fix(camera): retail-faithful jump-tracking via contact-plane projection
Original symptom: jumping made the camera swing around the player
vertically — the basis tilted up/down with the player's Z velocity.
Root cause: ComputeHeading used the raw 3D velocity vector as the
heading direction. During a jump, velocity has a substantial Z
component (vy ≈ jump speed), and `normalize((vx, vy, vz))` produced
a heading pointing up. The basis tilted accordingly and the camera
went under/over the player.
Retail's actual ALIGN_WITH_PLANE algorithm (decomp at
acclient_2013_pseudo_c.txt:95644-95795) is different:
1. Velocity is only used as a gate. If |vx| AND |vy| > epsilon
(player is moving in XY), proceed; otherwise fall back to the
LOOK_IN_DIRECTION path (player's facing direction unchanged).
2. The base heading is `localtoglobalvec(player, (0, 1, 0))` —
the player's local +Y axis in world space, which in our
convention is `(cos yaw, sin yaw, 0)`.
3. Pick a surface normal:
grounded: contact_plane.N
airborne: (0, 0, 1) [world up]
4. Project the base heading onto the plane perpendicular to that
normal: projected = forward - normal * dot(forward, normal).
5. Normalize. Fall back to the base if projection collapses.
Behaviorally:
* Standing jump (vx≈0, vy≈0): gate fails → base heading. Camera
doesn't move with the jump.
* Running jump (vx, vy, vz all nonzero, airborne): projects onto
world up → no-op since base is already horizontal. Camera basis
stays horizontal; player visibly rises in frame.
* Walking uphill (grounded, slope normal tilted): projection
adds a Z component matching the slope angle. Camera basis tilts
with the terrain.
* Walking on flat ground: projection is a no-op. Camera basis
horizontal.
Surface changes:
* RetailChaseCamera.ComputeHeading gains `isOnGround` and
`contactPlaneNormal` parameters.
* RetailChaseCamera.Update gains the same two parameters and
threads them through.
* GameWindow's two Update call sites pass `result.IsOnGround` and
`_playerController.ContactPlane.Normal` (already exposed on
PlayerMovementController — no plumbing change there).
* Tests: 2 existing heading tests reshaped (Moving* and Uphill);
2 new tests added (AirborneJumping straight-up + running-jump);
1 renamed (SlopeAlignDisabled). Net 25 → 27 tests in
RetailChaseCameraTests; full AcDream.App.Tests: 39 → 41.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
This commit is contained in:
parent
8f30e13317
commit
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3 changed files with 188 additions and 34 deletions
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@ -4757,7 +4757,11 @@ public sealed class GameWindow : IDisposable
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// 4. Recenter chase camera on the new position.
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_chaseCamera?.Update(snappedPos, _playerController.Yaw);
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_retailChaseCamera?.Update(snappedPos, _playerController.Yaw, System.Numerics.Vector3.Zero, dt: 1f / 60f);
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_retailChaseCamera?.Update(snappedPos, _playerController.Yaw,
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playerVelocity: System.Numerics.Vector3.Zero,
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isOnGround: true,
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contactPlaneNormal: System.Numerics.Vector3.UnitZ,
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dt: 1f / 60f);
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// 5. Return to InWorld.
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_playerController.State = AcDream.App.Input.PlayerState.InWorld;
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@ -6429,10 +6433,18 @@ public sealed class GameWindow : IDisposable
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_chaseCamera.Update(result.RenderPosition, _playerController.Yaw,
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isOnGround: result.IsOnGround,
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dt: (float)dt);
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// RetailChaseCamera: takes world velocity for slope-aligned heading;
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// jump-feedback falls out of damping naturally, no isOnGround needed.
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// RetailChaseCamera: heading is the player's facing direction
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// projected onto the contact plane when grounded, or the
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// world XY plane when airborne. The contact plane normal
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// tilts the camera basis with terrain; the airborne
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// fallback keeps the basis horizontal during jumps so the
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// player visibly rises in frame without the camera
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// swinging vertically (was the symptom of using raw
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// velocity-vector heading).
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_retailChaseCamera!.Update(result.RenderPosition, _playerController.Yaw,
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playerVelocity: _playerController.BodyVelocity,
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playerVelocity: _playerController.BodyVelocity,
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isOnGround: result.IsOnGround,
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contactPlaneNormal: _playerController.ContactPlane.Normal,
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dt: (float)dt);
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// Send outbound movement messages to the live server.
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@ -83,14 +83,28 @@ public sealed class RetailChaseCamera : ICamera
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/// <see cref="View"/>, and <see cref="PlayerTranslucency"/> reflect
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/// the new state.
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/// </summary>
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public void Update(Vector3 playerPosition, float playerYaw, Vector3 playerVelocity, float dt)
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public void Update(
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Vector3 playerPosition,
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float playerYaw,
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Vector3 playerVelocity,
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bool isOnGround,
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Vector3 contactPlaneNormal,
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float dt)
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{
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// 1. Push velocity into 5-frame ring, get average.
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PushVelocity(_velocityRing, ref _velocityCount, playerVelocity);
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Vector3 avgVel = AverageVelocity(_velocityRing, _velocityCount);
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// 2. Heading vector — slope-aligned when fast enough, flat fallback otherwise.
