updated the collision for jumps and terrain
This commit is contained in:
@@ -1,13 +1,16 @@
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import { describe, expect, it } from "vitest";
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import {
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PLAYER_GROUND_MIN_NORMAL_Y,
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PLAYER_AIRBORNE_PRESENTATION_DELAY_MS,
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PLAYER_JUMP_BUFFER_MS,
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PLAYER_JUMP_COYOTE_MS,
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bufferPlayerJump,
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cancelBufferedPlayerJump,
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characterVerticalMotion,
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createCharacterVerticalPresentationTiming,
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createPlayerJumpTiming,
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isWalkableGroundHit,
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updateCharacterVerticalPresentation,
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updatePlayerJumpTiming,
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} from "./playerJump";
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@@ -63,4 +66,38 @@ describe("player jump timing", () => {
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expect(characterVerticalMotion(true, 0, 100, 150)).toBe("landing");
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expect(characterVerticalMotion(true, 0, 150, 150)).toBe("grounded");
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});
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it("hides brief terrain gaps without playing a landing animation", () => {
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const timing = createCharacterVerticalPresentationTiming();
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expect(updateCharacterVerticalPresentation(timing, false, -0.1, 1_000, false))
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.toBe("grounded");
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expect(updateCharacterVerticalPresentation(
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timing,
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true,
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0,
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1_000 + PLAYER_AIRBORNE_PRESENTATION_DELAY_MS - 1,
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false,
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)).toBe("grounded");
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});
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it("presents real falls and intentional jumps, then lands once", () => {
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const falling = createCharacterVerticalPresentationTiming();
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expect(updateCharacterVerticalPresentation(falling, false, -1, 2_000, false))
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.toBe("grounded");
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expect(updateCharacterVerticalPresentation(
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falling,
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false,
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-2,
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2_000 + PLAYER_AIRBORNE_PRESENTATION_DELAY_MS,
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false,
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)).toBe("falling");
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expect(updateCharacterVerticalPresentation(falling, true, 0, 2_200, false))
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.toBe("landing");
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expect(updateCharacterVerticalPresentation(falling, true, 0, 2_400, false))
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.toBe("grounded");
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const jumping = createCharacterVerticalPresentationTiming();
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expect(updateCharacterVerticalPresentation(jumping, false, 7.2, 3_000, true))
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.toBe("rising");
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});
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});
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+51
-1
@@ -3,7 +3,8 @@ export const PLAYER_JUMP_COYOTE_MS = 100;
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export const PLAYER_JUMP_BUFFER_MS = 120;
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export const PLAYER_JUMP_LANDING_UNLOCK_MS = 80;
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export const PLAYER_LANDING_PRESENTATION_MS = 180;
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export const PLAYER_GROUND_PROBE_DISTANCE = 0.14;
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export const PLAYER_AIRBORNE_PRESENTATION_DELAY_MS = 100;
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export const PLAYER_GROUND_PROBE_DISTANCE = 0.22;
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export const PLAYER_GROUND_MIN_NORMAL_Y = 0.55;
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export type CharacterVerticalMotion = "grounded" | "rising" | "falling" | "landing";
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@@ -15,6 +16,12 @@ export interface PlayerJumpTiming {
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lockedUntilLanding: boolean;
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}
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export interface CharacterVerticalPresentationTiming {
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airborneStartedAtMs: number;
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airbornePresented: boolean;
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landingUntilMs: number;
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}
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export interface GroundProbeHit {
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readonly timeOfImpact: number;
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readonly normal: { readonly y: number };
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@@ -29,6 +36,14 @@ export function createPlayerJumpTiming(nowMs = Number.NEGATIVE_INFINITY): Player
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};
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}
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export function createCharacterVerticalPresentationTiming(): CharacterVerticalPresentationTiming {
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return {
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airborneStartedAtMs: Number.NEGATIVE_INFINITY,
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airbornePresented: false,
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landingUntilMs: Number.NEGATIVE_INFINITY,
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};
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}
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export function bufferPlayerJump(timing: PlayerJumpTiming, requestedAtMs: number): void {
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if (!Number.isFinite(requestedAtMs)) return;
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timing.bufferedUntilMs = requestedAtMs + PLAYER_JUMP_BUFFER_MS;
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@@ -92,3 +107,38 @@ export function characterVerticalMotion(
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if (grounded) return nowMs < landingUntilMs ? "landing" : "grounded";
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return verticalVelocity > 0.15 ? "rising" : "falling";
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}
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/**
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* Keeps tiny terrain gaps from interrupting locomotion with a fall/land pair.
