perf(physics): reuse reset-complete transition scratch
Mirror retail's ten-deep LIFO transition lifetime, retain all query scratch with complete reset contracts, and remove Tier-0 enum boxing without changing collision decisions. Fresh and retained engines are bit-identical across the expanded oracle, while measured transition profiles now allocate 0 bytes per resolve.
This commit is contained in:
parent
2effba5127
commit
16d182c2f0
19 changed files with 3037 additions and 1228 deletions
File diff suppressed because it is too large
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@ -705,26 +705,38 @@ public static class CellTransit
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out IReadOnlyCollection<uint> cellSet,
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Vector3? carriedBlockOrigin = null)
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{
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var candidates = new CellArray();
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var containing = BuildCellSetAndPickContaining(
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cache, worldSpheres, numSpheres, currentCellId,
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carriedBlockOrigin, out var candidates);
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carriedBlockOrigin, candidates);
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cellSet = candidates;
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return containing;
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}
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internal static uint FindCellSet(
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PhysicsDataCache cache,
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IReadOnlyList<Sphere> worldSpheres,
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int numSpheres,
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uint currentCellId,
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CellArray candidates,
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Vector3? carriedBlockOrigin = null)
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=> BuildCellSetAndPickContaining(
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cache, worldSpheres, numSpheres, currentCellId,
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carriedBlockOrigin, candidates);
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private static uint BuildCellSetAndPickContaining(
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PhysicsDataCache cache,
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IReadOnlyList<Sphere> worldSpheres,
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int numSpheres,
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uint currentCellId,
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Vector3? carriedBlockOrigin,
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out CellArray candidates)
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CellArray candidates)
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{
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// Ordered, deduped candidate array — retail CELLARRAY (add_cell @701036).
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// The ORDER is load-bearing: the current cell is added at index 0 and the
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// pick iterates in order with interior-wins-break, so the current cell wins
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// a boundary straddle and the membership does not ping-pong (the R1 flap).
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candidates = new CellArray();
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candidates.Clear();
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int sphereCount = EffectiveSphereCount(worldSpheres, numSpheres);
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if (sphereCount == 0) return currentCellId;
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@ -25,21 +25,21 @@ namespace AcDream.Core.Physics;
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[Flags]
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public enum PhysicsStateFlags : uint
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{
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None = 0x00000000,
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Static = 0x00000001,
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Ethereal = 0x00000004,
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ReportCollisions = 0x00000008,
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IgnoreCollisions = 0x00000010,
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NoDraw = 0x00000020,
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Missile = 0x00000040,
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Pushable = 0x00000080,
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AlignPath = 0x00000100,
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PathClipped = 0x00000200,
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Gravity = 0x00000400,
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Lighting = 0x00000800,
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ParticleEmitter = 0x00001000,
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Hidden = 0x00004000,
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ScriptedCollision = 0x00008000,
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None = 0x00000000,
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Static = 0x00000001,
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Ethereal = 0x00000004,
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ReportCollisions = 0x00000008,
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IgnoreCollisions = 0x00000010,
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NoDraw = 0x00000020,
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Missile = 0x00000040,
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Pushable = 0x00000080,
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AlignPath = 0x00000100,
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PathClipped = 0x00000200,
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Gravity = 0x00000400,
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Lighting = 0x00000800,
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ParticleEmitter = 0x00001000,
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Hidden = 0x00004000,
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ScriptedCollision = 0x00008000,
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/// <summary>
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/// A6.P7 (2026-05-25): retail HAS_PHYSICS_BSP_PS bit
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/// (acclient.h:2833). When set, the entity exposes a per-Setup
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@ -52,7 +52,7 @@ public enum PhysicsStateFlags : uint
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/// state 0x10008 (STATIC | REPORT_COLLISIONS | HAS_PHYSICS_BSP).
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/// ACE name: <c>PhysicsState.HasPhysicsBSP</c>.
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/// </summary>
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HasPhysicsBsp = 0x00010000,
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HasPhysicsBsp = 0x00010000,
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/// <summary>
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/// L.3a (2026-04-30): retail INELASTIC_PS bit (acclient.h:2834).
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/// When set, wall-collisions zero the velocity instead of reflecting.
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@ -60,14 +60,14 @@ public enum PhysicsStateFlags : uint
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/// impact rather than bounce. The player NEVER has this flag set —
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/// player wall-hits use the reflection path with elasticity ~0.05.
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/// </summary>
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Inelastic = 0x00020000,
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HasDefaultAnim = 0x00040000,
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HasDefaultScript = 0x00080000,
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Cloaked = 0x00100000,
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Inelastic = 0x00020000,
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HasDefaultAnim = 0x00040000,
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HasDefaultScript = 0x00080000,
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Cloaked = 0x00100000,
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ReportAsEnvironment = 0x00200000,
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EdgeSlide = 0x00400000,
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Sledding = 0x00800000,
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Frozen = 0x01000000,
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EdgeSlide = 0x00400000,
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Sledding = 0x00800000,
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Frozen = 0x01000000,
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}
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/// <summary>
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@ -77,17 +77,17 @@ public enum PhysicsStateFlags : uint
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[Flags]
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public enum TransientStateFlags : uint
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{
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None = 0,
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Contact = 0x00000001, // bit 0 — touching any surface
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None = 0,
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Contact = 0x00000001, // bit 0 — touching any surface
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OnWalkable = 0x00000002, // bit 1 — standing on a walkable surface
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Sliding = 0x00000004, // bit 2 — carry sliding normal into next transition
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Sliding = 0x00000004, // bit 2 — carry sliding normal into next transition
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// retail frames_stationary_fall carried across frames: transition() seeds fsf from
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// these bits before the sweep (pc:280940-947); handle_all_collisions re-encodes fsf
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// into them at the end of the frame (pc:282743/282749/282753).
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StationaryFall = 0x00000010, // bit 4 — fsf == 1
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StationaryStop = 0x00000020, // bit 5 — fsf == 2
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StationaryFall = 0x00000010, // bit 4 — fsf == 1
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StationaryStop = 0x00000020, // bit 5 — fsf == 2
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StationaryStuck = 0x00000040, // bit 6 — fsf == 3
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Active = 0x00000080, // bit 7 — object needs per-frame update
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Active = 0x00000080, // bit 7 — object needs per-frame update
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}
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/// <summary>
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@ -99,17 +99,17 @@ public sealed class PhysicsBody
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{
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// ── constants ──────────────────────────────────────────────────────────
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// From PhysicsGlobals.cs / confirmed by DAT_007c78a4 reference in decompiled code.
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public const float MaxVelocity = 50.0f;
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public const float MaxVelocity = 50.0f;
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public const float MaxVelocitySquared = MaxVelocity * MaxVelocity;
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public const float Gravity = -9.8f; // DAT_0082223c in FUN_00511420
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public const float SmallVelocity = 0.25f;
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public const float Gravity = -9.8f; // DAT_0082223c in FUN_00511420
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public const float SmallVelocity = 0.25f;
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public const float SmallVelocitySquared = SmallVelocity * SmallVelocity;
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public const float DefaultFriction = 0.95f;
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public const float MinQuantum = 1.0f / 30.0f; // ~0.0333 s
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public const float DefaultFriction = 0.95f;
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public const float MinQuantum = 1.0f / 30.0f; // ~0.0333 s
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// Matching-client disassembly resolves the named lift's stripped global to
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// 0.2 seconds. update_object consumes larger gaps as repeated 0.2 s quanta.
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public const float MaxQuantum = 0.2f;
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public const float HugeQuantum = 2.0f; // discard stale dt
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public const float MaxQuantum = 0.2f;
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public const float HugeQuantum = 2.0f; // discard stale dt
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// ── struct fields ──────────────────────────────────────────────────────
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// Offsets from acclient_function_map.md §PhysicsObj Struct Layout.
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@ -336,6 +336,28 @@ public sealed class PhysicsBody
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/// <summary>Most recent walkable polygon vertices (world-space).</summary>
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public Vector3[]? WalkableVertices { get; set; }
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// Transition publication retains one exact-length backing array. The
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// public property remains assignable for snapshot restoration and tests;
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// engine writeback uses this separate storage so clearing the logical
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// walkable reference does not force a new array on the next grounded
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// resolve.
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private Vector3[]? _walkableVertexStorage;
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internal void SetWalkableVerticesExact(ReadOnlySpan<Vector3> source)
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{
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if (_walkableVertexStorage is null
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|| _walkableVertexStorage.Length != source.Length)
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{
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_walkableVertexStorage = new Vector3[source.Length];
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}
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source.CopyTo(_walkableVertexStorage);
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WalkableVertices = _walkableVertexStorage;
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}
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internal Vector3[]? RetainedWalkableVertexStorage
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=> _walkableVertexStorage;
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/// <summary>Up vector used by the most recent walkable polygon probe.</summary>
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public Vector3 WalkableUp { get; set; } = Vector3.UnitZ;
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@ -389,10 +411,10 @@ public sealed class PhysicsBody
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// ── convenience helpers ────────────────────────────────────────────────
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public bool HasGravity => State.HasFlag(PhysicsStateFlags.Gravity);
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public bool OnWalkable => TransientState.HasFlag(TransientStateFlags.OnWalkable);
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public bool IsActive => TransientState.HasFlag(TransientStateFlags.Active);
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public bool InContact => TransientState.HasFlag(TransientStateFlags.Contact);
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public bool HasGravity => (State & PhysicsStateFlags.Gravity) != 0;
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public bool OnWalkable => (TransientState & TransientStateFlags.OnWalkable) != 0;
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public bool IsActive => (TransientState & TransientStateFlags.Active) != 0;
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public bool InContact => (TransientState & TransientStateFlags.Contact) != 0;
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// ── FUN_00511420 ───────────────────────────────────────────────────────
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@ -411,16 +433,16 @@ public sealed class PhysicsBody
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/// </summary>
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public void calc_acceleration()
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{
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if (TransientState.HasFlag(TransientStateFlags.Contact) &&
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TransientState.HasFlag(TransientStateFlags.OnWalkable) &&
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!State.HasFlag(PhysicsStateFlags.Sledding))
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if ((TransientState & TransientStateFlags.Contact) != 0 &&
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(TransientState & TransientStateFlags.OnWalkable) != 0 &&
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(State & PhysicsStateFlags.Sledding) == 0)
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{
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Acceleration = Vector3.Zero;
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Omega = Vector3.Zero;
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return;
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}
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if (State.HasFlag(PhysicsStateFlags.Gravity))
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if ((State & PhysicsStateFlags.Gravity) != 0)
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Acceleration = new Vector3(0f, 0f, Gravity);
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else
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Acceleration = Vector3.Zero;
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@ -540,7 +562,7 @@ public sealed class PhysicsBody
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/// </summary>
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public void calc_friction(float dt, float velocityMag2)
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{
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if (!TransientState.HasFlag(TransientStateFlags.OnWalkable))
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if ((TransientState & TransientStateFlags.OnWalkable) == 0)
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return;
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float dot = Vector3.Dot(GroundNormal, Velocity);
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@ -553,7 +575,7 @@ public sealed class PhysicsBody
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float friction = Friction;
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// Sledding modifies friction thresholds (from ACE cross-check).
