feat(physics): CylSphere collision for trees, rocks, NPCs

Most scenery objects (trees, rocks) use CylSphere collision from
their Setup, not PhysicsBSP. Register these in ShadowObjectRegistry
with a Cylinder collision type. FindObjCollisions now handles both:
- BSP: full polygon collision via BSPQuery (buildings, stabs)
- Cylinder: radial + vertical cylinder-sphere test (trees, NPCs)

Diagnostics showed 170 CylSphere entities vs 278 BSP entities in
the Holtburg landblock alone — this roughly doubles collision coverage.

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
This commit is contained in:
Erik 2026-04-14 12:14:28 +02:00
parent 2a4aaf4db7
commit 14b0a6e2b8
3 changed files with 119 additions and 23 deletions

View file

@ -1800,8 +1800,65 @@ public sealed class GameWindow : IDisposable
partIndex++;
}
// If no BSP parts were registered, check for CylSphere collision
// from the Setup (trees, rocks, NPCs use cylinder collision).
if (partIndex == 0 || !entity.MeshRefs.Any(mr =>
_physicsDataCache.GetGfxObj(mr.GfxObjId)?.BSP?.Root is not null))
{
var setup = _physicsDataCache.GetSetup(entity.SourceGfxObjOrSetupId);
if (setup is not null && setup.CylSpheres.Count > 0)
{
var cyl = setup.CylSpheres[0];
float cylRadius = cyl.Radius > 0 ? cyl.Radius : setup.Radius;
if (cylRadius > 0)
{
_physicsEngine.ShadowObjects.Register(
entity.Id, entity.SourceGfxObjOrSetupId,
entity.Position + new System.Numerics.Vector3(cyl.Origin.X, cyl.Origin.Y, cyl.Origin.Z),
entity.Rotation, cylRadius,
origin.X, origin.Y, lb.LandblockId,
AcDream.Core.Physics.ShadowCollisionType.Cylinder, cyl.Height);
}
}
else if (setup is not null && setup.Spheres.Count > 0)
{
var sph = setup.Spheres[0];
if (sph.Radius > 0)
{
_physicsEngine.ShadowObjects.Register(
entity.Id, entity.SourceGfxObjOrSetupId,
entity.Position + new System.Numerics.Vector3(sph.Origin.X, sph.Origin.Y, sph.Origin.Z),
entity.Rotation, sph.Radius,
origin.X, origin.Y, lb.LandblockId,
AcDream.Core.Physics.ShadowCollisionType.Cylinder, 0f);
}
}
}
}
// Debug: count collision types
int withBSP = 0, withCyl = 0, noPhys = 0;
foreach (var entity in lb.Entities)
{
bool hasBSP = false, hasCyl = false;
foreach (var mr in entity.MeshRefs)
{
if (_physicsDataCache.GetGfxObj(mr.GfxObjId)?.BSP?.Root is not null)
{ hasBSP = true; break; }
}
if (!hasBSP)
{
var setup = _physicsDataCache.GetSetup(entity.SourceGfxObjOrSetupId);
if (setup is not null && (setup.CylSpheres.Count > 0 || setup.Spheres.Count > 0))
hasCyl = true;
}
if (hasBSP) withBSP++;
else if (hasCyl) withCyl++;
else noPhys++;
}
Console.WriteLine($"shadow: lb=0x{lb.LandblockId:X8} ent={lb.Entities.Count} bsp={withBSP} cyl={withCyl} none={noPhys} reg={_physicsEngine.ShadowObjects.TotalRegistered}");
// Register each stab as a plugin snapshot so the plugin host has
// visibility into the streaming world state.
foreach (var entity in lb.Entities)