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* An intentional jump is presented immediately; an incidental loss of ground
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* must persist before it becomes visible, and only visible airtime may land.
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*/
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export function updateCharacterVerticalPresentation(
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timing: CharacterVerticalPresentationTiming,
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grounded: boolean,
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verticalVelocity: number,
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nowMs: number,
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intentionalJump: boolean,
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): CharacterVerticalMotion {
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if (!Number.isFinite(nowMs)) {
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return characterVerticalMotion(grounded, verticalVelocity, 0, Number.NEGATIVE_INFINITY);
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}
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if (!grounded) {
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if (!Number.isFinite(timing.airborneStartedAtMs)) timing.airborneStartedAtMs = nowMs;
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if (
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intentionalJump
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|| nowMs - timing.airborneStartedAtMs >= PLAYER_AIRBORNE_PRESENTATION_DELAY_MS
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) timing.airbornePresented = true;
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return timing.airbornePresented
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? characterVerticalMotion(false, verticalVelocity, nowMs, timing.landingUntilMs)
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: "grounded";
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}
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if (timing.airbornePresented) {
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timing.landingUntilMs = nowMs + PLAYER_LANDING_PRESENTATION_MS;
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}
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timing.airborneStartedAtMs = Number.NEGATIVE_INFINITY;
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timing.airbornePresented = false;
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return characterVerticalMotion(true, verticalVelocity, nowMs, timing.landingUntilMs);
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}
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@@ -81,6 +81,7 @@ const BREADCRUMB_REACHED_DISTANCE = 0.04;
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const PARTY_COLLISION_RADIUS = 0.34;
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const PARTY_COLLISION_HALF_HEIGHT = 0.48;
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const PARTY_COLLISION_CENTER_HEIGHT = PARTY_COLLISION_RADIUS + PARTY_COLLISION_HALF_HEIGHT + 0.04;
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const PARTY_WALKABLE_STEP_HEIGHT = 0.32;
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const PARTY_OBJECTIVE_APPROACH_SNAP_DISTANCE = 6;
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const PARTY_FLOOR_SAMPLE_SPACING = 0.6;
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const PARTY_FLOOR_RAY_HEIGHT = 1.25;
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@@ -291,7 +292,12 @@ function PartyActors({
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const resetRevision = useGameStore((state) => state.resetRevision);
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const { rapier, world } = useRapier();
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const navigationCapsule = useMemo(
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() => new rapier.Capsule(PARTY_COLLISION_HALF_HEIGHT, PARTY_COLLISION_RADIUS),
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// Trim the lower leg band while keeping the capsule top at normal head
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// height. This supplies step clearance without demanding extra ceiling.
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() => new rapier.Capsule(
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PARTY_COLLISION_HALF_HEIGHT - PARTY_WALKABLE_STEP_HEIGHT * 0.5,
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PARTY_COLLISION_RADIUS,
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),
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[rapier],
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);
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const navigationRotation = useMemo(() => new Quaternion(), []);
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@@ -319,13 +325,20 @@ function PartyActors({
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const dz = end[2] - start[2];
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const distance = Math.hypot(dx, dy, dz);
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if (!Number.isFinite(distance)) return false;
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if (distance <= 0.04) return true;
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const planarDistance = Math.hypot(dx, dz);
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// Collision and navigation surfaces commonly disagree by a few centimeters.
