fix(core): AC2D render split formula + triangle-aware Z sampling
Two fundamental terrain fixes based on the AC2D + holtburger deep dive: 1. Terrain split formula: replaced WorldBuilder's physics-path formula (214614067/1813693831) with AC2D's render-path formula (0x0CCAC033, 0x421BE3BD, 0x6C1AC587, 0x519B8F25). The two produce different splits for some cells. Since the render mesh uses this formula, the physics Z sampler must match it to avoid misalignment on slopes. 2. Triangle-aware Z: replaced bilinear interpolation in TerrainSurface with per-triangle barycentric interpolation. Each cell is split into two triangles (using the same AC2D formula). SampleZ determines which triangle the query point falls in, then interpolates within that triangle. This produces Z values that exactly match the visual terrain mesh — no more slope clipping. Removes the multi-point Z sampling hack from PlayerMovementController (no longer needed with exact triangle Z). Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
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4 changed files with 116 additions and 72 deletions
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@ -94,7 +94,6 @@ public sealed class PlayerMovementController
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// Heartbeat timer.
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private float _heartbeatAccum;
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private float _prevGroundZ;
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public const float HeartbeatInterval = 0.2f; // 200ms
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public bool HeartbeatDue { get; private set; }
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@ -107,7 +106,6 @@ public sealed class PlayerMovementController
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{
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Position = pos;
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CellId = cellId;
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_prevGroundZ = pos.Z;
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}
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public MovementResult Update(float dt, MovementInput input)
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@ -206,31 +204,10 @@ public sealed class PlayerMovementController
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}
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}
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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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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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// Triangle-aware Z sampling in TerrainSurface now matches the visual
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// terrain mesh exactly (using AC2D's FSplitNESW render formula +
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// barycentric interpolation within each triangle). No multi-point
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// sampling hacks needed.
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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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