decks to water below
if (m2H && *m2H <= targetPos.z + stepUpBudget) {
if (!groundH || *m2H > *groundH ||
(*m2H >= targetPos.z - 0.5f && *groundH < targetPos.z - 1.0f)) {
groundH = m2H;
}
}
}
}
if (groundH) {
hasRealGround_ = true;
noGroundTimer_ = 0.0f;
float feetZ = targetPos.z;
float stepUp = stepUpBudget;
stepUp += 0.05f;
float fallCatch = 3.0f;
float dz = *groundH - feetZ;
// WoW-style: snap to floor if within step-up or fall-catch range,
// but only when not moving upward (jumping)
if (dz <= stepUp && dz >= -fallCatch &&
(verticalVelocity <= 0.0f || *groundH > feetZ)) {
targetPos.z = *groundH;
verticalVelocity = 0.0f;
grounded = true;
lastGroundZ = *groundH;
} else {
grounded = false;
lastGroundZ = *groundH;
}
} else {
hasRealGround_ = false;
noGroundTimer_ += deltaTime;
if (noGroundTimer_ < NO_GROUND_GRACE) {
// Grace should prevent instant falling at seams,
// but should NEVER pull you down or cancel a jump.
targetPos.z = std::max(targetPos.z, lastGroundZ);
// Only zero velocity if we're not moving upward.
if (verticalVelocity <= 0.0f) {
verticalVelocity = 0.0f;
grounded = true;
} else {
grounded = false; // jumping upward: don't "stick" to ghost ground
}
} else {
grounded = false;
}
}
}
// Update follow target position
*followTarget = targetPos;
// --- Safe position caching + void fall detection ---
if (grounded && hasRealGround_ && !swimming && verticalVelocity >= 0.0f) {
// Player is safely on real geometry — save periodically
continuousFallTime_ = 0.0f;
autoUnstuckFired_ = false;
safePosSaveTimer_ += deltaTime;
if (safePosSaveTimer_ >= SAFE_POS_SAVE_INTERVAL) {
safePosSaveTimer_ = 0.0f;
lastSafePos_ = targetPos;
hasLastSafe_ = true;
}
} else if (!grounded && !swimming && !externalFollow_) {
// Falling (or standing on nothing past grace period) — accumulate fall time
continuousFallTime_ += deltaTime;
if (continuousFallTime_ >= AUTO_UNSTUCK_FALL_TIME && !autoUnstuckFired_) {
autoUnstuckFired_ = true;
if (autoUnstuckCallback_) {
autoUnstuckCallback_();
}
}
}
// ===== WoW-style orbit camera =====
// Pivot point at upper chest/neck
float mountedOffset = mounted_ ? mountHeightOffset_ : 0.0f;
glm::vec3 pivot = targetPos + glm::vec3(0.0f, 0.0f, PIVOT_HEIGHT + mountedOffset);
// Camera direction from yaw/pitch (already computed as forward3D)
glm::vec3 camDir = -forward3D; // Camera looks at pivot, so it's behind
// Smooth zoom toward user target
float zoomLerp = 1.0f - std::exp(-ZOOM_SMOOTH_SPEED * deltaTime);
currentDistance += (userTargetDistance - currentDistance) * zoomLerp;
// Limit max zoom when inside a WMO with a ceiling (building interior)
// Throttle: only recheck every 10 frames or when position changes >2 units.
