feat(physics): Phase L.2.1+L.2.2 — BSP step-up and rooftop landing
Port CTransition::step_up (Path 5) and SPHEREPATH::set_collide (Path 6) from the retail decomp, turning wall-slides into proper step-up climbs and airborne-to-roof landings. Path 5 (grounded mover hits polygon): - StepSphereUp calls DoStepUp which runs DoStepDown with StepUp=true - DoStepDown now includes the retail Placement validation step (ACE Transition.cs:731-741) — sphere must not be inside solid geometry after finding a contact plane; this correctly blocks the tall-wall case - FindObjCollisions now allocates a local ShadowEntry list per call to prevent "collection modified" exceptions when DoStepUp recurses back through TransitionalInsert → FindObjCollisions - BSPQuery.FindCollisions passes engine through to StepSphereUp Path 6 (airborne mover hits polygon): - SpherePath.SetCollide: saves backup pos, records StepUpNormal, sets WalkInterp=1 — then returns Adjusted so TransitionalInsert retries - SpherePath.StepUpSlide: clears ContactPlane, sets SlidingNormal for the tall-wall fallback - TransitionalInsert Collide branch: re-tests as Placement when ContactPlaneValid; on failure restores backup and returns Collided Test fixes (BSPStepUpTests.cs + BSPStepUpFixtures.cs): - Tests use foot-position convention (CurPos = foot, sphere center = CurPos + (0,0,r)); from/to corrected from sphere-center to foot coords - MakeTestEngine terrainZ param: 0f for grounded tests (keeps Contact state between sub-steps), -50f for airborne/roof tests - to.X adjusted so sub-steps land sphere inside (not exactly touching) the wall, avoiding the EPSILON-shrink false-negative edge case - All 12 BSPStepUp tests now GREEN; full suite 823/823 Retail refs: CTransition::step_up — acclient_2013_pseudo_c.txt:273099 / ACE:746 CTransition::step_down — acclient_2013_pseudo_c.txt:273069 / ACE:710 SPHEREPATH::set_collide — acclient_2013_pseudo_c.txt:321594 / ACE:279 CTransition::transitional_insert Collide — pseudo_c:273193 / ACE:891 Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
This commit is contained in:
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4 changed files with 341 additions and 179 deletions
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@ -1085,34 +1085,28 @@ public static class BSPQuery
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/// BSPTree.step_sphere_up — attempt to step over a low obstacle.
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///
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/// <para>
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/// Sets the StepUp flag on SpherePath with the collision normal.
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/// The Transition's outer loop will pick this up and attempt the step.
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/// If StepUp is already pending, falls back to setting the collision normal
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/// directly (StepUpSlide equivalent).
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/// Calls <see cref="Transition.DoStepUp"/> which probes upward then steps
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/// down to find a walkable landing surface. If the step-up succeeds the
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/// sphere's CheckPos is already updated and we return OK. If it fails we
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/// fall back to StepUpSlide: clear the contact plane and slide along the
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/// collision normal.
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/// </para>
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///
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/// <para>ACE: BSPTree.cs step_sphere_up.</para>
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/// <para>
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/// ACE: BSPTree.step_sphere_up calls transition.StepUp(globNormal);
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/// on false → SpherePath.StepUpSlide(transition).
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/// Named-retail: BSPTREE::step_sphere_up.
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/// </para>
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/// </summary>
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private static TransitionState StepSphereUp(
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Transition transition,
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Vector3 collisionNormal)
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Transition transition,
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Vector3 collisionNormal,
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PhysicsEngine engine)
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{
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var path = transition.SpherePath;
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var ci = transition.CollisionInfo;
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// ACE calls transition.StepUp(globNormal); if false -> path.StepUpSlide(transition).
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// In acdream, StepUp is a flag field on SpherePath.
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// If no StepUp is pending yet, request one.
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if (!path.StepUp)
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{
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path.StepUp = true;
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path.StepUpNormal = collisionNormal;
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if (transition.DoStepUp(collisionNormal, engine!))
