feat(physics): complete retail collision — indoor BSP, dual sphere, step-up, swept-sphere, 6-path dispatcher
Indoor CellStruct PhysicsBSP collision for room walls/ceilings. Dual sphere (body+head) from Setup dimensions. StepUp attempts before sliding when hitting low obstacles. FindTimeOfCollision for exact parametric BSP contact time. Full 6-path BSP dispatcher wired into FindEnvCollisions. Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
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4 changed files with 362 additions and 100 deletions
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@ -1394,6 +1394,9 @@ public sealed class GameWindow : IDisposable
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// Step 4: build LoadedCell for portal visibility.
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BuildLoadedCell(envCellId, envCell, cellStruct, cellOrigin, cellTransform);
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// Cache CellStruct physics BSP for indoor collision.
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_physicsDataCache.CacheCellStruct(envCellId, cellStruct, cellTransform);
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}
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}
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}
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@ -1142,4 +1142,164 @@ public static class BSPQuery
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return SphereIntersectsPoly(node.NegNode, polygons, vertices,
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sphereCenter, sphereRadius, movement, out hitPolyId, out hitNormal);
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}
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// -----------------------------------------------------------------------
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// 14. SphereIntersectsPolyWithTime — swept-sphere BSP query using
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// FindTimeOfCollision for exact parametric contact time.
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// Fix 4: replaces static overlap + ad-hoc t computation.
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// -----------------------------------------------------------------------
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/// <summary>
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/// Movement-aware sphere-BSP intersection that uses
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/// <see cref="CollisionPrimitives.FindTimeOfCollision"/> to compute the
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/// exact parametric time of first contact. Returns the earliest collision
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/// across all polygons in the BSP tree.
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///
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/// <para>
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/// Unlike <see cref="SphereIntersectsPoly(PhysicsBSPNode?, Dictionary{ushort, Polygon},
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/// VertexArray, Vector3, float, Vector3, out ushort, out Vector3)"/> which
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/// tests static overlap at start and end positions, this method finds the
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/// precise contact time via swept-sphere analysis.
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/// </para>
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/// </summary>
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public static bool SphereIntersectsPolyWithTime(
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PhysicsBSPNode? node,
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Dictionary<ushort, Polygon> polygons,
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VertexArray vertices,
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Vector3 sphereCenter,
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float sphereRadius,
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Vector3 movement,
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out ushort hitPolyId,
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out Vector3 hitNormal,
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out float hitTime)
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{
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hitPolyId = 0;
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hitNormal = Vector3.Zero;
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hitTime = float.MaxValue;
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if (node is null) return false;
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SphereIntersectsPolyWithTimeRecurse(
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node, polygons, vertices,
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sphereCenter, sphereRadius, movement,
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ref hitPolyId, ref hitNormal, ref hitTime);
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return hitTime < float.MaxValue;
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}
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private static void SphereIntersectsPolyWithTimeRecurse(
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PhysicsBSPNode? node,
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Dictionary<ushort, Polygon> polygons,
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VertexArray vertices,
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Vector3 sphereCenter,
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float sphereRadius,
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Vector3 movement,
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ref ushort hitPolyId,
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ref Vector3 hitNormal,
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ref float bestTime)
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{
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if (node is null) return;
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// Broad phase: bounding sphere + movement extent
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float dist = Vector3.Distance(sphereCenter, node.BoundingSphere.Origin);
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if (dist > sphereRadius + node.BoundingSphere.Radius + movement.Length() + 0.1f)
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return;
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// Leaf node: test each polygon with FindTimeOfCollision
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if (node.Type == BSPNodeType.Leaf)
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{
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foreach (var polyIdx in node.Polygons)
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{
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if (!polygons.TryGetValue(polyIdx, out var poly)) continue;
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if (!TryGetPolyPlane(poly, vertices, out var polyPlane, out var polyVerts))
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continue;
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// Front-face culling: only collide if moving toward this face.
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if (Vector3.Dot(movement, polyPlane.Normal) >= 0f)
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continue;
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// Use FindTimeOfCollision for exact parametric contact time.