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if (State.HasFlag(PhysicsStateFlags.Sledding))
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if ((State & PhysicsStateFlags.Sledding) != 0)
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{
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if (velocityMag2 < 1.5625f) // 1.25² — slow sled
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friction = 1.0f;
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@ -590,7 +612,7 @@ public sealed class PhysicsBody
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if (velocityMag2 <= 0f)
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{
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// No movement manager equivalent here; just clear Active if grounded.
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if (TransientState.HasFlag(TransientStateFlags.OnWalkable))
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if ((TransientState & TransientStateFlags.OnWalkable) != 0)
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TransientState &= ~TransientStateFlags.Active;
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}
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else
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@ -6,7 +6,7 @@ namespace AcDream.Core.Physics;
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internal readonly record struct TerrainWalkableSample(
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System.Numerics.Plane Plane,
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Vector3[] Vertices,
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TerrainTriangleVertices Vertices,
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float WaterDepth,
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bool IsWater,
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uint CellId);
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@ -27,6 +27,30 @@ internal readonly record struct TerrainWalkableSample(
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public sealed class PhysicsEngine
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{
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private readonly Dictionary<uint, LandblockPhysics> _landblocks = new();
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private readonly TransitionScratchArena? _transitionScratch;
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public PhysicsEngine()
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: this(reuseTransitionScratch: true)
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{
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}
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/// <summary>
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/// Test seam for fresh-versus-reused transition differential evidence.
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/// Production always uses the public constructor and owns one retail-shaped
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/// scratch arena.
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/// </summary>
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internal PhysicsEngine(bool reuseTransitionScratch)
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{
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_transitionScratch = reuseTransitionScratch
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? new TransitionScratchArena()
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: null;
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}
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private Transition RentTransition()
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=> _transitionScratch?.Rent() ?? new Transition();
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private void ReturnTransition(Transition transition)
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=> _transitionScratch?.Return(transition);
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/// <summary>Number of registered landblocks (diagnostic).</summary>
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public int LandblockCount => _landblocks.Count;
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@ -63,13 +87,13 @@ public sealed class PhysicsEngine
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int cx = (int)((cellOrLandblockId >> 24) & 0xFFu);
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int cy = (int)((cellOrLandblockId >> 16) & 0xFFu);
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for (int dx = -radius; dx <= radius; dx++)
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for (int dy = -radius; dy <= radius; dy++)
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{
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int nx = cx + dx, ny = cy + dy;
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if (nx < 0 || nx > 254 || ny < 0 || ny > 254) continue; // off-map: skip
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uint prefix = ((uint)nx << 24) | ((uint)ny << 16);
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if (!resident.Contains(prefix)) return false;
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}
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for (int dy = -radius; dy <= radius; dy++)
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{
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int nx = cx + dx, ny = cy + dy;
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if (nx < 0 || nx > 254 || ny < 0 || ny > 254) continue; // off-map: skip
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uint prefix = ((uint)nx << 24) | ((uint)ny << 16);
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if (!resident.Contains(prefix)) return false;
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}
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return true;
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}
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@ -195,13 +219,13 @@ public sealed class PhysicsEngine
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float localY = worldY - lb.WorldOffsetY;
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if (localX >= 0f && localX < 192f && localY >= 0f && localY < 192f)
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{
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landblockId = kvp.Key;
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landblockId = kvp.Key;
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worldOffsetX = lb.WorldOffsetX;
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worldOffsetY = lb.WorldOffsetY;
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return true;
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}
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}
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landblockId = 0;
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landblockId = 0;
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worldOffsetX = 0f;
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worldOffsetY = 0f;
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return false;
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@ -307,15 +331,10 @@ public sealed class PhysicsEngine
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if (localX >= 0f && localX < 192f && localY >= 0f && localY < 192f)
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{
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var sample = lb.Terrain.SampleSurfacePolygon(localX, localY);
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var vertices = new Vector3[sample.Vertices.Length];
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for (int i = 0; i < sample.Vertices.Length; i++)
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{
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var v = sample.Vertices[i];
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vertices[i] = new Vector3(
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v.X + lb.WorldOffsetX,
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v.Y + lb.WorldOffsetY,
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v.Z);
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}
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var vertices = new TerrainTriangleVertices(
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OffsetTerrainVertex(sample.Vertices.V0, lb),
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OffsetTerrainVertex(sample.Vertices.V1, lb),
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OffsetTerrainVertex(sample.Vertices.V2, lb));
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var normal = sample.Normal;
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float d = -Vector3.Dot(normal, vertices[0]);
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@ -337,6 +356,12 @@ public sealed class PhysicsEngine
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return null;
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}
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private static Vector3 OffsetTerrainVertex(Vector3 vertex, LandblockPhysics landblock)
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=> new(
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vertex.X + landblock.WorldOffsetX,
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vertex.Y + landblock.WorldOffsetY,
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vertex.Z);
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/// <summary>
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/// Indoor walking Phase 2 (2026-05-19). Resolves the cell id for a
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/// given world position via retail's portal-graph traversal for indoor
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@ -986,413 +1011,420 @@ public sealed class PhysicsEngine
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// the body BEFORE the engine mutates it so the replay test can seed its
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// PhysicsBody with the exact pre-call state. See PhysicsResolveCapture.cs.
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bool captureEnabled = PhysicsResolveCapture.IsEnabled
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&& moverFlags.HasFlag(ObjectInfoState.IsPlayer);
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&& (moverFlags & ObjectInfoState.IsPlayer) != 0;
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PhysicsBodySnapshot? bodyBeforeSnap =
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captureEnabled && body is not null
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? PhysicsResolveCapture.Snapshot(body)
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: null;
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var transition = new Transition();
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transition.ObjectInfo.StepUpHeight = stepUpHeight;
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transition.ObjectInfo.StepDownHeight = stepDownHeight;
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transition.ObjectInfo.StepDown = true;
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// Fix #42 (2026-05-05): the moving entity's ShadowEntry must be
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// skipped in FindObjCollisions or the sweep collides with self.
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// Default 0 keeps tests / one-shot callers (no registered entity)
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// working. Plumbed through ObjectInfo because retail stores the
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// self pointer on OBJECTINFO::object (named-retail
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// acclient_2013_pseudo_c.txt:274435 OBJECTINFO::init →
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// this->object = arg2). The skip itself is at
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// CObjCell::find_obj_collisions line 308931.
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transition.ObjectInfo.SelfEntityId = movingEntityId;
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transition.ObjectInfo.MoverPhysicsState = body?.State ?? PhysicsStateFlags.None;
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transition.ObjectInfo.TargetId = designatedTargetId;
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// Commit C 2026-04-29 — caller-supplied mover flags drive the
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// retail PvP exemption block in FindObjCollisions. The local
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// player passes IsPlayer (and PK/PKLite/Impenetrable when known
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// from PlayerDescription); remote dead-reckoning passes None
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// (matches non-player movement, all targets collide).
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transition.ObjectInfo.State |= moverFlags;
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// CPhysicsObj::get_object_info 0x00511CC0: Missile contributes
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// PathClipped only. PerfectClip is deliberately not inferred.
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if (transition.ObjectInfo.MoverPhysicsState.HasFlag(PhysicsStateFlags.Missile))
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transition.ObjectInfo.State |= ObjectInfoState.PathClipped;
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// frames_stationary_fall gate input: retail reads the mover's GRAVITY state bit
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// (object_info.object->state & 0x400, pc:272625). Seed it from the body so the ladder
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// in ValidateTransition runs for gravity movers (the player) and not floating props.
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transition.ObjectInfo.MoverHasGravity = body?.HasGravity ?? false;
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if (isOnGround)
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transition.ObjectInfo.State |= ObjectInfoState.Contact | ObjectInfoState.OnWalkable;
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// K-fix7 (2026-04-26): only seed the contact plane when the body
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// is actually grounded. Pre-seeding while AIRBORNE caused
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// AdjustOffset's "Have a contact plane / Moving away from plane"
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||||
// branch to fire on every jump step — which calls
|
||||
// Plane::snap_to_plane on the offset and ZEROES the Z component,
|
||||
// killing all upward jump motion.
|
||||
//
|
||||
// We KEEP the seeding when isOnGround for slope-walking + step-up
|
||||
// continuity (the original concern that motivated the seed).
|
||||
// BSP step_up needs ContactPlane on sub-step 1 to compute the
|
||||
// correct lift direction; removing the seed breaks stair-walking
|
||||
// at the last step (verified by A6.P3 slice 2 first attempt
|
||||
// 2026-05-22, reverted in this commit). Retail's CTransition::init
|
||||
// explicitly CLEARS contact_plane_valid; we deliberately diverge
|
||||
// for step_up correctness.
|
||||
//
|
||||
// A6.P3 slice 2 (2026-05-22) — to close issue #96 (per-tick CP-write
|
||||
// blowup) without breaking stair-walking, the no-op-if-unchanged
|
||||
// guard inside CollisionInfo.SetContactPlane (TransitionTypes.cs:259)
|
||||
// collapses redundant seeds (same plane every tick) to a true no-op.
|
||||
// The seed still fires the function call but only counts as a write
|
||||
// when the plane values actually change.
|
||||
if (isOnGround && body is not null && body.ContactPlaneValid)
|
||||
var transition = RentTransition();
|
||||
try
|
||||
{
|
||||
transition.CollisionInfo.SetContactPlane(
|
||||
body.ContactPlane,
|
||||
body.ContactPlaneCellId,
|
||||
body.ContactPlaneIsWater);
|
||||
}
|
||||
transition.ObjectInfo.StepUpHeight = stepUpHeight;
|
||||
transition.ObjectInfo.StepDownHeight = stepDownHeight;
|
||||
transition.ObjectInfo.StepDown = true;
|
||||
// Fix #42 (2026-05-05): the moving entity's ShadowEntry must be
|
||||
// skipped in FindObjCollisions or the sweep collides with self.
|
||||
// Default 0 keeps tests / one-shot callers (no registered entity)
|
||||
// working. Plumbed through ObjectInfo because retail stores the
|
||||
// self pointer on OBJECTINFO::object (named-retail
|
||||
// acclient_2013_pseudo_c.txt:274435 OBJECTINFO::init →
|
||||
// this->object = arg2). The skip itself is at
|
||||
// CObjCell::find_obj_collisions line 308931.
|
||||
transition.ObjectInfo.SelfEntityId = movingEntityId;
|
||||
transition.ObjectInfo.MoverPhysicsState = body?.State ?? PhysicsStateFlags.None;
|
||||
transition.ObjectInfo.TargetId = designatedTargetId;
|
||||
|
||||
// Retail CPhysicsObj::get_object_info also seeds SlidingNormal when
|
||||
// transient_state has bit 2 set. This matters for one-step/frame hits:
|
||||
// a wall collision at the end of one transition must project the next
|
||||
// frame's movement along the wall instead of hard-stopping again.