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Vector3 heading = ComputeHeading(avgVel, playerYaw + YawOffset, CameraDiagnostics.AlignToSlope);
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// 2. Heading vector — player's facing projected onto the contact
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// plane (grounded) or world XY (airborne). See ComputeHeading
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// doc + retail decomp :95644-95795 for why this is facing-based
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// rather than velocity-based.
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Vector3 heading = ComputeHeading(
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avgVel,
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playerYaw + YawOffset,
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isOnGround,
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contactPlaneNormal,
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CameraDiagnostics.AlignToSlope);
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// 3. Orthonormal heading-frame basis.
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var (forward, _, up) = BuildBasis(heading);
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@ -165,18 +179,81 @@ public sealed class RetailChaseCamera : ICamera
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// Math primitives — pure, internal-static for unit-testability.
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/// <summary>
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/// Pick the heading vector that drives the camera basis. Slope-
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/// aligned when velocity is non-trivial and the toggle is on; flat
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/// fallback otherwise. Matches retail's <c>target_status &
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/// ALIGN_WITH_PLANE</c> path with the contact-plane branch
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/// collapsed into the flat fallback.
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/// Pick the heading vector that drives the camera basis. Mirrors
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/// retail's <c>CameraManager::UpdateCamera</c> ALIGN_WITH_PLANE
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/// path (decomp <c>acclient_2013_pseudo_c.txt:95644-95795</c>):
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/// <list type="number">
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/// <item><description>Base heading is the player's facing
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/// direction in world space — <c>(cos yaw, sin yaw, 0)</c>
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/// — not the velocity vector. Velocity only gates whether
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/// slope-alignment fires.</description></item>
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/// <item><description>If <paramref name="alignToSlope"/> is off
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/// OR the player's horizontal velocity is below epsilon (i.e.
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/// stationary OR jumping straight up), return that base
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/// heading unchanged. This is the bit that keeps the camera
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/// from swinging vertically during a jump.</description></item>
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/// <item><description>Otherwise project the base heading onto
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/// the plane perpendicular to a surface normal:
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/// <see cref="System.Numerics.Plane"/>'s <c>Normal</c> when
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/// grounded (slope-aligned), world <c>(0, 0, 1)</c> when
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/// airborne (which is a no-op since the base is already
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/// horizontal).</description></item>
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/// <item><description>Normalize. If the projection collapsed
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/// (heading parallel to normal), fall back to the unprojected
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/// base.</description></item>
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/// </list>
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/// </summary>
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internal static Vector3 ComputeHeading(Vector3 avgVelocity, float yaw, bool alignToSlope)
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/// <param name="avgVelocity">5-frame averaged player velocity in world space.</param>
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/// <param name="yaw">Player facing yaw + any orbit offset, radians.</param>
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/// <param name="isOnGround">Player's <c>transient_state & 1</c> — does <paramref name="contactPlaneNormal"/> describe a valid contact plane?</param>
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/// <param name="contactPlaneNormal">Player's current contact plane normal in world space; ignored when <paramref name="isOnGround"/> is false.</param>
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/// <param name="alignToSlope">User-tunable; when false skips the projection and returns the flat facing direction.</param>
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internal static Vector3 ComputeHeading(
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Vector3 avgVelocity,
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float yaw,
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bool isOnGround,
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Vector3 contactPlaneNormal,
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bool alignToSlope)
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{
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if (alignToSlope && avgVelocity.LengthSquared() > 1e-4f)
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return Vector3.Normalize(avgVelocity);
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// Base heading: player's facing direction in world XY plane.
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Vector3 baseHeading = new(MathF.Cos(yaw), MathF.Sin(yaw), 0f);
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return new Vector3(MathF.Cos(yaw), MathF.Sin(yaw), 0f);
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if (!alignToSlope) return baseHeading;
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// Slope-align gate: player must be moving in XY. Retail tests
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// |vx| > 0.0002 AND |vy| > 0.0002 (decomp :95704, :95713). The
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// horizontal-magnitude-squared form is a cleaner equivalent.
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// Without this, the airborne path would still project against
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// world up (no-op) which is fine — but the standing-jump case
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// wants the historical `direction` fallback that retail uses.
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float hMagSq = avgVelocity.X * avgVelocity.X + avgVelocity.Y * avgVelocity.Y;
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if (hMagSq < 1e-4f) return baseHeading;
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// Pick the projection plane normal:
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// grounded → contact_plane.N (slope-aligned camera basis)
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// airborne → world up (projection becomes a no-op because
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// baseHeading is already in the XY plane — but
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// keeping the code path uniform makes the airborne
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// case impossible to swing vertically).
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Vector3 normal;
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if (isOnGround && contactPlaneNormal.LengthSquared() > 0.01f)
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normal = Vector3.Normalize(contactPlaneNormal);
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else
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normal = new Vector3(0f, 0f, 1f);
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// Project baseHeading onto plane perpendicular to normal:
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// projected = forward - normal * dot(forward, normal)
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// On flat ground this is a no-op (dot ≈ 0). On a slope the
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// projected vector gains a Z component matching the slope angle,
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// which tilts the camera basis with the terrain.
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float dot = Vector3.Dot(baseHeading, normal);
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Vector3 projected = baseHeading - normal * dot;
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// Degenerate: facing nearly parallel to normal (rare — would
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// require player rotated to face into the ground). Fall back to
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// the unprojected base heading.
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if (projected.LengthSquared() < 1e-4f) return baseHeading;
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return Vector3.Normalize(projected);
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}
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/// <summary>
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