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if (CollisionPrimitives.FindTimeOfCollision(
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polyPlane, polyVerts,
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sphereCenter, sphereRadius,
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movement, out float t))
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{
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// FindTimeOfCollision returns t such that contact = origin - movement*t.
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// For our purposes, a positive t means the sphere reaches the polygon
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// when travelling along 'movement'. We want the absolute value as
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// our parametric time (0=start, 1=end of movement).
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float absT = MathF.Abs(t);
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if (absT < bestTime)
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{
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bestTime = absT;
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hitPolyId = polyIdx;
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hitNormal = polyPlane.Normal;
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}
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}
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else
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{
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// Fallback: static overlap test at start and end positions.
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if (CollisionPrimitives.SphereIntersectsPoly(
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polyPlane, polyVerts, sphereCenter, sphereRadius, out _))
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{
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if (0f < bestTime)
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{
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bestTime = 0f;
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hitPolyId = polyIdx;
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hitNormal = polyPlane.Normal;
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}
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}
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else
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{
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Vector3 endCenter = sphereCenter + movement;
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if (CollisionPrimitives.SphereIntersectsPoly(
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polyPlane, polyVerts, endCenter, sphereRadius, out _))
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{
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if (1f < bestTime)
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{
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bestTime = 1f;
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hitPolyId = polyIdx;
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hitNormal = polyPlane.Normal;
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}
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}
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}
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}
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}
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return;
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}
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// Internal node: classify against splitting plane
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float splitDist = Vector3.Dot(node.SplittingPlane.Normal, sphereCenter)
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+ node.SplittingPlane.D;
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float reach = sphereRadius + movement.Length();
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if (splitDist >= reach)
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{
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SphereIntersectsPolyWithTimeRecurse(
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node.PosNode, polygons, vertices,
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sphereCenter, sphereRadius, movement,
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ref hitPolyId, ref hitNormal, ref bestTime);
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return;
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}
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if (splitDist <= -reach)
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{
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SphereIntersectsPolyWithTimeRecurse(
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node.NegNode, polygons, vertices,
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sphereCenter, sphereRadius, movement,
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ref hitPolyId, ref hitNormal, ref bestTime);
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return;
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}
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// Straddles: check both sides to find the earliest collision.
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SphereIntersectsPolyWithTimeRecurse(
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node.PosNode, polygons, vertices,
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sphereCenter, sphereRadius, movement,
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ref hitPolyId, ref hitNormal, ref bestTime);
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SphereIntersectsPolyWithTimeRecurse(
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node.NegNode, polygons, vertices,
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sphereCenter, sphereRadius, movement,
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ref hitPolyId, ref hitNormal, ref bestTime);
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}
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}
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@ -1,4 +1,5 @@
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using System.Collections.Concurrent;
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using System.Numerics;
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using DatReaderWriter.DBObjs;
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using DatReaderWriter.Enums;
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using DatReaderWriter.Types;
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@ -15,6 +16,7 @@ public sealed class PhysicsDataCache
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{
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private readonly ConcurrentDictionary<uint, GfxObjPhysics> _gfxObj = new();
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private readonly ConcurrentDictionary<uint, SetupPhysics> _setup = new();
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private readonly ConcurrentDictionary<uint, CellPhysics> _cellStruct = new();
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/// <summary>
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/// Extract and cache the physics BSP + polygon data from a GfxObj.
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@ -53,10 +55,35 @@ public sealed class PhysicsDataCache
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};
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}
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/// <summary>
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/// Extract and cache the physics BSP + polygon data from a CellStruct
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/// (indoor room geometry). No-ops if the id is already cached or the
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/// CellStruct has no physics BSP.
