NS-23: NS-19 bump convex ramps; drop autostep

- Add four invisible ConvexPolygonShape3D ramp wedges per bump (walkable) so
  move_and_slide can climb/descend without test_move ledge hacks.
- Remove _try_autostep / _maybe_autostep_after_slide and LEDGE_DROP_STEPS;
  they mis-detected geometry and fought CharacterBody3D slide.
- Fix duplicate subresource unique_id on BumpA RampWest and BumpB RampSouth.
pull/23/head
VinPropane 2026-04-05 00:48:51 -04:00
parent 394e2a71fb
commit 0e79250f1a
2 changed files with 75 additions and 75 deletions

View File

@ -51,6 +51,30 @@ size = Vector3(0.85, 0.12, 0.85)
[sub_resource type="BoxShape3D" id="BoxShape3D_ns19_bump_b"]
size = Vector3(0.85, 0.12, 0.85)
[sub_resource type="ConvexPolygonShape3D" id="Convex_ns19a_ramp_s"]
points = PackedVector3Array(-0.5, -0.075, -0.65, 0.5, -0.075, -0.65, 0.5, -0.075, -0.5, -0.5, -0.075, -0.5, 0.5, 0.075, -0.5, -0.5, 0.075, -0.5)
[sub_resource type="ConvexPolygonShape3D" id="Convex_ns19a_ramp_n"]
points = PackedVector3Array(-0.5, -0.075, 0.5, 0.5, -0.075, 0.5, 0.5, -0.075, 0.65, -0.5, -0.075, 0.65, 0.5, 0.075, 0.5, -0.5, 0.075, 0.5)
[sub_resource type="ConvexPolygonShape3D" id="Convex_ns19a_ramp_e"]
points = PackedVector3Array(0.5, -0.075, -0.5, 0.65, -0.075, -0.5, 0.65, -0.075, 0.5, 0.5, -0.075, 0.5, 0.5, 0.075, 0.5, 0.5, 0.075, -0.5)
[sub_resource type="ConvexPolygonShape3D" id="Convex_ns19a_ramp_w"]
points = PackedVector3Array(-0.65, -0.075, -0.5, -0.5, -0.075, -0.5, -0.5, -0.075, 0.5, -0.65, -0.075, 0.5, -0.5, 0.075, 0.5, -0.5, 0.075, -0.5)
[sub_resource type="ConvexPolygonShape3D" id="Convex_ns19b_ramp_s"]
points = PackedVector3Array(-0.425, -0.06, -0.575, 0.425, -0.06, -0.575, 0.425, -0.06, -0.425, -0.425, -0.06, -0.425, 0.425, 0.06, -0.425, -0.425, 0.06, -0.425)
[sub_resource type="ConvexPolygonShape3D" id="Convex_ns19b_ramp_n"]
points = PackedVector3Array(-0.425, -0.06, 0.425, 0.425, -0.06, 0.425, 0.425, -0.06, 0.575, -0.425, -0.06, 0.575, 0.425, 0.06, 0.425, -0.425, 0.06, 0.425)
[sub_resource type="ConvexPolygonShape3D" id="Convex_ns19b_ramp_e"]
points = PackedVector3Array(0.425, -0.06, -0.425, 0.575, -0.06, -0.425, 0.575, -0.06, 0.425, 0.425, -0.06, 0.425, 0.425, 0.06, 0.425, 0.425, 0.06, -0.425)
[sub_resource type="ConvexPolygonShape3D" id="Convex_ns19b_ramp_w"]
points = PackedVector3Array(-0.575, -0.06, -0.425, -0.425, -0.06, -0.425, -0.425, -0.06, 0.425, -0.575, -0.06, 0.425, -0.425, 0.06, 0.425, -0.425, 0.06, -0.425)
[sub_resource type="BoxMesh" id="BoxMesh_ns19_pedestal"]
size = Vector3(1.5, 2.5, 1.5)
@ -142,6 +166,30 @@ surface_material_override/0 = SubResource("Mat_ns19_bump")
[node name="CollisionShape3D" type="CollisionShape3D" parent="World/NavigationRegion3D/NS19BumpA" unique_id=1900003]
shape = SubResource("BoxShape3D_ns19_bump_a")
[node name="RampSouth" type="StaticBody3D" parent="World/NavigationRegion3D/NS19BumpA" unique_id=1900004 groups=["walkable"]]
collision_layer = 1
