feat(physics #145): Slice 1 — Position/Frame types + LandDefs.GetBlockOffset (0x0043e630)
Introduces the two value types (Frame, Position) that represent retail's cell-relative position pair (acclient.h:30647/30658). Types are unused by consumers yet — zero behavior change. Also ports LandDefs::get_block_offset (pc:69189, @0x0043e630): world-meter offset between two named landblock ids, the ONLY cross-cell translation primitive in retail physics. Conformance tests: same-landblock→Zero, south-neighbour→(0,-192,0) (the exact #145 cascade cell), east-neighbour→(+192,0,0), diagonal→(+192,+192,0). 4/4 pass; full Core suite 1522 passed / 0 failed. DatFrame alias added to 4 files that had using DatReaderWriter.Types + using AcDream.Core.Physics in scope simultaneously. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
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8 changed files with 115 additions and 18 deletions
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@ -141,6 +141,34 @@ public static class LandDefs
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return false;
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}
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/// <summary>
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/// <c>LandDefs::get_block_offset</c> (pc:69189, @0x0043e630): world-meter offset
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/// from <paramref name="source"/>'s landblock origin to <paramref name="dest"/>'s.
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/// ZeroVector when both ids share a landblock (high words equal). The decomp's
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/// <c>block_byte<<3</c> converts to lcoord (cell) units and the literal
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/// <c>·24 m/cell</c> then nets to <c>(Δlandblock)·192 m</c> per axis. The
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/// degenerate <c>arg==0</c> fallbacks are ported verbatim (dest==0 → raw source
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/// id; source==0 → 0 lcoord). The ONLY cross-cell translation in retail physics:
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/// a delta of two NAMED cell ids, never an accumulation against a moving center.
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/// </summary>
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public static Vector3 GetBlockOffset(uint source, uint dest)
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{
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uint srcBlock = source >> 16;
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uint dstBlock = dest >> 16;
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if (srcBlock == dstBlock)
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return Vector3.Zero;
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int srcLx, srcLy;
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if (source == 0u) { srcLx = 0; srcLy = 0; }
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else { srcLx = (int)((source >> 21) & 0x7f8u); srcLy = (int)((srcBlock & 0xFFu) << 3); }
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int dstLx, dstLy;
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if (dest == 0u) { dstLx = (int)source; dstLy = (int)source; } // retail degenerate guard
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else { dstLx = (int)((dest >> 21) & 0x7f8u); dstLy = (int)((dstBlock & 0xFFu) << 3); }
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return new Vector3((dstLx - srcLx) * CellLength, (dstLy - srcLy) * CellLength, 0f);
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}
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// Retail cell_in_range: landcell, envcell, or the block sentinel.
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private static bool CellLowInRange(uint low)
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=> low is (>= 1u and <= 0x40u) or (>= 0x100u and <= 0xFFFDu) or 0xFFFFu;
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23
src/AcDream.Core/Physics/Position.cs
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23
src/AcDream.Core/Physics/Position.cs
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@ -0,0 +1,23 @@
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using System.Numerics;
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namespace AcDream.Core.Physics;
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/// <summary>
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/// Retail <c>Frame</c> (acclient.h:30647). <see cref="Origin"/> is LOCAL to the
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/// owning cell: outdoor → X/Y ∈ [0,192) within the landblock, Z = height;
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/// indoor → the EnvCell-relative placement. <see cref="Orientation"/> replaces
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/// retail's <c>m_fl2gv</c> 3×3 local→global matrix (equivalent rotation).
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/// </summary>
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public readonly record struct Frame(Vector3 Origin, Quaternion Orientation);
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/// <summary>
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/// Retail <c>Position</c> (acclient.h:30658): the (which-cell, where-inside) pair.
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/// One type for indoor and outdoor. The full 32-bit cell id (high 16 = landblock
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/// prefix, low 16 = cell index) plus the cell-local <see cref="Frame"/>. Neither
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/// half is ever reconstructed from a streaming center — see #145 design spec.
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/// </summary>
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public readonly record struct Position(uint ObjCellId, Frame Frame)
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{
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public Position(uint objCellId, Vector3 origin, Quaternion orientation)
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: this(objCellId, new Frame(origin, orientation)) { }
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}
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@ -4,6 +4,7 @@ using System.Numerics;
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using DatReaderWriter.DBObjs;
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using DatReaderWriter.Enums;
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using DatReaderWriter.Types;
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using DatFrame = DatReaderWriter.Types.Frame;
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namespace AcDream.Core.Physics;
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@ -88,9 +89,9 @@ public static class ShadowShapeBuilder
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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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DatFrame 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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: new DatFrame { 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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