fix(core): Phase B.3 — add centroid + radius bounds to PortalPlane crossing test

Two targeted fixes for user-reported movement bugs:

1. Wall bounce: PortalPlane.FromVertices now accepts ALL polygon vertices
   (not just 3) for accurate centroid + bounding radius. IsCrossing uses
   2D (XY) distance check with tight radius (no multiplier) to prevent
   wall faces from triggering false indoor transitions. Walking along a
   building wall no longer launches the player into the air.

2. Slope alignment: PlayerMovementController adds a slope-proportional
   Z bias when walking uphill (up to +0.8 on steep slopes, grounded
   only). Prevents feet from sinking into the visual terrain mesh on
   slopes where the physics sample point lags the render surface.

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
This commit is contained in:
Erik 2026-04-12 19:08:46 +02:00
parent 41013ce3e3
commit dc0341e85a
3 changed files with 71 additions and 31 deletions

View file

@ -88,6 +88,7 @@ public sealed class PlayerMovementController
// Heartbeat timer.
private float _heartbeatAccum;
private float _prevGroundZ;
public const float HeartbeatInterval = 0.2f; // 200ms
public bool HeartbeatDue { get; private set; }
@ -100,6 +101,7 @@ public sealed class PlayerMovementController
{
Position = pos;
CellId = cellId;
_prevGroundZ = pos.Z;
}
public MovementResult Update(float dt, MovementInput input)
@ -198,8 +200,19 @@ public sealed class PlayerMovementController
}
}
// Small upward bias prevents feet from z-fighting with terrain surface.
Position = new Vector3(result.Position.X, result.Position.Y, newZ + 0.15f);
// Upward bias prevents feet from sinking into the terrain surface.
// On slopes the visual terrain mesh rises ahead of the physics sample
// point, so we add extra bias proportional to how fast the ground Z is
// changing (steeper slope → more bias). Only apply when grounded — during
// jumps/falls the bias would interfere with the ballistic arc.
float slopeBias = 0f;
if (!IsAirborne)
{
float slopeDelta = MathF.Max(0f, newZ - _prevGroundZ);
slopeBias = MathF.Min(slopeDelta * 3f, 0.8f);
}
_prevGroundZ = newZ;
Position = new Vector3(result.Position.X, result.Position.Y, newZ + 0.15f + slopeBias);
CellId = result.CellId;
// 4. Determine current motion commands.

View file

@ -1473,13 +1473,18 @@ public sealed class GameWindow : IDisposable
if (poly.VertexIds.Count < 3)
continue;
// VertexIds are short; worldVerts keys are ushort.
if (!worldVerts.TryGetValue((ushort)poly.VertexIds[0], out var v0)) continue;
if (!worldVerts.TryGetValue((ushort)poly.VertexIds[1], out var v1)) continue;
if (!worldVerts.TryGetValue((ushort)poly.VertexIds[2], out var v2)) continue;
// Collect ALL polygon vertices for accurate centroid + radius.
var portalVerts = new System.Numerics.Vector3[poly.VertexIds.Count];
bool allFound = true;
for (int pv = 0; pv < poly.VertexIds.Count; pv++)
{
if (!worldVerts.TryGetValue((ushort)poly.VertexIds[pv], out portalVerts[pv]))
{ allFound = false; break; }
}
if (!allFound) continue;
portalPlanes.Add(AcDream.Core.Physics.PortalPlane.FromVertices(
v0, v1, v2,
portalVerts.AsSpan(),
portal.OtherCellId, // target cell (0xFFFF = outdoor)
envCellId & 0xFFFFu, // owner cell (low 16 bits)
(ushort)portal.Flags));

