MP: world structures (garages/walls) TARGETABLE -- boresight ray-tests the static collision tree (task #50)
The boresight's non-mech pick only sampled the VISUAL heightfield (BTGroundRayHit), which on arena1 is a single flat 'sky'-named ground mesh (and class-42 BuildTables likewise holds only 'sky') -- so shots passed THROUGH the garages/walls and only mechs moved the HUD range axis (user-reported regression: "buildings used to move the range axis; now only mechs do, and you can only fire at a peer"). Real fix: the boresight now ALSO ray-tests the ZONE'S STATIC COLLISION SOLID TREE -- the same geometry that already blocks the mech's walk. Authentic engine mechanism: Mover::FindBoxedSolidHitBy already tests the static world via zone->GetCollisionRoot()->FindBoundingBoxHitBy(line). Factored its "static world" tail into Mover::FindStaticSolidHitBy(Line*) (static solids only, no movers), wrapped by Mech::WorldStructurePick(start,dir,range,&hit) (builds the world-space Line, reads the entry point back via line->FindEnd since HitByBounded clips line->length=enter). Boresight pick order is now: closest MECH (PickRayHit, damage zones + lock) -> closest STRUCTURE (WorldStructurePick; occludes a mech BEHIND it; designates the gBTTerrainEntity sentinel + entry point, so the range caret reads the structure distance and NO lock ring draws, mech4.cpp:4529) -> flat ground (BTGroundRayHit) -> sky (fire-at-nothing). Also un-skips arena1's misnamed-'sky' flat ground so the ground tier works (btvisgnd geometry-aware skip + [mapent]/[rendent] census). Verified headless: a BT_WSWEEP horizontal ray-fan on arena1 tracks position (3/24 hits near the boundary -> 17-21/24 inside the interior garage cluster -> 3/24 past it = DISCRETE interior solids, not an enclosing box), no crash/assert/AV. Interactive aim (BTGetAimRay) can't run headless (no window -> noRay), so the sweep is the headless proof; interactive aim is user-verified. Note: FindBoundingBoxUnder (the ground/containedByNode BoundingBoxTree) is DOWNWARD-only (gravity/ground-snap: *height = FindDistanceBelowBounded), useless for a horizontal boresight; the static SOLID tree's FindBoundingBoxHitBy is the only ray-vs-world query. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
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Claude Opus 4.8
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@@ -247,6 +247,23 @@ void
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else if (gBTTerrainEntity == 0)
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gBTTerrainEntity = entity; // else the first world entity
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}
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// CENSUS: what world-geometry entities does the RENDER tree walk?
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// (the garages/structures may be here even if not in the map's class-42
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// instance stream that BuildTables reads.)
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if (getenv("BT_GROUND_LOG"))
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{
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Derivation *dv = entity->GetClassDerivations();
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const int isTer = entity->IsDerivedFrom(*Terrain::GetClassDerivations())?1:0;
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const Point3D &ep = entity->localOrigin.linearPosition;
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// tag NON-terrain entities distinctly -- these are the structures
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// (garages/walls/props); log their world XZ so we can spawn beside
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// one and confirm it is a collision solid the boresight now hits.
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DEBUG_STREAM << (isTer ? "[rendent]" : "[rendent-STRUCT]")
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<< " class='" << (dv && dv->className ? dv->className : "?")
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<< "' terrain=" << isTer
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<< " pos=(" << ep.x << "," << ep.y << "," << ep.z << ")"
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<< "\n" << std::flush;
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}
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}
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DPLRenderer::MakeEntityRenderables(
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entity, model_resource, view_type);
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