fix(physics): L.4 — steep airborne hits slide-tangent (interim, deviates from retail)
Phase L.4 closes the "stuck in falling animation on a steep roof" bug
the user reported on 2026-04-30 ("I jump up, I land on it. It should not
even let me land, should just slide with a falling animation"). After
this commit the body no longer sticks to a steep roof when jumping
into it — it slides along the slope while keeping the falling animation.
Two pieces:
1. BSPQuery Path 6 steep-poly slide
When an airborne sphere hits a polygon whose world normal Z is below
FloorZ (≈ 0.6642, slope > ~49°), the previous flow was:
Path 6 SetCollide → Path 4 set_walkable → ContactPlane committed →
body "lands" on the steep poly with Contact bit + falling animation.
This left the player stuck mid-slope because OnWalkable was cleared
but Contact stayed set.
The new branch detects the steep normal in Path 6 BEFORE SetCollide
is called. Instead of entering the landing path, it removes the
into-wall component of the move (project onto the steep face), sets
CollisionNormal + SlidingNormal, and returns Slid. Same shape as
Path 5's step-up fallback and CylinderCollision. The resolver retries;
the sphere is now outside the poly; FindCollisions returns OK;
ValidateTransition commits the slid position. ContactPlane is never
set, so the body stays airborne with falling animation.
2. PlayerMovementController L.3a-bounce carve-out + Inelastic stop
Re-enables the velocity-reflection bounce when the contact normal is
upward-facing but steeper than walkable (0 < N.Z < FloorZ). The base
L.3a rule suppresses bounce on landing transitions to avoid micro-
bounce on flat terrain; that suppression also stuck the player to
too-steep roofs they shouldn't land on. This carve-out re-enables
the reflection specifically for the steep upward case.
Also lands related L.2c precipice / edge-slide work that was in flight:
- TransitionTypes EdgeSlideAfterStepDownFailed: walkable-poly-steep
cliff route + steep-ContactPlane cliff route ordering, so that
CliffSlide fires when the stored walkable polygon itself is too
steep (Path 4 had previously accepted it as a "landing" via the
permissive LandingZ threshold).
- CliffSlide reference-normal selection: prefer LastWalkable, fall back
to LastKnownContactPlane only when walkable, else use world-up. This
prevents the cross(steepN, steepN) = 0 degenerate case that left the
cliff slide as a no-op when both current and last-known were steep.
- Phase 2 / step-down branch / edge-slide branch / cliff-slide
diagnostic helpers gated on ACDREAM_DUMP_EDGE_SLIDE / ACDREAM_DUMP_STEEP_ROOF.
- Two new airborne-mover regression tests in BSPStepUpTests +
PhysicsEngineTests covering wall-slide and edge tangent motion.
DEVIATION FROM RETAIL — DOCUMENTED FOR FOLLOW-UP
The Path 6 steep slide is NOT what retail does. Retail's flow on the
same hit is:
Path 6 SetCollide (no steep check) → Path 4 find_walkable returns
nothing for steep → Phase 3 reset path: restore_check_pos +
kill_velocity → return COLLIDED → validate_transition reverts CheckPos
to CurPos and forces OK.
Net retail behavior: position reverts to pre-failed-move (typically
just below the roof in the common jump-up case), velocity zeroed,
gravity rebuilds Z next frame, body falls back down naturally with
the falling animation. The "freeze" framing I used earlier was wrong;
in the typical case retail just bounces the body off and lets gravity
take over.
Strict retail behavior would match the user's intent better in the
common case AND avoid the bounce-energy-accumulation we saw with the
slide-tangent approach (V grew to ~50 m/s in continuous-contact frames).
However, retail's behavior degenerates in the edge case of an overhead
landing onto a steep slope (body would freeze mid-air above the roof).
This commit ships the slide-tangent fix as an interim "much better"
state per user verification on 2026-04-30. Follow-up work to match
retail strictly: revert Path 6 steep-slide, audit Phase 3 reset to
ensure kill_velocity (matching OBJECTINFO::kill_velocity ->
CPhysicsObj::set_velocity({0,0,0}, 0)) actually fires, and re-test.
Refs:
- acclient_2013_pseudo_c.txt:323784-323821 (Path 6 SetCollide)
- acclient_2013_pseudo_c.txt:273191-273239 (Phase 3 reset path)
- acclient_2013_pseudo_c.txt:272563-272596 (validate_transition revert)
- acclient_2013_pseudo_c.txt:274467-274475 (kill_velocity)
- acclient_2013_pseudo_c.txt:282699-282715 (handle_all_collisions bounce)
Tests: 833/833 green.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
This commit is contained in:
parent
5210bd3d55
commit
b1af56eb19
8 changed files with 417 additions and 16 deletions
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@ -1481,7 +1481,6 @@ public static class BSPQuery
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var worldVertices = TransformVertices(hitPoly.Vertices, localToWorld, scale, worldOrigin);
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var worldPlane = BuildWorldPlane(worldNormal, worldVertices);
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collisions.SetContactPlane(worldPlane, path.CheckCellId, false);
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path.SetWalkable(worldPlane, worldVertices, Vector3.UnitZ);
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return TransitionState.Adjusted;
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@ -1572,16 +1571,68 @@ public static class BSPQuery
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hitPoly0!, contact0, scale, localToWorld);
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}
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var worldNormal0 = L2W(hitPoly0!.Plane.Normal);
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// L.4-reject-steep-landing (2026-04-30): if the polygon is
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// too steep to walk on (worldNormal.Z < FloorZ ≈ 0.6642),
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// do NOT enter the SetCollide → Path-4 → SetContactPlane
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// landing path. That path commits the player to the
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// surface (sets ContactPlane), which sticks them to the
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// steep roof in a falling animation.
