Files
WoWee/include/rendering/camera_controller.hpp
Kelsi 98ed8411e6 Fix movement desync: strafe animation and missing SET_FACING
Two bugs caused the client to look like a bot to server GMs:

1. Strafe animation played during forward+strafe (W+A) instead of the
   walk/run animation. Added pureStrafe guard so strafe animations only
   play when exclusively strafing (no forward key or auto-run active).

2. CMSG_MOVE_SET_FACING was never sent on mouse-look turns. The server
   predicts movement from the last known facing; without SET_FACING the
   heartbeat position appeared to teleport each time the player changed
   direction. Now sent at up to 10 Hz whenever facing changes >3°,
   skipped while keyboard-turning (handled server-side by TURN flags).
2026-02-19 16:40:17 -08:00

306 lines
13 KiB
C++

#pragma once
#include "rendering/camera.hpp"
#include "core/input.hpp"
#include <SDL2/SDL.h>
#include <functional>
#include <optional>
namespace wowee {
namespace rendering {
class TerrainManager;
class WMORenderer;
class M2Renderer;
class WaterRenderer;
class CameraController {
public:
CameraController(Camera* camera);
void update(float deltaTime);
void processMouseMotion(const SDL_MouseMotionEvent& event);
void processMouseButton(const SDL_MouseButtonEvent& event);
void setMovementSpeed(float speed) { movementSpeed = speed; }
void setMouseSensitivity(float sensitivity) { mouseSensitivity = sensitivity; }
float getMouseSensitivity() const { return mouseSensitivity; }
void setInvertMouse(bool invert) { invertMouse = invert; }
bool isInvertMouse() const { return invertMouse; }
void setEnabled(bool enabled) { this->enabled = enabled; }
void setTerrainManager(TerrainManager* tm) { terrainManager = tm; }
void setWMORenderer(WMORenderer* wmo) { wmoRenderer = wmo; }
void setM2Renderer(M2Renderer* m2) { m2Renderer = m2; }
void setWaterRenderer(WaterRenderer* wr) { waterRenderer = wr; }
void processMouseWheel(float delta);
void setFollowTarget(glm::vec3* target);
void setDefaultSpawn(const glm::vec3& position, float yawDeg, float pitchDeg) {
defaultPosition = position;
defaultYaw = yawDeg;
defaultPitch = pitchDeg;
}
void reset();
void teleportTo(const glm::vec3& pos);
void setOnlineMode(bool online) { onlineMode = online; }
// Last known safe position (grounded, not falling)
bool hasLastSafePosition() const { return hasLastSafe_; }
const glm::vec3& getLastSafePosition() const { return lastSafePos_; }
float getContinuousFallTime() const { return continuousFallTime_; }
// Auto-unstuck callback (triggered when falling too long)
using AutoUnstuckCallback = std::function<void()>;
void setAutoUnstuckCallback(AutoUnstuckCallback cb) { autoUnstuckCallback_ = std::move(cb); }
void startIntroPan(float durationSec = 2.8f, float orbitDegrees = 140.0f);
bool isIntroActive() const { return introActive; }
bool isIdleOrbit() const { return idleOrbit_; }
float getMovementSpeed() const { return movementSpeed; }
const glm::vec3& getDefaultPosition() const { return defaultPosition; }
bool isMoving() const;
float getYaw() const { return yaw; }
float getPitch() const { return pitch; }
float getFacingYaw() const { return facingYaw; }
bool isThirdPerson() const { return thirdPerson; }
bool isFirstPersonView() const { return thirdPerson && (userTargetDistance <= MIN_DISTANCE + 0.15f); }
bool isGrounded() const { return grounded; }
bool isJumping() const { return !grounded && verticalVelocity > 0.0f; }
bool isFalling() const { return !grounded && verticalVelocity <= 0.0f; }
bool isJumpKeyPressed() const { return jumpBufferTimer > 0.0f; }
bool isSprinting() const;
