Add stair height smoothing and update navigation controllers
This commit is contained in:
@@ -16,6 +16,7 @@ import {
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stepPlayerLocomotion
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} from "./player-locomotion";
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import { createPlayerControllerTelemetry } from "./player-controller-telemetry";
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import { smoothGroundedStairHeight } from "./stair-height-smoothing";
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import type { PlayerControllerTelemetry } from "./navigation-controller";
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import type {
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NavigationControllerDeactivateOptions,
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@@ -130,6 +131,7 @@ export class FirstPersonNavigationController implements NavigationController {
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private previousTelemetry: PlayerControllerTelemetry | null = null;
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private latestJumpStarted = false;
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private latestHeadBump = false;
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private smoothedFeetY = 0;
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private previousPlanarDisplacement = {
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x: 0,
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y: 0,
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@@ -159,6 +161,7 @@ export class FirstPersonNavigationController implements NavigationController {
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this.verticalVelocity = 0;
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this.grounded = false;
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this.jumpPressed = false;
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this.smoothedFeetY = this.feetPosition.y;
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this.locomotionState = createIdleRuntimeLocomotionState(
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runtimeScene.playerCollider.mode === "none" ? "flying" : "airborne"
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);
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@@ -259,6 +262,7 @@ export class FirstPersonNavigationController implements NavigationController {
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this.verticalVelocity = 0;
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this.grounded = false;
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this.jumpPressed = false;
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this.smoothedFeetY = 0;
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this.standingPlayerShape = cloneFirstPersonPlayerShape(
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FIRST_PERSON_PLAYER_SHAPE
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);
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@@ -367,6 +371,13 @@ export class FirstPersonNavigationController implements NavigationController {
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this.grounded = locomotionStep.locomotionState.grounded;
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this.inWaterVolume = locomotionStep.inWaterVolume;
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this.inFogVolume = locomotionStep.inFogVolume;
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this.smoothedFeetY = smoothGroundedStairHeight({
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currentSmoothedFeetY: this.smoothedFeetY,
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targetFeetY: this.feetPosition.y,
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grounded: this.grounded,
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dt,
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maxStepHeight: playerMovement.maxStepHeight
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});
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this.updateCameraTransform();
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this.publishTelemetry();
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@@ -381,6 +392,7 @@ export class FirstPersonNavigationController implements NavigationController {
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this.verticalVelocity = 0;
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this.grounded = false;
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this.jumpPressed = false;
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this.smoothedFeetY = this.feetPosition.y;
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this.activePlayerShape = cloneFirstPersonPlayerShape(
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this.context?.getRuntimeScene().playerCollider ?? FIRST_PERSON_PLAYER_SHAPE
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);
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@@ -412,8 +424,13 @@ export class FirstPersonNavigationController implements NavigationController {
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return;
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}
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const renderedFeetPosition = {
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x: this.feetPosition.x,
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y: this.smoothedFeetY,
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z: this.feetPosition.z
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};
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const eyePosition = toEyePosition(
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this.feetPosition,
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renderedFeetPosition,
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getFirstPersonPlayerEyeHeight(this.activePlayerShape)
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);
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this.cameraRotation.x = this.pitchRadians;
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@@ -436,8 +453,13 @@ export class FirstPersonNavigationController implements NavigationController {
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return;
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}
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const renderedFeetPosition = {
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x: this.feetPosition.x,
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y: this.smoothedFeetY,
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z: this.feetPosition.z
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};
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const eyePosition = toEyePosition(
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this.feetPosition,
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renderedFeetPosition,
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getFirstPersonPlayerEyeHeight(this.activePlayerShape)
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);
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const cameraVolumeState =
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@@ -21,6 +21,8 @@ import type { RuntimeBrushTriMeshCollider, RuntimeSceneCollider } from "./runtim
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const CHARACTER_CONTROLLER_OFFSET = 0.01;
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const CHARACTER_CONTROLLER_SNAP_TO_GROUND_DISTANCE = 0.2;
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const AUTOSTEP_MIN_WIDTH_FACTOR = 0.4285714286;
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const AUTOSTEP_SURFACE_PROBE_DISTANCE = 0.08;
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const AUTOSTEP_PLANAR_PROGRESS_EPSILON = 0.02;
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const COLLISION_EPSILON = 1e-5;
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const CAMERA_COLLISION_EPSILON = 1e-3;
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const MAX_WALKABLE_SLOPE_RADIANS = Math.PI * 0.25;
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@@ -321,6 +323,10 @@ function toVec3(vector: RAPIER.Vector): Vec3 {
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};
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}
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function computePlanarDistance(vector: Vec3): number {
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return Math.hypot(vector.x, vector.z);
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}
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export async function initializeRapierCollisionWorld(): Promise<typeof RAPIER> {
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rapierInitPromise ??= RAPIER.init().then(() => RAPIER);
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return rapierInitPromise;
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@@ -555,7 +561,20 @@ export class RapierCollisionWorld {
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resolved.correctedMovement.y > COLLISION_EPSILON &&
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(resolved.collidedAxes.x || resolved.collidedAxes.z)
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) {
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resolved = computeResolvedMovement(motion, false);
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const withoutAutostep = computeResolvedMovement(motion, false);
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const landedOnStepSurface = this.probePlayerGround(
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resolved.nextFeetPosition,
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shape,
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AUTOSTEP_SURFACE_PROBE_DISTANCE
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).grounded;
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const improvedPlanarDistance =
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computePlanarDistance(resolved.correctedMovement) >
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computePlanarDistance(withoutAutostep.correctedMovement) +
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AUTOSTEP_PLANAR_PROGRESS_EPSILON;
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if (!landedOnStepSurface || !improvedPlanarDistance) {
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resolved = withoutAutostep;
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}
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}
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if (
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36
src/runtime-three/stair-height-smoothing.ts
Normal file
36
src/runtime-three/stair-height-smoothing.ts
Normal file
@@ -0,0 +1,36 @@
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const HEIGHT_EPSILON = 1e-4;
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const STAIR_SMOOTHING_RISE_RATE = 10;
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const STAIR_SMOOTHING_FALL_RATE = 14;
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const STAIR_SMOOTHING_DELTA_MULTIPLIER = 1.5;
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export function smoothGroundedStairHeight(options: {
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currentSmoothedFeetY: number;
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targetFeetY: number;
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grounded: boolean;
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dt: number;
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maxStepHeight: number;
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}): number {
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if (options.dt <= 0 || !options.grounded || options.maxStepHeight <= 0) {
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return options.targetFeetY;
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}
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const delta = options.targetFeetY - options.currentSmoothedFeetY;
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if (Math.abs(delta) <= HEIGHT_EPSILON) {
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return options.targetFeetY;
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}
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const maxSmoothableDelta = Math.max(
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0.04,
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options.maxStepHeight * STAIR_SMOOTHING_DELTA_MULTIPLIER
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);
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if (Math.abs(delta) > maxSmoothableDelta) {
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return options.targetFeetY;
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}
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const rate = delta >= 0 ? STAIR_SMOOTHING_RISE_RATE : STAIR_SMOOTHING_FALL_RATE;
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const alpha = 1 - Math.exp(-rate * options.dt);
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return options.currentSmoothedFeetY + delta * alpha;
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}
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@@ -16,6 +16,7 @@ import {
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stepPlayerLocomotion
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} from "./player-locomotion";
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import { createPlayerControllerTelemetry } from "./player-controller-telemetry";
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import { smoothGroundedStairHeight } from "./stair-height-smoothing";
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import type { PlayerControllerTelemetry } from "./navigation-controller";
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import type {
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NavigationController,
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@@ -127,6 +128,7 @@ export class ThirdPersonNavigationController implements NavigationController {
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private previousTelemetry: PlayerControllerTelemetry | null = null;
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private latestJumpStarted = false;
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private latestHeadBump = false;
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private smoothedFeetY = 0;
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private previousPlanarDisplacement = {
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x: 0,
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y: 0,
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@@ -158,6 +160,7 @@ export class ThirdPersonNavigationController implements NavigationController {
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this.verticalVelocity = 0;
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this.grounded = false;
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this.jumpPressed = false;
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this.smoothedFeetY = this.feetPosition.y;
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this.locomotionState = createIdleRuntimeLocomotionState(
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runtimeScene.playerCollider.mode === "none" ? "flying" : "airborne"
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);
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@@ -230,6 +233,7 @@ export class ThirdPersonNavigationController implements NavigationController {
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this.verticalVelocity = 0;
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this.grounded = false;
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this.jumpPressed = false;
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this.smoothedFeetY = 0;
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this.standingPlayerShape = cloneFirstPersonPlayerShape(
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FIRST_PERSON_PLAYER_SHAPE
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);
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@@ -339,6 +343,13 @@ export class ThirdPersonNavigationController implements NavigationController {
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this.grounded = locomotionStep.locomotionState.grounded;
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this.inWaterVolume = locomotionStep.inWaterVolume;
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this.inFogVolume = locomotionStep.inFogVolume;
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this.smoothedFeetY = smoothGroundedStairHeight({
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currentSmoothedFeetY: this.smoothedFeetY,
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targetFeetY: this.feetPosition.y,
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grounded: this.grounded,
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dt,
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maxStepHeight: playerMovement.maxStepHeight
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});
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if (
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Math.hypot(
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@@ -366,6 +377,7 @@ export class ThirdPersonNavigationController implements NavigationController {
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this.verticalVelocity = 0;
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this.grounded = false;
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this.jumpPressed = false;
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this.smoothedFeetY = this.feetPosition.y;
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this.activePlayerShape = cloneFirstPersonPlayerShape(
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this.context?.getRuntimeScene().playerCollider ?? FIRST_PERSON_PLAYER_SHAPE
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);
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@@ -400,7 +412,7 @@ export class ThirdPersonNavigationController implements NavigationController {
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const eyeHeight = getFirstPersonPlayerEyeHeight(this.activePlayerShape);
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const pivot = {
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x: this.feetPosition.x,
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y: this.feetPosition.y + eyeHeight * CAMERA_PIVOT_EYE_HEIGHT_FACTOR,
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y: this.smoothedFeetY + eyeHeight * CAMERA_PIVOT_EYE_HEIGHT_FACTOR,
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z: this.feetPosition.z
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};
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const horizontalDistance =
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@@ -626,6 +626,103 @@ describe("RapierCollisionWorld", () => {
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}
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});
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it("autosteps up authored stairs when the top surface is within the max step height", async () => {
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const floorBrush = createBoxBrush({
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id: "brush-floor-stair-climb",
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center: {
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x: 0,
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y: -0.5,
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z: 0
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},