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/// </summary>
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public void CacheCellStruct(uint envCellId, CellStruct cellStruct,
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Matrix4x4 worldTransform)
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{
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if (_cellStruct.ContainsKey(envCellId)) return;
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if (cellStruct.PhysicsBSP?.Root is null) return;
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Matrix4x4.Invert(worldTransform, out var inverseTransform);
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_cellStruct[envCellId] = new CellPhysics
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{
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BSP = cellStruct.PhysicsBSP,
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PhysicsPolygons = cellStruct.PhysicsPolygons,
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Vertices = cellStruct.VertexArray,
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WorldTransform = worldTransform,
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InverseWorldTransform = inverseTransform,
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};
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}
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public GfxObjPhysics? GetGfxObj(uint id) => _gfxObj.TryGetValue(id, out var p) ? p : null;
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public SetupPhysics? GetSetup(uint id) => _setup.TryGetValue(id, out var p) ? p : null;
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public CellPhysics? GetCellStruct(uint id) => _cellStruct.TryGetValue(id, out var p) ? p : null;
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public int GfxObjCount => _gfxObj.Count;
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public int SetupCount => _setup.Count;
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public int CellStructCount => _cellStruct.Count;
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}
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/// <summary>Cached physics data for a single GfxObj part.</summary>
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@ -78,3 +105,17 @@ public sealed class SetupPhysics
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public float StepUpHeight { get; init; }
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public float StepDownHeight { get; init; }
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}
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/// <summary>
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/// Cached physics data for an indoor cell's room geometry (CellStruct).
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/// Used for wall/floor/ceiling collision in EnvCells.
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/// ACE: EnvCell.find_env_collisions queries CellStructure.PhysicsBSP.
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/// </summary>
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public sealed class CellPhysics
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{
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public required PhysicsBSPTree BSP { get; init; }
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public required Dictionary<ushort, Polygon> PhysicsPolygons { get; init; }
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public required VertexArray Vertices { get; init; }
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public Matrix4x4 WorldTransform { get; init; }
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public Matrix4x4 InverseWorldTransform { get; init; }
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}
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@ -511,18 +511,69 @@ public sealed class Transition
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var sp = SpherePath;
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var ci = CollisionInfo;
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// Sample terrain Z at the foot sphere's world position.
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Vector3 footCenter = sp.GlobalSphere[0].Origin;
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float sphereRadius = sp.GlobalSphere[0].Radius;
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// ── Indoor cell BSP collision ────────────────────────────────────
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// If the player is in an indoor cell (low 16 bits >= 0x0100),
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// query the CellStruct's PhysicsBSP for wall/floor/ceiling collision.
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// ACE: EnvCell.find_env_collisions -> CellStructure.PhysicsBSP.find_collisions
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uint cellLow = sp.CheckCellId & 0xFFFFu;
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if (cellLow >= 0x0100 && engine.DataCache is not null)
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{
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var cellPhysics = engine.DataCache.GetCellStruct(sp.CheckCellId);
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if (cellPhysics?.BSP?.Root is not null)
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{
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// Transform player sphere to cell-local space.
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var localCenter = Vector3.Transform(footCenter, cellPhysics.InverseWorldTransform);
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var localCurrCenter = Vector3.Transform(sp.GlobalCurrCenter[0].Origin, cellPhysics.InverseWorldTransform);
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var localSphere = new DatReaderWriter.Types.Sphere
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{
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Origin = localCenter,
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Radius = sphereRadius,
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};
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// Second sphere (head) in local space, if present.
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DatReaderWriter.Types.Sphere? localSphere1 = null;
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if (sp.NumSphere > 1)
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{
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var headCenter = sp.GlobalSphere[1].Origin;
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localSphere1 = new DatReaderWriter.Types.Sphere
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{
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Origin = Vector3.Transform(headCenter, cellPhysics.InverseWorldTransform),
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Radius = sp.GlobalSphere[1].Radius,
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};
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}
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// Use the full 6-path BSP dispatcher for retail-faithful collision.
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var cellState = BSPQuery.FindCollisions(
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cellPhysics.BSP.Root,
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cellPhysics.PhysicsPolygons,
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cellPhysics.Vertices,
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this,
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localSphere,
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localSphere1,
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localCurrCenter,
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Vector3.UnitZ, // local space Z is up
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1.0f); // scale = 1.0 for cell geometry
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if (cellState != TransitionState.OK)
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{
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if (!ObjectInfo.State.HasFlag(ObjectInfoState.Contact))
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ci.CollidedWithEnvironment = true;
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return cellState;
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}
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}
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}
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// ── Outdoor terrain collision ────────────────────────────────────
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// Sample terrain Z at the foot sphere's world position.
