fix(app): multi-point Z sampling + never-cull player landblock
1. Slope clipping: replaced single foot-forward Z sample with 4-point sampling (forward, back, left, right at 0.7 units). Takes the max Z across all samples so both uphill and downhill slopes keep feet above the terrain mesh surface. Removed the +0.1 Z bias entirely. 2. Player culling: replaced per-entity scan (alwaysVisibleEntityId) with per-landblock skip (neverCullLandblockId). The player's current landblock is computed from _playerController.Position and passed to the renderer. Simpler, faster, and more reliable. Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
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4 changed files with 42 additions and 40 deletions
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@ -206,22 +206,32 @@ public sealed class PlayerMovementController
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}
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}
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// Foot-forward Z sampling: on slopes the visual terrain at the
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// character's feet (slightly forward) can be higher than at the center.
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// Sample a point ~1 unit ahead in the walk direction and use the MAX
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// of center and foot Z. Only when grounded and moving.
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if (!IsAirborne && (dx != 0f || dy != 0f))
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// Multi-point Z sampling: on slopes the visual terrain mesh can be
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// higher or lower than the center-point physics sample. Sample 4
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// points around the character (forward, back, left, right at ~0.7
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// units — roughly foot distance) and use the MAX Z. This prevents
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// feet clipping on both uphill and downhill slopes.
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if (!IsAirborne)
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{
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float footX = result.Position.X + forwardX * 1.0f;
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float footY = result.Position.Y + forwardY * 1.0f;
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var footResult = _physics.Resolve(
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new Vector3(footX, footY, newZ), CellId,
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Vector3.Zero, StepUpHeight);
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if (footResult.IsOnGround && footResult.Position.Z > newZ)
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newZ = footResult.Position.Z;
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const float sampleDist = 0.7f;
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ReadOnlySpan<(float ox, float oy)> offsets = stackalloc (float, float)[]
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{
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( forwardX * sampleDist, forwardY * sampleDist), // forward
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(-forwardX * sampleDist, -forwardY * sampleDist), // back
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( forwardY * sampleDist, -forwardX * sampleDist), // right
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(-forwardY * sampleDist, forwardX * sampleDist), // left
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};
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foreach (var (ox, oy) in offsets)
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{
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var sampleResult = _physics.Resolve(
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new Vector3(result.Position.X + ox, result.Position.Y + oy, newZ),
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CellId, Vector3.Zero, StepUpHeight);
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if (sampleResult.IsOnGround && sampleResult.Position.Z > newZ)
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newZ = sampleResult.Position.Z;
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}
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}
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_prevGroundZ = newZ;
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Position = new Vector3(result.Position.X, result.Position.Y, newZ + 0.1f);
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Position = new Vector3(result.Position.X, result.Position.Y, newZ);
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CellId = result.CellId;
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// 4. Determine current motion commands.
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@ -1757,8 +1757,17 @@ public sealed class GameWindow : IDisposable
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var camera = _cameraController.Active;
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var frustum = AcDream.App.Rendering.FrustumPlanes.FromViewProjection(camera.View * camera.Projection);
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_terrain?.Draw(camera, frustum);
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// Never cull the landblock the player is currently on.
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uint? playerLb = null;
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if (_playerMode && _playerController is not null)
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{
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var pp = _playerController.Position;
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int plx = _liveCenterX + (int)System.Math.Floor(pp.X / 192f);
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int ply = _liveCenterY + (int)System.Math.Floor(pp.Y / 192f);
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playerLb = (uint)((plx << 24) | (ply << 16) | 0xFFFF);
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}
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_staticMesh?.Draw(camera, _worldState.LandblockEntries, frustum,
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alwaysVisibleEntityId: _playerMode ? _playerServerGuid : null);
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neverCullLandblockId: playerLb);
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// Count visible vs total for the perf overlay.
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foreach (var entry in _worldState.LandblockEntries)
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@ -79,7 +79,7 @@ public sealed unsafe class StaticMeshRenderer : IDisposable
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public void Draw(ICamera camera,
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IEnumerable<(uint LandblockId, Vector3 AabbMin, Vector3 AabbMax, IReadOnlyList<WorldEntity> Entities)> landblockEntries,
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FrustumPlanes? frustum = null,
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uint? alwaysVisibleEntityId = null)
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uint? neverCullLandblockId = null)
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{
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_shader.Use();
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_shader.SetMatrix4("uView", camera.View);
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@ -90,21 +90,11 @@ public sealed unsafe class StaticMeshRenderer : IDisposable
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// alpha-discard path in the fragment shader (uTranslucencyKind == 1).
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foreach (var entry in landblockEntries)
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{
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// Per-landblock frustum cull: one AABB test skips all entities in
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// this landblock if it is fully outside the view frustum.
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// Exception: never cull a landblock containing the player entity.
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// Per-landblock frustum cull. Never cull the player's landblock.
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if (frustum is not null &&
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entry.LandblockId != neverCullLandblockId &&
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!FrustumCuller.IsAabbVisible(frustum.Value, entry.AabbMin, entry.AabbMax))
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{
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// Check if this landblock contains the always-visible entity.
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bool hasAlwaysVisible = false;
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if (alwaysVisibleEntityId is not null)
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{
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foreach (var e in entry.Entities)
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if (e.Id == alwaysVisibleEntityId.Value) { hasAlwaysVisible = true; break; }
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}
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if (!hasAlwaysVisible) continue;
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}
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continue;
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foreach (var entity in entry.Entities)
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{
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@ -179,18 +169,11 @@ public sealed unsafe class StaticMeshRenderer : IDisposable
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foreach (var entry in landblockEntries)
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{
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// Same per-landblock frustum cull + always-visible exception for pass 2.
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// Same per-landblock frustum cull for pass 2.
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if (frustum is not null &&
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entry.LandblockId != neverCullLandblockId &&
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!FrustumCuller.IsAabbVisible(frustum.Value, entry.AabbMin, entry.AabbMax))
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{
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bool hasAlwaysVisible = false;
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if (alwaysVisibleEntityId is not null)
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{
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foreach (var e in entry.Entities)
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if (e.Id == alwaysVisibleEntityId.Value) { hasAlwaysVisible = true; break; }
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}
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if (!hasAlwaysVisible) continue;
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}
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continue;
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foreach (var entity in entry.Entities)
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{
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@ -137,7 +137,7 @@ public class PlayerMovementControllerTests
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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(50.1f, controller.Position.Z, precision: 1);
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Assert.Equal(50f, controller.Position.Z, precision: 1);
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}
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[Fact]
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@ -177,6 +177,6 @@ public class PlayerMovementControllerTests
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controller.Update(0.05f, new MovementInput(Forward: true));
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Assert.False(controller.IsAirborne, "Player should have landed");
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Assert.Equal(20.1f, controller.Position.Z, precision: 1);
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Assert.Equal(20f, controller.Position.Z, precision: 1);
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}
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}
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