[node name="CollisionShape3D" type="CollisionShape3D" parent="World/NavigationRegion3D/NS19BumpA/RampSouth" unique_id=1900005]
shape = SubResource("Convex_ns19a_ramp_s")
[node name="RampNorth" type="StaticBody3D" parent="World/NavigationRegion3D/NS19BumpA" unique_id=1900006 groups=["walkable"]]
collision_layer = 1
[node name="CollisionShape3D" type="CollisionShape3D" parent="World/NavigationRegion3D/NS19BumpA/RampNorth" unique_id=1900007]
shape = SubResource("Convex_ns19a_ramp_n")
[node name="RampEast" type="StaticBody3D" parent="World/NavigationRegion3D/NS19BumpA" unique_id=1900008 groups=["walkable"]]
collision_layer = 1
[node name="CollisionShape3D" type="CollisionShape3D" parent="World/NavigationRegion3D/NS19BumpA/RampEast" unique_id=1900009]
shape = SubResource("Convex_ns19a_ramp_e")
[node name="RampWest" type="StaticBody3D" parent="World/NavigationRegion3D/NS19BumpA" unique_id=1900010 groups=["walkable"]]
collision_layer = 1
[node name="CollisionShape3D" type="CollisionShape3D" parent="World/NavigationRegion3D/NS19BumpA/RampWest" unique_id=1910014]
shape = SubResource("Convex_ns19a_ramp_w")
[node name="NS19BumpB" type="StaticBody3D" parent="World/NavigationRegion3D" unique_id=1900011 groups=["walkable"]]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -1.85, 0.06, -4.1)
collision_layer = 1
@ -153,6 +201,30 @@ surface_material_override/0 = SubResource("Mat_ns19_bump")
[node name="CollisionShape3D" type="CollisionShape3D" parent="World/NavigationRegion3D/NS19BumpB" unique_id=1900013]
shape = SubResource("BoxShape3D_ns19_bump_b")
[node name="RampSouth" type="StaticBody3D" parent="World/NavigationRegion3D/NS19BumpB" unique_id=1911004 groups=["walkable"]]
collision_layer = 1
[node name="CollisionShape3D" type="CollisionShape3D" parent="World/NavigationRegion3D/NS19BumpB/RampSouth" unique_id=1911005]
shape = SubResource("Convex_ns19b_ramp_s")
[node name="RampNorth" type="StaticBody3D" parent="World/NavigationRegion3D/NS19BumpB" unique_id=1900016 groups=["walkable"]]
collision_layer = 1
[node name="CollisionShape3D" type="CollisionShape3D" parent="World/NavigationRegion3D/NS19BumpB/RampNorth" unique_id=1900017]
shape = SubResource("Convex_ns19b_ramp_n")
[node name="RampEast" type="StaticBody3D" parent="World/NavigationRegion3D/NS19BumpB" unique_id=1900018 groups=["walkable"]]
collision_layer = 1
[node name="CollisionShape3D" type="CollisionShape3D" parent="World/NavigationRegion3D/NS19BumpB/RampEast" unique_id=1900019]
shape = SubResource("Convex_ns19b_ramp_e")
[node name="RampWest" type="StaticBody3D" parent="World/NavigationRegion3D/NS19BumpB" unique_id=1900020 groups=["walkable"]]
collision_layer = 1
[node name="CollisionShape3D" type="CollisionShape3D" parent="World/NavigationRegion3D/NS19BumpB/RampWest" unique_id=1900024]
shape = SubResource("Convex_ns19b_ramp_w")
[node name="NS19RejectPedestal" type="StaticBody3D" parent="World/NavigationRegion3D" unique_id=1900021 groups=["walkable"]]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 7.5, 0, -6.5)
collision_layer = 1

