controler hardening

work towards better handling of tightly overlapping corners and degenerate polysoup faces
This commit is contained in:
AzaezelX 2026-03-16 22:48:12 -05:00
parent e5ac88e914
commit ae67aaba4a

View file

@ -264,7 +264,7 @@ IMPLEMENT_CALLBACK( PlayerData, onLeaveLiquid, void, ( Player* obj, const char*
"@param obj The Player object\n"
"@param type The type of liquid the player has left\n" );
IMPLEMENT_CALLBACK( PlayerData, animationDone, void, ( Player* obj, const char * animName), ( obj, animName),
IMPLEMENT_CALLBACK( PlayerData, animationDone, void, ( Player* obj,const char * animName), ( obj, animName),
"@brief Called on the server when a scripted animation completes.\n\n"
"@param obj The Player object\n"
"@see Player::setActionThread() for setting a scripted animation and its 'hold' parameter to "
@ -4805,7 +4805,7 @@ Point3F Player::_move( const F32 travelTime, Collision *outCol )
static Polyhedron sBoxPolyhedron;
static ExtrudedPolyList sExtrudedPolyList;
static ExtrudedPolyList sPhysZonePolyList;
Vector<VectorF> norms;
for (; count < sMoveRetryCount; count++) {
F32 speed = mVelocity.len();
if (!speed && !mDeath.haveVelocity())
@ -4931,7 +4931,7 @@ Point3F Player::_move( const F32 travelTime, Collision *outCol )
mFalling = false;
// Back off...
if ( velLen > 0.f ) {
if ( velLen > POINT_EPSILON) {
F32 newT = getMin(0.01f / velLen, dt);
start -= mVelocity * newT;
totalMotion -= velLen * newT;
@ -4983,30 +4983,82 @@ Point3F Player::_move( const F32 travelTime, Collision *outCol )
// Subtract out velocity
VectorF dv = collision->normal * (bd + sNormalElasticity);
mVelocity += dv;
bool blocked = false;
if (count == 0)
{
firstNormal = collision->normal;
}
else
{
if (count == 1)
bool uniqueNorm = true;
for (U32 norm = 0; norm < norms.size(); norm++)
{
// Re-orient velocity along the crease.
if (mDot(dv,firstNormal) < 0.0f &&
mDot(collision->normal,firstNormal) < 0.0f)
if (mFabs(mDot(collision->normal, norms[norm])) > (1.0f - POINT_EPSILON))
{
VectorF nv;
mCross(collision->normal,firstNormal,&nv);
F32 nvl = nv.len();
if (nvl)
{
if (mDot(nv,mVelocity) < 0.0f)
nvl = -nvl;
nv *= mVelocity.len() / nvl;
mVelocity = nv;
}
uniqueNorm = false;
break;
}
}
if (uniqueNorm)
{
VectorF n = collision->normal;
n.normalizeSafe();
norms.push_back(n);
}
// Use the number of unique normals to determine how to project velocity
if (norms.size() == 1)
{
VectorF n = norms[0];
mVelocity -= mDot(mVelocity, n) * n;
if (mVelocity.lenSquared() < POINT_EPSILON)
blocked = true;
}
else if (norms.size() == 2)
{
VectorF nv;
mCross(norms[0], norms[1], &nv);
F32 nvl = nv.len();
if (nvl > POINT_EPSILON)
{
nv /= nvl;
F32 vel = mClampF(mDot(mVelocity, nv), -speed, speed);
mVelocity = nv * vel;
if (mVelocity.lenSquared() < POINT_EPSILON)
blocked = true;
}
else blocked = true;
}
else // 3 or more unique normals: project off all using a Gram-Schmidt variant
{
Vector<VectorF> orthoNorms;
for (U32 i = 0; i < norms.size(); ++i)
{
VectorF n = norms[i];
for (U32 j = 0; j < orthoNorms.size(); ++j)
n -= mDot(n, orthoNorms[j]) * orthoNorms[j];
if (n.lenSquared() > POINT_EPSILON)
{
n.normalize();
orthoNorms.push_back(n);
}
}
for (U32 i = 0; i < orthoNorms.size(); ++i)
mVelocity -= mDot(mVelocity, orthoNorms[i]) * orthoNorms[i];
if (mVelocity.lenSquared() < POINT_EPSILON)
blocked = true;
}
}
if (blocked)
{
mVelocity.zero();
return start;
}
F32 newSpeed = mVelocity.len();
if (newSpeed > speed)
{
mVelocity.normalize();
mVelocity *= speed;
}
}
else
@ -5017,7 +5069,7 @@ Point3F Player::_move( const F32 travelTime, Collision *outCol )
}
}
if (count == sMoveRetryCount)
if (count == sMoveRetryCount || mVelocity.lenSquared() < POINT_EPSILON)
{
// Failed to move
start = initialPosition;