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:
Erik 2026-05-24 15:14:20 +02:00
parent 7f5c28777a
commit 1454eab75a

View file

@ -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);