fix #175: door BSP collision poses at the motion-table closed pose
The Facility Hub double door (Setup 0x02000C9D) embeds the player into the visual panel from one side and blocks with a phantom slab on the other: its Setup PLACEMENT frames pose the two panels AJAR (yaw -150/-30 deg, 0.44 m behind the doorway plane — dat-confirmed by the Issue175 inspection) while the rendered door poses them CLOSED from the wire-supplied motion table via the sequencer. ShadowShapeBuilder read placement frames, so the 1.66x0.29x2.95 m physics slabs registered at the ajar pose. Retail tests each part's LIVE CPhysicsPart pose — for an idle door, the motion table's default (closed) state. Fix: ShadowShapeBuilder.FromSetup gains partPoseOverride (BSP part shapes only); RegisterServerEntityCollision derives it from the spawn MotionTableId via GameWindow.MotionTableDefaultPose (default style -> first cycle -> LowFrame part frames). Null/short poses fall back per-part to placement frames — table-less entities and landblock statics unchanged. One-shot snapshot vs retail's per-frame live pose is register row AP-84 (equivalent for the door lifecycle: closed == default pose; open == ETHEREAL bypasses collision, #150). Pins: FromSetup_PartPoseOverride_ReplacesPlacementFrames / _NoOverride_KeepsPlacementFrames / _ShortOverride_FallsBackPerPart. Suites: Core 2539 / App 713 / UI 425 / Net 385 green. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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5 changed files with 160 additions and 6 deletions
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@ -4163,9 +4163,22 @@ public sealed class GameWindow : IDisposable
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// span the doorway gap, so the player could walk through. With
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// this change the door also registers the part-0 BSP slab
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// (1.9 × 0.26 × 2.5 m) that retail uses for the real block.
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// #175 (2026-07-05): BSP part shapes must pose at the motion table's
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// DEFAULT-STATE frame (the closed pose — what the sequencer renders
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// for an idle entity and what retail's live CPhysicsPart pose is),
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// not the Setup's placement frame. The Facility Hub double door
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// (Setup 0x02000C9D) places its panels AJAR in the placement frame
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// (yaw −150°/−30°, −0.44 m behind the doorway) while rendering
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// closed — the user embedded into the visual door on one side and
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// hit a phantom slab on the other. Null (no motion table / no
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// cycle / part-count mismatch) falls back to placement frames.
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var closedPose = MotionTableDefaultPose(
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spawn.MotionTableId ?? 0u, setup.Parts.Count);
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var raw = AcDream.Core.Physics.ShadowShapeBuilder.FromSetup(
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setup, entScale,
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id => _physicsDataCache.GetGfxObj(id)?.BSP?.Root is not null);
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id => _physicsDataCache.GetGfxObj(id)?.BSP?.Root is not null,
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partPoseOverride: closedPose);
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// Substitute the real bounding-sphere radius for BSP shapes —
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// the pure builder's 2.0 placeholder works for typical doors
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@ -4254,6 +4267,37 @@ public sealed class GameWindow : IDisposable
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}
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}
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/// <summary>
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/// #175: the motion table's default-state pose — frame LowFrame of the
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/// default style's first cycle animation — the pose an idle entity's
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/// parts hold (retail: CPartArray init runs the motion table's default
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/// state; collision tests the resulting live CPhysicsPart poses). Used
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/// as the BSP shadow-shape part-pose override at registration. Returns
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/// null (→ placement-frame fallback) when the entity has no motion
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/// table, the table has no default cycle, or the frame doesn't cover
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/// <paramref name="partCount"/> parts.
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/// </summary>
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private IReadOnlyList<DatReaderWriter.Types.Frame>? MotionTableDefaultPose(
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uint motionTableId, int partCount)
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{
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if (motionTableId == 0u || partCount == 0 || _dats is null) return null;
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var mt = _dats.Get<DatReaderWriter.DBObjs.MotionTable>(motionTableId);
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if (mt is null) return null;
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if (!mt.Cycles.TryGetValue((int)mt.DefaultStyle, out var cycle)
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|| cycle.Anims.Count == 0)
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return null;
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var animRef = cycle.Anims[0];
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var anim = _dats.Get<DatReaderWriter.DBObjs.Animation>(animRef.AnimId);
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if (anim is null || anim.PartFrames.Count == 0) return null;
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int idx = System.Math.Clamp((int)animRef.LowFrame, 0, anim.PartFrames.Count - 1);
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var frames = anim.PartFrames[idx].Frames;
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return frames.Count >= partCount ? frames : null;
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}
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/// <summary>
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/// R3-W4: one-time per-remote wiring of the animation-dispatch stack —
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/// the persistent <see cref="RemoteMotion.Sink"/> (ObservedOmega turn
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@ -38,10 +38,22 @@ public static class ShadowShapeBuilder
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/// every radius, height, and local offset.</param>
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/// <param name="hasPhysicsBsp">Predicate: does the GfxObj with this id
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/// have a non-null PhysicsBSP? Production: <c>id => cache.GetGfxObj(id)?.BSP?.Root is not null</c>.</param>
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/// <param name="partPoseOverride">#175: per-part pose override for the
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/// BSP part shapes — the entity's motion-table DEFAULT-STATE pose (the
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/// closed pose for doors). Retail collision tests each part's LIVE
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/// <c>CPhysicsPart</c> pose, which for an idle entity is the motion
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/// table's default state, NOT the Setup's placement frame — the two
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/// differ on e.g. the Facility Hub double door (Setup 0x02000C9D:
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/// placement poses the panels AJAR at yaw −150°/−30°, y −0.44 m; the
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/// closed pose is straight). Null / short lists fall back to the
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/// placement frame per part (entities with no motion table, and the
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/// CylSphere/Sphere shapes, are unaffected — retail poses those from
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/// the setup too).</param>
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public static IReadOnlyList<ShadowShape> FromSetup(
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Setup setup,
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float entScale,
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Func<uint, bool> hasPhysicsBsp)
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Func<uint, bool> hasPhysicsBsp,
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IReadOnlyList<Frame>? partPoseOverride = null)
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{
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if (setup is null) throw new ArgumentNullException(nameof(setup));
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if (hasPhysicsBsp is null) throw new ArgumentNullException(nameof(hasPhysicsBsp));
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@ -84,15 +96,21 @@ public static class ShadowShapeBuilder
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}
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// 3. Parts — one BSP shape per part with a non-null PhysicsBSP.
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// Pose priority per part: partPoseOverride (the motion-table
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// default-state pose, #175) → placement frame → identity.
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AnimationFrame? placementFrame = ResolvePlacementFrame(setup);
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for (int i = 0; i < setup.Parts.Count; i++)
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{
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uint gfxId = (uint)setup.Parts[i];
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if (!hasPhysicsBsp(gfxId)) continue;
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Frame partFrame = placementFrame is not null && i < placementFrame.Frames.Count
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? placementFrame.Frames[i]
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: new Frame { Origin = Vector3.Zero, Orientation = Quaternion.Identity };
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Frame partFrame;
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if (partPoseOverride is not null && i < partPoseOverride.Count)
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partFrame = partPoseOverride[i];
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else if (placementFrame is not null && i < placementFrame.Frames.Count)
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partFrame = placementFrame.Frames[i];
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else
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partFrame = new Frame { Origin = Vector3.Zero, Orientation = Quaternion.Identity };
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// BSP radius default; caller substitutes the real BoundingSphere.Radius
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// at registration time when available. Loose-but-safe broadphase value.
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