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size: {
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x: 8,
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y: 1,
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z: 10
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}
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});
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const stepOne = createBoxBrush({
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id: "brush-stair-step-one",
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center: {
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x: 0,
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y: 0.1,
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z: 0.75
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},
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size: {
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x: 2,
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y: 0.2,
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z: 0.5
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}
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});
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const stepTwo = createBoxBrush({
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id: "brush-stair-step-two",
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center: {
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x: 0,
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y: 0.3,
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z: 1.25
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},
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size: {
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x: 2,
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y: 0.6,
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z: 0.5
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}
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});
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const stepThree = createBoxBrush({
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id: "brush-stair-step-three",
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center: {
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x: 0,
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y: 0.5,
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z: 1.75
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},
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size: {
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x: 2,
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y: 1,
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z: 0.5
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}
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});
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const runtimeScene = buildRuntimeSceneFromDocument({
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...createEmptySceneDocument({ name: "Stair Climb Scene" }),
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brushes: {
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[floorBrush.id]: floorBrush,
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[stepOne.id]: stepOne,
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[stepTwo.id]: stepTwo,
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[stepThree.id]: stepThree
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}
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});
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const collisionWorld = await RapierCollisionWorld.create(
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runtimeScene.colliders,
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runtimeScene.playerCollider,
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{
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maxStepHeight: 0.25
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}
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);
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try {
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let feetPosition = {
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x: 0,
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y: 0,
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z: -0.4
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};
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for (let index = 0; index < 10; index += 1) {
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feetPosition = collisionWorld.resolveFirstPersonMotion(
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feetPosition,
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{
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x: 0,
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y: 0,
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z: 0.25
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},
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runtimeScene.playerCollider
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).feetPosition;
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}
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expect(feetPosition.z).toBeGreaterThan(1.6);
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expect(feetPosition.y).toBeGreaterThan(0.45);
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expect(feetPosition.y).toBeLessThan(0.62);
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} finally {
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collisionWorld.dispose();
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}
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});
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it("supports authored Player Start collision mode none without world clipping", async () => {
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const wallBrush = createBoxBrush({
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id: "brush-wall-no-collision",
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@@ -11,6 +11,7 @@ import { createIdleRuntimeLocomotionState } from "../../src/runtime-three/player
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import { stepPlayerLocomotion } from "../../src/runtime-three/player-locomotion";
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import type { PlayerStartActionInputState } from "../../src/runtime-three/player-input-bindings";
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import type { RuntimePlayerMovement } from "../../src/runtime-three/runtime-scene-build";
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import { smoothGroundedStairHeight } from "../../src/runtime-three/stair-height-smoothing";
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const movementTemplate = createPlayerStartMovementTemplate();
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@@ -638,6 +639,43 @@ describe("player-locomotion", () => {
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expect(step?.locomotionState.planarSpeed).toBeCloseTo(4.5);
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});
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it("smooths grounded stair height changes instead of snapping", () => {
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const smoothedHeight = smoothGroundedStairHeight({
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currentSmoothedFeetY: 0,
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targetFeetY: 0.2,
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grounded: true,
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dt: 1 / 60,
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maxStepHeight: 0.5
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});
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expect(smoothedHeight).toBeGreaterThan(0);
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expect(smoothedHeight).toBeLessThan(0.2);
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});
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it("snaps grounded height smoothing when the player leaves the ground", () => {
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const smoothedHeight = smoothGroundedStairHeight({
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currentSmoothedFeetY: 0,
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targetFeetY: 0.2,
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grounded: false,
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dt: 1 / 60,
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maxStepHeight: 0.5
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});
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expect(smoothedHeight).toBeCloseTo(0.2);
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});
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it("snaps grounded height smoothing for ledge-sized vertical jumps", () => {
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const smoothedHeight = smoothGroundedStairHeight({
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currentSmoothedFeetY: 0,
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targetFeetY: 1,
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grounded: true,
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dt: 1 / 60,
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maxStepHeight: 0.35
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});
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expect(smoothedHeight).toBeCloseTo(1);
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});
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it("sinks toward the water surface while keeping the head above water", () => {
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const step = stepPlayerLocomotion({
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dt: 0.1,
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Block a user