View file

@ -16,29 +16,49 @@ public readonly record struct PortalPlane(
float Radius) // bounding radius of the portal polygon
{
/// <summary>
/// Construct a PortalPlane from three coplanar vertices (winding order
/// determines the normal direction via cross product). Also computes
/// the centroid and bounding radius from the vertices so
/// <see cref="IsCrossing"/> can reject crossings far from the portal.
/// Construct a PortalPlane from ALL polygon vertices (winding order of the
/// first three determines the normal). Centroid + radius are computed from
/// the full vertex set for accurate doorway bounds.
/// </summary>
public static PortalPlane FromVertices(
ReadOnlySpan<Vector3> vertices,
uint targetCellId, uint ownerCellId, ushort flags)
{
if (vertices.Length < 3)
throw new ArgumentException("Need at least 3 vertices", nameof(vertices));
var edge1 = vertices[1] - vertices[0];
var edge2 = vertices[2] - vertices[0];
var normal = Vector3.Normalize(Vector3.Cross(edge1, edge2));
float d = -Vector3.Dot(normal, vertices[0]);
// Centroid = average of ALL vertices.
var sum = Vector3.Zero;
foreach (var v in vertices) sum += v;
var centroid = sum / vertices.Length;
// Bounding radius = max distance from centroid to any vertex.
// NO padding — we rely on the tight radius to prevent wall-bounce.
float maxR = 0f;
foreach (var v in vertices)
{
float r = Vector3.Distance(centroid, v);
if (r > maxR) maxR = r;
}
return new PortalPlane(normal, d, targetCellId, ownerCellId, flags, centroid, maxR);
}
/// <summary>
/// Convenience overload for 3-vertex portals (backwards-compatible with
/// existing test call sites).
/// </summary>
public static PortalPlane FromVertices(
Vector3 v0, Vector3 v1, Vector3 v2,
uint targetCellId, uint ownerCellId, ushort flags)
{
var edge1 = v1 - v0;
var edge2 = v2 - v0;
var normal = Vector3.Normalize(Vector3.Cross(edge1, edge2));
float d = -Vector3.Dot(normal, v0);
// Centroid = average of the three vertices.
var centroid = (v0 + v1 + v2) / 3f;
// Bounding radius = max distance from centroid to any vertex + padding.
float r0 = Vector3.Distance(centroid, v0);
float r1 = Vector3.Distance(centroid, v1);
float r2 = Vector3.Distance(centroid, v2);
float radius = MathF.Max(r0, MathF.Max(r1, r2)) + 2f; // 2 unit padding
return new PortalPlane(normal, d, targetCellId, ownerCellId, flags, centroid, radius);
ReadOnlySpan<Vector3> verts = stackalloc Vector3[] { v0, v1, v2 };
return FromVertices(verts, targetCellId, ownerCellId, flags);
}
/// <summary>
@ -50,12 +70,14 @@ public readonly record struct PortalPlane(
/// </summary>
public bool IsCrossing(Vector3 oldPos, Vector3 newPos)
{
// Quick reject: if both positions are far from the portal, skip
// the plane test entirely. Use the closer of the two positions.
float distOld = Vector3.Distance(oldPos, Centroid);
float distNew = Vector3.Distance(newPos, Centroid);
float minDist = MathF.Min(distOld, distNew);
if (minDist > Radius * 2f) return false;
// Quick reject: 2D (XY) distance from the portal centroid.
// Using XY-only prevents roof-level positions from triggering
// ground-floor doorways. The radius is kept tight (no multiplier)
// so only positions genuinely near the doorway opening pass.
float dx = MathF.Min(MathF.Abs(oldPos.X - Centroid.X), MathF.Abs(newPos.X - Centroid.X));
float dy = MathF.Min(MathF.Abs(oldPos.Y - Centroid.Y), MathF.Abs(newPos.Y - Centroid.Y));
float minDist2D = MathF.Sqrt(dx * dx + dy * dy);
if (minDist2D > Radius) return false;
float oldDist = Vector3.Dot(Normal, oldPos) + D;
float newDist = Vector3.Dot(Normal, newPos) + D;