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
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3 changed files with 188 additions and 34 deletions
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@ -16,7 +16,10 @@ public class RetailChaseCameraTests
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var avgVel = Vector3.Zero;
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float yaw = MathF.PI / 4f; // 45°
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var h = RetailChaseCamera.ComputeHeading(avgVel, yaw, alignToSlope: true);
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var h = RetailChaseCamera.ComputeHeading(
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avgVel, yaw,
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isOnGround: true, contactPlaneNormal: Vector3.UnitZ,
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alignToSlope: true);
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Assert.Equal(MathF.Cos(yaw), h.X, 5);
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Assert.Equal(MathF.Sin(yaw), h.Y, 5);
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@ -24,30 +27,87 @@ public class RetailChaseCameraTests
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}
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[Fact]
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public void Heading_MovingHorizontal_MatchesNormalizedVelocity()
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public void Heading_MovingOnFlatGround_HeadingIsHorizontalFacing()
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{
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// Player moving forward (yaw=0 = +X), on flat ground. Heading
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// should be the yaw vector — the projection onto (0,0,1)-normal
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// plane is a no-op since the base is already horizontal.
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var avgVel = new Vector3(3f, 0f, 0f);
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var h = RetailChaseCamera.ComputeHeading(avgVel, yaw: 0f, alignToSlope: true);
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var h = RetailChaseCamera.ComputeHeading(
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avgVel, yaw: 0f,
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isOnGround: true, contactPlaneNormal: Vector3.UnitZ,
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alignToSlope: true);
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Assert.Equal(1f, h.X, 5);
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Assert.Equal(0f, h.Y, 5);
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Assert.Equal(0f, h.Z, 5);
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}
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[Fact]
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public void Heading_MovingUphill_HasPositiveZ()
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public void Heading_OnUphillSlope_TiltsWithSlope()
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{
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var avgVel = new Vector3(1f, 0f, 0.5f);
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var h = RetailChaseCamera.ComputeHeading(avgVel, yaw: 0f, alignToSlope: true);
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Assert.True(h.Z > 0f, $"expected positive Z component, got {h.Z}");
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// Player facing +Y (yaw=π/2), walking up a slope rising in +Y.
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// Slope normal tilts back-up: (0, -0.5, 0.866) (30° rise).
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// Projection of (0,1,0) onto plane perpendicular to (0,-0.5,0.866):
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// dot = 1*(-0.5) = -0.5
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// projected = (0,1,0) - (0,-0.5,0.866)*(-0.5) = (0, 0.75, 0.433)
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// normalized → (0, 0.866, 0.5) — slope-aligned heading with +Z tilt.
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var avgVel = new Vector3(0f, 3f, 1.5f); // moving up the slope
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var normal = new Vector3(0f, -0.5f, 0.866f);
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var h = RetailChaseCamera.ComputeHeading(
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avgVel, yaw: MathF.PI / 2f,
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isOnGround: true, contactPlaneNormal: normal,
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alignToSlope: true);
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Assert.True(h.Z > 0.4f, $"expected slope-aligned +Z tilt, got Z={h.Z}");
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Assert.Equal(1f, h.Length(), 4);
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}
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[Fact]
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public void Heading_SlopeAlignDisabled_IgnoresVelocity()
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public void Heading_AirborneJumpingStraightUp_StaysHorizontal()
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{
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var avgVel = new Vector3(0f, 0f, 1f); // pure upward; would dominate if slope-align were on
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float yaw = 0f;
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// Player standing still, then jumps straight up. avgVel.xy is
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// zero, the horizontal-velocity gate fires → returns the base
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// facing direction. The vertical-velocity component is ignored.
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// This is THE bug the contact-plane fix prevents: in the old
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// code, normalize((0,0,5)) → (0,0,1) → camera basis tilted up.
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var avgVel = new Vector3(0f, 0f, 5f);
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var h = RetailChaseCamera.ComputeHeading(
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avgVel, yaw: 0f,
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isOnGround: false, contactPlaneNormal: Vector3.Zero,
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alignToSlope: true);
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Assert.Equal(1f, h.X, 5);
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Assert.Equal(0f, h.Y, 5);
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Assert.Equal(0f, h.Z, 5);
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}
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var h = RetailChaseCamera.ComputeHeading(avgVel, yaw, alignToSlope: false);
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[Fact]
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public void Heading_AirborneRunningJump_StaysHorizontal()
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{
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// Running jump: horizontal velocity nonzero, vertical also
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// nonzero. Airborne path projects onto world up — strips Z
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// from the (already horizontal) base heading, no-op. Camera
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// basis stays horizontal even though player is rising.