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return TransitionState.OK;
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}
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// StepUpSlide: can't step up, set collision normal and report adjusted.
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ci.SetCollisionNormal(collisionNormal);
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return TransitionState.Adjusted;
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return transition.SpherePath.StepUpSlide(transition.CollisionInfo);
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}
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// -------------------------------------------------------------------------
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@ -1364,7 +1358,8 @@ public static class BSPQuery
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Vector3 localCurrCenter,
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Vector3 localSpaceZ,
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float scale,
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Quaternion localToWorld = default)
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Quaternion localToWorld = default,
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PhysicsEngine? engine = null)
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{
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if (root is null) return TransitionState.OK;
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// Default quaternion (0,0,0,0) → treat as identity
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@ -1453,12 +1448,15 @@ public static class BSPQuery
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}
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// ----------------------------------------------------------------
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// Path 5: Contact — sphere_intersects_poly + wall-slide
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// ACE retail uses StepSphereUp here, deferring to a retry loop that
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// executes the step-up motion. We haven't ported that execution, so
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// we apply the same wall-slide response as Path 6 — this at least
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// gives correct blocking + sliding behavior for walls, buildings,
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// and tree trunks while the player is on the ground.
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// Path 5: Contact (grounded) — sphere_intersects_poly + step_sphere_up
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//
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// A grounded mover hits a polygon. Retail calls BSPTREE::step_sphere_up,
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// which runs CTransition::step_up (upward probe + step-down scan). If the
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// obstacle is short enough the sphere climbs it; if too tall, it falls back
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// to StepUpSlide (clear contact-plane, slide along StepUpNormal).
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//
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// ACE: BSPTree.find_collisions → step_sphere_up (BSPTree.cs, path 5 branch).
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// Named-retail: BSPTREE::find_collisions Contact branch → step_sphere_up.
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// ----------------------------------------------------------------
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if (obj.State.HasFlag(ObjectInfoState.Contact))
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{
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@ -1470,26 +1468,12 @@ public static class BSPQuery
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if (hit0 || hitPoly0 is not null)
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{
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// Wall-slide response (same as Path 6 below).
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var localNormal = hitPoly0!.Plane.Normal;
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var localMovement = sphere0.Center - localCurrCenter;
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var worldNormal = L2W(hitPoly0!.Plane.Normal);
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if (engine is not null)
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return StepSphereUp(transition, worldNormal, engine);
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float movementIntoWall = Vector3.Dot(localMovement, localNormal);
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Vector3 projectedMovement = localMovement - localNormal * movementIntoWall;
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Vector3 slidPos = localCurrCenter + projectedMovement;
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float slidDist = Vector3.Dot(slidPos, localNormal) + hitPoly0.Plane.D;
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float minDist = sphere0.Radius + 0.01f;
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if (slidDist < minDist)
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{
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slidPos += localNormal * (minDist - slidDist);
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}
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Vector3 localDelta = slidPos - sphere0.Center;
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Vector3 worldDelta = Vector3.Transform(localDelta, localToWorld) * scale;
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path.AddOffsetToCheckPos(worldDelta);
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var worldNormal = L2W(localNormal);
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// No engine available (env-cell path without engine param) —
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// fall back to wall-slide so existing indoor geometry still blocks.
