Revert "fix(physics): remove per-frame indoor walkable-plane synthesis"
This reverts commit 9f874f4650.
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9f874f4650
commit
0a7ce8fd58
4 changed files with 573 additions and 23 deletions
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@ -1152,14 +1152,11 @@ public static class BSPQuery
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/// </para>
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///
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/// <para>
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/// Out-of-band "find a walkable plane indoors" entry point for callers
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/// that genuinely need to query a cell's walkable floor (spawn-placement
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/// validation, teleport-target verification, future debug overlays).
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/// NOT called from the per-frame physics resolver — the original
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/// per-frame caller (TryFindIndoorWalkablePlane) was deleted 2026-05-20
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/// because retail's BSPTREE::find_collisions does NOT re-synthesize the
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/// ContactPlane on the OK path. The wrapper is kept here as the
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/// underlying retail-faithful walkable-finder API.
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/// Intended call site: indoor walkable-plane synthesis in
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/// <c>Transition.TryFindIndoorWalkablePlane</c> when the indoor cell-BSP
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/// collision returns OK (no wall hit) and the resolver still needs a
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/// ContactPlane to feed ValidateWalkable. Outdoor terrain has its own path
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/// (<see cref="PhysicsEngine.SampleTerrainWalkable"/>) and does not use this.
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/// </para>
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///
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/// <para>
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@ -1266,6 +1266,120 @@ public sealed class Transition
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// Environment collision — outdoor terrain
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// -----------------------------------------------------------------------
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/// <summary>
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/// Synthesize the indoor walkable contact plane for the player's current
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/// position when the cell BSP returns OK (no wall collision).
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///
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/// <para>
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/// Routes through the retail-faithful BSP walkable-finder
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/// (<see cref="BSPQuery.FindWalkableSphere"/>) — which traverses the cell
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/// PhysicsBSP and picks the polygon closest to the foot along the up vector.
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/// Phase 2 commit eb0f772 introduced a linear first-match XY scan as a
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/// stop-gap; that scan picked the wrong floor whenever two polygons
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/// overlapped in XY at different Z (cellars, 2nd floors, balconies).
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/// </para>
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///
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/// <para>
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/// Returns <c>false</c> if no walkable floor poly is found under the
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/// player. The caller falls through to outdoor terrain in that case
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/// (defensive backstop — should not normally happen inside a sealed cell).
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/// </para>
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///
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/// <para>
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/// Retail oracle: BSPLEAF::find_walkable (acclient_2013_pseudo_c.txt:326793),
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/// BSPNODE::find_walkable (:326211), CPolygon::walkable_hits_sphere (:323006),
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/// CPolygon::adjust_sphere_to_plane (:322032).
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/// </para>
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/// </summary>
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internal bool TryFindIndoorWalkablePlane(
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CellPhysics cellPhysics,
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Vector3 localFootCenter,
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float sphereRadius,
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out System.Numerics.Plane worldPlane,
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out Vector3[] worldVertices,
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out uint hitPolyId)
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{
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worldPlane = default;
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worldVertices = System.Array.Empty<Vector3>();
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hitPolyId = 0;
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if (cellPhysics.BSP?.Root is null) return false;
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// Build foot sphere in cell-local space. Caller passes localFootCenter
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// already transformed into cell-local space and the resolver's
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// foot-sphere radius.
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var localSphere = new DatReaderWriter.Types.Sphere
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{
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Origin = localFootCenter,
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Radius = sphereRadius,
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};
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// Save/restore WalkableAllowance: CPolygon::walkable_hits_sphere reads
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// path.WalkableAllowance (acclient_2013_pseudo_c.txt:323010). For
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// "standing here, find my floor" we want the walkability slope
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// threshold FloorZ. The outer resolver may have set it to LandingZ
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// (airborne→ground transition) or another value; we must not leak our
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// change back to the resolver. try/finally so an exception inside
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// FindWalkableSphere doesn't leak the modified state.
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float savedWalkableAllowance = this.SpherePath.WalkableAllowance;
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this.SpherePath.WalkableAllowance = PhysicsGlobals.FloorZ;
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ResolvedPolygon? hitPoly = null;
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ushort hitId = 0;
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Vector3 adjustedCenter;
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bool found;
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try
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{
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found = BSPQuery.FindWalkableSphere(
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cellPhysics.BSP.Root,
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cellPhysics.Resolved,
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this,
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localSphere,
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INDOOR_WALKABLE_PROBE_DISTANCE,
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Vector3.UnitZ, // local Z is up for indoor cells (identity transform)
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out hitPoly,
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out hitId,
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out adjustedCenter);
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}
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finally
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{
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this.SpherePath.WalkableAllowance = savedWalkableAllowance;
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}
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// adjustedCenter (sphere slid onto polygon plane) is intentionally
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// discarded — ValidateWalkable recomputes contact geometry from the
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// world-space plane + foot position, consistent with the outdoor terrain
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// path (SampleTerrainWalkable returns only plane + vertices, no adjusted
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// sphere). The local is held only to satisfy the out param.
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if (!found || hitPoly is null) return false;
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// Transform hit polygon's plane + vertices to world space. Math is
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// unchanged from the previous TryFindIndoorWalkablePlane implementation.
