NS-23: Unstick bump rim — wall peel + goal boost when descending
Convex frustum sides turn goal steering into tangential rim slide with little net progress. When footprint still hits ns19_bump and dest floor is lower by at least STEP_OFF_MIN_DROP, add horizontal wall-normal push (if it does not strongly oppose goal) plus a small goal-direction boost, cap xz speed. Slightly raise STEP_OFF_DESCEND_SPEED for the step-off branch.pull/23/head
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8053f08804
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38aa4bfcd5
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@ -25,7 +25,12 @@ const FLOOR_PROBE_BODY_Y_OFFSET: float = -0.55
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## Extra xz rays for step-off; max Y keeps bump support when center ray sees floor first.
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const STEP_FOOTPRINT_HALF: float = 0.2
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## Downward vy only while step-off bypass is active (not global gravity).
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const STEP_OFF_DESCEND_SPEED: float = 1.6
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const STEP_OFF_DESCEND_SPEED: float = 2.2
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## Peel off frustum wall when sliding tangentially along the rim (m/s, added to xz velocity).
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const BUMP_RIM_WALL_PUSH: float = 2.6
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## Extra push toward goal xz while on a wall in that rim case (m/s).
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const BUMP_RIM_GOAL_BOOST: float = 1.15
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const BUMP_RIM_MAX_HORIZ_MULT: float = 1.38
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## If next waypoint is within this xz of us, steer to goal (rim / underfoot waypoints).
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const NEXT_WAYPOINT_MIN_HORIZ_SQ: float = 0.01
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@ -191,6 +196,44 @@ func _set_horizontal_velocity_toward(point: Vector3) -> void:
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velocity.y = 0.0
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func _departing_ns19_bump_to_lower_floor() -> bool:
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var fp: Dictionary = _footprint_step_down_state()
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if not bool(fp["touches_ns19_bump"]):
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return false
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var max_y: float = float(fp["max_y"])
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var dest_y: float = _destination_footing_y()
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return max_y >= dest_y + STEP_OFF_MIN_DROP
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## Frustum walls turn “toward goal” into tangential rim slide; nudge out + along goal, capped.
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func _apply_bump_rim_wall_unstick() -> void:
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if not _departing_ns19_bump_to_lower_floor():
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return
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var pos: Vector3 = global_position
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var to_g: Vector3 = Vector3(_auth_walk_goal.x - pos.x, 0.0, _auth_walk_goal.z - pos.z)
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var lg: float = to_g.length_squared()
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if lg < 1e-14:
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return
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to_g /= sqrt(lg)
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if is_on_wall():
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var wn: Vector3 = get_wall_normal()
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var wn_h: Vector3 = Vector3(wn.x, 0.0, wn.z)
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var lw: float = wn_h.length_squared()
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if lw > 1e-12:
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wn_h /= sqrt(lw)
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if wn_h.dot(to_g) >= -0.32:
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velocity.x += wn_h.x * BUMP_RIM_WALL_PUSH
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velocity.z += wn_h.z * BUMP_RIM_WALL_PUSH
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velocity.x += to_g.x * BUMP_RIM_GOAL_BOOST
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velocity.z += to_g.z * BUMP_RIM_GOAL_BOOST
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var cap: float = MOVE_SPEED * BUMP_RIM_MAX_HORIZ_MULT
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var h: Vector2 = Vector2(velocity.x, velocity.z)
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if h.length_squared() > cap * cap:
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h = h.normalized() * cap
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velocity.x = h.x
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velocity.z = h.y
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func _physics_process(_delta: float) -> void:
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if not _has_walk_goal:
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velocity = Vector3.ZERO
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@ -216,12 +259,14 @@ func _physics_process(_delta: float) -> void:
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var nav_map: RID = _nav_agent.get_navigation_map()
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if NavigationServer3D.map_get_iteration_id(nav_map) == 0:
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_set_horizontal_velocity_toward(_auth_walk_goal)
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_apply_bump_rim_wall_unstick()
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move_and_slide()
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return
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if _use_direct_step_down_steering():
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_set_horizontal_velocity_toward(_auth_walk_goal)
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velocity.y = -STEP_OFF_DESCEND_SPEED
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_apply_bump_rim_wall_unstick()
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move_and_slide()
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return
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@ -237,4 +282,5 @@ func _physics_process(_delta: float) -> void:
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else:
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_set_horizontal_velocity_toward(_auth_walk_goal)
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_apply_bump_rim_wall_unstick()
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move_and_slide()
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