NS-23: Climb NS-19 bumps with 3D steer + vertical arrival + floor snap

pull/23/head
VinPropane 2026-04-05 00:36:43 -04:00
parent 510422d8a2
commit 6d00070c00
2 changed files with 27 additions and 16 deletions

View File

@ -193,6 +193,7 @@ shape = SubResource("BoxShape3D_obstacle")
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -5, 0.9, -5)
collision_layer = 2
collision_mask = 1
floor_snap_length = 0.22
script = ExtResource("2_player")
[node name="CollisionShape3D" type="CollisionShape3D" parent="Player" unique_id=1695755590]

View File

@ -2,9 +2,14 @@ extends CharacterBody3D
## NS-23: Nav agent suggests waypoints; arrival uses stored server goal only (not agent “finished”).
## `is_navigation_finished()` / internal target can clear early while we are still far from goal.
## NS-19 bumps: allow limited Y in `velocity` so `move_and_slide` can step up/down shallow hits.
const MOVE_SPEED: float = 5.0
const ARRIVE_EPS: float = 0.35
## Must match NS-19 shallow bumps (~0.15 m rise); dont clear goal while still below pick Y.
const VERT_ARRIVE_EPS: float = 0.16
const MAX_CLIMB_SPEED: float = 2.6
const MAX_DESCENT_SPEED: float = 2.2
## Outside this XZ distance to server goal, use nav corners; inside, steer straight to goal.
const DIRECT_APPROACH_RADIUS: float = 0.85
@ -40,17 +45,26 @@ func snap_to_server(world_pos: Vector3) -> void:
_nav_agent.set_target_position(world_pos)
func _steer_toward_world_point(point: Vector3) -> void:
var delta: Vector3 = point - global_position
if delta.length_squared() < 1e-8:
velocity = Vector3.ZERO
return
var desired: Vector3 = delta.normalized() * MOVE_SPEED
desired.y = clampf(desired.y, -MAX_DESCENT_SPEED, MAX_CLIMB_SPEED)
velocity = desired
func _physics_process(_delta: float) -> void:
if not _has_walk_goal:
velocity = Vector3.ZERO
move_and_slide()
return
var to_goal: Vector3 = Vector3(
_auth_walk_goal.x - global_position.x, 0.0, _auth_walk_goal.z - global_position.z
)
var dist_goal: float = to_goal.length()
if dist_goal <= ARRIVE_EPS:
var full_to_goal: Vector3 = _auth_walk_goal - global_position
var horiz_dist: float = Vector2(full_to_goal.x, full_to_goal.z).length()
var vert_err: float = absf(full_to_goal.y)
if horiz_dist <= ARRIVE_EPS and vert_err <= VERT_ARRIVE_EPS:
velocity = Vector3.ZERO
_has_walk_goal = false
_nav_agent.set_target_position(global_position)
@ -59,24 +73,20 @@ func _physics_process(_delta: float) -> void:
var nav_map: RID = _nav_agent.get_navigation_map()
if NavigationServer3D.map_get_iteration_id(nav_map) == 0:
velocity = to_goal.normalized() * MOVE_SPEED
velocity.y = 0.0
_steer_toward_world_point(_auth_walk_goal)
move_and_slide()
return
var dir: Vector3
if dist_goal <= DIRECT_APPROACH_RADIUS:
dir = to_goal.normalized()
if horiz_dist <= DIRECT_APPROACH_RADIUS:
_steer_toward_world_point(_auth_walk_goal)
else:
var next_path_position: Vector3 = _nav_agent.get_next_path_position()
var to_next: Vector3 = Vector3(
var to_next_h: Vector3 = Vector3(
next_path_position.x - global_position.x, 0.0, next_path_position.z - global_position.z
)
if to_next.length_squared() > 0.0025:
dir = to_next.normalized()
if to_next_h.length_squared() > 0.0025:
_steer_toward_world_point(next_path_position)
else:
dir = to_goal.normalized()
_steer_toward_world_point(_auth_walk_goal)
velocity = dir * MOVE_SPEED
velocity.y = 0.0
move_and_slide()