feat(ui): debug overlay + refined input controls

Adds the first on-screen HUD for the dev client plus today's mouse-control
refinements. Also lands yesterday's scenery-alignment changes that were
left uncommitted in the working tree.

Overlay:
- BitmapFont rasterizes a system TTF via StbTrueTypeSharp into a 512x512
  R8 atlas at startup (Consolas on Windows, DejaVu/Menlo fallbacks)
- TextRenderer batches 2D quads in screen-space with ortho projection;
  one shader + two draw calls (rect then text) for panel backgrounds
  under glyphs
- DebugOverlay composes info / stats / compass / help panels on top of
  the 3D scene; toggles via F1/F4/F5/F6; transient toasts for key events
- DebugLineRenderer and its shaders (carried over from the scenery work)
  are properly committed in this commit

Controls:
- Per-mode mouse sensitivity (Chase 0.15, Fly 1.0, Orbit 1.0); F8/F9 to
  adjust the active mode multiplicatively (x1.2)
- Hold RMB to free-orbit the chase camera around the player; release
  stays at the new angle (no snap-back)
- Mouse-wheel zooms chase distance between 2m and 40m
- Chase pitch widened to [-0.7, 1.4] so mouse-Y tilts both ways from
  the default neutral angle

Scenery alignment (carried from yesterday's session):
- ShadowObjectRegistry AllEntriesForDebug + Scale field
- SceneryGenerator uses ACViewer's OnRoad polygon test + baseLoc +
  set_heading rotation
- BSPQuery dispatchers accept localToWorld so normals/offsets transform
  correctly per part
- TransitionTypes.CylinderCollision rewritten with wall-slide + push-out
- PhysicsDataCache caches visual-mesh AABB for scenery that lacks
  physics Setup bounds
This commit is contained in:
Erik 2026-04-17 18:45:38 +02:00
parent 6b4e7569a3
commit ff325abd7b
20 changed files with 2734 additions and 268 deletions