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var worldNormal = Vector3.TransformNormal(hitPoly.Plane.Normal, cellPhysics.WorldTransform);
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worldNormal = Vector3.Normalize(worldNormal);
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var worldV0 = Vector3.Transform(hitPoly.Vertices[0], cellPhysics.WorldTransform);
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float worldD = -Vector3.Dot(worldNormal, worldV0);
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worldPlane = new System.Numerics.Plane(worldNormal, worldD);
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worldVertices = new Vector3[hitPoly.Vertices.Length];
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for (int i = 0; i < hitPoly.Vertices.Length; i++)
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worldVertices[i] = Vector3.Transform(hitPoly.Vertices[i], cellPhysics.WorldTransform);
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hitPolyId = hitId;
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return true;
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}
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/// <summary>
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/// Downward probe distance used by <see cref="TryFindIndoorWalkablePlane"/>
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/// when scanning for the indoor walkable contact plane. 50 cm.
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/// Larger than the +0.02f cell-origin Z-bump and larger than any realistic
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/// step riser; smaller than a full cell height so we don't reach through
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/// a thin floor into the cell above/below.
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/// </summary>
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private const float INDOOR_WALKABLE_PROBE_DISTANCE = 0.5f;
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/// <summary>
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/// Query the outdoor terrain at CheckPos and apply ValidateWalkable logic.
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/// Indoor BSP collision is deferred to Task 6c.
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@ -1389,22 +1503,59 @@ public sealed class Transition
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return cellState;
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}
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// Indoor BSP returned OK — no wall collision. ContactPlane
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// is RETAINED from the prior tick's seed
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// (PhysicsEngine.ResolveWithTransition:583, the
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// init_contact_plane equivalent) OR refreshed by Path 3
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// step-down / Path 4 land if those fired this tick. Either
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// way, no synthesis is needed here — matches retail's
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// BSPTREE::find_collisions OK path
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// (acclient_2013_pseudo_c.txt:323938).
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// ── Synthesize indoor walkable contact plane ──────────────
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// Indoor walking Phase 2 follow-up (2026-05-19). When the BSP
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// returns OK (no wall collision), the player is standing on a
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// floor poly inside the cell. We must NOT fall through to
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// outdoor terrain (SampleTerrainWalkable) — the outdoor terrain
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// Z is below the indoor floor due to the +0.02f Z-bump applied
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// for render z-fight prevention. ValidateWalkable would then see
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// the player 0.5m above the outdoor plane → marks them as
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// airborne → walkable=False → falling animation, never recovers.
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//
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// Do NOT fall through to outdoor terrain backstop: the
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// player is in an indoor cell, and the outdoor terrain
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// Z is below the indoor floor by ~0.02m (the render Z-bump),
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// which would mark the player as airborne and trigger the
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// falling-animation stuck symptom (the original Bug A).
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// 2026-05-20 slice 2 of indoor ContactPlane retention.
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return TransitionState.OK;
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// Retail: CEnvCell::find_env_collisions returns from the cell
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// branch with the cell's walkable plane set — no fall-through
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// to terrain.
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bool walkableHit = TryFindIndoorWalkablePlane(
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cellPhysics, localCenter, sphereRadius,
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out var indoorPlane,
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out var indoorVertices,
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out uint hitPolyId);
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if (PhysicsDiagnostics.ProbeIndoorBspEnabled)
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{
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if (walkableHit)
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{
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// dz = signed gap between foot and synthesized plane.
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// Plane: N·p + D = 0 ⇒ pZ_on_plane = -D/N.z (for upward-facing planes)
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// gap = foot.Z - pZ_on_plane = foot.Z - (-D/N.z) = foot.Z + D/N.z
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float dz = footCenter.Z + indoorPlane.D / indoorPlane.Normal.Z;
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Console.WriteLine(System.FormattableString.Invariant(
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$"[indoor-walkable] cell=0x{sp.CheckCellId:X8} wpos=({footCenter.X:F3},{footCenter.Y:F3},{footCenter.Z:F3}) probe={INDOOR_WALKABLE_PROBE_DISTANCE:F2} result=HIT poly=0x{hitPolyId:X4} wn=({indoorPlane.Normal.X:F3},{indoorPlane.Normal.Y:F3},{indoorPlane.Normal.Z:F3}) wD={indoorPlane.D:F3} dz={dz:+0.00;-0.00;+0.00}"));
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}
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else
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{
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Console.WriteLine(System.FormattableString.Invariant(
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$"[indoor-walkable] cell=0x{sp.CheckCellId:X8} wpos=({footCenter.X:F3},{footCenter.Y:F3},{footCenter.Z:F3}) probe={INDOOR_WALKABLE_PROBE_DISTANCE:F2} result=MISS"));
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}
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}
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if (walkableHit)
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{
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return ValidateWalkable(
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footCenter,
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sphereRadius,
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indoorPlane,
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isWater: false,
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waterDepth: 0f,
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cellId: sp.CheckCellId,
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walkableVertices: indoorVertices);
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}
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// If no walkable floor was found under the player indoors
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// (rare — cell with only walls/ceiling), fall through to
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// outdoor terrain as a defensive backstop. Indoor walking
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// will report walkable=False until the player moves over a
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// cell with a proper floor poly.
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}
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}
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