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float? terrainZ = engine.SampleTerrainZ(footCenter.X, footCenter.Y);
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if (terrainZ is null)
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return TransitionState.OK; // no terrain loaded here — allow pass-through
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// Build the terrain contact plane (flat ground: Normal = +Z, D = -terrainZ).
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// For sloped terrain we'd need the surface normal from the triangle; for MVP
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// we use the vertical plane which matches flat terrain exactly and gives
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// conservative results on slopes (terrain Z is already interpolated correctly).
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var contactPlane = new System.Numerics.Plane(
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new Vector3(0f, 0f, 1f), -terrainZ.Value);
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@ -646,113 +697,108 @@ public sealed class Transition
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worldOffsetX, worldOffsetY, landblockId,
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_nearbyObjs);
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// Find the EARLIEST collision along the movement path.
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// Test both foot sphere (index 0) and head sphere (index 1) if present.
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float bestT = float.MaxValue;
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Vector3 bestNormal = Vector3.Zero;
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bool bestIsHeadSphere = false;
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foreach (var obj in _nearbyObjs)
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for (int sphereIdx = 0; sphereIdx < sp.NumSphere; sphereIdx++)
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{
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// Broad-phase: can the moving sphere reach this object?
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// Use horizontal distance for cylinders (Z extent is checked separately).
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Vector3 deltaToCurr = currPos - obj.Position;
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float distToCurr;
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if (obj.CollisionType == ShadowCollisionType.Cylinder)
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distToCurr = MathF.Sqrt(deltaToCurr.X * deltaToCurr.X + deltaToCurr.Y * deltaToCurr.Y);
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else
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distToCurr = deltaToCurr.Length();
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float maxReach = sphereRadius + obj.Radius + movement.Length() + 2f;
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if (distToCurr > maxReach)
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continue;
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Vector3 sphereCheckPos = sp.GlobalSphere[sphereIdx].Origin;
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Vector3 sphereCurrPos = sp.GlobalCurrCenter[sphereIdx].Origin;
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float sphRadius = sp.GlobalSphere[sphereIdx].Radius;
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Vector3 sphMovement = sphereCheckPos - sphereCurrPos;
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float t;
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Vector3 worldHitNormal;
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if (obj.CollisionType == ShadowCollisionType.BSP)
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foreach (var obj in _nearbyObjs)
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{
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var physics = engine.DataCache.GetGfxObj(obj.GfxObjId);
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if (physics?.BSP?.Root is null) continue;
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// Transform to object-local space.
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var invRot = Quaternion.Inverse(obj.Rotation);
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Vector3 localCurrPos = Vector3.Transform(currPos - obj.Position, invRot);
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Vector3 localMovement = Vector3.Transform(movement, invRot);
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// Use movement-aware BSP query with front-face culling.
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if (!BSPQuery.SphereIntersectsPoly(
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physics.BSP.Root,
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physics.PhysicsPolygons,
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physics.Vertices,
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localCurrPos, sphereRadius,
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localMovement,
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out _, out Vector3 localHitNormal))
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// Broad-phase: can the moving sphere reach this object?
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Vector3 deltaToCurr = sphereCurrPos - obj.Position;
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float distToCurr;
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if (obj.CollisionType == ShadowCollisionType.Cylinder)
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distToCurr = MathF.Sqrt(deltaToCurr.X * deltaToCurr.X + deltaToCurr.Y * deltaToCurr.Y);
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else
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distToCurr = deltaToCurr.Length();
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float maxReach = sphRadius + obj.Radius + sphMovement.Length() + 2f;
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if (distToCurr > maxReach)
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continue;
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worldHitNormal = Vector3.Transform(localHitNormal, obj.Rotation);
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float t;
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Vector3 worldHitNormal;
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// Compute parametric contact time: how far along the movement
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// does the sphere first touch this polygon?
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// Project the center-to-plane distance onto the movement direction.
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float planeDist = Vector3.Dot(localHitNormal, localCurrPos) -
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Vector3.Dot(localHitNormal, Vector3.Zero); // plane through origin in local
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float approach = -Vector3.Dot(localHitNormal, localMovement);
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if (approach > PhysicsGlobals.EPSILON)
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t = (planeDist - sphereRadius) / approach;
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else
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t = 0f; // already touching or parallel
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t = Math.Clamp(t, 0f, 1f);
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}
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else
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{
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// Cylinder swept-sphere test.
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// Find parametric time when moving sphere first contacts the cylinder.
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Vector3 deltaCurr = currPos - obj.Position;
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float dx = deltaCurr.X, dy = deltaCurr.Y;
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float mx = movement.X, my = movement.Y;
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float combinedR = sphereRadius + obj.Radius;
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// Quadratic: |curr_xy + t*move_xy|^2 = combinedR^2
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float a = mx * mx + my * my;
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float b = 2f * (dx * mx + dy * my);
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float c = dx * dx + dy * dy - combinedR * combinedR;
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if (a < PhysicsGlobals.EPSILON)
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if (obj.CollisionType == ShadowCollisionType.BSP)
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{
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// Not moving horizontally — check static overlap.
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if (c > 0f) continue;
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t = 0f;
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var physics = engine.DataCache.GetGfxObj(obj.GfxObjId);
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if (physics?.BSP?.Root is null) continue;
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// Transform to object-local space.
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var invRot = Quaternion.Inverse(obj.Rotation);
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Vector3 localCurrPos = Vector3.Transform(sphereCurrPos - obj.Position, invRot);
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Vector3 localMovement = Vector3.Transform(sphMovement, invRot);
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// Use movement-aware BSP query with front-face culling.
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if (!BSPQuery.SphereIntersectsPolyWithTime(
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physics.BSP.Root,
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physics.PhysicsPolygons,
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physics.Vertices,
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localCurrPos, sphRadius,
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localMovement,
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out _, out Vector3 localHitNormal, out t))
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continue;
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worldHitNormal = Vector3.Transform(localHitNormal, obj.Rotation);
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t = Math.Clamp(t, 0f, 1f);
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}
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else
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{
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float disc = b * b - 4f * a * c;
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if (disc < 0f) continue; // no intersection
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float sqrtDisc = MathF.Sqrt(disc);
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t = (-b - sqrtDisc) / (2f * a); // first contact time
|
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if (t > 1f) continue; // contact is past this step
|
||||
if (t < 0f) t = 0f; // already overlapping
|
||||
// Cylinder swept-sphere test.
|
||||
Vector3 deltaCurr = sphereCurrPos - obj.Position;
|
||||
float dx = deltaCurr.X, dy = deltaCurr.Y;
|
||||
float mx = sphMovement.X, my = sphMovement.Y;
|
||||
float combinedR = sphRadius + obj.Radius;
|
||||
|
||||
float a = mx * mx + my * my;
|
||||
float b = 2f * (dx * mx + dy * my);
|
||||
float c = dx * dx + dy * dy - combinedR * combinedR;
|
||||
|
||||
if (a < PhysicsGlobals.EPSILON)
|
||||
{
|
||||
if (c > 0f) continue;
|
||||
t = 0f;
|
||||
}
|
||||
else
|
||||
{
|
||||
float disc = b * b - 4f * a * c;
|
||||
if (disc < 0f) continue;
|
||||
float sqrtDisc = MathF.Sqrt(disc);
|
||||
t = (-b - sqrtDisc) / (2f * a);
|
||||
if (t > 1f) continue;
|
||||
if (t < 0f) t = 0f;
|
||||
}
|
||||
|
||||
// Vertical check at contact time.
|
||||
Vector3 contactPos = sphereCurrPos + sphMovement * t;
|
||||
float cylTop = obj.CylHeight > 0 ? obj.CylHeight : obj.Radius * 4f;
|
||||
float playerBottom = contactPos.Z - sphRadius;
|
||||
float playerTop = contactPos.Z + sphRadius;
|
||||
if (playerBottom > obj.Position.Z + cylTop || playerTop < obj.Position.Z)
|
||||
continue;
|
||||
|
||||
// Normal: radial at contact point.