View file

@ -21,9 +21,10 @@ public sealed class ShadowObjectRegistry
/// Register an entity into the cells it overlaps based on world position + radius.
/// </summary>
public void Register(uint entityId, uint gfxObjId, Vector3 worldPos, Quaternion rotation,
float radius, float worldOffsetX, float worldOffsetY, uint landblockId)
float radius, float worldOffsetX, float worldOffsetY, uint landblockId,
ShadowCollisionType collisionType = ShadowCollisionType.BSP,
float cylHeight = 0f)
{
// Deregister first if already registered (handles position updates)
Deregister(entityId);
float localX = worldPos.X - worldOffsetX;
@ -34,7 +35,7 @@ public sealed class ShadowObjectRegistry
int minCy = Math.Max(0, (int)((localY - radius) / 24f));
int maxCy = Math.Min(7, (int)((localY + radius) / 24f));
var entry = new ShadowEntry(entityId, gfxObjId, worldPos, rotation, radius);
var entry = new ShadowEntry(entityId, gfxObjId, worldPos, rotation, radius, collisionType, cylHeight);
var cellIds = new List<uint>();
uint lbPrefix = landblockId & 0xFFFF0000u;
@ -146,9 +147,17 @@ public sealed class ShadowObjectRegistry
public int TotalRegistered => _entityToCells.Count;
}
/// <summary>
/// Collision type for a shadow entry. BSP uses full polygon collision.
/// Cylinder uses a simple cylinder-sphere intersection test.
/// </summary>
public enum ShadowCollisionType : byte { BSP, Cylinder }
public readonly record struct ShadowEntry(
uint EntityId,
uint GfxObjId,
Vector3 Position,
Quaternion Rotation,
float Radius);
float Radius,
ShadowCollisionType CollisionType = ShadowCollisionType.BSP,
float CylHeight = 0f);

View file

@ -645,36 +645,66 @@ public sealed class Transition
foreach (var obj in _nearbyObjs)
{
// Broad-phase: sphere-sphere.
// Broad-phase: sphere-sphere distance check.
float dist = Vector3.Distance(footCenter, obj.Position);
if (dist > sphereRadius + obj.Radius + 1f)
continue;
var physics = engine.DataCache.GetGfxObj(obj.GfxObjId);
if (physics?.BSP?.Root is null) continue;
Vector3 worldHitNormal;
// Transform player sphere to object-local space using the
// object's world rotation and position.
var invRot = Quaternion.Inverse(obj.Rotation);
Vector3 localSphereCenter = Vector3.Transform(footCenter - obj.Position, invRot);
if (obj.CollisionType == ShadowCollisionType.BSP)
{
// BSP narrow phase: full polygon collision.
var physics = engine.DataCache.GetGfxObj(obj.GfxObjId);
if (physics?.BSP?.Root is null) continue;
if (!BSPQuery.SphereIntersectsPoly(
physics.BSP.Root,
physics.PhysicsPolygons,
physics.Vertices,
localSphereCenter, sphereRadius,
out _, out Vector3 localHitNormal))
continue;
var invRot = Quaternion.Inverse(obj.Rotation);
Vector3 localSphereCenter = Vector3.Transform(footCenter - obj.Position, invRot);
// Transform hit normal back to world space.
Vector3 worldHitNormal = Vector3.Transform(localHitNormal, obj.Rotation);
if (!BSPQuery.SphereIntersectsPoly(
physics.BSP.Root,
physics.PhysicsPolygons,
physics.Vertices,
localSphereCenter, sphereRadius,
out _, out Vector3 localHitNormal))
continue;
worldHitNormal = Vector3.Transform(localHitNormal, obj.Rotation);
}
else
{
// Cylinder/Sphere narrow phase: simple radial collision.
// Retail uses CylSphere::IntershectsSphere for trees, rocks, NPCs.
// The cylinder extends vertically from obj.Position.Z to Z+Height.
// We test if the player sphere overlaps the cylinder radially AND
// is within the vertical extent.
Vector3 delta = footCenter - obj.Position;
float horizontalDist = MathF.Sqrt(delta.X * delta.X + delta.Y * delta.Y);
float combinedRadius = sphereRadius + obj.Radius;
if (horizontalDist >= combinedRadius)
continue; // no radial overlap
// Vertical check: player sphere must overlap the cylinder height range.
float cylTop = obj.CylHeight > 0 ? obj.CylHeight : obj.Radius * 4f;
float playerBottom = footCenter.Z - sphereRadius;
float playerTop = footCenter.Z + sphereRadius;
float objBottom = obj.Position.Z;
float objTop = obj.Position.Z + cylTop;
if (playerBottom > objTop || playerTop < objBottom)
continue; // vertically separated
// Collision normal: push player out radially (XY only).
if (horizontalDist < PhysicsGlobals.EPSILON)
worldHitNormal = Vector3.UnitX; // degenerate: directly on top
else
worldHitNormal = Vector3.Normalize(new Vector3(delta.X, delta.Y, 0f));
}
if (worldHitNormal.LengthSquared() > PhysicsGlobals.EpsilonSq)
{
worldHitNormal = Vector3.Normalize(worldHitNormal);
// Use the retail SlideSphere algorithm to compute wall-slide.
// currPos = GlobalCurrCenter (where we came from this step).
Vector3 currPos = sp.GlobalCurrCenter[0].Origin;
return SlideSphere(worldHitNormal, currPos);
}