if (wmoRenderer) {
float distFromLastCheck = glm::length(targetPos - lastInsideWMOCheckPos);
if (++insideWMOCheckCounter >= 10 || distFromLastCheck > 2.0f) {
cachedInsideWMO = wmoRenderer->isInsideWMO(targetPos.x, targetPos.y, targetPos.z + 1.0f, nullptr);
wmoRenderer->updateActiveGroup(targetPos.x, targetPos.y, targetPos.z + 1.0f);
insideWMOCheckCounter = 0;
lastInsideWMOCheckPos = targetPos;
}
// Constrain zoom if there's a ceiling/upper floor above player
// Raycast upward from player to find ceiling, limit camera distance
glm::vec3 upRayOrigin = targetPos;
glm::vec3 upRayDir(0.0f, 0.0f, 1.0f);
float ceilingDist = wmoRenderer->raycastBoundingBoxes(upRayOrigin, upRayDir, 20.0f);
if (ceilingDist < 20.0f) {
// Found ceiling above — limit zoom to prevent camera from going through it
// Camera is behind player by currentDistance, at an angle
// Approximate: if ceiling is N units above, limit zoom to ~N units
float maxZoomForCeiling = std::max(1.5f, ceilingDist * 0.7f);
if (currentDistance > maxZoomForCeiling) {
currentDistance = maxZoomForCeiling;
}
}
}
// ===== Camera collision (sphere sweep approximation) =====
// Find max safe distance using raycast + sphere radius
collisionDistance = currentDistance;
// WMO raycast collision: zoom in when camera would clip through walls
if (wmoRenderer && cachedInsideWMO && currentDistance > MIN_DISTANCE) {
glm::vec3 camRayOrigin = pivot;
glm::vec3 camRayDir = camDir;
float wmoHitDist = wmoRenderer->raycastBoundingBoxes(camRayOrigin, camRayDir, currentDistance);
if (wmoHitDist < currentDistance) {
// Hit WMO geometry — pull camera in to avoid clipping
constexpr float CAM_RADIUS = 0.3f;
collisionDistance = std::max(MIN_DISTANCE, wmoHitDist - CAM_RADIUS);
}
}
// M2 raycast collision: zoom in when camera would clip through doodads
if (m2Renderer && currentDistance > MIN_DISTANCE) {
glm::vec3 camRayOrigin = pivot;
glm::vec3 camRayDir = camDir;
float m2HitDist = m2Renderer->raycastBoundingBoxes(camRayOrigin, camRayDir, currentDistance);
if (m2HitDist < collisionDistance) {
constexpr float CAM_RADIUS = 0.3f;
collisionDistance = std::max(MIN_DISTANCE, m2HitDist - CAM_RADIUS);
}
}
// Camera collision: terrain-only floor clamping
auto getTerrainFloorAt = [&](float x, float y) -> std::optional<float> {
if (terrainManager) {
return terrainManager->getHeightAt(x, y);
}
return std::nullopt;
};
// 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 =====
// Use WMO-aware floor so the camera doesn't pop above tunnels/caves.
constexpr float MIN_FLOOR_CLEARANCE = 0.35f;
{
auto camTerrainH = getTerrainFloorAt(smoothedCamPos.x, smoothedCamPos.y);
std::optional<float> camWmoH;
if (wmoRenderer) {
// Skip expensive WMO floor query if camera barely moved
float camDelta = glm::length(glm::vec2(smoothedCamPos.x - lastCamFloorQueryPos.x,
smoothedCamPos.y - lastCamFloorQueryPos.y));
if (camDelta < 0.3f && hasCachedCamFloor) {
camWmoH = cachedCamWmoFloor;
} else {
camWmoH = wmoRenderer->getFloorHeight(
smoothedCamPos.x, smoothedCamPos.y, smoothedCamPos.z);
cachedCamWmoFloor = camWmoH;
hasCachedCamFloor = true;
lastCamFloorQueryPos = smoothedCamPos;
}
}
auto camFloorH = selectReachableFloor(
camTerrainH, camWmoH, smoothedCamPos.z, 0.5f);
if (camFloorH && smoothedCamPos.z < *camFloorH + MIN_FLOOR_CLEARANCE) {
smoothedCamPos.z = *camFloorH + MIN_FLOOR_CLEARANCE;
}
}
// Never let camera sink below the character's feet plane.
smoothedCamPos.z = std::max(smoothedCamPos.z, targetPos.z + 0.15f);
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();
if (wmoRenderer) {
wmoRenderer->setCollisionFocus(newPos, COLLISION_FOCUS_RADIUS_FREE_FLY);
}
if (m2Renderer) {
m2Renderer->setCollisionFocus(newPos, COLLISION_FOCUS_RADIUS_FREE_FLY);
}
float feetZ = newPos.z - eyeHeight;
// Check for water at feet position
std::optional<float> waterH;
if (waterRenderer) {
waterH = waterRenderer->getWaterHeightAt(newPos.x, newPos.y);
}
constexpr float MAX_SWIM_DEPTH_FROM_SURFACE = 12.0f;
bool inWater = false;
if (waterH && feetZ < *waterH) {
std::optional<uint16_t> waterType;
if (waterRenderer) {
waterType = waterRenderer->getWaterTypeAt(newPos.x, newPos.y);
}
bool isOcean = false;
if (waterType && *waterType != 0) {
isOcean = (((*waterType - 1) % 4) == 1);
}
bool depthAllowed = isOcean || ((*waterH - feetZ) <= MAX_SWIM_DEPTH_FROM_SURFACE);
if (!depthAllowed) {
inWater = false;
} else {
std::optional<float> terrainH;
std::optional<float> wmoH;
std::optional<float> m2H;
if (terrainManager) terrainH = terrainManager->getHeightAt(newPos.x, newPos.y);
if (wmoRenderer) wmoH = wmoRenderer->getFloorHeight(newPos.x, newPos.y, feetZ + 2.0f);
if (m2Renderer) m2H = m2Renderer->getFloorHeight(newPos.x, newPos.y, feetZ + 1.0f);
auto floorH = selectHighestFloor(terrainH, wmoH, m2H);
constexpr float MIN_SWIM_WATER_DEPTH = 1.8f;
inWater = (floorH && ((*waterH - *floorH) >= MIN_SWIM_WATER_DEPTH)) || (isOcean && !floorH);
}
}
if (inWater) {
swimming = true;
float swimSpeed = speed * SWIM_SPEED_FACTOR;
float waterSurfaceCamZ = waterH ? (*waterH - WATER_SURFACE_OFFSET + eyeHeight) : newPos.z;
bool diveIntent = nowForward && (forward3D.z < -0.28f);
if (glm::length(movement) > 0.001f) {
movement = glm::normalize(movement);
newPos += movement * swimSpeed * deltaTime;
}
if (nowJump) {
verticalVelocity = SWIM_BUOYANCY;
} else {
verticalVelocity += SWIM_GRAVITY * deltaTime;
if (verticalVelocity < SWIM_SINK_SPEED) {
verticalVelocity = SWIM_SINK_SPEED;
}
if (!diveIntent) {
float surfaceErr = (waterSurfaceCamZ - newPos.z);
verticalVelocity += surfaceErr * 7.0f * deltaTime;
verticalVelocity *= std::max(0.0f, 1.0f - 3.2f * deltaTime);
if (std::abs(surfaceErr) < 0.06f && std::abs(verticalVelocity) < 0.35f) {
verticalVelocity = 0.0f;
}
}
}
newPos.z += verticalVelocity * deltaTime;
// Don't rise above water surface (feet at water level)
if (waterH && (newPos.z - eyeHeight) > *waterH - WATER_SURFACE_OFFSET) {
newPos.z = *waterH - WATER_SURFACE_OFFSET + eyeHeight;
if (verticalVelocity > 0.0f) verticalVelocity = 0.0f;
}
grounded = false;
} else {
swimming = false;
if (glm::length(movement) > 0.001f) {
movement = glm::normalize(movement);
newPos += movement * speed * deltaTime;
}
// Jump with input buffering and coyote time
if (nowJump) jumpBufferTimer = JUMP_BUFFER_TIME;
if (grounded) coyoteTimer = COYOTE_TIME;
if (coyoteTimer > 0.0f && jumpBufferTimer > 0.0f) {
verticalVelocity = jumpVel;
grounded = false;
jumpBufferTimer = 0.0f;
coyoteTimer = 0.0f;
}
jumpBufferTimer -= deltaTime;
coyoteTimer -= deltaTime;
// Apply gravity
verticalVelocity += gravity * deltaTime;
newPos.z += verticalVelocity * deltaTime;
}
// Wall sweep collision before grounding (skip when stationary).
