feat(motion): L.3 M3 — animation root motion fallback for idle queue
Restores PositionManager.ComputeOffset call in TickAnimations player-
remote branch. M2 was queue-only (body chases server but stops between
UPs after head reached); M3 adds the retail REPLACE behavior:
- Queue active and not reached → catch-up vector (REPLACES anim).
- Queue empty or head reached → anim root motion (seqVel × dt rotated
by body.Orientation) drives translation between UPs.
- Blip-to-tail still fires on fail_count > 3.
Mirrors retail UpdatePositionInternal @ 0x00512c30 per
docs/research/2026-05-04-l3-port/05-position-manager-and-partarray.md
§ 6: PositionManager::adjust_offset OVERWRITES local frame's origin
with catch-up when active; otherwise no-op (anim root motion stands).
User-verified 2026-05-05: "Best implementation we have had so far.
Running works, walking works, strafing works."
Closes #40 (env-var path regression — replaced wholesale).
Files #41 for residual sub-decimeter blips: velocity-synthesis magnitude
(RunAnimSpeed × adjustedSpeed) overshoots server pace slightly, queue
walks it back every UP. Within retail's DesiredDistance / MinDistance
tolerances; not a correctness bug. Fix path requires porting
add_motion @ 0x005224b0 and cdb-tracing retail's actual
CSequence::velocity magnitude.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
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2 changed files with 151 additions and 21 deletions
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@ -6071,10 +6071,12 @@ public sealed class GameWindow : IDisposable
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{
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if (IsPlayerGuid(serverGuid) && !rm.Airborne)
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{
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// ── L.3 M2 (2026-05-05): queue-only chase for grounded player remotes ──
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// ── L.3 M2/M3 (2026-05-05): queue + anim chase for grounded player remotes ──
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//
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// Per retail spec (docs/research/2026-05-04-l3-port/01-per-tick.md +
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// 04-interp-manager.md):
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// 04-interp-manager.md +
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// 05-position-manager-and-partarray.md):
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//
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// - For a grounded REMOTE player, m_velocityVector stays at 0.
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// - apply_current_movement is NEVER called per tick on remotes
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// (it's the local-player-only velocity feed).
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@ -6082,15 +6084,23 @@ public sealed class GameWindow : IDisposable
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// velocity² > 0, so it's a no-op when body.Velocity = 0.
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// - ResolveWithTransition is NOT called — the server already
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// collision-resolved the broadcast position.
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// - Per-tick body translation comes ENTIRELY from
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// InterpolationManager::adjust_offset's queue catch-up.
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// When the queue is empty (head reached, between UPs), the
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// body stays put. M3 will add animation root motion to fill
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// the gap so legs match body pace; for M2 the body chases
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// the server position without anim contribution.
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// - Per-tick body translation per retail UpdatePositionInternal:
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// 1. CPartArray::Update writes anim root motion (body-local
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// seqVel × dt) into the local frame.
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// 2. PositionManager::adjust_offset OVERWRITES the local
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// frame's origin with the queue catch-up vector when
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// the queue is active and the head is not yet reached
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// — REPLACE, not additive.
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// 3. Frame::combine composes the local frame with the
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// body's world pose.
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// Net: catch-up replaces anim during the chase phase, anim
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// stands when the queue is empty / head reached. PositionManager.
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// ComputeOffset implements this exact REPLACE dichotomy.
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//
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// Airborne player remotes (rm.Airborne) and NPCs fall through to
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// the legacy path below — unchanged from main per the M2 plan.
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System.Numerics.Vector3 seqVel = ae.Sequencer?.CurrentVelocity
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?? System.Numerics.Vector3.Zero;
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System.Numerics.Vector3 seqOmega = ae.Sequencer?.CurrentOmega
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?? System.Numerics.Vector3.Zero;
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@ -6115,21 +6125,28 @@ public sealed class GameWindow : IDisposable
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rm.Body.TransientState |= AcDream.Core.Physics.TransientStateFlags.Active;
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}
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// Step 2 (M2): queue-only translation. Direct call to
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// InterpolationManager.AdjustOffset — no PositionManager
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// mixing, no animation root motion. The InterpolationManager
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// returns:
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// - Vector3.Zero when the queue is empty OR the head is
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// within DesiredDistance (0.05 m) — body stays still.
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// - Direction × min(catchUpSpeed × dt, dist) — body chases
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// the head waypoint at up to 2× motion-table max speed.
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// - tail − body when fail_count > 3 (stall blip; queue
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// cleared as a side effect).
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// Step 2 (M3): queue + anim translation via PositionManager.
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// ComputeOffset returns:
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// - Vector3.Zero when queue is empty AND seqVel is zero
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// (idle remote between UPs after head reached) — body
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// stays still.
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// - Direction × min(catchUpSpeed × dt, dist) when the
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// queue is active and head is not reached — body chases
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// the head waypoint at up to 2× motion-table max speed
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// (REPLACES anim for this frame).
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// - Anim root motion (seqVel × dt rotated into world) when
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// the queue is empty OR head is within DesiredDistance —
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// body advances with the locomotion cycle's baked
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// velocity, keeping legs and body pace synchronized.
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// - Blip-to-tail (tail − body) when fail_count > 3.
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float maxSpeed = rm.Motion.GetMaxSpeed();
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System.Numerics.Vector3 offset = rm.Interp.AdjustOffset(
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System.Numerics.Vector3 offset = rm.Position.ComputeOffset(
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dt: (double)dt,
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currentBodyPosition: rm.Body.Position,
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maxSpeedFromMinterp: maxSpeed);
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seqVel: seqVel,
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ori: rm.Body.Orientation,
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interp: rm.Interp,
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maxSpeed: maxSpeed);
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rm.Body.Position += offset;
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// Step 2.5: angular velocity → body orientation. Prefer
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