fix(ignore): 改用局部坐标的竖直跨度判定栅栏,修正世界/局部坐标混用
三角形顶点是刚体局部坐标(诊断里位置恒为 0,0,0),之前拿局部 z 与车体世界 z 比较导致条件恒不成立。现判据:|法线z|<0.6 且本地竖直跨度>100(地面跨度≈0、栅栏≈200+);诊断输出补 解包type/跨度,位置改用刚体世界坐标以便识别近邻节点。
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@@ -163,42 +163,31 @@
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return !IsTankShape(Shape);
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}
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var FPhysicsPosition = Fld('Physics.Position', 'bzr_1'); // 本地坦克世界位置
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function LocalTankZ() {
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var Phys = GetLocalPhysics();
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var P = Phys && Phys[FPhysicsPosition];
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return (P && typeof P.h20_1 === 'number') ? P.h20_1 : null;
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}
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function ShapeMaxZ(Shape) {
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// 三角形竖直跨度(局部坐标):顶点 z 的 max-min
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// 地面/缓坡:三个顶点几乎同高 → 跨度≈0
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// 栅栏/墙:竖直面 → 跨度大(≥1m)
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function TriangleZRange(Shape) {
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var S = UnwrapShape(Shape);
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if (S && S[FShapeType] === TRIANGLE_TYPE) {
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var A = S[FV0], B = S[FV1], C = S[FV2];
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if (!A || !B || !C) return null;
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var Max = Math.max(A.h20_1, B.h20_1, C.h20_1);
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return isFinite(Max) ? Max : null;
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}
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var Body = Shape[FShapeBody];
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var State = Body && Body[FBodyState];
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var P = State && State[FBodyPosVec];
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return (P && typeof P.h20_1 === 'number') ? P.h20_1 : null;
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if (!S || S[FShapeType] !== TRIANGLE_TYPE) return null;
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var A = S[FV0], B = S[FV1], C = S[FV2];
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if (!A || !B || !C) return null;
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if (typeof A.h20_1 !== 'number' || typeof B.h20_1 !== 'number' || typeof C.h20_1 !== 'number') return null;
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var Max = Math.max(A.h20_1, B.h20_1, C.h20_1);
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var Min = Math.min(A.h20_1, B.h20_1, C.h20_1);
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return Max - Min;
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}
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// 「栅栏类」= 静态几何中的**立面三角形**:
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// · 必须是三角形(type 8)—— 非三角形静态体(type 1/4 等)是地面/地形代理,跳过会导致掉出地图
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// · 最高点高于车体中心 1m(地面/缓坡不满足)
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// · |法线 z| < 0.6(竖直立面)
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// 「栅栏类」= 静态几何中的**立面三角形**(全部用局部坐标判定,不依赖世界坐标):
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// · type 4 先解包到真实形状,必须是三角形
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// · |法线 z| < 0.6 → 竖直立面(地面法线≈1)
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// · 竖直跨度 > 100 单位 → 有高度的墙/栅栏(地面/缓坡跨度≈0)
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function IsFenceLike(Shape) {
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if (!IsStaticShape(Shape)) return false;
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if (!IsTriangle(Shape)) return false;
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var TankZ = LocalTankZ();
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if (TankZ === null) return false;
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var MaxZ = ShapeMaxZ(Shape);
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if (MaxZ === null) return false;
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if (MaxZ < TankZ + 100) return false;
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var Nz = TriangleNormalZ(Shape);
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return Nz !== null && Math.abs(Nz) < 0.6;
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if (Nz === null || Math.abs(Nz) >= 0.6) return false;
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var Range = TriangleZRange(Shape);
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return Range !== null && Range > 100;
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}
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// 本车形状 / 本车与栅栏形状的配对(q9q 与 x9o 共用同一套判定)
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@@ -227,6 +216,12 @@
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function ShapePoint(Shape) {
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if (!Shape) return null;
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// 顶点是刚体局部坐标(常见 (0,0,0) 附近),诊断要用刚体的世界位置
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var Body = Shape[FShapeBody];
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var State = Body && Body[FBodyState];
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var P = State && State[FBodyPosVec];
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if (P && typeof P.f20_1 === 'number') return { x: P.f20_1, y: P.g20_1, z: P.h20_1 };
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// 兜底:局部顶点重心
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var S = UnwrapShape(Shape);
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if (S && S[FShapeType] === TRIANGLE_TYPE) {
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var A = S[FV0], B = S[FV1], C = S[FV2];
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@@ -237,13 +232,7 @@
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z: (A.h20_1 + B.h20_1 + C.h20_1) / 3
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};
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}
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return null;
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}
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// 非三角形:取所在刚体的世界位置
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var Body = Shape[FShapeBody];
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var State = Body && Body[FBodyState];
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var P = State && State[FBodyPosVec];
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if (P && typeof P.f20_1 === 'number') return { x: P.f20_1, y: P.g20_1, z: P.h20_1 };
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return null;
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}
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@@ -291,14 +280,20 @@
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var Type = Shape[FShapeType];
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var Tri = IsTriangle(Shape);
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var Nz = TriangleNormalZ(Shape);
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var Key = Cat + '/' + Type + '/' + (Nz === null ? '-' : Nz.toFixed(2));
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var Base = UnwrapShape(Shape);
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var BaseType = Base ? Base[FShapeType] : '-';
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var Range = TriangleZRange(Shape);
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var Key = Cat + '/' + Type + '/' + BaseType + '/' +
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(Nz === null ? '-' : Nz.toFixed(1)) + '/' +
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(Range === null ? '-' : Math.round(Range / 50));
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if (FenceSampleKeys[Key]) return;
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FenceSampleKeys[Key] = 1;
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var Pt = ShapePoint(Shape);
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var Near = FindNearNodeNames(Pt, 700);
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console.log('[忽略][重叠物体] cat=' + Cat + ' type=' + Type + ' 三角=' + Tri +
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' nz=' + (Nz === null ? '-' : Nz.toFixed(2)) +
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console.log('[忽略][重叠物体] cat=' + Cat + ' type=' + Type + ' 解包type=' + BaseType +
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' 三角=' + Tri + ' nz=' + (Nz === null ? '-' : Nz.toFixed(2)) +
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' 跨度=' + (Range === null ? '-' : Range.toFixed(0)) +
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' 位置=' + (Pt ? ('(' + Pt.x.toFixed(0) + ',' + Pt.y.toFixed(0) + ',' + Pt.z.toFixed(0) + ')') : '-') +
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' 近邻节点=[' + Near.join(', ') + ']' +
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' 当前判定=' + (IsFenceLike(Shape) ? '忽略' : '保留'));
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