if (wmoRenderer) {
glm::vec3 startFeet = camera->getPosition() - glm::vec3(0, 0, eyeHeight);
glm::vec3 desiredFeet = newPos - glm::vec3(0, 0, eyeHeight);
float moveDist = glm::length(desiredFeet - startFeet);
if (moveDist > 0.01f) {
int sweepSteps = std::max(1, std::min(3, static_cast<int>(std::ceil(moveDist / 0.65f))));
glm::vec3 stepPos = startFeet;
glm::vec3 stepDelta = (desiredFeet - startFeet) / static_cast<float>(sweepSteps);
for (int i = 0; i < sweepSteps; i++) {
glm::vec3 candidate = stepPos + stepDelta;
glm::vec3 adjusted;
if (wmoRenderer->checkWallCollision(stepPos, candidate, adjusted)) {
candidate.x = adjusted.x;
candidate.y = adjusted.y;
candidate.z = std::max(candidate.z, adjusted.z);
}
stepPos = candidate;
}
newPos = stepPos + glm::vec3(0, 0, eyeHeight);
}
}
// Ground to terrain or WMO floor
{
auto sampleGround = [&](float x, float y) -> std::optional<float> {
std::optional<float> terrainH;
std::optional<float> wmoH;
std::optional<float> m2H;
if (terrainManager) {
terrainH = terrainManager->getHeightAt(x, y);
}
float feetZ = newPos.z - eyeHeight;
float wmoProbeZ = std::max(feetZ, lastGroundZ) + 1.5f;
float m2ProbeZ = std::max(feetZ, lastGroundZ) + 6.0f;
if (wmoRenderer) {
wmoH = wmoRenderer->getFloorHeight(x, y, wmoProbeZ);
}
if (m2Renderer) {
m2H = m2Renderer->getFloorHeight(x, y, m2ProbeZ);
}
auto base = selectReachableFloor(terrainH, wmoH, feetZ, 1.0f);
if (m2H && *m2H <= feetZ + 1.0f && (!base || *m2H > *base)) {
base = m2H;
}
return base;
};
// Single center probe.
std::optional<float> groundH = sampleGround(newPos.x, newPos.y);
if (groundH) {
float feetZ = newPos.z - eyeHeight;
float stepUp = 1.0f;
float fallCatch = 3.0f;
float dz = *groundH - feetZ;
if (dz <= stepUp && dz >= -fallCatch &&
(verticalVelocity <= 0.0f || *groundH > feetZ)) {
newPos.z = *groundH + eyeHeight;
verticalVelocity = 0.0f;
grounded = true;
lastGroundZ = *groundH;
swimming = false;
} else if (!swimming) {
grounded = false;
lastGroundZ = *groundH;
}
} else if (!swimming) {
newPos.z = lastGroundZ + eyeHeight;
verticalVelocity = 0.0f;
grounded = true;
}
}
camera->setPosition(newPos);
}
// --- Edge-detection: send movement opcodes on state transitions ---
if (movementCallback) {
// Forward/backward
if (nowForward && !wasMovingForward) {
movementCallback(static_cast<uint32_t>(game::Opcode::CMSG_MOVE_START_FORWARD));
}
if (nowBackward && !wasMovingBackward) {
movementCallback(static_cast<uint32_t>(game::Opcode::CMSG_MOVE_START_BACKWARD));
}
if ((!nowForward && wasMovingForward) || (!nowBackward && wasMovingBackward)) {
if (!nowForward && !nowBackward) {
movementCallback(static_cast<uint32_t>(game::Opcode::CMSG_MOVE_STOP));
}
}
// Strafing
if (nowStrafeLeft && !wasStrafingLeft) {
movementCallback(static_cast<uint32_t>(game::Opcode::CMSG_MOVE_START_STRAFE_LEFT));
}
if (nowStrafeRight && !wasStrafingRight) {
movementCallback(static_cast<uint32_t>(game::Opcode::CMSG_MOVE_START_STRAFE_RIGHT));
}
if ((!nowStrafeLeft && wasStrafingLeft) || (!nowStrafeRight && wasStrafingRight)) {
if (!nowStrafeLeft && !nowStrafeRight) {
movementCallback(static_cast<uint32_t>(game::Opcode::CMSG_MOVE_STOP_STRAFE));
}
}
// Turning
if (nowTurnLeft && !wasTurningLeft) {
movementCallback(static_cast<uint32_t>(game::Opcode::CMSG_MOVE_START_TURN_LEFT));
}
if (nowTurnRight && !wasTurningRight) {
movementCallback(static_cast<uint32_t>(game::Opcode::CMSG_MOVE_START_TURN_RIGHT));
}
if ((!nowTurnLeft && wasTurningLeft) || (!nowTurnRight && wasTurningRight)) {
if (!nowTurnLeft && !nowTurnRight) {
movementCallback(static_cast<uint32_t>(game::Opcode::CMSG_MOVE_STOP_TURN));
}
}
// Jump
if (nowJump && !wasJumping && grounded) {
movementCallback(static_cast<uint32_t>(game::Opcode::CMSG_MOVE_JUMP));
}
// Fall landing
if (wasFalling && grounded) {
movementCallback(static_cast<uint32_t>(game::Opcode::CMSG_MOVE_FALL_LAND));
}
}
// Swimming state transitions
if (movementCallback) {
if (swimming && !wasSwimming) {
movementCallback(static_cast<uint32_t>(game::Opcode::CMSG_MOVE_START_SWIM));
} else if (!swimming && wasSwimming) {
movementCallback(static_cast<uint32_t>(game::Opcode::CMSG_MOVE_STOP_SWIM));
}
}
// Update previous-frame state
wasSwimming = swimming;
wasMovingForward = nowForward;
wasMovingBackward = nowBackward;
wasStrafingLeft = nowStrafeLeft;
wasStrafingRight = nowStrafeRight;
moveForwardActive = nowForward;
moveBackwardActive = nowBackward;
strafeLeftActive = nowStrafeLeft;
strafeRightActive = nowStrafeRight;
wasTurningLeft = nowTurnLeft;
wasTurningRight = nowTurnRight;
wasJumping = nowJump;
wasFalling = !grounded && verticalVelocity <= 0.0f;
// R key disabled — was camera reset, conflicts with chat reply
rKeyWasDown = false;
}
void CameraController::processMouseMotion(const SDL_MouseMotionEvent& event) {
if (!enabled || !camera) {
return;
}
if (introActive) {
return;
}
if (!mouseButtonDown) {
return;
}
// Directly update stored yaw/pitch (no lossy forward-vector derivation)
yaw -= event.xrel * mouseSensitivity;
float invert = invertMouse ? -1.0f : 1.0f;
pitch += event.yrel * mouseSensitivity * invert;
// WoW-style pitch limits: can look almost straight down, limited upward
pitch = glm::clamp(pitch, MIN_PITCH, MAX_PITCH);
camera->setRotation(yaw, pitch);
}
void CameraController::processMouseButton(const SDL_MouseButtonEvent& event) {
if (!enabled) {
return;
}
if (event.button == SDL_BUTTON_LEFT) {
leftMouseDown = (event.state == SDL_PRESSED);
if (event.state == SDL_PRESSED && event.clicks >= 2) {
autoRunning = false;
}
}
if (event.button == SDL_BUTTON_RIGHT) {
rightMouseDown = (event.state == SDL_PRESSED);
}
bool anyDown = leftMouseDown || rightMouseDown;
if (anyDown && !mouseButtonDown) {
SDL_SetRelativeMouseMode(SDL_TRUE);
} else if (!anyDown && mouseButtonDown) {
SDL_SetRelativeMouseMode(SDL_FALSE);
}
mouseButtonDown = anyDown;
}
void CameraController::reset() {
if (!camera) {
return;
}
yaw = defaultYaw;
facingYaw = defaultYaw;
pitch = defaultPitch;
verticalVelocity = 0.0f;
grounded = true;
swimming = false;
sitting = false;
autoRunning = false;
noGroundTimer_ = 0.0f;
autoUnstuckFired_ = false;
// Clear edge-state so movement packets can re-start cleanly after respawn.
wasMovingForward = false;
wasMovingBackward = false;
wasStrafingLeft = false;
wasStrafingRight = false;
wasTurningLeft = false;
wasTurningRight = false;
wasJumping = false;
wasFalling = false;
wasSwimming = false;
moveForwardActive = false;
moveBackwardActive = false;
strafeLeftActive = false;
strafeRightActive = false;
glm::vec3 spawnPos = defaultPosition;
auto evalFloorAt = [&](float x, float y, float refZ) -> std::optional<float> {
std::optional<float> terrainH;
std::optional<float> wmoH;
std::optional<float> m2H;
if (terrainManager) {
terrainH = terrainManager->getHeightAt(x, y);
}
// Probe from the highest of terrain, refZ (server position), and defaultPosition.z
// so we don't miss WMO floors above terrain (e.g. Stormwind city surface).
float floorProbeZ = std::max(terrainH.value_or(refZ), refZ);
if (wmoRenderer) {
wmoH = wmoRenderer->getFloorHeight(x, y, floorProbeZ + 4.0f);
}
if (m2Renderer) {
m2H = m2Renderer->getFloorHeight(x, y, floorProbeZ + 4.0f);
}
auto h = selectReachableFloor(terrainH, wmoH, refZ, 16.0f);
if (!h) {
h = selectHighestFloor(terrainH, wmoH, m2H);
}
return h;
};
// Search nearby for a stable, non-steep spawn floor to avoid waterfall/ledge spawns.
// In online mode, use a tight search radius since the server dictates position.
float bestScore = std::numeric_limits<float>::max();
glm::vec3 bestPos = spawnPos;
bool foundBest = false;
constexpr float radiiOffline[] = {0.0f, 6.0f, 12.0f, 18.0f, 24.0f, 32.0f};
constexpr float radiiOnline[] = {0.0f, 2.0f};
const float* radii = onlineMode ? radiiOnline : radiiOffline;
const int radiiCount = onlineMode ? 2 : 6;
constexpr int ANGLES = 16;
constexpr float PI = 3.14159265f;
for (int ri = 0; ri < radiiCount; ri++) {
float r = radii[ri];
int steps = (r <= 0.01f) ? 1 : ANGLES;
for (int i = 0; i < steps; i++) {
float a = (2.0f * PI * static_cast<float>(i)) / static_cast<float>(steps);
float x = defaultPosition.x + r * std::cos(a);
float y = defaultPosition.y + r * std::sin(a);
auto h = evalFloorAt(x, y, defaultPosition.z);
if (!h) continue;
// Allow large downward snaps, but avoid snapping onto high roofs/odd geometry.
constexpr float MAX_SPAWN_SNAP_UP = 16.0f;
if (*h > defaultPosition.z + MAX_SPAWN_SNAP_UP) continue;
float score = r * 0.02f;
if (terrainManager) {
// Penalize steep/unstable spots.
int slopeSamples = 0;
float slopeAccum = 0.0f;
constexpr float off = 2.5f;
const float dx[4] = {off, -off, 0.0f, 0.0f};
const float dy[4] = {0.0f, 0.0f, off, -off};
for (int s = 0; s < 4; s++) {
auto hn = terrainManager->getHeightAt(x + dx[s], y + dy[s]);
if (!hn) continue;
slopeAccum += std::abs(*hn - *h);
slopeSamples++;
}
if (slopeSamples > 0) {
score += (slopeAccum / static_cast<float>(slopeSamples)) * 2.0f;
}
}
if (waterRenderer) {
auto wh = waterRenderer->getWaterHeightAt(x, y);
if (wh && *h < *wh - 0.2f) {
score += 8.0f;
}
}
if (wmoRenderer) {
const glm::vec3 from(x, y, *h + 0.20f);
const bool insideWMO = wmoRenderer->isInsideWMO(x, y, *h + 1.5f, nullptr);
// Prefer outdoors for default hearth-like spawn points (offline only).
// In online mode, trust the server position even if inside a WMO.
if (insideWMO && !onlineMode) {
score += 120.0f;
}
// Reject points embedded in nearby walls by probing tiny cardinal moves.
int wallHits = 0;
constexpr float probeStep = 0.85f;
const glm::vec3 probes[4] = {
glm::vec3(x + probeStep, y, *h + 0.20f),
glm::vec3(x - probeStep, y, *h + 0.20f),
glm::vec3(x, y + probeStep, *h + 0.20f),
glm::vec3(x, y - probeStep, *h + 0.20f),
};
for (const auto& to : probes) {
glm::vec3 adjusted;
if (wmoRenderer->checkWallCollision(from, to, adjusted)) {
wallHits++;
}
}
if (wallHits >= 2) {
continue; // Likely wedged in geometry.
}
if (wallHits == 1) {
score += 30.0f;
}
// If the point is inside a WMO, ensure there is an easy escape path.
