refactor(physics): wire PhysicsBody + MotionInterpreter into PlayerMovementController
Replace the ad-hoc movement simulation with the ported retail physics: - PlayerMovementController now owns a PhysicsBody (gravity, friction, Euler integration with sub-stepping) and a MotionInterpreter (motion state machine, speed constants from retail dat). - Orientation quaternion is synced from Yaw each frame (Yaw=0 → +X, matching the cos/sin convention the camera and outbound messages expect). - Horizontal velocity is composed from MotionInterpreter.get_state_velocity() speeds (WalkAnimSpeed=3.12, RunAnimSpeed=4.0, SidestepAnimSpeed=1.25 from decompiled globals) then pushed via PhysicsBody.set_local_velocity so the orientation quaternion rotates them into world space correctly. - Vertical velocity (gravity / jump / fall) is snapshot before DoMotion calls so apply_current_movement's set_local_velocity(0,0,0) can't clobber it. - Jump delegates to MotionInterpreter.jump() + LeaveGround() which calls get_leave_ground_velocity() → DefaultJumpVz=10.0 (retail value). - PhysicsEngine.Resolve is still called each frame with zero delta to sample terrain/cell Z under the body and set Contact+OnWalkable accordingly. - Drive UpdatePhysicsInternal(dt) directly instead of update_object(wallClock) to avoid the MinQuantum (~33ms) guard that would silently drop 60fps frames. Test update: jump loop extended from 30→50 frames to cover the longer flight time from retail DefaultJumpVz=10 (≈2.04s) vs old JumpImpulse=5 (≈1.02s). 303 tests green. Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
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@ -131,12 +131,13 @@ public class PlayerMovementControllerTests
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float z2 = controller.Position.Z;
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Assert.True(z2 > z1, "Should be rising");
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// Many frames — should come back down
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for (int i = 0; i < 30; i++)
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// Many frames — should come back down.
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// DefaultJumpVz = 10 m/s → full flight time ≈ 2.04s, so run 50 × 50ms = 2.5s
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// to ensure the player has definitely landed.
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for (int i = 0; i < 50; i++)
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controller.Update(0.05f, new MovementInput());
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Assert.False(controller.IsAirborne, "Should have landed");
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// +0.15 Z bias keeps feet above terrain surface (prevents z-fighting).
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Assert.Equal(50f, controller.Position.Z, precision: 1);
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}
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