|
||||
if (body is not null
|
||||
&& body.TransientState.HasFlag(TransientStateFlags.Sliding)
|
||||
&& body.SlidingNormal.LengthSquared() > PhysicsGlobals.EpsilonSq)
|
||||
{
|
||||
transition.CollisionInfo.SetSlidingNormal(body.SlidingNormal);
|
||||
}
|
||||
// Commit C 2026-04-29 — caller-supplied mover flags drive the
|
||||
// retail PvP exemption block in FindObjCollisions. The local
|
||||
// player passes IsPlayer (and PK/PKLite/Impenetrable when known
|
||||
// from PlayerDescription); remote dead-reckoning passes None
|
||||
// (matches non-player movement, all targets collide).
|
||||
transition.ObjectInfo.State |= moverFlags;
|
||||
|
||||
transition.SpherePath.InitPath(
|
||||
currentPos,
|
||||
targetPos,
|
||||
cellId,
|
||||
sphereRadius,
|
||||
sphereHeight,
|
||||
localSphereOrigin,
|
||||
beginOrientation,
|
||||
endOrientation);
|
||||
// CPhysicsObj::get_object_info 0x00511CC0: Missile contributes
|
||||
// PathClipped only. PerfectClip is deliberately not inferred.
|
||||
if ((transition.ObjectInfo.MoverPhysicsState & PhysicsStateFlags.Missile) != 0)
|
||||
transition.ObjectInfo.State |= ObjectInfoState.PathClipped;
|
||||
|
||||
// #145: supply the carried cell-relative frame anchor to the outdoor
|
||||
// membership pick. body.Position - body.CellPosition.Frame.Origin is the TRUE
|
||||
// landblock world origin, correct even for an UNSTREAMED neighbour — replacing
|
||||
// the terrain-registry origin that returns (0,0) and marches the cell id one
|
||||
// landblock per tick (the #145 far-town cascade). Engaged only for a SEEDED
|
||||
// OUTDOOR body whose carried landblock matches the resolve cell (the controller
|
||||
// passes body.CellPosition.ObjCellId for the outdoor case, so they agree);
|
||||
// null otherwise → legacy TryGetTerrainOrigin for NPCs/tests/indoor.
|
||||
transition.SpherePath.CarriedBlockOrigin =
|
||||
body is not null
|
||||
&& (cellId & 0xFFFFu) is >= 1u and <= 0x40u // resolve cell is an outdoor landcell
|
||||
&& (body.CellPosition.ObjCellId & 0xFFFFu) is >= 1u and <= 0x40u // carried cell is outdoor (seeded)
|
||||
&& (cellId >> 16) == (body.CellPosition.ObjCellId >> 16) // same landblock → anchor consistent
|
||||
? body.Position - body.CellPosition.Frame.Origin
|
||||
: null;
|
||||
// frames_stationary_fall gate input: retail reads the mover's GRAVITY state bit
|
||||
// (object_info.object->state & 0x400, pc:272625). Seed it from the body so the ladder
|
||||
// in ValidateTransition runs for gravity movers (the player) and not floating props.
|
||||
transition.ObjectInfo.MoverHasGravity = body?.HasGravity ?? false;
|
||||
|
||||
if (isOnGround && body is not null
|
||||
&& body.WalkablePolygonValid
|
||||
&& body.WalkableVertices is { Length: >= 3 })
|
||||
{
|
||||
transition.SpherePath.SetWalkable(
|
||||
body.WalkablePlane,
|
||||
body.WalkableVertices,
|
||||
body.WalkableUp);
|
||||
}
|
||||
if (isOnGround)
|
||||
transition.ObjectInfo.State |= ObjectInfoState.Contact | ObjectInfoState.OnWalkable;
|
||||
|
||||
// Seed collision_info.frames_stationary_fall from the body's carried Stationary*
|
||||
// transient bits — retail transition() 0x00512dc0 seeds fsf from transient_state
|
||||
// 0x40/0x20/0x10 AFTER init_path and immediately BEFORE find_valid_position
|
||||
// (pc:280939-949). Placed here (post-InitPath) so InitPath's CollisionInfo reset
|
||||
// doesn't wipe the seed.
|
||||
if (body is not null)
|
||||
{
|
||||
transition.CollisionInfo.FramesStationaryFall =
|
||||
body.TransientState.HasFlag(TransientStateFlags.StationaryStuck) ? 3 :
|
||||
body.TransientState.HasFlag(TransientStateFlags.StationaryStop) ? 2 :
|
||||
body.TransientState.HasFlag(TransientStateFlags.StationaryFall) ? 1 : 0;
|
||||
}
|
||||
// K-fix7 (2026-04-26): only seed the contact plane when the body
|
||||
// is actually grounded. Pre-seeding while AIRBORNE caused
|
||||
// AdjustOffset's "Have a contact plane / Moving away from plane"
|
||||
// branch to fire on every jump step — which calls
|
||||
// Plane::snap_to_plane on the offset and ZEROES the Z component,
|
||||
// killing all upward jump motion.
|
||||
//
|
||||
// We KEEP the seeding when isOnGround for slope-walking + step-up
|
||||
// continuity (the original concern that motivated the seed).
|
||||
// BSP step_up needs ContactPlane on sub-step 1 to compute the
|
||||
// correct lift direction; removing the seed breaks stair-walking
|
||||
// at the last step (verified by A6.P3 slice 2 first attempt
|
||||
// 2026-05-22, reverted in this commit). Retail's CTransition::init
|
||||
// explicitly CLEARS contact_plane_valid; we deliberately diverge
|
||||
// for step_up correctness.
|
||||
//
|
||||
// A6.P3 slice 2 (2026-05-22) — to close issue #96 (per-tick CP-write
|
||||
// blowup) without breaking stair-walking, the no-op-if-unchanged
|
||||
// guard inside CollisionInfo.SetContactPlane (TransitionTypes.cs:259)
|
||||
// collapses redundant seeds (same plane every tick) to a true no-op.
|
||||
// The seed still fires the function call but only counts as a write
|
||||
// when the plane values actually change.
|
||||
if (isOnGround && body is not null && body.ContactPlaneValid)
|
||||
{
|
||||
transition.CollisionInfo.SetContactPlane(
|
||||
body.ContactPlane,
|
||||
body.ContactPlaneCellId,
|
||||
body.ContactPlaneIsWater);
|
||||
}
|
||||
|
||||
bool ok = transition.FindTransitionalPosition(this);
|
||||
// Retail CPhysicsObj::get_object_info also seeds SlidingNormal when
|
||||
// transient_state has bit 2 set. This matters for one-step/frame hits:
|
||||
// a wall collision at the end of one transition must project the next
|
||||
// frame's movement along the wall instead of hard-stopping again.
|
||||
if (body is not null
|
||||
&& (body.TransientState & TransientStateFlags.Sliding) != 0
|
||||
&& body.SlidingNormal.LengthSquared() > PhysicsGlobals.EpsilonSq)
|
||||
{
|
||||
transition.CollisionInfo.SetSlidingNormal(body.SlidingNormal);
|
||||
}
|
||||
|
||||
var sp = transition.SpherePath;
|
||||
var ci = transition.CollisionInfo;
|
||||
transition.SpherePath.InitPath(
|
||||
currentPos,
|
||||
targetPos,
|
||||
cellId,
|
||||
sphereRadius,
|
||||
sphereHeight,
|
||||
localSphereOrigin,
|
||||
beginOrientation,
|
||||
endOrientation);
|
||||
|
||||
// Persist the resulting contact plane state back to the body so the
|
||||
// next frame's transition can seed from it. Uses LastKnownContactPlane
|
||||
// when current is invalid (e.g., airborne this frame), matching retail.
|
||||
if (body is not null)
|
||||
{
|
||||
// CPhysicsObj::transition 0x00512DC0 discards its CTransition when
|
||||
// find_valid_position fails. Only SetPositionInternal 0x00515330
|
||||
// publishes contact/fsf/walkable/sliding state, and that function
|
||||
// is unreachable on the UpdateObjectInternal failure branch.
|
||||
// #145: supply the carried cell-relative frame anchor to the outdoor
|
||||
// membership pick. body.Position - body.CellPosition.Frame.Origin is the TRUE
|
||||
// landblock world origin, correct even for an UNSTREAMED neighbour — replacing
|
||||
// the terrain-registry origin that returns (0,0) and marches the cell id one
|
||||
// landblock per tick (the #145 far-town cascade). Engaged only for a SEEDED
|
||||
// OUTDOOR body whose carried landblock matches the resolve cell (the controller
|
||||
// passes body.CellPosition.ObjCellId for the outdoor case, so they agree);
|
||||
// null otherwise → legacy TryGetTerrainOrigin for NPCs/tests/indoor.
|
||||
transition.SpherePath.CarriedBlockOrigin =
|
||||
body is not null
|
||||
&& (cellId & 0xFFFFu) is >= 1u and <= 0x40u // resolve cell is an outdoor landcell
|
||||
&& (body.CellPosition.ObjCellId & 0xFFFFu) is >= 1u and <= 0x40u // carried cell is outdoor (seeded)
|
||||
&& (cellId >> 16) == (body.CellPosition.ObjCellId >> 16) // same landblock → anchor consistent
|
||||
? body.Position - body.CellPosition.Frame.Origin
|
||||
: null;
|
||||
|
||||
if (isOnGround && body is not null
|
||||
&& body.WalkablePolygonValid
|
||||
&& body.WalkableVertices is { Length: >= 3 })
|
||||
{
|
||||
transition.SpherePath.SetWalkable(
|
||||
body.WalkablePlane,
|
||||
body.WalkableVertices,
|
||||
body.WalkableUp);
|
||||
}
|
||||
|
||||
// Seed collision_info.frames_stationary_fall from the body's carried Stationary*
|
||||
// transient bits — retail transition() 0x00512dc0 seeds fsf from transient_state
|
||||
// 0x40/0x20/0x10 AFTER init_path and immediately BEFORE find_valid_position
|
||||
// (pc:280939-949). Placed here (post-InitPath) so InitPath's CollisionInfo reset
|
||||
// doesn't wipe the seed.
|
||||
if (body is not null)
|
||||
{
|
||||
transition.CollisionInfo.FramesStationaryFall =
|
||||
(body.TransientState & TransientStateFlags.StationaryStuck) != 0 ? 3 :
|
||||
(body.TransientState & TransientStateFlags.StationaryStop) != 0 ? 2 :
|
||||
(body.TransientState & TransientStateFlags.StationaryFall) != 0 ? 1 : 0;
|
||||
}
|
||||
|
||||
bool ok = transition.FindTransitionalPosition(this);
|
||||
|
||||
var sp = transition.SpherePath;
|
||||
var ci = transition.CollisionInfo;
|
||||
|
||||
// Persist the resulting contact plane state back to the body so the
|
||||
// next frame's transition can seed from it. Uses LastKnownContactPlane
|
||||
// when current is invalid (e.g., airborne this frame), matching retail.