|
||||
Vector3 contactDelta = contactPos - obj.Position;
|
||||
float hDist = MathF.Sqrt(contactDelta.X * contactDelta.X + contactDelta.Y * contactDelta.Y);
|
||||
if (hDist < PhysicsGlobals.EPSILON)
|
||||
worldHitNormal = Vector3.UnitX;
|
||||
else
|
||||
worldHitNormal = Vector3.Normalize(new Vector3(contactDelta.X, contactDelta.Y, 0f));
|
||||
}
|
||||
|
||||
// Vertical check at contact time.
|
||||
Vector3 contactPos = currPos + movement * t;
|
||||
float cylTop = obj.CylHeight > 0 ? obj.CylHeight : obj.Radius * 4f;
|
||||
float playerBottom = contactPos.Z - sphereRadius;
|
||||
float playerTop = contactPos.Z + sphereRadius;
|
||||
if (playerBottom > obj.Position.Z + cylTop || playerTop < obj.Position.Z)
|
||||
continue;
|
||||
|
||||
// Normal: radial at contact point.
|
||||
Vector3 contactDelta = contactPos - obj.Position;
|
||||
float hDist = MathF.Sqrt(contactDelta.X * contactDelta.X + contactDelta.Y * contactDelta.Y);
|
||||
if (hDist < PhysicsGlobals.EPSILON)
|
||||
worldHitNormal = Vector3.UnitX;
|
||||
else
|
||||
worldHitNormal = Vector3.Normalize(new Vector3(contactDelta.X, contactDelta.Y, 0f));
|
||||
}
|
||||
|
||||
if (t < bestT && worldHitNormal.LengthSquared() > PhysicsGlobals.EpsilonSq)
|
||||
{
|
||||
bestT = t;
|
||||
bestNormal = Vector3.Normalize(worldHitNormal);
|
||||
if (t < bestT && worldHitNormal.LengthSquared() > PhysicsGlobals.EpsilonSq)
|
||||
{
|
||||
bestT = t;
|
||||
bestNormal = Vector3.Normalize(worldHitNormal);
|
||||
bestIsHeadSphere = (sphereIdx == 1);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
|
@ -761,10 +807,24 @@ public sealed class Transition
|
|||
return TransitionState.OK;
|
||||
}
|
||||
|
||||
// ── Fix 3: Contact-path step-up attempt ─────────────────────────
|
||||
// When in contact with ground and hitting a low obstacle (not the head
|
||||
// sphere), try stepping up before falling back to slide.
|
||||
// ACE: BSPTree.find_collisions path 5 — Contact|OnWalkable → step_sphere_up.
|
||||
if (!bestIsHeadSphere
|
||||
&& ObjectInfo.Contact
|
||||
&& bestNormal.Z > PhysicsGlobals.EPSILON
|
||||
&& bestNormal.Z < PhysicsGlobals.FloorZ)
|
||||
{
|
||||
// The surface is angled (not a vertical wall, not a floor) —
|
||||
// attempt step-up. Set the flag for the transition system.
|
||||
sp.StepUp = true;
|
||||
sp.StepUpNormal = bestNormal;
|
||||
ci.SetCollisionNormal(bestNormal);
|
||||
return TransitionState.OK;
|
||||
}
|
||||
|
||||
// Already overlapping at the START of the step (bestT == 0 or very small).
|
||||
// This happens when the player spawns inside an object or a previous
|
||||
// step left them penetrating. Push out along the collision normal
|
||||
// instead of sliding — sliding with zero displacement gets stuck.
|
||||
if (bestT <= PhysicsGlobals.EPSILON)
|
||||
{
|
||||
Vector3 pushOut = bestNormal * (sphereRadius * 0.5f + 0.01f);
|
||||
|
|
@ -775,12 +835,10 @@ public sealed class Transition
|
|||
}
|
||||
|
||||
// Rewind the sphere to just BEFORE the contact point.
|
||||
// Use t slightly before bestT to ensure no penetration.
|
||||
if (bestT < 1f)
|
||||
{
|
||||
float safeT = MathF.Max(0f, bestT - 0.02f);
|
||||
Vector3 contactPos = currPos + movement * safeT;
|
||||
// Additional push along normal to clear the surface.
|
||||
contactPos += bestNormal * 0.02f;
|
||||
sp.SetCheckPos(contactPos, sp.CheckCellId);
|
||||
}
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue