fix(physics): jump apex velocity zeroing bug
SmallVelocity threshold (0.25 m/s) in UpdatePhysicsInternal was zeroing velocity every frame while airborne at the jump apex. With vel~0.01 m/s and gravity adding only 0.012/frame, the zeroing won every frame and the character got stuck at peak height forever. Fix: only apply small-velocity zeroing when OnWalkable (grounded). While airborne, gravity must accumulate freely through the zero-crossing. Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
This commit is contained in:
parent
157ed9d974
commit
31cd5480dc
3 changed files with 32 additions and 8 deletions
|
|
@ -97,6 +97,8 @@ public sealed class PlayerMovementController
|
|||
|
||||
// Jump charge state.
|
||||
private bool _jumpCharging;
|
||||
private int _debugSpeedLogCounter;
|
||||
private int _debugJumpFrames;
|
||||
private float _jumpExtent;
|
||||
private const float JumpChargeRate = 1.0f; // 0→1 over 1 second
|
||||
|
||||
|
|
@ -244,6 +246,8 @@ public sealed class PlayerMovementController
|
|||
else if (input.StrafeLeft)
|
||||
localX = -MotionInterpreter.SidestepAnimSpeed * 0.5f;
|
||||
|
||||
if (input.Forward && _debugSpeedLogCounter++ % 60 == 0)
|
||||
Console.WriteLine($"DEBUG speed: stateVel.Y={stateVel.Y:F2} MyRunRate={_motion.MyRunRate:F3} localY={localY:F2}");
|
||||
_body.set_local_velocity(new Vector3(localX, localY, savedWorldVz));
|
||||
}
|
||||
|
||||
|
|
@ -271,6 +275,12 @@ public sealed class PlayerMovementController
|
|||
{
|
||||
_motion.LeaveGround();
|
||||
outJumpExtent = _jumpExtent;
|
||||
_debugJumpFrames = 500; // log until landing
|
||||
Console.WriteLine($"DEBUG jump FIRED: extent={_jumpExtent:F2} vel={_body.Velocity} onWalk={_body.OnWalkable}");
|
||||
}
|
||||
else
|
||||
{
|
||||
Console.WriteLine($"DEBUG jump FAILED: extent={_jumpExtent:F2} result={jumpResult} onWalk={_body.OnWalkable} contact={_body.InContact}");
|
||||
}
|
||||
_jumpCharging = false;
|
||||
_jumpExtent = 0f;
|
||||
|
|
@ -285,6 +295,12 @@ public sealed class PlayerMovementController
|
|||
_body.calc_acceleration();
|
||||
_body.UpdatePhysicsInternal(dt);
|
||||
|
||||
if (_debugJumpFrames > 0)
|
||||
{
|
||||
_debugJumpFrames--;
|
||||
Console.WriteLine($"DEBUG jump frame: pos.Z={_body.Position.Z:F3} vel.Z={_body.Velocity.Z:F3} onWalk={_body.OnWalkable} accel.Z={_body.Acceleration.Z:F1} dt={dt:F4}");
|
||||
}
|
||||
|
||||
// ── 5. Terrain/cell Z snap and ground-contact detection ───────────────
|
||||
// Use PhysicsEngine.Resolve to find the ground surface Z under the player.
|
||||
// We pass a zero delta because PhysicsBody already moved the position.
|
||||
|
|
@ -310,7 +326,11 @@ public sealed class PlayerMovementController
|
|||
_body.Velocity = new Vector3(_body.Velocity.X, _body.Velocity.Y, 0f);
|
||||
|
||||
if (wasAirborne)
|
||||
{
|
||||
Console.WriteLine($"DEBUG LANDED: bodyZ={bodyZ:F3} groundZ={groundZ:F3} vel.Z={_body.Velocity.Z:F3}");
|
||||
_motion.HitGround();
|
||||
_debugJumpFrames = 0;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue