test(physics): pin issue 270 animation fixes

This commit is contained in:
Erik 2026-07-31 07:47:06 +02:00
parent bb1640f777
commit 0cb60d98a0
7 changed files with 337 additions and 43 deletions

View file

@ -168,9 +168,6 @@ internal sealed class LiveEntityNetworkUpdateController
System.Numerics.Vector3 worldPos,
uint cellId)
{
if (cellId == 0)
return;
var (radius, height) = _motionRuntime.GetSetupCylinder(serverGuid, entity);
if (radius < 0.05f)
{
@ -193,33 +190,20 @@ internal sealed class LiveEntityNetworkUpdateController
// retail's first frame would (position snapped onto the floor,
// contact plane + CONTACT/ON_WALKABLE committed below). A sweep that
// finds no floor (true airborne spawn) leaves the body airborne.
AcDream.Core.Physics.ResolveResult settle = _physicsEngine.ResolveWithTransition(
worldPos,
worldPos + new System.Numerics.Vector3(0f, 0f, -0.5f),
cellId,
sphereRadius: radius,
sphereHeight: height,
stepUpHeight: 0.4f,
stepDownHeight: 0.4f,
isOnGround: false,
body: remote.Body,
moverFlags: moverFlags,
movingEntityId: entity.Id);
if (!settle.Ok || !settle.InContact)
return; // no floor within reach — stays airborne like retail's fall
remote.Body.Position = settle.Position;
AcDream.Core.Physics.PhysicsObjUpdate.CommitSetPositionTransition(
if (!RemoteSpawnPlacementSettler.TrySettle(
_physicsEngine,
remote.Body,
settle.InContact,
settle.OnWalkable,
settle.CollisionNormalValid,
settle.CollisionNormal,
previousContact: false,
previousOnWalkable: false,
worldPos,
cellId,
radius,
height,
moverFlags,
entity.Id,
remote.Movement.HitGround,
remote.Motion.LeaveGround);
remote.Motion.LeaveGround))
{
return; // no floor within reach — stays airborne like retail's fall
}
remote.Airborne = !remote.Body.OnWalkable;
}