|
||||
if (body is not null)
|
||||
{
|
||||
// CPhysicsObj::transition 0x00512DC0 discards its CTransition when
|
||||
// find_valid_position fails. Only SetPositionInternal 0x00515330
|
||||
// publishes contact/fsf/walkable/sliding state, and that function
|
||||
// is unreachable on the UpdateObjectInternal failure branch.
|
||||
if (ok)
|
||||
{
|
||||
if (ci.ContactPlaneValid)
|
||||
{
|
||||
body.ContactPlaneValid = true;
|
||||
body.ContactPlane = ci.ContactPlane;
|
||||
body.ContactPlaneCellId = ci.ContactPlaneCellId;
|
||||
body.ContactPlaneIsWater = ci.ContactPlaneIsWater;
|
||||
}
|
||||
else if (ci.LastKnownContactPlaneValid)
|
||||
{
|
||||
body.ContactPlaneValid = true;
|
||||
body.ContactPlane = ci.LastKnownContactPlane;
|
||||
body.ContactPlaneCellId = ci.LastKnownContactPlaneCellId;
|
||||
body.ContactPlaneIsWater = ci.LastKnownContactPlaneIsWater;
|
||||
}
|
||||
else
|
||||
{
|
||||
body.ContactPlaneValid = false;
|
||||
}
|
||||
|
||||
// Publish frames_stationary_fall + carry it to the next frame via the Stationary*
|
||||
// transient bits. Retail encodes these bits in handle_all_collisions (pc:282737-758);
|
||||
// acdream co-locates the encode with the fsf writeback here (STRUCTURAL ADAPTATION,
|
||||
// register) so the round-trip (seed→ladder→writeback→seed) is self-contained in Core.
|
||||
// handle_all_collisions (PhysicsObjUpdate) then only READS body.FramesStationaryFall.
|
||||
body.FramesStationaryFall = ci.FramesStationaryFall;
|
||||
body.TransientState &= ~(TransientStateFlags.StationaryFall
|
||||
| TransientStateFlags.StationaryStop
|
||||
| TransientStateFlags.StationaryStuck);
|
||||
body.TransientState |= ci.FramesStationaryFall switch
|
||||
{
|
||||
1 => TransientStateFlags.StationaryFall,
|
||||
2 => TransientStateFlags.StationaryStop,
|
||||
3 => TransientStateFlags.StationaryStuck,
|
||||
_ => TransientStateFlags.None,
|
||||
};
|
||||
|
||||
if (sp.HasLastWalkablePolygon && sp.LastWalkableVertices is not null)
|
||||
{
|
||||
body.WalkablePolygonValid = true;
|
||||
body.WalkablePlane = sp.LastWalkablePlane;
|
||||
body.SetWalkableVerticesExact(sp.LastWalkableVertices);
|
||||
body.WalkableUp = sp.LastWalkableUp;
|
||||
}
|
||||
else if (!isOnGround && !ci.ContactPlaneValid && !ci.LastKnownContactPlaneValid)
|
||||
{
|
||||
body.WalkablePolygonValid = false;
|
||||
body.WalkableVertices = null;
|
||||
}
|
||||
|
||||
// Retail persists sliding state to the body ONLY on transition
|
||||
// SUCCESS: CPhysicsObj::SetPositionInternal copies the normal at
|
||||
// 0x005154c2 and syncs SLIDING_TS (bit 4) from the transition's
|
||||
// final sliding_normal_valid at 0x005154e1 — and SetPositionInternal
|
||||
// is unreachable when find_valid_position fails (the transition is
|
||||
// discarded whole; the body keeps its prior state). #137 mechanism
|
||||
// 2: an unconditional writeback here could persist a normal retail
|
||||
// would discard.
|
||||
if (ci.SlidingNormalValid
|
||||
&& ci.SlidingNormal.LengthSquared() > PhysicsGlobals.EpsilonSq)
|
||||
{
|
||||
body.SlidingNormal = ci.SlidingNormal;
|
||||
body.TransientState |= TransientStateFlags.Sliding;
|
||||
}
|
||||
else
|
||||
{
|
||||
body.SlidingNormal = Vector3.Zero;
|
||||
body.TransientState &= ~TransientStateFlags.Sliding;
|
||||
}
|
||||
}
|
||||
|
||||
// L.4 retail-strict (2026-04-30): apply OBJECTINFO::kill_velocity.
|
||||
// Phase 3's reset path sets VelocityKilled when an airborne hit
|
||||
// can't find a walkable surface (steep roof, wall) AND the
|
||||
// body had a last_known_contact_plane (i.e., was grounded
|
||||
// recently). Retail zeros all three velocity components so
|
||||
// gravity restarts cleanly next frame.
|
||||
//
|
||||
// Named-retail: OBJECTINFO::kill_velocity → CPhysicsObj::set_velocity({0,0,0}, 0)
|
||||
// acclient_2013_pseudo_c.txt:274467-274475
|
||||
// Called from CTransition::transitional_insert reset path:
|
||||
// acclient_2013_pseudo_c.txt:273237 (Phase 3)
|
||||
// acclient_2013_pseudo_c.txt:272567 (validate_transition)
|
||||
if (transition.ObjectInfo.VelocityKilled)
|
||||
{
|
||||
if (PhysicsDiagnostics.DumpSteepRoofEnabled)
|
||||
Console.WriteLine($"[steep-roof] KILL-VELOCITY-APPLIED Vbefore=({body.Velocity.X:F2},{body.Velocity.Y:F2},{body.Velocity.Z:F2}) → 0,0,0");
|
||||
body.Velocity = Vector3.Zero;
|
||||
}
|
||||
}
|
||||
|
||||
// L.3a (2026-04-30): surface the wall normal so callers can apply
|
||||
// retail's velocity-reflection bounce (CPhysicsObj::handle_all_collisions
|
||||
// at acclient_2013_pseudo_c.txt:282699-282715, ACE PhysicsObj.cs:
|
||||
// 2692-2697). The reflection itself is applied in
|
||||
// PlayerMovementController after the position commit, gated on
|
||||
// apply_bounce = !(prevOnWalkable && newOnWalkable) — airborne wall
|
||||
// hits bounce, grounded wall slides don't.
|
||||
bool collisionNormalValid = ci.CollisionNormalValid;
|
||||
Vector3 collisionNormal = ci.CollisionNormal;
|
||||
|
||||
// #42 diagnostic (2026-05-05): trace airborne sweeps to identify the
|
||||
// source of the ~1m XY drift on retail-observed stationary jumps.
|
||||
// Gated on ACDREAM_AIRBORNE_DIAG=1 and !isOnGround. One line per
|
||||
// resolve call. deltaXY = post - target tells us how much the sweep
|
||||
// diverged from the requested target; for a clean stationary +Z
|
||||
// jump we expect (0,0). cp=valid with a tilted normal would confirm
|
||||
// H1 (initial-overlap depenetration → next-step AdjustOffset projects
|
||||
// the +Z offset along a non-+Z normal). User repros at flat plaza /
|
||||
// east hillside / north hillside; if drift direction tracks terrain
|
||||
// orientation, H1 is the cause; if it tracks actor facing, H2 / H3.
|
||||
if (!isOnGround
|
||||
&& Environment.GetEnvironmentVariable("ACDREAM_AIRBORNE_DIAG") == "1")
|
||||
{
|
||||
var post = sp.CheckPos;
|
||||
float dx = post.X - targetPos.X;
|
||||
float dy = post.Y - targetPos.Y;
|
||||
string cpInfo = ci.ContactPlaneValid
|
||||
? $"valid cpN=({ci.ContactPlane.Normal.X:F3},{ci.ContactPlane.Normal.Y:F3},{ci.ContactPlane.Normal.Z:F3})"
|
||||
: "none";
|
||||
Console.WriteLine(
|
||||
$"[SWEEP] airborne pre=({currentPos.X:F3},{currentPos.Y:F3},{currentPos.Z:F3}) " +
|
||||
$"target=({targetPos.X:F3},{targetPos.Y:F3},{targetPos.Z:F3}) " +
|
||||
$"post=({post.X:F3},{post.Y:F3},{post.Z:F3}) " +
|
||||
$"cell={cellId:X8}->{sp.CheckCellId:X8} ok={ok} " +
|
||||
$"deltaXY=({dx:F3},{dy:F3}) cp={cpInfo}");
|
||||
}
|
||||
|
||||
// L.2a slice 1 (2026-05-12): general-purpose resolver probe.
|
||||
// One line per call when PhysicsDiagnostics.ProbeResolveEnabled
|
||||
// is set (env var ACDREAM_PROBE_RESOLVE=1 at startup, or the
|
||||
// DebugPanel checkbox flipped at runtime). Captures every
|
||||
// dimension L.2 cares about: input/output position, input/output
|
||||
// cell, ok-vs-partial, grounded-in vs contact-out, contact-plane
|
||||
// status, wall normal if hit, walkable polygon valid. Zero cost
|
||||
// when off (one static-bool read).
|
||||
if (PhysicsDiagnostics.ProbeResolveEnabled)
|
||||
{
|
||||
var probePost = sp.CheckPos;
|
||||
string probeCp = ci.ContactPlaneValid
|
||||
? "valid"
|
||||
: (ci.LastKnownContactPlaneValid ? "lastKnown" : "none");
|
||||
string probeHit;
|
||||
if (collisionNormalValid)
|
||||
{
|
||||
// L.2a slice 2 (2026-05-12): include the hit object's guid +
|
||||
// environment flag so we can tell whether the wall is a building
|
||||
// (CBuildingObj), a door (CC0Cxxxx range), an NPC, or terrain.
|
||||
// Without this we know the wall normal but not the responsible
|
||||
// entity — half the L.2d sub-direction call.
|
||||
string objPart = ci.LastCollidedObjectGuid.HasValue
|
||||
? System.FormattableString.Invariant(
|
||||
$" obj=0x{ci.LastCollidedObjectGuid.Value:X8}")
|
||||
: "";
|
||||
string envPart = ci.CollidedWithEnvironment ? " env" : "";
|
||||
int objCount = ci.CollideObjectGuids.Count;
|
||||
string objCountPart = objCount > 1
|
||||
? System.FormattableString.Invariant($" nObj={objCount}")
|
||||
: "";
|
||||
probeHit = System.FormattableString.Invariant(
|
||||
$"yes n=({collisionNormal.X:F2},{collisionNormal.Y:F2},{collisionNormal.Z:F2}){objPart}{envPart}{objCountPart}");
|
||||
}
|
||||
else
|
||||
{
|
||||
probeHit = "no";
|
||||
}
|
||||
Console.WriteLine(System.FormattableString.Invariant(
|
||||
$"[resolve] ent=0x{movingEntityId:X8} in=({currentPos.X:F3},{currentPos.Y:F3},{currentPos.Z:F3}) cell=0x{cellId:X8} tgt=({targetPos.X:F3},{targetPos.Y:F3},{targetPos.Z:F3}) out=({probePost.X:F3},{probePost.Y:F3},{probePost.Z:F3}) cell=0x{sp.CheckCellId:X8} ok={ok} groundedIn={isOnGround} cp={probeCp} hit={probeHit} walkable={sp.HasLastWalkablePolygon}"));
|
||||
}
|
||||
|
||||
// Phase W Stage 0 (2026-06-02): [cell-swept] probe — swept cell vs static-derived cell.
