feat(phys): ShadowEntry adds LocalPosition + LocalRotation
Local-to-entity transform fields, default-valued so existing single-shape
callers keep working unchanged. RegisterMultiPart (next commit) populates
them per part so UpdatePosition can rebuild the entry's world Position +
Rotation when the entity moves.
All 24 existing ShadowObjectRegistry tests pass (including the 2 new
slice 1 tests from b49ed90).
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
This commit is contained in:
parent
7f5c28777a
commit
1454eab75a
1 changed files with 8 additions and 1 deletions
|
|
@ -431,4 +431,11 @@ public readonly record struct ShadowEntry(
|
|||
/// from <c>PWD._bitfield</c> at <c>CreateObject</c> time via
|
||||
/// <see cref="EntityCollisionFlagsExt.FromPwdBitfield(uint)"/>.
|
||||
/// </summary>
|
||||
EntityCollisionFlags Flags = EntityCollisionFlags.None);
|
||||
EntityCollisionFlags Flags = EntityCollisionFlags.None,
|
||||
// A6.P4 door fix (2026-05-24): local-to-entity transform for multi-part
|
||||
// entities. ShadowObjectRegistry.UpdatePosition uses these to rebuild
|
||||
// Position/Rotation when the entity moves. Single-shape callers leave
|
||||
// these at default (zero offset, identity rotation) — equivalent to
|
||||
// the shape sitting at the entity's origin.
|
||||
Vector3 LocalPosition = default,
|
||||
Quaternion LocalRotation = default);
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue