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
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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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