|
||||
// Emits before the ResolveResult is built so it shows what BOTH paths would return.
|
||||
// No ResolveCellId call here (it has a CellGraph.CurrCell side effect). No behavior change.
|
||||
if (PhysicsDiagnostics.ProbeSweptEnabled)
|
||||
{
|
||||
Console.WriteLine(System.FormattableString.Invariant(
|
||||
$"[cell-swept] ent=0x{movingEntityId:X8} ok={ok} inCell=0x{cellId:X8} curCell=0x{sp.CurCellId:X8} checkCell=0x{sp.CheckCellId:X8} curPos=({sp.CurPos.X:F3},{sp.CurPos.Y:F3},{sp.CurPos.Z:F3}) checkPos=({sp.CheckPos.X:F3},{sp.CheckPos.Y:F3},{sp.CheckPos.Z:F3})"));
|
||||
}
|
||||
|
||||
ResolveResult resolveResult;
|
||||
if (ok)
|
||||
{
|
||||
if (ci.ContactPlaneValid)
|
||||
{
|
||||
body.ContactPlaneValid = true;
|
||||
body.ContactPlane = ci.ContactPlane;
|
||||
body.ContactPlaneCellId = ci.ContactPlaneCellId;
|
||||
body.ContactPlaneIsWater = ci.ContactPlaneIsWater;
|
||||
}
|
||||
else if (ci.LastKnownContactPlaneValid)
|
||||
{
|
||||
body.ContactPlaneValid = true;
|
||||
body.ContactPlane = ci.LastKnownContactPlane;
|
||||
body.ContactPlaneCellId = ci.LastKnownContactPlaneCellId;
|
||||
body.ContactPlaneIsWater = ci.LastKnownContactPlaneIsWater;
|
||||
}
|
||||
else
|
||||
{
|
||||
body.ContactPlaneValid = false;
|
||||
}
|
||||
bool inContact = ci.ContactPlaneValid;
|
||||
bool onWalkable = PhysicsObjUpdate.IsWalkableContact(
|
||||
inContact,
|
||||
ci.ContactPlane.Normal);
|
||||
bool onGround = inContact
|
||||
|| (transition.ObjectInfo.State & ObjectInfoState.OnWalkable) != 0;
|
||||
|
||||
// Publish frames_stationary_fall + carry it to the next frame via the Stationary*
|
||||
// transient bits. Retail encodes these bits in handle_all_collisions (pc:282737-758);
|
||||
// acdream co-locates the encode with the fsf writeback here (STRUCTURAL ADAPTATION,
|
||||
// register) so the round-trip (seed→ladder→writeback→seed) is self-contained in Core.
|
||||
// handle_all_collisions (PhysicsObjUpdate) then only READS body.FramesStationaryFall.
|
||||
body.FramesStationaryFall = ci.FramesStationaryFall;
|
||||
body.TransientState &= ~(TransientStateFlags.StationaryFall
|
||||
| TransientStateFlags.StationaryStop
|
||||
| TransientStateFlags.StationaryStuck);
|
||||
body.TransientState |= ci.FramesStationaryFall switch
|
||||
{
|
||||
1 => TransientStateFlags.StationaryFall,
|
||||
2 => TransientStateFlags.StationaryStop,
|
||||
3 => TransientStateFlags.StationaryStuck,
|
||||
_ => TransientStateFlags.None,
|
||||
};
|
||||
|
||||
if (sp.HasLastWalkablePolygon && sp.LastWalkableVertices is not null)
|
||||
{
|
||||
body.WalkablePolygonValid = true;
|
||||
body.WalkablePlane = sp.LastWalkablePlane;
|
||||
body.WalkableVertices = (Vector3[])sp.LastWalkableVertices.Clone();
|
||||
body.WalkableUp = sp.LastWalkableUp;
|
||||
}
|
||||
else if (!isOnGround && !ci.ContactPlaneValid && !ci.LastKnownContactPlaneValid)
|
||||
{
|
||||
body.WalkablePolygonValid = false;
|
||||
body.WalkableVertices = null;
|
||||
}
|
||||
|
||||
// Retail persists sliding state to the body ONLY on transition
|
||||
// SUCCESS: CPhysicsObj::SetPositionInternal copies the normal at
|
||||
// 0x005154c2 and syncs SLIDING_TS (bit 4) from the transition's
|
||||
// final sliding_normal_valid at 0x005154e1 — and SetPositionInternal
|
||||
// is unreachable when find_valid_position fails (the transition is
|
||||
// discarded whole; the body keeps its prior state). #137 mechanism
|
||||
// 2: an unconditional writeback here could persist a normal retail
|
||||
// would discard.
|
||||
if (ci.SlidingNormalValid
|
||||
&& ci.SlidingNormal.LengthSquared() > PhysicsGlobals.EpsilonSq)
|
||||
{
|
||||
body.SlidingNormal = ci.SlidingNormal;
|
||||
body.TransientState |= TransientStateFlags.Sliding;
|
||||
}
|
||||
else
|
||||
{
|
||||
body.SlidingNormal = Vector3.Zero;
|
||||
body.TransientState &= ~TransientStateFlags.Sliding;
|
||||
}
|
||||
}
|
||||
|
||||
// L.4 retail-strict (2026-04-30): apply OBJECTINFO::kill_velocity.
|
||||
// Phase 3's reset path sets VelocityKilled when an airborne hit
|
||||
// can't find a walkable surface (steep roof, wall) AND the
|
||||
// body had a last_known_contact_plane (i.e., was grounded
|
||||
// recently). Retail zeros all three velocity components so
|
||||
// gravity restarts cleanly next frame.
|
||||
//
|
||||
// Named-retail: OBJECTINFO::kill_velocity → CPhysicsObj::set_velocity({0,0,0}, 0)
|
||||
// acclient_2013_pseudo_c.txt:274467-274475
|
||||
// Called from CTransition::transitional_insert reset path:
|
||||
// acclient_2013_pseudo_c.txt:273237 (Phase 3)
|
||||
// acclient_2013_pseudo_c.txt:272567 (validate_transition)
|
||||
if (transition.ObjectInfo.VelocityKilled)
|
||||
{
|
||||
if (PhysicsDiagnostics.DumpSteepRoofEnabled)
|
||||
Console.WriteLine($"[steep-roof] KILL-VELOCITY-APPLIED Vbefore=({body.Velocity.X:F2},{body.Velocity.Y:F2},{body.Velocity.Z:F2}) → 0,0,0");
|
||||
body.Velocity = Vector3.Zero;
|
||||
}
|
||||
}
|
||||
|
||||
// L.3a (2026-04-30): surface the wall normal so callers can apply
|
||||
// retail's velocity-reflection bounce (CPhysicsObj::handle_all_collisions
|
||||
// at acclient_2013_pseudo_c.txt:282699-282715, ACE PhysicsObj.cs:
|
||||
// 2692-2697). The reflection itself is applied in
|
||||
// PlayerMovementController after the position commit, gated on
|
||||
// apply_bounce = !(prevOnWalkable && newOnWalkable) — airborne wall
|
||||
// hits bounce, grounded wall slides don't.
|
||||
bool collisionNormalValid = ci.CollisionNormalValid;
|
||||
Vector3 collisionNormal = ci.CollisionNormal;
|
||||
|
||||
// #42 diagnostic (2026-05-05): trace airborne sweeps to identify the
|
||||
// source of the ~1m XY drift on retail-observed stationary jumps.
|
||||
// Gated on ACDREAM_AIRBORNE_DIAG=1 and !isOnGround. One line per
|
||||
// resolve call. deltaXY = post - target tells us how much the sweep
|
||||
// diverged from the requested target; for a clean stationary +Z
|
||||
// jump we expect (0,0). cp=valid with a tilted normal would confirm
|
||||
// H1 (initial-overlap depenetration → next-step AdjustOffset projects
|
||||
// the +Z offset along a non-+Z normal). User repros at flat plaza /
|
||||
// east hillside / north hillside; if drift direction tracks terrain
|
||||
// orientation, H1 is the cause; if it tracks actor facing, H2 / H3.
|
||||
if (!isOnGround
|
||||
&& Environment.GetEnvironmentVariable("ACDREAM_AIRBORNE_DIAG") == "1")
|
||||
{
|
||||
var post = sp.CheckPos;
|
||||
float dx = post.X - targetPos.X;
|
||||
float dy = post.Y - targetPos.Y;
|
||||
string cpInfo = ci.ContactPlaneValid
|
||||
? $"valid cpN=({ci.ContactPlane.Normal.X:F3},{ci.ContactPlane.Normal.Y:F3},{ci.ContactPlane.Normal.Z:F3})"
|
||||
: "none";
|
||||
Console.WriteLine(
|
||||
$"[SWEEP] airborne pre=({currentPos.X:F3},{currentPos.Y:F3},{currentPos.Z:F3}) " +
|
||||
$"target=({targetPos.X:F3},{targetPos.Y:F3},{targetPos.Z:F3}) " +
|
||||
$"post=({post.X:F3},{post.Y:F3},{post.Z:F3}) " +
|
||||
$"cell={cellId:X8}->{sp.CheckCellId:X8} ok={ok} " +
|
||||
$"deltaXY=({dx:F3},{dy:F3}) cp={cpInfo}");
|
||||
}
|
||||
|
||||
// L.2a slice 1 (2026-05-12): general-purpose resolver probe.
|
||||
// One line per call when PhysicsDiagnostics.ProbeResolveEnabled
|
||||
// is set (env var ACDREAM_PROBE_RESOLVE=1 at startup, or the
|
||||
// DebugPanel checkbox flipped at runtime). Captures every
|
||||
// dimension L.2 cares about: input/output position, input/output
|
||||
// cell, ok-vs-partial, grounded-in vs contact-out, contact-plane
|
||||
// status, wall normal if hit, walkable polygon valid. Zero cost
|
||||
// when off (one static-bool read).
|
||||
if (PhysicsDiagnostics.ProbeResolveEnabled)
|
||||
{
|
||||
var probePost = sp.CheckPos;
|
||||
string probeCp = ci.ContactPlaneValid
|
||||
? "valid"
|
||||
: (ci.LastKnownContactPlaneValid ? "lastKnown" : "none");
|
||||
string probeHit;
|
||||
if (collisionNormalValid)
|
||||
{
|
||||
// L.2a slice 2 (2026-05-12): include the hit object's guid +
|
||||
// environment flag so we can tell whether the wall is a building
|
||||
// (CBuildingObj), a door (CC0Cxxxx range), an NPC, or terrain.