View File

@ -1,8 +1,7 @@
extends CharacterBody3D
## NS-23: Nav agent suggests waypoints; arrival uses stored server goal only (not agent “finished”).
## NS-19 bumps: **autostep** via `test_move` — up+forward to mount, down+forward to leave (pure down
## hits the bump volume youre standing on).
## NS-23: Nav waypoints + stored server goal for arrival.
## NS-19: invisible convex **ramps** on bumps; no `test_move` autostep (bad vs `move_and_slide`).
const MOVE_SPEED: float = 5.0
const ARRIVE_EPS: float = 0.35
@ -10,11 +9,6 @@ const VERT_ARRIVE_EPS: float = 0.16
const MAX_CLIMB_SPEED: float = 2.6
const MAX_DESCENT_SPEED: float = 2.2
const DIRECT_APPROACH_RADIUS: float = 0.85
const STEP_MAX_HEIGHT: float = 0.32
const STEP_PROBE_FWD: float = 0.38
const STUCK_HORIZ_SPEED: float = 0.28
## Drop tries when leaving a bump (combined with forward over the lip).
const LEDGE_DROP_STEPS = [0.08, 0.12, 0.18, 0.24, 0.32]
var _has_walk_goal: bool = false
var _auth_walk_goal: Vector3 = Vector3.ZERO
@ -55,54 +49,7 @@ func _steer_toward_world_point(point: Vector3) -> void:
velocity = desired
## Godot `test_move`: returns **true** if the motion would hit something (blocked).
func _try_autostep(delta: float, full_to_goal: Vector3) -> bool:
var to_goal_h: Vector3 = Vector3(
full_to_goal.x, 0.0, full_to_goal.z
)
if to_goal_h.length_squared() < 0.0225:
return false
var dir_h: Vector3 = to_goal_h.normalized()
var fwd_len: float = maxf(MOVE_SPEED * delta, 0.1)
var motion_fwd: Vector3 = dir_h * minf(fwd_len, STEP_PROBE_FWD)
var xf: Transform3D = global_transform
if not test_move(xf, motion_fwd):
return false
if full_to_goal.y > 0.02:
return _autostep_up(xf, motion_fwd, dir_h)
if full_to_goal.y < -0.02:
return _autostep_down(xf, motion_fwd, dir_h)
return false
func _autostep_up(xf: Transform3D, motion_fwd: Vector3, dir_h: Vector3) -> bool:
var motion_up: Vector3 = Vector3(0.0, STEP_MAX_HEIGHT, 0.0)
if test_move(xf, motion_up):
return false
var xf_up := Transform3D(xf.basis, xf.origin + motion_up)
if test_move(xf_up, motion_fwd):
return false
global_position += motion_up + motion_fwd
velocity.x = dir_h.x * MOVE_SPEED
velocity.z = dir_h.z * MOVE_SPEED
velocity.y = 0.0
return true
func _autostep_down(xf: Transform3D, motion_fwd: Vector3, dir_h: Vector3) -> bool:
for drop: float in LEDGE_DROP_STEPS:
var motion_off: Vector3 = motion_fwd + Vector3(0.0, -drop, 0.0)
if test_move(xf, motion_off):
continue
global_position += motion_off
velocity.x = dir_h.x * MOVE_SPEED
velocity.z = dir_h.z * MOVE_SPEED
velocity.y = -minf(MAX_DESCENT_SPEED, 1.2)
return true
return false
func _physics_process(delta: float) -> void:
func _physics_process(_delta: float) -> void:
if not _has_walk_goal:
velocity = Vector3.ZERO
move_and_slide()
@ -122,7 +69,6 @@ func _physics_process(delta: float) -> void:
if NavigationServer3D.map_get_iteration_id(nav_map) == 0:
_steer_toward_world_point(_auth_walk_goal)
move_and_slide()
_maybe_autostep_after_slide(delta, full_to_goal, horiz_dist)
return
if horiz_dist <= DIRECT_APPROACH_RADIUS:
@ -138,21 +84,3 @@ func _physics_process(delta: float) -> void:
_steer_toward_world_point(_auth_walk_goal)
move_and_slide()
_maybe_autostep_after_slide(delta, full_to_goal, horiz_dist)
func _maybe_autostep_after_slide(
delta: float, full_to_goal: Vector3, horiz_dist: float
) -> void:
if not _has_walk_goal:
return
if not is_on_floor() and not is_on_wall():
return
var hspd: float = Vector2(velocity.x, velocity.z).length()
var want_step: bool = hspd < STUCK_HORIZ_SPEED
if not want_step and is_on_wall():
want_step = horiz_dist > 0.12 and (
full_to_goal.y > 0.03 or full_to_goal.y < -0.03
)
if want_step and _try_autostep(delta, full_to_goal):
move_and_slide()