Update locomotion logic to handle airborne state and previous locomotion state
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@@ -272,6 +272,7 @@ export class FirstPersonNavigationController implements NavigationController {
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movementYawRadians: this.yawRadians,
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standingShape: this.standingPlayerShape,
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verticalVelocity: this.verticalVelocity,
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previousLocomotionState: this.locomotionState,
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crouched: this.locomotionState.crouched,
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wasJumpPressed: this.jumpPressed,
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input: inputState,
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@@ -69,6 +69,7 @@ export interface StepPlayerLocomotionOptions {
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movementYawRadians: number;
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standingShape: FirstPersonPlayerShape;
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verticalVelocity: number;
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previousLocomotionState?: RuntimeLocomotionState;
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crouched: boolean;
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wasJumpPressed: boolean;
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input: PlayerStartActionInputState;
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@@ -286,14 +287,25 @@ export function stepPlayerLocomotion(
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options.movement.capabilities.sprint &&
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sprintPressed &&
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!crouched &&
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currentlyGrounded &&
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!currentVolumeState.inWater;
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const requestedPlanarSpeed =
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const groundedRequestedPlanarSpeed =
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options.movement.moveSpeed *
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(crouched
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? CROUCH_SPEED_MULTIPLIER
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: sprinting
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? SPRINT_SPEED_MULTIPLIER
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: 1);
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const airborneRequestedPlanarSpeed = Math.max(
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options.movement.moveSpeed,
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options.previousLocomotionState?.requestedPlanarSpeed ?? 0
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);
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const requestedPlanarSpeed =
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activeShape.mode !== "none" &&
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!currentVolumeState.inWater &&
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!currentlyGrounded
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? airborneRequestedPlanarSpeed
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: groundedRequestedPlanarSpeed;
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const planarMotion = computePlanarMotion(
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options.movementYawRadians,
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options.input,
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@@ -244,6 +244,7 @@ export class ThirdPersonNavigationController implements NavigationController {
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movementYawRadians: this.cameraYawRadians,
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standingShape: this.standingPlayerShape,
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verticalVelocity: this.verticalVelocity,
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previousLocomotionState: this.locomotionState,
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crouched: this.locomotionState.crouched,
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wasJumpPressed: this.jumpPressed,
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input: inputState,
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@@ -385,7 +385,7 @@ describe("FirstPersonNavigationController", () => {
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});
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});
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it("preserves sprint planar speed while jumping", () => {
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it("preserves takeoff sprint speed while airborne", () => {
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const probePlayerGround = vi.fn(
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(
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feetPosition: Vec3,
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@@ -473,7 +473,7 @@ describe("FirstPersonNavigationController", () => {
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airborneTelemetry?.locomotionState.requestedPlanarSpeed
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).toBeGreaterThan(7);
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expect(airborneTelemetry?.locomotionState.planarSpeed).toBeGreaterThan(7);
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expect(airborneTelemetry?.locomotionState.sprinting).toBe(true);
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expect(airborneTelemetry?.locomotionState.sprinting).toBe(false);
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window.dispatchEvent(new KeyboardEvent("keyup", { code: "Space" }));
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window.dispatchEvent(new KeyboardEvent("keyup", { code: "KeyW" }));
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@@ -485,6 +485,95 @@ describe("FirstPersonNavigationController", () => {
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});
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});
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it("does not keep crouch speed penalty while airborne", () => {
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const probePlayerGround = vi.fn(
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(
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feetPosition: Vec3,
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_shape: FirstPersonPlayerShape,
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_maxDistance: number
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): PlayerGroundProbeResult => {
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if (feetPosition.y <= 0.13) {
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return {
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grounded: true,
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distance: feetPosition.y,
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normal: { x: 0, y: 1, z: 0 },
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slopeDegrees: 0
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};
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}
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return {
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grounded: false,
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distance: null,
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normal: null,
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slopeDegrees: null
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};
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}
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);
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const { context } = createRuntimeControllerContext(
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createPlayerStartEntity({
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id: "entity-player-start-crouch-jump"
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}),
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(feetPosition, motion) => ({
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feetPosition: {
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x: feetPosition.x + motion.x,
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y: feetPosition.y + motion.y,
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z: feetPosition.z + motion.z
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},
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grounded: false,
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collisionCount: 0,
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groundCollisionNormal: null,
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collidedAxes: {
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x: false,
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y: false,
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z: false
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}
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}),
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{
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probePlayerGround,
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canOccupyPlayerShape: () => true
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}
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);
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const controller = new FirstPersonNavigationController();
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controller.activate(context);
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window.dispatchEvent(
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new KeyboardEvent("keydown", { code: "ControlLeft" })
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);
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window.dispatchEvent(new KeyboardEvent("keydown", { code: "KeyW" }));
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controller.update(1 / 60);
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const crouchedGroundedTelemetry =
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context.setPlayerControllerTelemetry.mock.calls.at(-1)?.[0];
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window.dispatchEvent(new KeyboardEvent("keydown", { code: "Space" }));
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controller.update(1 / 60);
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controller.update(1 / 60);
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const airborneTelemetry =
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context.setPlayerControllerTelemetry.mock.calls.at(-1)?.[0];
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expect(crouchedGroundedTelemetry?.locomotionState.crouched).toBe(true);
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expect(crouchedGroundedTelemetry?.locomotionState.requestedPlanarSpeed).toBe(
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lessThanBaseMoveSpeedMatcher()
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);
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expect(airborneTelemetry?.locomotionState.locomotionMode).toBe("airborne");
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expect(airborneTelemetry?.locomotionState.requestedPlanarSpeed).toBeCloseTo(
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4.5
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);
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expect(airborneTelemetry?.locomotionState.planarSpeed).toBeCloseTo(4.5);
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window.dispatchEvent(new KeyboardEvent("keyup", { code: "Space" }));
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window.dispatchEvent(new KeyboardEvent("keyup", { code: "KeyW" }));
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window.dispatchEvent(
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new KeyboardEvent("keyup", { code: "ControlLeft" })
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);
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controller.deactivate(context, {
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releasePointerLock: false
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});
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});
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it("lowers the eye height and locomotion gait when crouch is held", () => {
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const { context } = createRuntimeControllerContext(
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createPlayerStartEntity({
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