|
||||
// Without this we know the wall normal but not the responsible
|
||||
// entity — half the L.2d sub-direction call.
|
||||
string objPart = ci.LastCollidedObjectGuid.HasValue
|
||||
? System.FormattableString.Invariant(
|
||||
$" obj=0x{ci.LastCollidedObjectGuid.Value:X8}")
|
||||
: "";
|
||||
string envPart = ci.CollidedWithEnvironment ? " env" : "";
|
||||
int objCount = ci.CollideObjectGuids.Count;
|
||||
string objCountPart = objCount > 1
|
||||
? System.FormattableString.Invariant($" nObj={objCount}")
|
||||
: "";
|
||||
probeHit = System.FormattableString.Invariant(
|
||||
$"yes n=({collisionNormal.X:F2},{collisionNormal.Y:F2},{collisionNormal.Z:F2}){objPart}{envPart}{objCountPart}");
|
||||
resolveResult = new ResolveResult(
|
||||
sp.CheckPos,
|
||||
// Phase W Stage 1: return the transition's SWEPT cell (retail SetPositionInternal
|
||||
// reads sphere_path.curr_cell), not a static re-derive from the resting origin.
|
||||
// ValidateTransition advances sp.CurCellId only on accepted moves / reverts on
|
||||
// blocks, so push-back or standing still cannot flip it. The render root
|
||||
// (CellGraph.CurrCell) is NOT written here — this runs for EVERY entity; it is set
|
||||
// from this id only by the player's UpdateCellId (see UpdatePlayerCurrCell).
|
||||
sp.CurCellId,
|
||||
onGround,
|
||||
collisionNormalValid,
|
||||
collisionNormal,
|
||||
Orientation: sp.CurOrientation,
|
||||
InContact: inContact,
|
||||
OnWalkable: onWalkable);
|
||||
}
|
||||
else
|
||||
{
|
||||
probeHit = "no";
|
||||
// Transition failed (e.g., stuck in corner, too many steps).
|
||||
// Use whatever position the transition reached (partial movement)
|
||||
// instead of falling back to the no-collision Resolve.
|
||||
// If CheckPos hasn't moved from CurPos, the player stays put —
|
||||
// this is correct behavior when completely blocked.
|
||||
bool partialOnGround = ci.ContactPlaneValid
|
||||
|| (transition.ObjectInfo.State & ObjectInfoState.OnWalkable) != 0
|
||||
|| isOnGround;
|
||||
|
||||
uint partialCellId = sp.CheckCellId != 0 ? sp.CheckCellId : cellId;
|
||||
resolveResult = new ResolveResult(
|
||||
sp.CheckPos,
|
||||
// Phase W Stage 1: prefer the swept cell; fall back to partialCellId only when
|
||||
// sp.CurCellId is zero (transition never advanced — teleport or physics reset).
|
||||
// (Render root set by the player's UpdateCellId, not here — see UpdatePlayerCurrCell.)
|
||||
sp.CurCellId != 0 ? sp.CurCellId : partialCellId,
|
||||
partialOnGround,
|
||||
collisionNormalValid,
|
||||
collisionNormal,
|
||||
Ok: false,
|
||||
Orientation: sp.CurOrientation); // Render Residual A — the sweep failed (find_valid_position == 0)
|
||||
}
|
||||
Console.WriteLine(System.FormattableString.Invariant(
|
||||
$"[resolve] ent=0x{movingEntityId:X8} in=({currentPos.X:F3},{currentPos.Y:F3},{currentPos.Z:F3}) cell=0x{cellId:X8} tgt=({targetPos.X:F3},{targetPos.Y:F3},{targetPos.Z:F3}) out=({probePost.X:F3},{probePost.Y:F3},{probePost.Z:F3}) cell=0x{sp.CheckCellId:X8} ok={ok} groundedIn={isOnGround} cp={probeCp} hit={probeHit} walkable={sp.HasLastWalkablePolygon}"));
|
||||
}
|
||||
|
||||
// Phase W Stage 0 (2026-06-02): [cell-swept] probe — swept cell vs static-derived cell.
|
||||
// Emits before the ResolveResult is built so it shows what BOTH paths would return.
|
||||
// No ResolveCellId call here (it has a CellGraph.CurrCell side effect). No behavior change.
|
||||
if (PhysicsDiagnostics.ProbeSweptEnabled)
|
||||
// A6.P3 #98 capture: emit one JSON Lines record per player call,
|
||||
// with bodyBefore snapshot (taken at method entry, before any
|
||||
// engine mutation) + bodyAfter snapshot (taken now, after the
|
||||
// engine wrote back the contact plane / walkable / sliding state
|
||||
// to the body). Loaded by CellarUpTrajectoryReplayTests.cs.
|
||||
if (captureEnabled)
|
||||
{
|
||||
PhysicsResolveCapture.LogCall(
|
||||
new ResolveCallInputs(
|
||||
CurrentPos: currentPos,
|
||||
TargetPos: targetPos,
|
||||
CellId: cellId,
|
||||
SphereRadius: sphereRadius,
|
||||
SphereHeight: sphereHeight,
|
||||
StepUpHeight: stepUpHeight,
|
||||
StepDownHeight: stepDownHeight,
|
||||
IsOnGround: isOnGround,
|
||||
MoverFlags: (uint)moverFlags,
|
||||
MovingEntityId: movingEntityId),
|
||||
bodyBeforeSnap,
|
||||
new ResolveCallResult(
|
||||
Position: resolveResult.Position,
|
||||
CellId: resolveResult.CellId,
|
||||
IsOnGround: resolveResult.IsOnGround,
|
||||
CollisionNormalValid: resolveResult.CollisionNormalValid,
|
||||
CollisionNormal: resolveResult.CollisionNormal),
|
||||
body is not null ? PhysicsResolveCapture.Snapshot(body) : null);
|
||||
}
|
||||
|
||||
return resolveResult;
|
||||
}
|
||||
finally
|
||||
{
|
||||
Console.WriteLine(System.FormattableString.Invariant(
|
||||
$"[cell-swept] ent=0x{movingEntityId:X8} ok={ok} inCell=0x{cellId:X8} curCell=0x{sp.CurCellId:X8} checkCell=0x{sp.CheckCellId:X8} curPos=({sp.CurPos.X:F3},{sp.CurPos.Y:F3},{sp.CurPos.Z:F3}) checkPos=({sp.CheckPos.X:F3},{sp.CheckPos.Y:F3},{sp.CheckPos.Z:F3})"));
|
||||
ReturnTransition(transition);
|
||||
}
|
||||
|
||||
ResolveResult resolveResult;
|
||||
if (ok)
|
||||
{
|
||||
bool inContact = ci.ContactPlaneValid;
|
||||
bool onWalkable = PhysicsObjUpdate.IsWalkableContact(
|
||||
inContact,
|
||||
ci.ContactPlane.Normal);
|
||||
bool onGround = inContact
|
||||
|| transition.ObjectInfo.State.HasFlag(ObjectInfoState.OnWalkable);
|
||||
|
||||
resolveResult = new ResolveResult(
|
||||
sp.CheckPos,
|
||||
// Phase W Stage 1: return the transition's SWEPT cell (retail SetPositionInternal
|
||||
// reads sphere_path.curr_cell), not a static re-derive from the resting origin.
|
||||
// ValidateTransition advances sp.CurCellId only on accepted moves / reverts on
|
||||
// blocks, so push-back or standing still cannot flip it. The render root
|
||||
// (CellGraph.CurrCell) is NOT written here — this runs for EVERY entity; it is set
|
||||
// from this id only by the player's UpdateCellId (see UpdatePlayerCurrCell).
|
||||
sp.CurCellId,
|
||||
onGround,
|
||||
collisionNormalValid,
|
||||
collisionNormal,
|
||||
Orientation: sp.CurOrientation,
|
||||
InContact: inContact,
|
||||
OnWalkable: onWalkable);
|
||||
}
|
||||
else
|
||||
{
|
||||
// Transition failed (e.g., stuck in corner, too many steps).
|
||||
// Use whatever position the transition reached (partial movement)
|
||||
// instead of falling back to the no-collision Resolve.
|
||||
// If CheckPos hasn't moved from CurPos, the player stays put —
|
||||
// this is correct behavior when completely blocked.
|
||||
bool partialOnGround = ci.ContactPlaneValid
|
||||
|| transition.ObjectInfo.State.HasFlag(ObjectInfoState.OnWalkable)
|
||||
|| isOnGround;
|
||||
|
||||
uint partialCellId = sp.CheckCellId != 0 ? sp.CheckCellId : cellId;
|
||||
resolveResult = new ResolveResult(
|
||||
sp.CheckPos,
|
||||
// Phase W Stage 1: prefer the swept cell; fall back to partialCellId only when
|
||||
// sp.CurCellId is zero (transition never advanced — teleport or physics reset).
|
||||
// (Render root set by the player's UpdateCellId, not here — see UpdatePlayerCurrCell.)
|
||||
sp.CurCellId != 0 ? sp.CurCellId : partialCellId,
|
||||
partialOnGround,
|
||||
collisionNormalValid,
|
||||
collisionNormal,
|
||||
Ok: false,
|
||||
Orientation: sp.CurOrientation); // Render Residual A — the sweep failed (find_valid_position == 0)
|
||||
}
|
||||
|
||||
// A6.P3 #98 capture: emit one JSON Lines record per player call,
|
||||
// with bodyBefore snapshot (taken at method entry, before any
|
||||
// engine mutation) + bodyAfter snapshot (taken now, after the
|
||||
// engine wrote back the contact plane / walkable / sliding state
|
||||
// to the body). Loaded by CellarUpTrajectoryReplayTests.cs.