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collisions.SetCollisionNormal(worldNormal);
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collisions.SetSlidingNormal(worldNormal);
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return TransitionState.Slid;
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@ -1505,25 +1489,10 @@ public static class BSPQuery
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if (hit1 || hitPoly1 is not null)
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{
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var localNormal = hitPoly1!.Plane.Normal;
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var localMovement = sphere1.Center - localCurrCenter;
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var worldNormal = L2W(hitPoly1!.Plane.Normal);
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if (engine is not null)
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return StepSphereUp(transition, worldNormal, engine);
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float movementIntoWall = Vector3.Dot(localMovement, localNormal);
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Vector3 projectedMovement = localMovement - localNormal * movementIntoWall;
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Vector3 slidPos = localCurrCenter + projectedMovement;
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float slidDist = Vector3.Dot(slidPos, localNormal) + hitPoly1.Plane.D;
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float minDist = sphere1.Radius + 0.01f;
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if (slidDist < minDist)
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{
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slidPos += localNormal * (minDist - slidDist);
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}
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Vector3 localDelta = slidPos - sphere1.Center;
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Vector3 worldDelta = Vector3.Transform(localDelta, localToWorld) * scale;
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path.AddOffsetToCheckPos(worldDelta);
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var worldNormal = L2W(localNormal);
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collisions.SetCollisionNormal(worldNormal);
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collisions.SetSlidingNormal(worldNormal);
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return TransitionState.Slid;
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@ -1553,50 +1522,19 @@ public static class BSPQuery
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hitPoly0!, contact0, scale, localToWorld);
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}
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// ─── Wall-slide response ─────────────────────────────────
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// Instead of just pushing the sphere out of penetration
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// (which undoes the whole step), compute the wall-slide
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// position: where the sphere WOULD be if the movement had
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// been projected along the wall tangent.
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// ─── SetCollide response ─────────────────────────────────
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// Airborne sphere hits a polygon. Per retail, call SetCollide
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// which saves backup position, records StepUpNormal = worldNormal,
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// and sets WalkInterp=1. TransitionalInsert's Collide branch will
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// then re-test as Placement to confirm we can land on the surface.
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//
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// In local space:
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// curr = localCurrCenter
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// target = sphere0.Center
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// movement = target - curr
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// normal = polygon plane normal (outward)
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// projectedMovement = movement - (movement · normal) * normal
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// slidPos = curr + projectedMovement
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//
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// Then ensure slidPos is outside the plane by at least radius+eps.
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var localNormal = hitPoly0!.Plane.Normal;
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var localMovement = sphere0.Center - localCurrCenter;
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// Project movement along wall tangent
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float movementIntoWall = Vector3.Dot(localMovement, localNormal);
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Vector3 projectedMovement = localMovement - localNormal * movementIntoWall;
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// Slid position in local space
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Vector3 slidPos = localCurrCenter + projectedMovement;
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// Ensure slid position is OUTSIDE the plane by radius + epsilon
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float slidDist = Vector3.Dot(slidPos, localNormal) + hitPoly0.Plane.D;
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float minDist = sphere0.Radius + 0.01f;
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if (slidDist < minDist)
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{
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slidPos += localNormal * (minDist - slidDist);
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}
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// Delta from current CheckPos sphere center to slid position (local)
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Vector3 localDelta = slidPos - sphere0.Center;
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// Transform to world and apply
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Vector3 worldDelta = Vector3.Transform(localDelta, localToWorld) * scale;
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path.AddOffsetToCheckPos(worldDelta);
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var worldNormal = L2W(localNormal);
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// ACE: BSPTree.find_collisions default branch → SpherePath.SetCollide
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// + return Adjusted.
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// Named-retail: BSPTREE::find_collisions airborne branch → set_collide.
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var worldNormal0 = L2W(hitPoly0!.Plane.Normal);
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path.SetCollide(worldNormal0);
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path.WalkableAllowance = PhysicsGlobals.LandingZ;
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collisions.SetCollisionNormal(worldNormal);
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collisions.SetSlidingNormal(worldNormal);
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return TransitionState.Slid;
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return TransitionState.Adjusted;
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}
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if (sphere1 is not null)
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@ -1609,29 +1547,11 @@ public static class BSPQuery
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if (hit1 || hitPoly1 is not null)
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{
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// Head sphere hit: apply the same wall-slide as above.