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// Treat a same-column height correction as grounding, not a blocked move.
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if (planarDistance <= 0.04) {
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return Math.abs(dy) <= PARTY_WALKABLE_STEP_HEIGHT;
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}
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const queryFlags = rapier.QueryFilterFlags.EXCLUDE_SENSORS
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| rapier.QueryFilterFlags.EXCLUDE_DYNAMIC;
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const obstacle = world.castShape(
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{
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x: start[0],
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y: start[1] + PARTY_COLLISION_CENTER_HEIGHT,
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// Raise only the trimmed lower band over walkable relief. The floor
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// samples below still reject real ledges and excessive elevation.
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y: start[1] + PARTY_COLLISION_CENTER_HEIGHT + PARTY_WALKABLE_STEP_HEIGHT * 0.5,
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z: start[2],
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},
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navigationRotation,
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+10
-14
@@ -41,12 +41,12 @@ import {
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import {
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PLAYER_GROUND_PROBE_DISTANCE,
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PLAYER_JUMP_VELOCITY,
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PLAYER_LANDING_PRESENTATION_MS,
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bufferPlayerJump,
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cancelBufferedPlayerJump,
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characterVerticalMotion,
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createCharacterVerticalPresentationTiming,
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createPlayerJumpTiming,
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isWalkableGroundHit,
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updateCharacterVerticalPresentation,
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updatePlayerJumpTiming,
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type CharacterVerticalMotion,
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} from "../game/playerJump";
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@@ -123,16 +123,14 @@ function PlayerController({
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[rapier],
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);
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const jumpTimingRef = useRef(createPlayerJumpTiming());
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const wasGroundedRef = useRef(true);
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const landingUntilRef = useRef(Number.NEGATIVE_INFINITY);
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const verticalPresentationTimingRef = useRef(createCharacterVerticalPresentationTiming());
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useEffect(() => {
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if (bodyRef.current) placeAtActiveSpawn(bodyRef.current, orbitRef.current);
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lastReported.current = [...spawn.footPosition];
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clearJumpRequest();
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jumpTimingRef.current = createPlayerJumpTiming(performance.now());
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wasGroundedRef.current = true;
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landingUntilRef.current = Number.NEGATIVE_INFINITY;
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verticalPresentationTimingRef.current = createCharacterVerticalPresentationTiming();
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verticalMotionRef.current = "grounded";
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}, [bodyRef, orbitRef, resetRevision, spawn, verticalMotionRef]);
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@@ -189,11 +187,12 @@ function PlayerController({
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if (gameplayBlocked) {
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cancelBufferedPlayerJump(jumpTimingRef.current);
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movingRef.current = false;
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verticalMotionRef.current = characterVerticalMotion(
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verticalMotionRef.current = updateCharacterVerticalPresentation(
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verticalPresentationTimingRef.current,
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grounded,
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velocity.y,
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nowMs,
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landingUntilRef.current,
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false,
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);
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body.setLinvel({ x: 0, y: velocity.y, z: 0 }, true);
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return;
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@@ -208,15 +207,12 @@ function PlayerController({
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);
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const verticalVelocity = shouldJump ? PLAYER_JUMP_VELOCITY : velocity.y;
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if (shouldJump) grounded = false;
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if (grounded && !wasGroundedRef.current) {
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landingUntilRef.current = nowMs + PLAYER_LANDING_PRESENTATION_MS;
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}
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wasGroundedRef.current = grounded;
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verticalMotionRef.current = characterVerticalMotion(
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verticalMotionRef.current = updateCharacterVerticalPresentation(
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verticalPresentationTimingRef.current,
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grounded,
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verticalVelocity,
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nowMs,
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landingUntilRef.current,
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shouldJump,
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);
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const [worldX, worldZ] = cameraRelativeMovement(
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