View file

@ -1453,19 +1453,46 @@ public static class BSPQuery
}
// ----------------------------------------------------------------
// Path 5: Contact — sphere_intersects_poly + step_sphere_up / slide
// ACE transforms collision normal from local→global before step_up/slide
// Path 5: Contact — sphere_intersects_poly + wall-slide
// ACE retail uses StepSphereUp here, deferring to a retry loop that
// executes the step-up motion. We haven't ported that execution, so
// we apply the same wall-slide response as Path 6 — this at least
// gives correct blocking + sliding behavior for walls, buildings,
// and tree trunks while the player is on the ground.
// ----------------------------------------------------------------
if (obj.State.HasFlag(ObjectInfoState.Contact))
{
ResolvedPolygon? hitPoly0 = null;
Vector3 contact0 = Vector3.Zero;
if (SphereIntersectsPolyInternal(root, resolved, sphere0, movement,
ref hitPoly0, ref contact0))
bool hit0 = SphereIntersectsPolyInternal(root, resolved, sphere0, movement,
ref hitPoly0, ref contact0);
if (hit0 || hitPoly0 is not null)
{
var worldNormal = L2W(hitPoly0!.Plane.Normal);
return StepSphereUp(transition, worldNormal);
// Wall-slide response (same as Path 6 below).
var localNormal = hitPoly0!.Plane.Normal;
var localMovement = sphere0.Center - localCurrCenter;
float movementIntoWall = Vector3.Dot(localMovement, localNormal);
Vector3 projectedMovement = localMovement - localNormal * movementIntoWall;
Vector3 slidPos = localCurrCenter + projectedMovement;
float slidDist = Vector3.Dot(slidPos, localNormal) + hitPoly0.Plane.D;
float minDist = sphere0.Radius + 0.01f;
if (slidDist < minDist)
{
slidPos += localNormal * (minDist - slidDist);
}
Vector3 localDelta = slidPos - sphere0.Center;
Vector3 worldDelta = Vector3.Transform(localDelta, localToWorld) * scale;
path.AddOffsetToCheckPos(worldDelta);
var worldNormal = L2W(localNormal);
collisions.SetCollisionNormal(worldNormal);
collisions.SetSlidingNormal(worldNormal);
return TransitionState.Slid;
}
if (sphere1 is not null)
@ -1473,17 +1500,34 @@ public static class BSPQuery
ResolvedPolygon? hitPoly1 = null;
Vector3 contact1 = Vector3.Zero;
if (SphereIntersectsPolyInternal(root, resolved, sphere1, movement,
ref hitPoly1, ref contact1))
{
var worldNormal = L2W(hitPoly1!.Plane.Normal);
return SlideSphere(transition, worldNormal);
}
bool hit1 = SphereIntersectsPolyInternal(root, resolved, sphere1, movement,
ref hitPoly1, ref contact1);
if (hitPoly1 is not null)
return NegPolyHitDispatch(path, hitPoly1, false, localToWorld);
if (hitPoly0 is not null)
return NegPolyHitDispatch(path, hitPoly0, true, localToWorld);
if (hit1 || hitPoly1 is not null)
{
var localNormal = hitPoly1!.Plane.Normal;
var localMovement = sphere1.Center - localCurrCenter;
float movementIntoWall = Vector3.Dot(localMovement, localNormal);
Vector3 projectedMovement = localMovement - localNormal * movementIntoWall;
Vector3 slidPos = localCurrCenter + projectedMovement;
float slidDist = Vector3.Dot(slidPos, localNormal) + hitPoly1.Plane.D;
float minDist = sphere1.Radius + 0.01f;
if (slidDist < minDist)
{
slidPos += localNormal * (minDist - slidDist);
}
Vector3 localDelta = slidPos - sphere1.Center;
Vector3 worldDelta = Vector3.Transform(localDelta, localToWorld) * scale;
path.AddOffsetToCheckPos(worldDelta);
var worldNormal = L2W(localNormal);
collisions.SetCollisionNormal(worldNormal);
collisions.SetSlidingNormal(worldNormal);
return TransitionState.Slid;
}
}
return TransitionState.OK;
@ -1509,11 +1553,50 @@ public static class BSPQuery
hitPoly0!, contact0, scale, localToWorld);
}
var worldNormal = L2W(hitPoly0!.Plane.Normal);
// ─── Wall-slide response ─────────────────────────────────
// Instead of just pushing the sphere out of penetration
// (which undoes the whole step), compute the wall-slide
// position: where the sphere WOULD be if the movement had
// been projected along the wall tangent.
//
// In local space:
// curr = localCurrCenter
// target = sphere0.Center
// movement = target - curr
// normal = polygon plane normal (outward)
// projectedMovement = movement - (movement · normal) * normal
// slidPos = curr + projectedMovement
//
// Then ensure slidPos is outside the plane by at least radius+eps.
var localNormal = hitPoly0!.Plane.Normal;
var localMovement = sphere0.Center - localCurrCenter;
// Project movement along wall tangent
float movementIntoWall = Vector3.Dot(localMovement, localNormal);
Vector3 projectedMovement = localMovement - localNormal * movementIntoWall;
// Slid position in local space
Vector3 slidPos = localCurrCenter + projectedMovement;
// Ensure slid position is OUTSIDE the plane by radius + epsilon
float slidDist = Vector3.Dot(slidPos, localNormal) + hitPoly0.Plane.D;
float minDist = sphere0.Radius + 0.01f;
if (slidDist < minDist)
{
slidPos += localNormal * (minDist - slidDist);
}
// Delta from current CheckPos sphere center to slid position (local)
Vector3 localDelta = slidPos - sphere0.Center;
// Transform to world and apply
Vector3 worldDelta = Vector3.Transform(localDelta, localToWorld) * scale;
path.AddOffsetToCheckPos(worldDelta);
var worldNormal = L2W(localNormal);
path.WalkableAllowance = PhysicsGlobals.LandingZ;
path.Collide = true;
collisions.SetCollisionNormal(worldNormal);
return TransitionState.Adjusted;
collisions.SetSlidingNormal(worldNormal);
return TransitionState.Slid;
}
if (sphere1 is not null)
@ -1526,9 +1609,29 @@ public static class BSPQuery
if (hit1 || hitPoly1 is not null)
{
var worldNormal = L2W(hitPoly1!.Plane.Normal);
// Head sphere hit: apply the same wall-slide as above.
var localNormal = hitPoly1!.Plane.Normal;
var localMovement = sphere1.Center - localCurrCenter;
float movementIntoWall = Vector3.Dot(localMovement, localNormal);
Vector3 projectedMovement = localMovement - localNormal * movementIntoWall;
Vector3 slidPos = localCurrCenter + projectedMovement;
float slidDist = Vector3.Dot(slidPos, localNormal) + hitPoly1.Plane.D;
float minDist = sphere1.Radius + 0.01f;
if (slidDist < minDist)
{
slidPos += localNormal * (minDist - slidDist);
}
Vector3 localDelta = slidPos - sphere1.Center;
Vector3 worldDelta = Vector3.Transform(localDelta, localToWorld) * scale;
path.AddOffsetToCheckPos(worldDelta);
var worldNormal = L2W(localNormal);
collisions.SetCollisionNormal(worldNormal);
return TransitionState.Collided;
collisions.SetSlidingNormal(worldNormal);
return TransitionState.Slid;
}
}
}