bugfix(physics): Fix diagonal movement speed discrepancy#3003
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| Filename | Overview |
|---|---|
| Core/GameEngine/Include/Common/GameDefines.h | Adds a preservation flag defaulting to enabled, which prevents current builds from selecting the new physics behavior. |
| GeneralsMD/Code/GameEngine/Source/GameLogic/Object/Update/PhysicsUpdate.cpp | Adds compensated 2D and 3D forward-speed formulas, but both remain excluded by the active compatibility flags. |
Prompt To Fix All With AI
Fix the following 1 code review issue. Work through them one at a time, proposing concise fixes.
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### Issue 1 of 1
Core/GameEngine/Include/Common/GameDefines.h:91
**Compatibility flags disable correction**
In every current build, this flag and `RETAIL_COMPATIBLE_CRC` both default to enabled. The conditions in both forward-speed functions therefore select the original retail calculations, so the new 2D and 3D diagonal compensation branches are not compiled and movement behavior remains unchanged.
Reviews (1): Last reviewed commit: "bugfix(physics): Fix diagonal movement s..." | Re-trigger Greptile
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Why is the horizontal movement speed being increased? In retail, units already move at their locomotor-defined speed when traveling horizontally or vertically. Wouldn't slowing down diagonal movement be the more appropriate solution? Also, changing movement speeds will inevitably alter the timing of scripted in-game cinematics. |
Because then on average the game unit movements will be around 20% slower than originally, noticably making the game play with less pace.
That is a fair point we probably need to think about. |
| // The inverse looks intuitively wrong, but it is correct, because the value returned by this function is | ||
| // used to determine the additional velocity needed to reach the target speed. | ||
| constexpr const Real DiagonalCompensation = 1.0f / 1.20710678f; | ||
| dot *= DiagonalCompensation; |
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This is wrong, the speed is not the dot product, the dot product tells you the difference in direction between the two vectors. If it goes negative then it means your vectors are going in opposite directions.
The speed of a vector is the magnitude of the vector.
The speed for 2D is:
speed = sqrtf( sqr(m_vel.x) + sqr(m_vel.y) ); which you can then scale with a constant
The speed for 3D is:
speed = sqrtf( sqr(m_vel.x) + sqr(m_vel.y) + sqr(m_vel.z) ); then the same can be scaled with a constant.
you still need to check the dot product and negate the speed if the dot product is negative.
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dot is correct.
Chat Gippy
Here's a side-by-side comparison using a true velocity magnitude of 100 in each case.
| Facing | Moving | dir | vel | Original Function | Dot Product |
|---|---|---|---|---|---|
| East | East | (1.000, 0.000) | (100.00, 0.00) | 100.00 | 100.00 |
| North | North | (0.000, 1.000) | (0.00, 100.00) | 100.00 | 100.00 |
| 45° | 45° | (0.707, 0.707) | (70.71, 70.71) | 70.71 | 100.00 |
| East | Northeast | (1.000, 0.000) | (70.71, 70.71) | 70.71 | 70.71 |
| 45° | East | (0.707, 0.707) | (100.00, 0.00) | 70.71 | 70.71 |
| 30° | 30° | (0.866, 0.500) | (86.60, 50.00) | 79.06 | 100.00 |
| 60° | 60° | (0.500, 0.866) | (50.00, 86.60) | 79.06 | 100.00 |
| 15° | 15° | (0.966, 0.259) | (96.59, 25.88) | 93.54 | 100.00 |
| 75° | 75° | (0.259, 0.966) | (25.88, 96.59) | 93.54 | 100.00 |
This reveals that the original function is effectively applying a heading-dependent scale factor:
0° / 90°: ×1.000
15° / 75°: ×0.935
30° / 60°: ×0.791
45°: ×0.707
So if getForwardSpeed2D() is used in movement logic rather than just for display, the old code was inherently reducing the reported speed whenever the unit faced away from the world axes. That could explain why replacing it with the mathematically correct dot product changed the feel of movement.
