Update player position handling in interaction system and tests
This commit is contained in:
@@ -2734,7 +2734,10 @@ export class RuntimeHost {
|
||||
this.currentPlayerControllerTelemetry !== null
|
||||
) {
|
||||
this.interactionSystem.updatePlayerPosition(
|
||||
this.currentPlayerControllerTelemetry.feetPosition,
|
||||
{
|
||||
feetPosition: this.currentPlayerControllerTelemetry.feetPosition,
|
||||
eyePosition: this.currentPlayerControllerTelemetry.eyePosition
|
||||
},
|
||||
this.runtimeScene,
|
||||
this.createInteractionDispatcher()
|
||||
);
|
||||
|
||||
@@ -255,23 +255,6 @@ function getInteractableTargetRadius(
|
||||
return Math.min(DEFAULT_INTERACTABLE_TARGET_RADIUS, interactable.radius);
|
||||
}
|
||||
|
||||
function getNpcDialogueTargetRadius(npc: RuntimeNpc): number {
|
||||
switch (npc.collider.mode) {
|
||||
case "capsule":
|
||||
return Math.max(
|
||||
DEFAULT_NPC_DIALOGUE_TARGET_RADIUS,
|
||||
npc.collider.radius * 2
|
||||
);
|
||||
case "box":
|
||||
return Math.max(
|
||||
DEFAULT_NPC_DIALOGUE_TARGET_RADIUS,
|
||||
Math.max(npc.collider.size.x, npc.collider.size.z) * 0.75
|
||||
);
|
||||
case "none":
|
||||
return DEFAULT_NPC_DIALOGUE_TARGET_RADIUS;
|
||||
}
|
||||
}
|
||||
|
||||
function getNpcDialoguePrompt(
|
||||
npc: RuntimeNpc,
|
||||
hasClickLinks: boolean
|
||||
@@ -413,13 +396,21 @@ export class RuntimeInteractionSystem {
|
||||
}
|
||||
|
||||
updatePlayerPosition(
|
||||
feetPosition: Vec3,
|
||||
playerProbe: Vec3 | RuntimePlayerTriggerProbe,
|
||||
runtimeScene: RuntimeSceneDefinition,
|
||||
dispatcher: RuntimeInteractionDispatcher
|
||||
) {
|
||||
const feetPosition = isVec3(playerProbe)
|
||||
? playerProbe
|
||||
: playerProbe.feetPosition;
|
||||
const eyePosition = isVec3(playerProbe)
|
||||
? playerProbe
|
||||
: playerProbe.eyePosition;
|
||||
|
||||
for (const triggerVolume of runtimeScene.entities.triggerVolumes) {
|
||||
const containsPlayer = isPointInsideTriggerVolume(
|
||||
const containsPlayer = isPlayerInsideTriggerVolume(
|
||||
feetPosition,
|
||||
eyePosition,
|
||||
triggerVolume
|
||||
);
|
||||
const wasOccupied = this.occupiedTriggerVolumes.has(
|
||||
@@ -562,18 +553,17 @@ export class RuntimeInteractionSystem {
|
||||
continue;
|
||||
}
|
||||
|
||||
const radius = getNpcDialogueTargetRadius(npc);
|
||||
const distance = distanceBetweenVec3(interactionOrigin, npc.position);
|
||||
const bounds = getNpcDialogueTargetBounds(npc);
|
||||
const distance = distanceBetweenVec3(interactionOrigin, bounds.center);
|
||||
|
||||
if (distance > radius) {
|
||||
if (distance > bounds.range) {
|
||||
continue;
|
||||
}
|
||||
|
||||
const hitDistance = raySphereHitDistance(
|
||||
const hitDistance = rayAxisAlignedBoxHitDistance(
|
||||
rayOrigin,
|
||||
normalizedViewDirection,
|
||||
npc.position,
|
||||
radius
|
||||
bounds
|
||||
);
|
||||
|
||||
if (hitDistance === null) {
|
||||
@@ -586,7 +576,7 @@ export class RuntimeInteractionSystem {
|
||||
npc.entityId,
|
||||
getNpcDialoguePrompt(npc, hasClickLinks),
|
||||
distance,
|
||||
radius,
|
||||
bounds.range,
|
||||
hitDistance
|
||||
);
|
||||
bestPrompt = next.prompt;
|
||||
|
||||
@@ -679,6 +679,61 @@ describe("RuntimeInteractionSystem", () => {
|
||||
expect(dispatches).toEqual(["link-trigger-dialogue:dialogue-threshold"]);
|
||||
});
|
||||
|
||||
it("treats the player body segment as entering a trigger volume, not just the feet point", () => {
|
||||
const runtimeScene = createRuntimeSceneFixture();
|
||||
runtimeScene.entities.triggerVolumes = [
|
||||
{
|
||||
entityId: "entity-trigger-chest-height",
|
||||
position: {
|
||||
x: 0,
|
||||
y: 1.2,
|
||||
z: 0
|
||||
},
|
||||
size: {
|
||||
x: 2,
|
||||
y: 1,
|
||||
z: 2
|
||||
},
|
||||
triggerOnEnter: true,
|
||||
triggerOnExit: false
|
||||
}
|
||||
];
|
||||
runtimeScene.interactionLinks = [
|
||||
createStartDialogueInteractionLink({
|
||||
id: "link-body-trigger-dialogue",
|
||||
sourceEntityId: "entity-trigger-chest-height",
|
||||
trigger: "enter",
|
||||
dialogueId: "dialogue-threshold"
|
||||
})
|
||||
];
|
||||
|
||||
const dispatches: string[] = [];
|
||||
const interactionSystem = new RuntimeInteractionSystem();
|
||||
|
||||
interactionSystem.updatePlayerPosition(
|
||||
{
|
||||
feetPosition: {
|
||||
x: 0,
|
||||
y: 0,
|
||||
z: 0
|
||||
},
|
||||
eyePosition: {
|
||||
x: 0,
|
||||
y: 1.6,
|
||||
z: 0
|
||||
}
|
||||
},
|
||||
runtimeScene,
|
||||
createDispatcher({
|
||||
startDialogue: (dialogueId, source) => {
|
||||
dispatches.push(`${source?.linkId}:${dialogueId}`);
|
||||
}
|
||||
})
|
||||
);
|
||||
|
||||
expect(dispatches).toEqual(["link-body-trigger-dialogue:dialogue-threshold"]);
|
||||
});
|
||||
|
||||
it("resolves direct NPC dialogue prompts and dispatches them through the shared start path", () => {
|
||||
const runtimeScene = createRuntimeSceneFixture();
|
||||
runtimeScene.entities.interactables = [];
|
||||
|
||||
Reference in New Issue
Block a user