fix(camera): smooth chase-camera Z follow so the jump arc is visible on screen
Diagnostic from K-fix10 confirmed our local jump physics is
mathematically perfect — every full-charge jump produces
formulaPeak = actualPeakDz = vz²/19.6 to four-digit precision
(3.11 m for Jump skill 208). Yet the user observed retail
clients seeing the SAME character jump much higher than ACdream
sees of itself.
Root cause: ChaseCamera tracked player.Z 1:1. When the player
rises 3 m the camera rises 3 m too — the player's screen
position never changes during the arc, so the jump is visually
invisible. Retail's chase camera lags the Z follow, so an
observer sees the player visibly rise on screen.
Fix: low-pass filter the camera's Z target.
ChaseCamera.Update gains a dt parameter and an exponential
smoother:
alpha = 1 - exp(-dt / ZFollowTimeConstant)
smoothedZ += (player.Z - smoothedZ) * alpha
ZFollowTimeConstant defaults to 0.15 s — slow enough that a
~1 s jump arc shows up clearly on screen, fast enough that
slope walking still feels glued. The look-at point still uses
the raw player Z so the camera tilts up to keep the airborne
character in frame.
Drive-by: stripped K-fix10 jump diagnostic logging now that the
math has been confirmed correct.
Tests stay 1222 green.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
This commit is contained in:
parent
13cc08e506
commit
05ce090346
3 changed files with 43 additions and 33 deletions
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@ -130,12 +130,6 @@ public sealed class PlayerMovementController
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// Jump charge state.
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private bool _jumpCharging;
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private float _jumpExtent;
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// K-fix10 diag (2026-04-26): track airborne arc height for the
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// jump-too-low investigation. Strip after fix.
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private bool _jumpDiagSampling;
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private float _jumpDiagStartZ;
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private float _jumpDiagPeakZ;
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private float _jumpDiagSentVz;
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// K-fix6 (2026-04-26): retail's PowerBar charge constant for jump is
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// not legible in the named decomp (the divisor was clobbered in
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// GetPowerBarLevel's FPU stack reordering at FUN_0056ade0). 2.0/s
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@ -397,16 +391,6 @@ public sealed class PlayerMovementController
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_motion.LeaveGround();
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outJumpExtent = _jumpExtent;
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outJumpVelocity = _body.Velocity; // capture after LeaveGround applies it
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_jumpDiagSampling = true;
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_jumpDiagStartZ = _body.Position.Z;
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_jumpDiagPeakZ = _body.Position.Z;
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_jumpDiagSentVz = _body.Velocity.Z;
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Console.WriteLine(
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$"[jump.send] extent={_jumpExtent:F3} sentVz={_body.Velocity.Z:F3} " +
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$"sentVel=({_body.Velocity.X:F2},{_body.Velocity.Y:F2},{_body.Velocity.Z:F2}) " +
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$"formulaPeak={_body.Velocity.Z * _body.Velocity.Z / 19.6f:F2}m " +
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$"startZ={_body.Position.Z:F2}");
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}
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_jumpCharging = false;
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_jumpExtent = 0f;
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@ -451,14 +435,6 @@ public sealed class PlayerMovementController
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{
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_motion.HitGround();
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justLanded = true;
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if (_jumpDiagSampling)
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{
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Console.WriteLine(
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$"[jump.peak] sentVz={_jumpDiagSentVz:F3} formulaPeak={_jumpDiagSentVz * _jumpDiagSentVz / 19.6f:F2}m " +
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$"actualPeakDz={(_jumpDiagPeakZ - _jumpDiagStartZ):F2}m " +
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$"startZ={_jumpDiagStartZ:F2} peakZ={_jumpDiagPeakZ:F2} landZ={_body.Position.Z:F2}");
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_jumpDiagSampling = false;
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}
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}
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}
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else
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@ -475,10 +451,6 @@ public sealed class PlayerMovementController
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_body.calc_acceleration();
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}
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// K-fix10 diag: peak Z tracking — placed AFTER the resolve branch
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// so it doesn't disrupt control flow.
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if (_jumpDiagSampling && _body.Position.Z > _jumpDiagPeakZ)
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_jumpDiagPeakZ = _body.Position.Z;
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_wasAirborneLastFrame = !_body.OnWalkable;
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CellId = resolveResult.CellId;
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