|
||||
if (captureEnabled)
|
||||
{
|
||||
PhysicsResolveCapture.LogCall(
|
||||
new ResolveCallInputs(
|
||||
CurrentPos: currentPos,
|
||||
TargetPos: targetPos,
|
||||
CellId: cellId,
|
||||
SphereRadius: sphereRadius,
|
||||
SphereHeight: sphereHeight,
|
||||
StepUpHeight: stepUpHeight,
|
||||
StepDownHeight: stepDownHeight,
|
||||
IsOnGround: isOnGround,
|
||||
MoverFlags: (uint)moverFlags,
|
||||
MovingEntityId: movingEntityId),
|
||||
bodyBeforeSnap,
|
||||
new ResolveCallResult(
|
||||
Position: resolveResult.Position,
|
||||
CellId: resolveResult.CellId,
|
||||
IsOnGround: resolveResult.IsOnGround,
|
||||
CollisionNormalValid: resolveResult.CollisionNormalValid,
|
||||
CollisionNormal: resolveResult.CollisionNormal),
|
||||
body is not null ? PhysicsResolveCapture.Snapshot(body) : null);
|
||||
}
|
||||
|
||||
return resolveResult;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
|
|
@ -1413,38 +1445,45 @@ public sealed class PhysicsEngine
|
|||
ObjectInfoState moverFlags = ObjectInfoState.None,
|
||||
uint movingEntityId = 0)
|
||||
{
|
||||
var transition = new Transition();
|
||||
transition.ObjectInfo.StepUpHeight = stepUpHeight;
|
||||
transition.ObjectInfo.StepDownHeight = stepDownHeight;
|
||||
transition.ObjectInfo.StepDown = true;
|
||||
transition.ObjectInfo.SelfEntityId = movingEntityId;
|
||||
transition.ObjectInfo.State = moverFlags;
|
||||
transition.SpherePath.InitPath(
|
||||
position, position, cellId, sphereRadius, sphereHeight);
|
||||
transition.SpherePath.InsertType = InsertType.Placement;
|
||||
var transition = RentTransition();
|
||||
try
|
||||
{
|
||||
transition.ObjectInfo.StepUpHeight = stepUpHeight;
|
||||
transition.ObjectInfo.StepDownHeight = stepDownHeight;
|
||||
transition.ObjectInfo.StepDown = true;
|
||||
transition.ObjectInfo.SelfEntityId = movingEntityId;
|
||||
transition.ObjectInfo.State = moverFlags;
|
||||
transition.SpherePath.InitPath(
|
||||
position, position, cellId, sphereRadius, sphereHeight);
|
||||
transition.SpherePath.InsertType = InsertType.Placement;
|
||||
|
||||
bool ok = transition.FindPlacementPos(this);
|
||||
var sp = transition.SpherePath;
|
||||
var ci = transition.CollisionInfo;
|
||||
bool inContact = ci.ContactPlaneValid;
|
||||
bool onWalkable = PhysicsObjUpdate.IsWalkableContact(
|
||||
inContact,
|
||||
ci.ContactPlane.Normal);
|
||||
bool onGround = inContact
|
||||
|| transition.ObjectInfo.State.HasFlag(ObjectInfoState.OnWalkable);
|
||||
bool ok = transition.FindPlacementPos(this);
|
||||
var sp = transition.SpherePath;
|
||||
var ci = transition.CollisionInfo;
|
||||
bool inContact = ci.ContactPlaneValid;
|
||||
bool onWalkable = PhysicsObjUpdate.IsWalkableContact(
|
||||
inContact,
|
||||
ci.ContactPlane.Normal);
|
||||
bool onGround = inContact
|
||||
|| (transition.ObjectInfo.State & ObjectInfoState.OnWalkable) != 0;
|
||||
|
||||
return new ResolveResult(
|
||||
sp.CurPos,
|
||||
sp.CurCellId != 0 ? sp.CurCellId : cellId,
|
||||
onGround,
|
||||
ci.CollisionNormalValid,
|
||||
ci.CollisionNormal,
|
||||
ok,
|
||||
Orientation: sp.CurOrientation,
|
||||
InContact: inContact,
|
||||
OnWalkable: onWalkable,
|
||||
ContactPlane: ci.ContactPlane,
|
||||
ContactPlaneCellId: ci.ContactPlaneCellId,
|
||||
ContactPlaneIsWater: ci.ContactPlaneIsWater);
|
||||
return new ResolveResult(
|
||||
sp.CurPos,
|
||||
sp.CurCellId != 0 ? sp.CurCellId : cellId,
|
||||
onGround,
|
||||
ci.CollisionNormalValid,
|
||||
ci.CollisionNormal,
|
||||
ok,
|
||||
Orientation: sp.CurOrientation,
|
||||
InContact: inContact,
|
||||
OnWalkable: onWalkable,
|
||||
ContactPlane: ci.ContactPlane,
|
||||
ContactPlaneCellId: ci.ContactPlaneCellId,
|
||||
ContactPlaneIsWater: ci.ContactPlaneIsWater);
|
||||
}
|
||||
finally
|
||||
{
|
||||
ReturnTransition(transition);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
|||
|
|
@ -6,7 +6,28 @@ namespace AcDream.Core.Physics;
|
|||
public readonly record struct TerrainSurfacePolygon(
|
||||
float Z,
|
||||
Vector3 Normal,
|
||||
Vector3[] Vertices);
|
||||
TerrainTriangleVertices Vertices);
|
||||
|
||||
/// <summary>
|
||||
/// The terrain surface beneath one point is always exactly one triangle.
|
||||
/// Keeping its three vertices inline avoids allocating two short arrays for
|
||||
/// every transition substep while retaining the same vertex order and floats.
|
||||
/// </summary>
|
||||
public readonly record struct TerrainTriangleVertices(
|
||||
Vector3 V0,
|
||||
Vector3 V1,
|
||||
Vector3 V2)
|
||||
{
|
||||
public int Length => 3;
|
||||
|
||||
public Vector3 this[int index] => index switch
|
||||
{
|
||||
0 => V0,
|
||||
1 => V1,
|
||||
2 => V2,
|
||||
_ => throw new ArgumentOutOfRangeException(nameof(index)),
|
||||
};
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Outdoor terrain height resolver for a single landblock. Performs
|
||||
|
|
@ -27,8 +48,8 @@ public sealed class TerrainSurface
|
|||
public const int CellsPerSide = 8; // 192 / 24
|
||||
|
||||
private readonly float[,] _z; // pre-resolved heights [x, y]
|
||||
private readonly bool[,] _cornerIsWater; // per-VERTEX water flag [x, y] — SurfChar[(type >> 2) & 0x1F]
|
||||
private readonly byte[,] _cellWaterType; // per-CELL 0=NotWater, 1=Partially, 2=Entirely [cx, cy]
|
||||
private readonly bool[,] _cornerIsWater; // per-VERTEX water flag [x, y] — SurfChar[(type >> 2) & 0x1F]
|
||||
private readonly byte[,] _cellWaterType; // per-CELL 0=NotWater, 1=Partially, 2=Entirely [cx, cy]
|
||||
private readonly uint _landblockX;
|
||||
private readonly uint _landblockY;
|
||||
|
||||
|
|
@ -49,8 +70,8 @@ public sealed class TerrainSurface
|
|||
// Pre-resolve all 81 heights so SampleZ is a pure lookup + lerp.
|
||||
_z = new float[HeightmapSide, HeightmapSide];
|
||||
for (int x = 0; x < HeightmapSide; x++)
|
||||
for (int y = 0; y < HeightmapSide; y++)
|
||||
_z[x, y] = heightTable[heights[x * HeightmapSide + y]];
|
||||
for (int y = 0; y < HeightmapSide; y++)
|
||||
_z[x, y] = heightTable[heights[x * HeightmapSide + y]];
|
||||
|
||||
// Per-vertex water flag. TerrainType lives in bits 2-6 of each
|
||||
// TerrainInfo byte; water is types 0x10-0x14 inclusive (per
|
||||
|
|
@ -62,11 +83,11 @@ public sealed class TerrainSurface
|
|||
if (terrainTypes is not null && terrainTypes.Length >= 81)
|
||||
{
|
||||
for (int x = 0; x < HeightmapSide; x++)
|
||||
for (int y = 0; y < HeightmapSide; y++)
|
||||
{
|
||||
int typeBits = (terrainTypes[x * HeightmapSide + y] >> 2) & 0x1F;
|
||||
_cornerIsWater[x, y] = typeBits >= 0x10 && typeBits <= 0x14;
|
||||
}
|
||||
for (int y = 0; y < HeightmapSide; y++)
|
||||
{
|
||||
int typeBits = (terrainTypes[x * HeightmapSide + y] >> 2) & 0x1F;
|
||||
_cornerIsWater[x, y] = typeBits >= 0x10 && typeBits <= 0x14;
|
||||
}
|
||||
}
|
||||
|
||||
// Per-cell water classification (mirrors ACE
|
||||
|
|
@ -74,21 +95,21 @@ public sealed class TerrainSurface
|
|||
// vertex corners; count how many are water type.
|
||||
_cellWaterType = new byte[CellsPerSide, CellsPerSide];
|
||||
for (int cx = 0; cx < CellsPerSide; cx++)
|
||||
for (int cy = 0; cy < CellsPerSide; cy++)
|
||||
{
|
||||
int waterCorners = 0;
|
||||
if (_cornerIsWater[cx, cy ]) waterCorners++;
|
||||
if (_cornerIsWater[cx + 1, cy ]) waterCorners++;
|
||||
if (_cornerIsWater[cx + 1, cy + 1]) waterCorners++;
|
||||
if (_cornerIsWater[cx, cy + 1]) waterCorners++;
|
||||
|
||||
_cellWaterType[cx, cy] = waterCorners switch
|
||||
for (int cy = 0; cy < CellsPerSide; cy++)
|
||||
{
|
||||
0 => 0, // NotWater
|
||||
4 => 2, // EntirelyWater
|
||||
_ => 1, // PartiallyWater
|
||||
};
|
||||
}
|
||||
int waterCorners = 0;
|
||||
if (_cornerIsWater[cx, cy]) waterCorners++;
|
||||
if (_cornerIsWater[cx + 1, cy]) waterCorners++;
|
||||
if (_cornerIsWater[cx + 1, cy + 1]) waterCorners++;
|
||||
if (_cornerIsWater[cx, cy + 1]) waterCorners++;
|
||||
|
||||
_cellWaterType[cx, cy] = waterCorners switch
|
||||
{
|
||||
0 => 0, // NotWater
|
||||
4 => 2, // EntirelyWater
|
||||
_ => 1, // PartiallyWater
|
||||
};
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
|
|
@ -134,10 +155,10 @@ public sealed class TerrainSurface
|
|||
float ty = fy - cy;
|
||||
|
||||
// Four corner heights (BL=SW, BR=SE, TR=NE, TL=NW)
|
||||
float hBL = _z[cx, cy ];
|
||||
float hBR = _z[cx + 1, cy ];
|
||||
float hBL = _z[cx, cy];
|
||||
float hBR = _z[cx + 1, cy];
|
||||
float hTR = _z[cx + 1, cy + 1];
|
||||
float hTL = _z[cx, cy + 1];
|
||||
float hTL = _z[cx, cy + 1];
|
||||
|
||||
// Split direction — same formula as TerrainBlending.CalculateSplitDirection
|
||||
// and ACE's LandblockStruct.ConstructPolygons.
|
||||
|
|
@ -189,10 +210,10 @@ public sealed class TerrainSurface
|
|||
|
||||
// x-major heightmap indexing matches TerrainSurface's pre-resolution
|
||||
// (heights[x * 9 + y]) and ACE LandblockStruct.
|
||||
float hBL = heightTable[heights[cx * HeightmapSide + cy ]];
|
||||
float hBR = heightTable[heights[(cx+1) * HeightmapSide + cy ]];
|
||||
float hTR = heightTable[heights[(cx+1) * HeightmapSide + (cy+1)]];
|
||||
float hTL = heightTable[heights[cx * HeightmapSide + (cy+1)]];
|
||||
float hBL = heightTable[heights[cx * HeightmapSide + cy]];
|
||||
float hBR = heightTable[heights[(cx + 1) * HeightmapSide + cy]];
|
||||
float hTR = heightTable[heights[(cx + 1) * HeightmapSide + (cy + 1)]];
|
||||
float hTL = heightTable[heights[cx * HeightmapSide + (cy + 1)]];
|
||||
|
||||
bool splitSWtoNE = IsSplitSWtoNE(landblockX, (uint)cx, landblockY, (uint)cy);
|
||||
return InterpolateZInTriangle(hBL, hBR, hTR, hTL, tx, ty, splitSWtoNE);
|
||||
|
|
@ -227,10 +248,10 @@ public sealed class TerrainSurface
|
|||
float tx = fx - cx;
|
||||
float ty = fy - cy;
|
||||
|
||||
float hBL = heightTable[heights[cx * HeightmapSide + cy ]];
|
||||
float hBR = heightTable[heights[(cx+1) * HeightmapSide + cy ]];
|
||||
float hTR = heightTable[heights[(cx+1) * HeightmapSide + (cy+1)]];
|
||||
float hTL = heightTable[heights[cx * HeightmapSide + (cy+1)]];
|
||||
float hBL = heightTable[heights[cx * HeightmapSide + cy]];
|
||||
float hBR = heightTable[heights[(cx + 1) * HeightmapSide + cy]];
|
||||
float hTR = heightTable[heights[(cx + 1) * HeightmapSide + (cy + 1)]];
|
||||
float hTL = heightTable[heights[cx * HeightmapSide + (cy + 1)]];
|
||||
|
||||
bool splitSWtoNE = IsSplitSWtoNE(landblockX, (uint)cx, landblockY, (uint)cy);
|
||||
|
||||
|
|
@ -332,10 +353,10 @@ public sealed class TerrainSurface
|
|||
float tx = fx - cx;
|
||||
float ty = fy - cy;
|
||||
|
||||
float hBL = _z[cx, cy ];
|
||||
float hBR = _z[cx + 1, cy ];
|
||||
float hBL = _z[cx, cy];
|
||||
float hBR = _z[cx + 1, cy];
|
||||
float hTR = _z[cx + 1, cy + 1];
|
||||
float hTL = _z[cx, cy + 1];
|
||||
float hTL = _z[cx, cy + 1];
|
||||
|
||||
bool splitSWtoNE = IsSplitSWtoNE(_landblockX, (uint)cx, _landblockY, (uint)cy);
|
||||
|
||||
|
|
@ -352,14 +373,14 @@ public sealed class TerrainSurface
|
|||
if (tx > ty)
|
||||
{
|
||||
// {BL,BR,TR}: Z = hBL + (hBR-hBL)·tx + (hTR-hBR)·ty
|
||||
z = hBL + (hBR - hBL) * tx + (hTR - hBR) * ty;
|
||||
z = hBL + (hBR - hBL) * tx + (hTR - hBR) * ty;
|
||||
dzdx = (hBR - hBL) / CellSize;
|
||||
dzdy = (hTR - hBR) / CellSize;
|
||||
}
|
||||
else
|
||||
{
|
||||
// {BL,TR,TL}: Z = hBL + (hTR-hTL)·tx + (hTL-hBL)·ty
|
||||
z = hBL + (hTR - hTL) * tx + (hTL - hBL) * ty;
|
||||
z = hBL + (hTR - hTL) * tx + (hTL - hBL) * ty;
|
||||
dzdx = (hTR - hTL) / CellSize;
|
||||
dzdy = (hTL - hBL) / CellSize;
|
||||
}
|
||||
|
|
@ -370,7 +391,7 @@ public sealed class TerrainSurface
|
|||
if (tx + ty <= 1f)
|
||||
{
|
||||
// {BL,BR,TL}: Z = hBL + (hBR-hBL)·tx + (hTL-hBL)·ty
|
||||
z = hBL + (hBR - hBL) * tx + (hTL - hBL) * ty;
|
||||
z = hBL + (hBR - hBL) * tx + (hTL - hBL) * ty;
|
||||
dzdx = (hBR - hBL) / CellSize;
|
||||
dzdy = (hTL - hBL) / CellSize;
|
||||
}
|
||||
|
|
@ -378,7 +399,7 @@ public sealed class TerrainSurface
|
|||
{
|
||||
// {BR,TR,TL}: Z = hTR + (hTL-hTR)(1-tx) + (hBR-hTR)(1-ty)
|
||||
// Equivalent linear form: Z = [hBR+hTL-hTR] + (hTR-hTL)·tx + (hTR-hBR)·ty
|
||||
z = hTR + (hTL - hTR) * (1f - tx) + (hBR - hTR) * (1f - ty);
|
||||
z = hTR + (hTL - hTR) * (1f - tx) + (hBR - hTR) * (1f - ty);
|
||||
dzdx = (hTR - hTL) / CellSize;
|
||||
dzdy = (hTR - hBR) / CellSize;
|
||||
}
|
||||
|
|
@ -405,32 +426,32 @@ public sealed class TerrainSurface
|
|||
float tx = fx - cx;
|
||||
float ty = fy - cy;
|
||||
|
||||
float hBL = _z[cx, cy ];
|
||||
float hBR = _z[cx + 1, cy ];
|
||||
float hBL = _z[cx, cy];
|
||||
float hBR = _z[cx + 1, cy];
|
||||
float hTR = _z[cx + 1, cy + 1];
|
||||
float hTL = _z[cx, cy + 1];
|
||||
float hTL = _z[cx, cy + 1];
|
||||
|
||||
bool splitSWtoNE = IsSplitSWtoNE(_landblockX, (uint)cx, _landblockY, (uint)cy);
|
||||
|
||||
Vector3 bl = new(cx * CellSize, cy * CellSize, hBL);
|
||||
Vector3 br = new((cx + 1) * CellSize, cy * CellSize, hBR);
|
||||
Vector3 bl = new(cx * CellSize, cy * CellSize, hBL);
|
||||
Vector3 br = new((cx + 1) * CellSize, cy * CellSize, hBR);
|
||||
Vector3 tr = new((cx + 1) * CellSize, (cy + 1) * CellSize, hTR);
|
||||
Vector3 tl = new(cx * CellSize, (cy + 1) * CellSize, hTL);
|
||||
Vector3 tl = new(cx * CellSize, (cy + 1) * CellSize, hTL);
|
||||
|
||||
float z;
|
||||
Vector3[] vertices;
|
||||
TerrainTriangleVertices vertices;
|
||||
|
||||
if (splitSWtoNE)
|
||||
{
|
||||
if (tx > ty)
|
||||
{
|
||||
z = hBL + (hBR - hBL) * tx + (hTR - hBR) * ty;
|
||||
vertices = new[] { bl, br, tr };
|
||||
vertices = new TerrainTriangleVertices(bl, br, tr);
|
||||
}
|
||||
else
|
||||
{
|
||||
z = hBL + (hTR - hTL) * tx + (hTL - hBL) * ty;
|
||||
vertices = new[] { bl, tr, tl };
|
||||
vertices = new TerrainTriangleVertices(bl, tr, tl);
|
||||
}
|
||||
}
|
||||
else
|
||||
|
|
@ -438,12 +459,12 @@ public sealed class TerrainSurface
|
|||
if (tx + ty <= 1f)
|
||||
{
|
||||
z = hBL + (hBR - hBL) * tx + (hTL - hBL) * ty;
|
||||
vertices = new[] { bl, br, tl };
|
||||
vertices = new TerrainTriangleVertices(bl, br, tl);
|
||||
}
|
||||
else
|
||||
{
|
||||
z = hTR + (hTL - hTR) * (1f - tx) + (hBR - hTR) * (1f - ty);
|
||||
vertices = new[] { br, tr, tl };
|
||||
vertices = new TerrainTriangleVertices(br, tr, tl);
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
|||
68
src/AcDream.Core/Physics/TransitionScratchArena.cs
Normal file
68
src/AcDream.Core/Physics/TransitionScratchArena.cs
Normal file
|
|
@ -0,0 +1,68 @@
|
|||
using System;
|
||||
using System.Threading;
|
||||
|
||||
namespace AcDream.Core.Physics;
|
||||
|
||||
/// <summary>
|
||||
/// Stack-disciplined reusable transition scratch owned by one
|
||||
/// <see cref="PhysicsEngine"/>.
|
||||
///
|
||||
/// Retail <c>CTransition::makeTransition</c> (0x0050B150) leases one of ten
|
||||
/// pre-existing records by nesting depth, calls <c>CTransition::init</c>, and
|
||||
/// releases it through <c>CTransition::cleanupTransition</c> (0x00509DC0).
|
||||
/// This arena keeps the same ten-deep, LIFO, same-thread contract while
|
||||
/// lazily constructing records that are actually used.
|
||||
/// </summary>
|
||||
internal sealed class TransitionScratchArena
|
||||
{
|
||||
internal const int Capacity = 10;
|
||||
|
||||
private readonly Transition?[] _records = new Transition?[Capacity];
|
||||
private int _depth;
|
||||
private int _ownerThreadId;
|
||||
|
||||
internal int ActiveDepth => _depth;
|
||||
|
||||
internal Transition Rent()
|
||||
{
|
||||
int threadId = Environment.CurrentManagedThreadId;
|
||||
if (_depth != 0 && _ownerThreadId != threadId)
|
||||
{
|
||||
throw new InvalidOperationException(
|
||||
"Physics transition scratch cannot be shared across threads.");
|
||||
}
|
||||
|
||||
if (_depth >= Capacity)
|
||||
{
|
||||
throw new InvalidOperationException(
|
||||
$"Physics transition nesting exceeds retail's {Capacity}-record scratch arena.");
|
||||
}
|
||||
|
||||
if (_depth == 0)
|
||||
_ownerThreadId = threadId;
|
||||
|
||||
Transition transition = _records[_depth] ??= new Transition();
|
||||
_depth++;
|
||||
transition.ResetForReuse();
|
||||
return transition;
|
||||
}
|
||||
|
||||
internal void Return(Transition transition)
|
||||
{
|
||||
ArgumentNullException.ThrowIfNull(transition);
|
||||
|
||||
int threadId = Environment.CurrentManagedThreadId;
|
||||
int index = _depth - 1;
|
||||
if (index < 0
|
||||
|| _ownerThreadId != threadId
|
||||
|| !ReferenceEquals(_records[index], transition))
|
||||
{
|
||||
throw new InvalidOperationException(
|
||||
"Physics transition scratch must be returned in LIFO order on its owning thread.");
|
||||
}
|
||||
|
||||
_depth = index;
|
||||
if (_depth == 0)
|
||||
_ownerThreadId = 0;
|
||||
}
|
||||
}
|
||||
File diff suppressed because it is too large
Load diff
Loading…
Add table
Add a link
Reference in a new issue