bool isMovingForward() const { return moveForwardActive; }
bool isMovingBackward() const { return moveBackwardActive; }
bool isStrafingLeft() const { return strafeLeftActive; }
bool isStrafingRight() const { return strafeRightActive; }
bool isAutoRunning() const { return autoRunning; }
bool isRightMouseHeld() const { return rightMouseDown; }
bool isSitting() const { return sitting; }
bool isSwimming() const { return swimming; }
bool isInsideWMO() const { return cachedInsideWMO; }
bool isOnTaxi() const { return externalFollow_; }
const glm::vec3* getFollowTarget() const { return followTarget; }
glm::vec3* getFollowTargetMutable() { return followTarget; }
// Movement callback for sending opcodes to server
using MovementCallback = std::function<void(uint32_t opcode)>;
void setMovementCallback(MovementCallback cb) { movementCallback = std::move(cb); }
void setUseWoWSpeed(bool use) { useWoWSpeed = use; }
void setRunSpeedOverride(float speed) { runSpeedOverride_ = speed; }
void setMounted(bool m) { mounted_ = m; }
void setMountHeightOffset(float offset) { mountHeightOffset_ = offset; }
void setExternalFollow(bool enabled) { externalFollow_ = enabled; }
void setExternalMoving(bool moving) { externalMoving_ = moving; }
void setFacingYaw(float yaw) { facingYaw = yaw; } // For taxi/scripted movement
void clearMovementInputs();
// Trigger mount jump (applies vertical velocity for physics hop)
void triggerMountJump();
// 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;
float pitch = -30.0f;
float facingYaw = 180.0f; // Character-facing yaw (can differ from camera yaw)
// Movement settings
float movementSpeed = 50.0f;
float sprintMultiplier = 3.0f;
float slowMultiplier = 0.3f;
// Mouse settings
float mouseSensitivity = 0.2f;
bool invertMouse = false;
bool mouseButtonDown = false;
bool leftMouseDown = false;
bool rightMouseDown = false;
// Third-person orbit camera (WoW-style)
bool thirdPerson = false;
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
bool externalFollow_ = false;
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 = 0.32f; // Keep camera farther from geometry to avoid clipping-through surfaces
static constexpr float CAM_EPSILON = 0.22f; // Extra wall offset to avoid near-plane clipping artifacts
static constexpr float COLLISION_FOCUS_RADIUS_THIRD_PERSON = 20.0f; // Reduced for performance
static constexpr float COLLISION_FOCUS_RADIUS_FREE_FLY = 20.0f;
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;
bool grounded = false;
static constexpr float STAND_EYE_HEIGHT = 1.2f; // Standing eye height
static constexpr float CROUCH_EYE_HEIGHT = 0.6f; // Crouching eye height
float eyeHeight = STAND_EYE_HEIGHT;
float lastGroundZ = 0.0f; // Last known ground height (fallback when no terrain)
static constexpr float GRAVITY = -30.0f;
static constexpr float JUMP_VELOCITY = 15.0f;
float jumpBufferTimer = 0.0f; // Time since space was pressed
float coyoteTimer = 0.0f; // Time since last grounded
static constexpr float JUMP_BUFFER_TIME = 0.15f; // 150ms input buffer
static constexpr float COYOTE_TIME = 0.10f; // 100ms grace after leaving ground
// Cached isInsideWMO result (throttled to avoid per-frame cost)
bool cachedInsideWMO = false;
bool cachedInsideInteriorWMO = false;
int insideWMOCheckCounter = 0;
glm::vec3 lastInsideWMOCheckPos = glm::vec3(0.0f);
// Cached camera WMO floor query (skip if camera moved < 0.3 units)
glm::vec3 lastCamFloorQueryPos = glm::vec3(0.0f);
std::optional<float> cachedCamWmoFloor;
bool hasCachedCamFloor = false;
// Terrain-aware camera pivot lift cache (throttled for performance).
