Add air direction only setting for player movement

This commit is contained in:
2026-04-12 02:18:53 +02:00
parent 6b825a7f28
commit 42cee3d19a
13 changed files with 301 additions and 28 deletions

View File

@@ -574,6 +574,70 @@ describe("player-locomotion", () => {
expect(step?.locomotionState.planarSpeed).toBeCloseTo(0);
});
it("reorients airborne movement using existing speed without adding more", () => {
const step = stepPlayerLocomotion({
dt: 0.1,
feetPosition: {
x: 0,
y: 1,
z: 0
},
movementYawRadians: 0,
airDirectionYawRadians: Math.PI / 2,
standingShape: FIRST_PERSON_PLAYER_SHAPE,
verticalVelocity: -2,
previousLocomotionState: createIdleRuntimeLocomotionState("airborne"),
previousPlanarDisplacement: {
x: 0,
y: 0,
z: 0.45
},
jumpBufferRemainingMs: 0,
coyoteTimeRemainingMs: 0,
jumpHoldRemainingMs: 0,
crouched: false,
wasJumpPressed: false,
input: FORWARD_INPUT,
movement: {
...DEFAULT_MOVEMENT,
jump: {
...DEFAULT_MOVEMENT.jump,
directionOnly: true
}
},
resolveMotion: (feetPosition, motion): ResolvedPlayerMotion => ({
feetPosition: {
x: feetPosition.x + motion.x,
y: feetPosition.y + motion.y,
z: feetPosition.z + motion.z
},
grounded: false,
collisionCount: 0,
groundCollisionNormal: null,
collidedAxes: {
x: false,
y: false,
z: false
}
}),
resolveVolumeState: () => createVolumeState(),
probeGround: () => ({
grounded: false,
distance: null,
normal: null,
slopeDegrees: null
}),
canOccupyShape: () => true
});
expect(step).not.toBeNull();
expect(step?.locomotionState.locomotionMode).toBe("airborne");
expect(step?.planarDisplacement.x).toBeCloseTo(0.45);
expect(step?.planarDisplacement.z).toBeCloseTo(0);
expect(step?.locomotionState.requestedPlanarSpeed).toBeCloseTo(4.5);
expect(step?.locomotionState.planarSpeed).toBeCloseTo(4.5);
});
it("sinks toward the water surface while keeping the head above water", () => {
const step = stepPlayerLocomotion({
dt: 0.1,