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var avgVel = new Vector3(3f, 0f, 4f);
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var h = RetailChaseCamera.ComputeHeading(
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avgVel, yaw: 0f,
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isOnGround: false, contactPlaneNormal: Vector3.Zero,
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alignToSlope: true);
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Assert.Equal(1f, h.X, 5);
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Assert.Equal(0f, h.Y, 5);
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Assert.Equal(0f, h.Z, 5);
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}
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[Fact]
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public void Heading_SlopeAlignDisabled_IgnoresVelocityAndContactPlane()
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{
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// Pure-vertical velocity + a tilted contact normal — neither
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// should affect the heading when alignToSlope is off.
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var avgVel = new Vector3(0f, 0f, 1f);
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var tiltedNormal = new Vector3(0f, -0.5f, 0.866f);
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var h = RetailChaseCamera.ComputeHeading(
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avgVel, yaw: 0f,
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isOnGround: true, contactPlaneNormal: tiltedNormal,
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alignToSlope: false);
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Assert.Equal(1f, h.X, 5); // (cos 0, sin 0, 0) = (1, 0, 0)
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Assert.Equal(0f, h.Y, 5);
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@ -280,10 +340,12 @@ public class RetailChaseCameraTests
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CameraDiagnostics.AlignToSlope = false; // deterministic: heading = yaw vec
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cam.Update(
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playerPosition: new Vector3(10f, 20f, 30f),
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playerYaw: 0f, // forward = +X
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playerVelocity: Vector3.Zero,
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dt: 1f / 60f);
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playerPosition: new Vector3(10f, 20f, 30f),
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playerYaw: 0f, // forward = +X
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playerVelocity: Vector3.Zero,
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isOnGround: true,
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contactPlaneNormal: Vector3.UnitZ, // flat
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dt: 1f / 60f);
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// Expected target eye:
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// pivot = (10, 20, 30+1.5=31.5)
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@ -317,7 +379,8 @@ public class RetailChaseCameraTests
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CameraDiagnostics.RotationStiffness = 0.45f;
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// First update at origin: dampedEye = (-5, 0, 1.5).
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cam.Update(Vector3.Zero, playerYaw: 0f, playerVelocity: Vector3.Zero, dt: 1f / 60f);
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cam.Update(Vector3.Zero, playerYaw: 0f, playerVelocity: Vector3.Zero,
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isOnGround: true, contactPlaneNormal: Vector3.UnitZ, dt: 1f / 60f);
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var firstEye = cam.Position;
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// Teleport the player one frame later. Target eye now at (10-5, 0, 1.5) = (5, 0, 1.5).
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@ -326,7 +389,8 @@ public class RetailChaseCameraTests
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// = (-5,0,1.5) + 0.075 * ((5,0,1.5) - (-5,0,1.5))
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// = (-5,0,1.5) + 0.075 * (10,0,0)
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// = (-4.25, 0, 1.5)
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cam.Update(new Vector3(10f, 0f, 0f), playerYaw: 0f, playerVelocity: Vector3.Zero, dt: 1f / 60f);
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cam.Update(new Vector3(10f, 0f, 0f), playerYaw: 0f, playerVelocity: Vector3.Zero,
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isOnGround: true, contactPlaneNormal: Vector3.UnitZ, dt: 1f / 60f);
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Assert.Equal(-4.25f, cam.Position.X, 3);
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Assert.Equal(0f, cam.Position.Y, 4);
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@ -350,7 +414,8 @@ public class RetailChaseCameraTests
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CameraDiagnostics.AlignToSlope = false;
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// Far from pivot — translucency should be 0.
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cam.Update(Vector3.Zero, playerYaw: 0f, playerVelocity: Vector3.Zero, dt: 1f / 60f);
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cam.Update(Vector3.Zero, playerYaw: 0f, playerVelocity: Vector3.Zero,
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isOnGround: true, contactPlaneNormal: Vector3.UnitZ, dt: 1f / 60f);
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Assert.Equal(0f, cam.PlayerTranslucency, 5);
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}
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finally
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