Add stair height smoothing and update navigation controllers

This commit is contained in:
2026-04-12 02:29:42 +02:00
parent 42cee3d19a
commit b1d7720cdd
6 changed files with 228 additions and 4 deletions

View File

@@ -626,6 +626,103 @@ describe("RapierCollisionWorld", () => {
}
});
it("autosteps up authored stairs when the top surface is within the max step height", async () => {
const floorBrush = createBoxBrush({
id: "brush-floor-stair-climb",
center: {
x: 0,
y: -0.5,
z: 0
},
size: {
x: 8,
y: 1,
z: 10
}
});
const stepOne = createBoxBrush({
id: "brush-stair-step-one",
center: {
x: 0,
y: 0.1,
z: 0.75
},
size: {
x: 2,
y: 0.2,
z: 0.5
}
});
const stepTwo = createBoxBrush({
id: "brush-stair-step-two",
center: {
x: 0,
y: 0.3,
z: 1.25
},
size: {
x: 2,
y: 0.6,
z: 0.5
}
});
const stepThree = createBoxBrush({
id: "brush-stair-step-three",
center: {
x: 0,
y: 0.5,
z: 1.75
},
size: {
x: 2,
y: 1,
z: 0.5
}
});
const runtimeScene = buildRuntimeSceneFromDocument({
...createEmptySceneDocument({ name: "Stair Climb Scene" }),
brushes: {
[floorBrush.id]: floorBrush,
[stepOne.id]: stepOne,
[stepTwo.id]: stepTwo,
[stepThree.id]: stepThree
}
});
const collisionWorld = await RapierCollisionWorld.create(
runtimeScene.colliders,
runtimeScene.playerCollider,
{
maxStepHeight: 0.25
}
);
try {
let feetPosition = {
x: 0,
y: 0,
z: -0.4
};
for (let index = 0; index < 10; index += 1) {
feetPosition = collisionWorld.resolveFirstPersonMotion(
feetPosition,
{
x: 0,
y: 0,
z: 0.25
},
runtimeScene.playerCollider
).feetPosition;
}
expect(feetPosition.z).toBeGreaterThan(1.6);
expect(feetPosition.y).toBeGreaterThan(0.45);
expect(feetPosition.y).toBeLessThan(0.62);
} finally {
collisionWorld.dispose();
}
});
it("supports authored Player Start collision mode none without world clipping", async () => {
const wallBrush = createBoxBrush({
id: "brush-wall-no-collision",

View File

@@ -11,6 +11,7 @@ import { createIdleRuntimeLocomotionState } from "../../src/runtime-three/player
import { stepPlayerLocomotion } from "../../src/runtime-three/player-locomotion";
import type { PlayerStartActionInputState } from "../../src/runtime-three/player-input-bindings";
import type { RuntimePlayerMovement } from "../../src/runtime-three/runtime-scene-build";
import { smoothGroundedStairHeight } from "../../src/runtime-three/stair-height-smoothing";
const movementTemplate = createPlayerStartMovementTemplate();
@@ -638,6 +639,43 @@ describe("player-locomotion", () => {
expect(step?.locomotionState.planarSpeed).toBeCloseTo(4.5);
});
it("smooths grounded stair height changes instead of snapping", () => {
const smoothedHeight = smoothGroundedStairHeight({
currentSmoothedFeetY: 0,
targetFeetY: 0.2,
grounded: true,
dt: 1 / 60,
maxStepHeight: 0.5
});
expect(smoothedHeight).toBeGreaterThan(0);
expect(smoothedHeight).toBeLessThan(0.2);
});
it("snaps grounded height smoothing when the player leaves the ground", () => {
const smoothedHeight = smoothGroundedStairHeight({
currentSmoothedFeetY: 0,
targetFeetY: 0.2,
grounded: false,
dt: 1 / 60,
maxStepHeight: 0.5
});
expect(smoothedHeight).toBeCloseTo(0.2);
});
it("snaps grounded height smoothing for ledge-sized vertical jumps", () => {
const smoothedHeight = smoothGroundedStairHeight({
currentSmoothedFeetY: 0,
targetFeetY: 1,
grounded: true,
dt: 1 / 60,
maxStepHeight: 0.35
});
expect(smoothedHeight).toBeCloseTo(1);
});
it("sinks toward the water surface while keeping the head above water", () => {
const step = stepPlayerLocomotion({
dt: 0.1,