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>
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3 changed files with 71 additions and 31 deletions
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@ -88,6 +88,7 @@ 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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@ -100,6 +101,7 @@ 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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@ -198,8 +200,19 @@ public sealed class PlayerMovementController
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}
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}
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// Small upward bias prevents feet from z-fighting with terrain surface.
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Position = new Vector3(result.Position.X, result.Position.Y, newZ + 0.15f);
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// Upward bias prevents feet from sinking into the terrain surface.
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// On slopes the visual terrain mesh rises ahead of the physics sample
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// point, so we add extra bias proportional to how fast the ground Z is
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// changing (steeper slope → more bias). Only apply when grounded — during
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// jumps/falls the bias would interfere with the ballistic arc.
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float slopeBias = 0f;
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if (!IsAirborne)
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{
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float slopeDelta = MathF.Max(0f, newZ - _prevGroundZ);
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slopeBias = MathF.Min(slopeDelta * 3f, 0.8f);
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}
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_prevGroundZ = newZ;
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Position = new Vector3(result.Position.X, result.Position.Y, newZ + 0.15f + slopeBias);
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CellId = result.CellId;
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// 4. Determine current motion commands.
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@ -1473,13 +1473,18 @@ public sealed class GameWindow : IDisposable
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if (poly.VertexIds.Count < 3)
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continue;
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// VertexIds are short; worldVerts keys are ushort.
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if (!worldVerts.TryGetValue((ushort)poly.VertexIds[0], out var v0)) continue;
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if (!worldVerts.TryGetValue((ushort)poly.VertexIds[1], out var v1)) continue;
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if (!worldVerts.TryGetValue((ushort)poly.VertexIds[2], out var v2)) continue;
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// Collect ALL polygon vertices for accurate centroid + radius.
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var portalVerts = new System.Numerics.Vector3[poly.VertexIds.Count];
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bool allFound = true;
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for (int pv = 0; pv < poly.VertexIds.Count; pv++)
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{
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if (!worldVerts.TryGetValue((ushort)poly.VertexIds[pv], out portalVerts[pv]))
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{ allFound = false; break; }
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}
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if (!allFound) continue;
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portalPlanes.Add(AcDream.Core.Physics.PortalPlane.FromVertices(
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v0, v1, v2,
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portalVerts.AsSpan(),
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portal.OtherCellId, // target cell (0xFFFF = outdoor)
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envCellId & 0xFFFFu, // owner cell (low 16 bits)
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(ushort)portal.Flags));
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@ -16,29 +16,49 @@ public readonly record struct PortalPlane(
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float Radius) // bounding radius of the portal polygon
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{
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/// <summary>
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/// Construct a PortalPlane from three coplanar vertices (winding order
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/// determines the normal direction via cross product). Also computes
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/// the centroid and bounding radius from the vertices so
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/// <see cref="IsCrossing"/> can reject crossings far from the portal.
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/// Construct a PortalPlane from ALL polygon vertices (winding order of the
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/// first three determines the normal). Centroid + radius are computed from
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/// the full vertex set for accurate doorway bounds.
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/// </summary>
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public static PortalPlane FromVertices(
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ReadOnlySpan<Vector3> vertices,
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uint targetCellId, uint ownerCellId, ushort flags)
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{
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if (vertices.Length < 3)
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throw new ArgumentException("Need at least 3 vertices", nameof(vertices));
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var edge1 = vertices[1] - vertices[0];
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var edge2 = vertices[2] - vertices[0];
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var normal = Vector3.Normalize(Vector3.Cross(edge1, edge2));
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float d = -Vector3.Dot(normal, vertices[0]);
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// Centroid = average of ALL vertices.
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var sum = Vector3.Zero;
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foreach (var v in vertices) sum += v;
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var centroid = sum / vertices.Length;
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// Bounding radius = max distance from centroid to any vertex.
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// NO padding — we rely on the tight radius to prevent wall-bounce.
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float maxR = 0f;
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foreach (var v in vertices)
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{
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float r = Vector3.Distance(centroid, v);
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if (r > maxR) maxR = r;
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}
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return new PortalPlane(normal, d, targetCellId, ownerCellId, flags, centroid, maxR);
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}
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/// <summary>
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/// Convenience overload for 3-vertex portals (backwards-compatible with
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/// existing test call sites).
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/// </summary>
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public static PortalPlane FromVertices(
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Vector3 v0, Vector3 v1, Vector3 v2,
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uint targetCellId, uint ownerCellId, ushort flags)
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{
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var edge1 = v1 - v0;
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var edge2 = v2 - v0;
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var normal = Vector3.Normalize(Vector3.Cross(edge1, edge2));
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float d = -Vector3.Dot(normal, v0);
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// Centroid = average of the three vertices.
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var centroid = (v0 + v1 + v2) / 3f;
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// Bounding radius = max distance from centroid to any vertex + padding.
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float r0 = Vector3.Distance(centroid, v0);
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float r1 = Vector3.Distance(centroid, v1);
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float r2 = Vector3.Distance(centroid, v2);
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float radius = MathF.Max(r0, MathF.Max(r1, r2)) + 2f; // 2 unit padding
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return new PortalPlane(normal, d, targetCellId, ownerCellId, flags, centroid, radius);
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ReadOnlySpan<Vector3> verts = stackalloc Vector3[] { v0, v1, v2 };
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return FromVertices(verts, targetCellId, ownerCellId, flags);
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}
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/// <summary>
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@ -50,12 +70,14 @@ public readonly record struct PortalPlane(
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/// </summary>
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public bool IsCrossing(Vector3 oldPos, Vector3 newPos)
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{
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// Quick reject: if both positions are far from the portal, skip
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// the plane test entirely. Use the closer of the two positions.
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float distOld = Vector3.Distance(oldPos, Centroid);
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float distNew = Vector3.Distance(newPos, Centroid);
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float minDist = MathF.Min(distOld, distNew);
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if (minDist > Radius * 2f) return false;
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// Quick reject: 2D (XY) distance from the portal centroid.
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// Using XY-only prevents roof-level positions from triggering
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// ground-floor doorways. The radius is kept tight (no multiplier)
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// so only positions genuinely near the doorway opening pass.
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float dx = MathF.Min(MathF.Abs(oldPos.X - Centroid.X), MathF.Abs(newPos.X - Centroid.X));
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float dy = MathF.Min(MathF.Abs(oldPos.Y - Centroid.Y), MathF.Abs(newPos.Y - Centroid.Y));
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float minDist2D = MathF.Sqrt(dx * dx + dy * dy);
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if (minDist2D > Radius) return false;
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float oldDist = Vector3.Dot(Normal, oldPos) + D;
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float newDist = Vector3.Dot(Normal, newPos) + D;
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