// If almost all directions are blocked, treat it as invalid spawn.
if (insideWMO) {
int blocked = 0;
constexpr int radialChecks = 12;
constexpr float radialDist = 2.2f;
for (int ri = 0; ri < radialChecks; ri++) {
float ang = (2.0f * PI * static_cast<float>(ri)) / static_cast<float>(radialChecks);
glm::vec3 to(
x + std::cos(ang) * radialDist,
y + std::sin(ang) * radialDist,
*h + 0.20f
);
glm::vec3 adjusted;
if (wmoRenderer->checkWallCollision(from, to, adjusted)) {
blocked++;
}
}
if (blocked >= 9) {
continue; // Enclosed by interior/wall geometry.
}
score += static_cast<float>(blocked) * 3.0f;
}
}
if (score < bestScore) {
bestScore = score;
bestPos = glm::vec3(x, y, *h + 0.05f);
foundBest = true;
}
}
}
if (foundBest) {
spawnPos = bestPos;
lastGroundZ = spawnPos.z - 0.05f;
}
camera->setRotation(yaw, pitch);
glm::vec3 forward3D = camera->getForward();
if (thirdPerson && followTarget) {
// In follow mode, respawn the character (feet position), then place camera behind it.
*followTarget = spawnPos;
currentDistance = userTargetDistance;
collisionDistance = currentDistance;
float mountedOffset = mounted_ ? mountHeightOffset_ : 0.0f;
glm::vec3 pivot = spawnPos + glm::vec3(0.0f, 0.0f, PIVOT_HEIGHT + mountedOffset);
glm::vec3 camDir = -forward3D;
glm::vec3 camPos = pivot + camDir * currentDistance;
smoothedCamPos = camPos;
camera->setPosition(camPos);
} else {
// Free-fly mode keeps camera eye-height above ground.
if (foundBest) {
spawnPos.z += eyeHeight;
}
smoothedCamPos = spawnPos;
camera->setPosition(spawnPos);
}
LOG_INFO("Camera reset to default position");
}
void CameraController::teleportTo(const glm::vec3& pos) {
if (!camera) return;
verticalVelocity = 0.0f;
grounded = true;
swimming = false;
sitting = false;
lastGroundZ = pos.z;
noGroundTimer_ = 0.0f; // Reset grace period so terrain has time to stream
autoUnstuckFired_ = false;
continuousFallTime_ = 0.0f;
// Invalidate active WMO group so it's re-detected at new position
if (wmoRenderer) {
wmoRenderer->updateActiveGroup(pos.x, pos.y, pos.z + 1.0f);
}
if (thirdPerson && followTarget) {
*followTarget = pos;
camera->setRotation(yaw, pitch);
glm::vec3 forward3D = camera->getForward();
float mountedOffset = mounted_ ? mountHeightOffset_ : 0.0f;
glm::vec3 pivot = pos + glm::vec3(0.0f, 0.0f, PIVOT_HEIGHT + mountedOffset);
glm::vec3 camDir = -forward3D;
glm::vec3 camPos = pivot + camDir * currentDistance;
smoothedCamPos = camPos;
camera->setPosition(camPos);
} else {
glm::vec3 camPos = pos + glm::vec3(0.0f, 0.0f, eyeHeight);
smoothedCamPos = camPos;
camera->setPosition(camPos);
}
LOG_INFO("Teleported to (", pos.x, ", ", pos.y, ", ", pos.z, ")");
}
void CameraController::processMouseWheel(float delta) {
// 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) {
followTarget = target;
if (target) {
thirdPerson = true;
LOG_INFO("Third-person camera enabled");
} else {
thirdPerson = false;
LOG_INFO("Free-fly camera enabled");
}
}
bool CameraController::isMoving() const {
if (!enabled || !camera) {
return false;
}
if (externalMoving_) return true;
return moveForwardActive || moveBackwardActive || strafeLeftActive || strafeRightActive || autoRunning;
}
void CameraController::clearMovementInputs() {
moveForwardActive = false;
moveBackwardActive = false;
strafeLeftActive = false;
strafeRightActive = false;
autoRunning = false;
}
bool CameraController::isSprinting() const {
return enabled && camera && runPace;
}
} // namespace rendering
} // namespace wowee