fix(picker): lift sphere centre to mid-body so chest/head clicks hit
User reported intermittent selection — 'sometimes can be selected,
sometimes not'. Cause: WorldEntity.Position is at FEET level (Z=ground
for standing humanoids), so a 0.7m sphere centred there only covered
the lower legs. Clicks on chest (Z≈1.2m) or head (Z≈1.7m) missed
because the closest-approach distance from the cursor ray to the
feet-centered sphere exceeded the radius.
Fix:
- Sphere centre now defaults to position.Z + 0.9 m (humanoid
mid-body). New optional verticalOffsetForGuid callback overrides
per entity.
- Default radius bumped 0.7 → 1.0 m to match the new sphere
placement (1.0 m at 0.9 m height covers a 1.8 m humanoid from
shin to top-of-head).
GameWindow.PickAndStoreSelection wires the callback:
- Creatures (ItemType.Creature flag): vz = 0.9 m (humanoid centre)
- Large flat objects (BF_DOOR | BF_LIFESTONE | BF_PORTAL |
BF_CORPSE): vz = 1.0 m + radius 2.0 m (mid-door/lifestone)
- Everything else (ground items): vz = 0.2 m (just above feet)
Existing 9 WorldPicker tests still pass — their head-on ray geometry
doesn't depend on the vertical offset.
This commit is contained in:
parent
23cb1e9636
commit
1a0656a3ce
2 changed files with 51 additions and 8 deletions
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@ -9009,7 +9009,28 @@ public sealed class GameWindow : IDisposable
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const uint LargeFlatMask = 0x1000u | 0x4000u | 0x40000u | 0x2000u;
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if ((odf & LargeFlatMask) != 0) return 2.0f;
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}
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return 0.7f;
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// 1.0 m sphere centred at chest height (see
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// verticalOffsetForGuid) covers a 1.8 m humanoid from
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// shin to crown without overlapping neighbours.
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return 1.0f;
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},
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verticalOffsetForGuid: g =>
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{
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// Lift the pick sphere to mid-body so chest/head clicks
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// hit instead of missing past the top of a feet-anchored
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// sphere. WorldEntity.Position is at feet level
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// (Z=ground); humanoids reach ~1.8 m, items sit close
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// to the ground (~0.2 m above their feet).
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if (_liveEntityInfoByGuid.TryGetValue(g, out var info)
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&& (info.ItemType & AcDream.Core.Items.ItemType.Creature) != 0)
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return 0.9f; // humanoid mid-body
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if (_lastSpawnByGuid.TryGetValue(g, out var s)
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&& s.ObjectDescriptionFlags is { } odf)
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{
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const uint LargeFlatMask = 0x1000u | 0x4000u | 0x40000u | 0x2000u;
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if ((odf & LargeFlatMask) != 0) return 1.0f; // mid-door
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}
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return 0.2f; // small ground item — sphere just above feet
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});
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if (picked is uint guid)
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@ -90,9 +90,11 @@ public static class WorldPicker
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IEnumerable<WorldEntity> candidates,
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uint skipServerGuid,
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float maxDistance = 50f,
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Func<uint, float>? radiusForGuid = null)
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Func<uint, float>? radiusForGuid = null,
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Func<uint, float>? verticalOffsetForGuid = null)
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{
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const float DefaultRadius = 0.7f;
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const float DefaultRadius = 1.0f;
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const float DefaultVerticalOffset = 0.9f;
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if (direction.LengthSquared() < 1e-10f) return null;
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@ -103,18 +105,38 @@ public static class WorldPicker
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if (entity.ServerGuid == 0u) continue;
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if (entity.ServerGuid == skipServerGuid) continue;
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// Per-entity radius (caller-supplied) lets large flat objects
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// like doors, lifestones, and portals use a bigger sphere
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// than the 0.7 m humanoid/item default — their visible
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// surface extends well beyond their origin point.
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// Per-entity radius + vertical offset (caller-supplied).
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//
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// <para>
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// <b>Vertical offset (2026-05-15).</b> WorldEntity.Position
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// is at the entity's feet (Z=ground for a humanoid). User
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// clicks usually land on chest/head (Z ≈ 1–1.8 m). With the
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// sphere centred at feet, a chest click is 1.2 m of vertical
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// distance from sphere centre — bigger than any reasonable
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// body radius — so the ray misses. Lifting the sphere
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// centre to mid-body fixes this: 0.9 m default for
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// humanoids, smaller for items, larger for tall objects.
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// </para>
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//
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// <para>
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// <b>Radius (2026-05-15).</b> Bumped default 0.7 → 1.0 m to
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// accommodate the new vertical-offset sphere placement
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// (chest-height sphere centre + 1.0 m radius covers from
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// shin to top-of-head for a 1.8 m humanoid).
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// </para>
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float r = radiusForGuid?.Invoke(entity.ServerGuid) ?? DefaultRadius;
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float r2 = r * r;
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float vz = verticalOffsetForGuid?.Invoke(entity.ServerGuid) ?? DefaultVerticalOffset;
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var sphereCenter = new Vector3(
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entity.Position.X,
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entity.Position.Y,
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entity.Position.Z + vz);
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// Geometric ray-sphere: oc = origin - center, b = dot(oc, dir),
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// c = |oc|^2 - r^2, discriminant = b^2 - c. If discriminant < 0
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// the ray misses the sphere. Otherwise nearest intersection is
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// t = -b - sqrt(discriminant).
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var oc = origin - entity.Position;
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var oc = origin - sphereCenter;
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float b = Vector3.Dot(oc, direction);
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float c = Vector3.Dot(oc, oc) - r2;
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float d = b * b - c;
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