glm::vec3 lastPivotLiftQueryPos_ = glm::vec3(0.0f);
float lastPivotLiftDistance_ = 0.0f;
int pivotLiftQueryCounter_ = 0;
float cachedPivotLift_ = 0.0f;
static constexpr int PIVOT_LIFT_QUERY_INTERVAL = 3;
static constexpr float PIVOT_LIFT_POS_THRESHOLD = 0.5f;
static constexpr float PIVOT_LIFT_DIST_THRESHOLD = 0.5f;
// Cached floor height queries (update every 5 frames or 2 unit movement)
glm::vec3 lastFloorQueryPos = glm::vec3(0.0f);
std::optional<float> cachedFloorHeight;
int floorQueryFrameCounter = 0;
static constexpr float FLOOR_QUERY_DISTANCE_THRESHOLD = 2.0f; // Increased from 1.0
static constexpr int FLOOR_QUERY_FRAME_INTERVAL = 5; // Increased from 3
// Helper to get cached floor height (reduces expensive queries)
std::optional<float> getCachedFloorHeight(float x, float y, float z);
// Swimming
bool swimming = false;
bool wasSwimming = false;
static constexpr float SWIM_SPEED_FACTOR = 0.67f;
static constexpr float SWIM_GRAVITY = -5.0f;
static constexpr float SWIM_BUOYANCY = 8.0f;
static constexpr float SWIM_SINK_SPEED = -3.0f;
static constexpr float WATER_SURFACE_OFFSET = 0.9f;
// State
bool enabled = true;
bool sitting = false;
bool xKeyWasDown = false;
bool rKeyWasDown = false;
bool runPace = false;
bool autoRunning = false;
bool tildeWasDown = false;
// Movement state tracking (for sending opcodes on state change)
bool wasMovingForward = false;
bool wasMovingBackward = false;
bool wasStrafingLeft = false;
bool wasStrafingRight = false;
bool wasTurningLeft = false;
bool wasTurningRight = false;
bool wasJumping = false;
bool wasFalling = false;
bool moveForwardActive = false;
bool moveBackwardActive = false;
bool strafeLeftActive = false;
bool strafeRightActive = false;
// Movement callback
MovementCallback movementCallback;
// Movement speeds
bool useWoWSpeed = false;
static constexpr float WOW_RUN_SPEED = 7.0f; // Normal run (WotLK)
static constexpr float WOW_SPRINT_SPEED = 10.5f; // Optional fast mode (not default WoW behavior)
static constexpr float WOW_WALK_SPEED = 2.5f; // Walk
static constexpr float WOW_BACK_SPEED = 4.5f; // Backpedal
static constexpr float WOW_TURN_SPEED = 180.0f; // Keyboard turn deg/sec
static constexpr float WOW_GRAVITY = -19.29f;
static constexpr float WOW_JUMP_VELOCITY = 7.96f;
static constexpr float MOUNT_GRAVITY = -18.0f; // Snappy WoW-feel jump
static constexpr float MOUNT_JUMP_HEIGHT = 1.0f; // Desired jump height in meters
// Computed jump velocity using vz = sqrt(2 * g * h)
static inline float getMountJumpVelocity() {
return std::sqrt(2.0f * std::abs(MOUNT_GRAVITY) * MOUNT_JUMP_HEIGHT);
}
// Server-driven run speed override (0 = use default WOW_RUN_SPEED)
float runSpeedOverride_ = 0.0f;
bool mounted_ = false;
float mountHeightOffset_ = 0.0f;
bool externalMoving_ = false;
// Online mode: trust server position, don't prefer outdoors over WMO floors
bool onlineMode = false;
// Default spawn position (Goldshire Inn)
glm::vec3 defaultPosition = glm::vec3(-9464.0f, 62.0f, 200.0f);
float defaultYaw = 0.0f;
float defaultPitch = -5.0f;
// Spawn intro camera pan
bool introActive = false;
float introTimer = 0.0f;
float introDuration = 0.0f;
float introStartYaw = 0.0f;
float introEndYaw = 0.0f;
float introOrbitDegrees = 0.0f;
float introStartPitch = -15.0f;
float introEndPitch = -5.0f;
float introStartDistance = 12.0f;
float introEndDistance = 10.0f;
// Idle camera: triggers intro pan after IDLE_TIMEOUT seconds of no input
float idleTimer_ = 0.0f;
bool idleOrbit_ = false; // true when current intro pan is an idle orbit (loops)
static constexpr float IDLE_TIMEOUT = 120.0f; // 2 minutes
// Last known safe position (saved periodically when grounded on real geometry)
bool hasLastSafe_ = false;
glm::vec3 lastSafePos_ = glm::vec3(0.0f);
float safePosSaveTimer_ = 0.0f;
bool hasRealGround_ = false; // True only when terrain/WMO/M2 floor is detected
static constexpr float SAFE_POS_SAVE_INTERVAL = 2.0f; // Save every 2 seconds
// No-ground timer: after grace period, let the player fall instead of hovering
float noGroundTimer_ = 0.0f;
static constexpr float NO_GROUND_GRACE = 0.5f; // 500ms grace for terrain streaming
// Continuous fall time (for auto-unstuck detection)
float continuousFallTime_ = 0.0f;
bool autoUnstuckFired_ = false;
AutoUnstuckCallback autoUnstuckCallback_;
static constexpr float AUTO_UNSTUCK_FALL_TIME = 5.0f; // 5 seconds of falling
// Collision query cache (skip expensive checks if position barely changed)
glm::vec3 lastCollisionCheckPos_ = glm::vec3(0.0f);
float cachedFloorHeight_ = 0.0f;
bool hasCachedFloor_ = false;
static constexpr float COLLISION_CACHE_DISTANCE = 0.15f; // Re-check every 15cm
};
} // namespace rendering
} // namespace wowee