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//
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// Instead, treat the steep-poly hit as a wall slide:
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// project the move along the steep face (remove the
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// into-wall component), set CollisionNormal +
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// SlidingNormal, return Slid. Same shape as Path 5's
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// step-up fallback (line 1545-1547) and CylinderCollision
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// (TransitionTypes.cs:1518-1522). The position is updated
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// in-place; on the next resolver iteration the sphere is
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// outside the poly, FindCollisions returns OK, and
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// ValidateTransition commits the new position. Body stays
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// airborne, falling animation continues, gravity pulls
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// down the slope.
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//
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// CRITICAL: this MUST happen before path.SetCollide(...)
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// is called. Once Collide=true is set, TransitionalInsert
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// Phase 3 either commits via ContactPlane+Placement (the
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// walkable case, OK on shallow slopes) or RestoreCheckPos
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// (the reset case, when ContactPlaneValid is false). The
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// reset path REVERTS our slide and freezes the body.
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//
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// Per user 2026-04-30:
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// "I jump up, I land on it. It should not even let me
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// land, should just slide with a falling animation."
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if (worldNormal0.Z < PhysicsGlobals.FloorZ)
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{
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Vector3 currWorld = path.GlobalCurrCenter[0].Origin;
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Vector3 endWorld = path.GlobalSphere[0].Origin;
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Vector3 gDelta = endWorld - currWorld;
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float diff = Vector3.Dot(worldNormal0, gDelta);
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if (diff < 0f)
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path.AddOffsetToCheckPos(-worldNormal0 * diff);
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collisions.SetCollisionNormal(worldNormal0);
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collisions.SetSlidingNormal(worldNormal0);
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if (Environment.GetEnvironmentVariable("ACDREAM_DUMP_STEEP_ROOF") == "1")
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{
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Console.WriteLine(
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$"[steep-roof] PATH6-STEEP-SLIDE N=({worldNormal0.X:F2},{worldNormal0.Y:F2},{worldNormal0.Z:F2}) " +
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$"FloorZ={PhysicsGlobals.FloorZ:F2} " +
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$"diff={diff:F3} " +
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$"newCheckPos=({path.CheckPos.X:F2},{path.CheckPos.Y:F2},{path.CheckPos.Z:F2})");
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}
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return TransitionState.Slid;
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}
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// ─── SetCollide response ─────────────────────────────────
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// Airborne sphere hits a polygon. Per retail, call SetCollide
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// which saves backup position, records StepUpNormal = worldNormal,
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// and sets WalkInterp=1. TransitionalInsert's Collide branch will
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// then re-test as Placement to confirm we can land on the surface.
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// Airborne sphere hits a shallow polygon (walkable surface).
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// Call SetCollide so TransitionalInsert's Collide branch
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// re-tests as Placement to confirm we can land on it.
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//
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// ACE: BSPTree.find_collisions default branch → SpherePath.SetCollide
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// + return Adjusted.
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// Named-retail: BSPTREE::find_collisions airborne branch → set_collide.
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var worldNormal0 = L2W(hitPoly0!.Plane.Normal);
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path.SetCollide(worldNormal0);
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path.WalkableAllowance = PhysicsGlobals.LandingZ;
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return TransitionState.Adjusted;
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@ -1597,8 +1648,25 @@ public static class BSPQuery
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if (hit1 || hitPoly1 is not null)
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{
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// Head sphere hit: same SetCollide response.
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var worldNormal1 = L2W(hitPoly1!.Plane.Normal);
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// L.4-reject-steep-landing: same steep-poly slide
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// for head-sphere hits.
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if (worldNormal1.Z < PhysicsGlobals.FloorZ)
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{
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Vector3 currWorld = path.GlobalCurrCenter[0].Origin;
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Vector3 endWorld = path.GlobalSphere[0].Origin;
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Vector3 gDelta = endWorld - currWorld;
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float diff = Vector3.Dot(worldNormal1, gDelta);
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if (diff < 0f)
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path.AddOffsetToCheckPos(-worldNormal1 * diff);
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collisions.SetCollisionNormal(worldNormal1);
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collisions.SetSlidingNormal(worldNormal1);
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return TransitionState.Slid;
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}
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// Head sphere hit shallow surface: same SetCollide response.
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path.SetCollide(worldNormal1);
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path.WalkableAllowance = PhysicsGlobals.LandingZ;
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return TransitionState.Adjusted;
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