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The dot product is not correct for calculating the speed. The only relation the dot product has with the speed is the direction of the movement in relation to the orientation of the model/hull. So whether it is forwards or backwards etc.
in the code, Dir is the direction vector for the objects model/hull to tell which way it is facing and m_vel is the motion vector for the movement of the objects.
the dot product is used to tell the difference in angle between Dir and m_vel so we can determine if the object is moving backwards in relation to the direction it is facing. If the dot product is negative then the two vectors are facing in opposite directions and the speed will be negative relative to the objects orientation.
You have to workout the magnitude of m_vel to determine the speed of the object, which is the equivalent to using Pythagoras theorem to workout the hypotenuse of a triangle.
The flaw in the original code is that they used vy and vx which are intermediate products of calculating the dot product between Dir and m_vel. These should never be used outside of that calculation as they are meaningless outside of that context.
Since these intermediate products are not unit scaled they give the faster motion in the diagonal direction, but they also don't give the true speed either.
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Problem is speed = sqrtf( sqr(m_vel.x) + sqr(m_vel.y) ); does not account for object direction. If the object is facing sideways then it will not produce the same direction drag (or lack thereof). What the proposed solution does is eliminate the diagonal speed variance, but otherwise preserve the original average speed.
I tested it in game and it looked right, but I did not do a lab test. Maybe it needs a lab test.
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The m_vel value is already normalised, which means it correctly scales in all directions without the diagonal calculated vector magnitudes being larger than expected. The flaw in the original code is that they don't correctly calculate the speed since they use the intermediate dot product values which are not normalised values.
This function is just returning speed which is only a scalar value, it has no direction information within it apart from forwards and backwards.
Both calculations need to be done, speed = sqrtf( sqr(m_vel.x) + sqr(m_vel.y) ); and the dot product is used to determine if the speed is positive or negative.
Beyond this, to make the speeds, on average, closer to the original flawed speeds you can then scale the calculated speed just by multiplying it with a constant. This will scale in all directions due to m_vel already being normalised.
so finalSpeed = scalingValue * speed * dotProductDirection the dot product direction just being if it's positive or negative.
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So similar to what i put in the original issue
This should be the actual fix for this.
Real PhysicsBehavior::getForwardSpeed2D() const
{
//Determine the direction of the velocity relative to the direction the unit is facing using the dot product
const Coord3D *dir = getObject()->getUnitDirectionVector2D();
Real vx = m_vel.x * dir->x;
Real vy = m_vel.y * dir->y;
Real dot = vx + vy;
//Return the speed of the unit - Magnitude of the velocity is the speed
if (dot >= 0.0f)
return (Real)sqrtf( sqr(m_vel.x) + sqr(m_vel.y) ) * scalingValue;
//Negative dot product means the unit is moving in reverse
return -(Real)sqrtf( sqr(m_vel.x) + sqr(m_vel.y) ) * scalingValue;
}And for 3D it is the same
Real PhysicsBehavior::getForwardSpeed3D() const
{
//Determine the direction of the velocity relative to the direction the unit is facing using the dot product
Vector3 dir = getObject()->getTransformMatrix()->Get_X_Vector();
Real vx = m_vel.x * dir.X;
Real vy = m_vel.y * dir.Y;
Real vz = m_vel.z * dir.Z;
Real dot = vx + vy + vz;
//Return the speed of the unit - Magnitude of the velocity is the speed
if (dot >= 0.0f)
return (Real)sqrtf( sqr(m_vel.x) + sqr(m_vel.y) + sqr(m_vel.z) ) * scalingValue;
//Negative dot product means the unit is moving in reverse
return -(Real)sqrtf( sqr(m_vel.x) + sqr(m_vel.y) + sqr(m_vel.z) ) * scalingValue;
}
This change fixes the diagonal movement speed discrepancy.
The new 2d and 3d speeds are scaled to the average of the former min and max speeds.