Files
healer-man/src/scene/partyTraversal.ts
T
2026-09-12 16:02:15 -04:00

75 lines
3.2 KiB
TypeScript

import type RAPIER from "@dimforge/rapier3d-compat";
import type { World } from "@dimforge/rapier3d-compat";
import type { PartyWorldPosition } from "../game/partyRuntimeRegistry";
import { ACTOR_TERRAIN_QUERY_GROUPS } from "./actorCollision";
const COLLISION_RADIUS = 0.34;
const COLLISION_HALF_HEIGHT = 0.48;
const COLLISION_CENTER_HEIGHT = COLLISION_RADIUS + COLLISION_HALF_HEIGHT + 0.04;
const WALKABLE_STEP_HEIGHT = 0.32;
export const PARTY_FLOOR_RAY_HEIGHT = 1.25;
export const PARTY_FLOOR_RAY_DEPTH = 2;
const FLOOR_SAMPLE_SPACING = 0.6;
const MAX_FLOOR_DELTA = 0.55;
/** Shared by live party routing and collision-backed traversal regressions. */
export function createPartyDirectSegmentValidator(rapier: typeof RAPIER, world: World) {
const capsule = new rapier.Capsule(
COLLISION_HALF_HEIGHT - WALKABLE_STEP_HEIGHT * 0.5,
COLLISION_RADIUS,
);
const rotation = { x: 0, y: 0, z: 0, w: 1 };
const flags = rapier.QueryFilterFlags.EXCLUDE_SENSORS;
return (start: PartyWorldPosition, end: PartyWorldPosition): boolean => {
const dx = end[0] - start[0];
const dy = end[1] - start[1];
const dz = end[2] - start[2];
const distance = Math.hypot(dx, dy, dz);
if (!Number.isFinite(distance)) return false;
if (Math.hypot(dx, dz) <= 0.04) return Math.abs(dy) <= WALKABLE_STEP_HEIGHT;
const obstacle = world.castShape(
{ x: start[0], y: start[1] + COLLISION_CENTER_HEIGHT + WALKABLE_STEP_HEIGHT * 0.5, z: start[2] },
rotation,
{ x: dx / distance, y: dy / distance, z: dz / distance },
capsule,
0.025,
distance,
false,
flags,
ACTOR_TERRAIN_QUERY_GROUPS,
);
if (obstacle && obstacle.time_of_impact < distance - 0.04) return false;
const sampleCount = Math.max(1, Math.ceil(distance / FLOOR_SAMPLE_SPACING));
for (let sample = 0; sample <= sampleCount; sample += 1) {
const progress = sample / sampleCount;
const expectedY = start[1] + dy * progress;
const ray = new rapier.Ray({
x: start[0] + dx * progress,
y: expectedY + PARTY_FLOOR_RAY_HEIGHT,
z: start[2] + dz * progress,
}, { x: 0, y: -1, z: 0 });
const floor = world.castRay(ray, PARTY_FLOOR_RAY_DEPTH, true, flags, ACTOR_TERRAIN_QUERY_GROUPS);
if (!floor || Math.abs(ray.origin.y - floor.timeOfImpact - expectedY) > MAX_FLOOR_DELTA) return false;
}
return true;
};
}
/** Triangle corridors need wall/overhang validation, not a second radius erosion. */
export function createPartyRouteSegmentValidator(rapier: typeof RAPIER, world: World) {
const flags = rapier.QueryFilterFlags.EXCLUDE_SENSORS;
return (start: PartyWorldPosition, end: PartyWorldPosition): boolean => {
const dx = end[0] - start[0];
const dy = end[1] - start[1];
const dz = end[2] - start[2];
const distance = Math.hypot(dx, dy, dz);
if (!Number.isFinite(distance)) return false;
if (distance <= 0.04) return true;
const ray = new rapier.Ray({
x: start[0], y: start[1] + 0.9, z: start[2],
}, { x: dx / distance, y: dy / distance, z: dz / distance });
const hit = world.castRay(ray, distance, true, flags, ACTOR_TERRAIN_QUERY_GROUPS);
return !hit || hit.timeOfImpact >= distance - 0.04;
};
}