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Parse bounding vertices, triangles, and normals from M2 files and use them for proper triangle-level collision instead of AABB heuristics. Spatial grid bucketing for efficient queries, closest-point wall push with soft clamping, and ray-triangle floor detection alongside existing AABB fallback. |
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| .. | ||
| adt_loader.cpp | ||
| asset_manager.cpp | ||
| blp_loader.cpp | ||
| dbc_loader.cpp | ||
| m2_loader.cpp | ||
| mpq_manager.cpp | ||
| terrain_mesh.cpp | ||
| wmo_loader.cpp | ||