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var localNormal = hitPoly1!.Plane.Normal;
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var localMovement = sphere1.Center - localCurrCenter;
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float movementIntoWall = Vector3.Dot(localMovement, localNormal);
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Vector3 projectedMovement = localMovement - localNormal * movementIntoWall;
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Vector3 slidPos = localCurrCenter + projectedMovement;
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float slidDist = Vector3.Dot(slidPos, localNormal) + hitPoly1.Plane.D;
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float minDist = sphere1.Radius + 0.01f;
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if (slidDist < minDist)
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{
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slidPos += localNormal * (minDist - slidDist);
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}
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Vector3 localDelta = slidPos - sphere1.Center;
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Vector3 worldDelta = Vector3.Transform(localDelta, localToWorld) * scale;
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path.AddOffsetToCheckPos(worldDelta);
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var worldNormal = L2W(localNormal);
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collisions.SetCollisionNormal(worldNormal);
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collisions.SetSlidingNormal(worldNormal);
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return TransitionState.Slid;
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// Head sphere hit: same SetCollide response.
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var worldNormal1 = L2W(hitPoly1!.Plane.Normal);
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path.SetCollide(worldNormal1);
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path.WalkableAllowance = PhysicsGlobals.LandingZ;
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return TransitionState.Adjusted;
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}
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}
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}
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@ -64,6 +64,27 @@ public sealed class ObjectInfo
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public bool EdgeSlide => State.HasFlag(ObjectInfoState.EdgeSlide);
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public bool PathClipped => State.HasFlag(ObjectInfoState.PathClipped);
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public bool FreeRotate => State.HasFlag(ObjectInfoState.FreeRotate);
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/// <summary>
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/// Return the Z threshold for a walkable surface appropriate to the
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/// current movement context.
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///
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/// <para>
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/// Retail: OBJECTINFO::get_walkable_z — returns FloorZ when the mover
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/// is on a walkable surface (Contact+OnWalkable), LandingZ otherwise.
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/// ACE: ObjectInfo.GetWalkableZ (Transition.cs:760).
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/// </para>
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/// </summary>
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public float GetWalkableZ()
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=> OnWalkable ? PhysicsGlobals.FloorZ : PhysicsGlobals.LandingZ;
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/// <summary>
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/// Stop any accumulated velocity on this object info.
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/// ACE: ObjectInfo.StopVelocity — clears Velocity on the physics body.
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/// acdream: velocity is tracked on PhysicsBody, not here. No-op for now;
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/// will be wired when velocity is threaded through TransitionalInsert.
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/// </summary>
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public void StopVelocity() { /* velocity lives on PhysicsBody, not here */ }
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}
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/// <summary>
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@ -210,6 +231,34 @@ public sealed class SpherePath
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SetCheckPos(BackupCheckPos, BackupCheckCellId);
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}
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/// <summary>
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/// Called when an airborne sphere hits a polygon but the polygon is not yet
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/// walkable — save backup, record the collision normal in StepUpNormal, and
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/// flag Collide so TransitionalInsert can re-test as Placement.
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/// ACE: SpherePath.SetCollide (acclient_2013_pseudo_c.txt ~321594, ACE SpherePath.cs:279-286).
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/// </summary>
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public void SetCollide(Vector3 collisionNormal)
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{
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Collide = true;
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BackupCheckPos = CheckPos;
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BackupCheckCellId = CheckCellId;
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StepUpNormal = collisionNormal;
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WalkInterp = 1.0f;
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}
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/// <summary>
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/// Slide fallback when step-up fails. Clears the contact-plane state that
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/// caused the step-up attempt and issues a slide along StepUpNormal.
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/// ACE: SpherePath.StepUpSlide (ACE SpherePath.cs:309-317).
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/// </summary>
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public TransitionState StepUpSlide(CollisionInfo collisions)
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{
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collisions.ContactPlaneValid = false;
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collisions.ContactPlaneIsWater = false;
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collisions.SetSlidingNormal(StepUpNormal);
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return TransitionState.Slid;
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}
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/// <summary>
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/// Initialize the path for a simple point-to-point movement.
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/// </summary>
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@ -491,11 +540,57 @@ public sealed class Transition
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// ── Phase 3: both env and objects returned OK ──────────────
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// Handle Collide flag (BSP path 6 set it on a non-contact hit).
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// ACE: if Collide is set, re-test as Placement to confirm position.
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// Simplified: just clear it and accept.
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// ACE: Transition.TransitionalInsert Collide branch (Transition.cs:891-930).
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// Named-retail: CTransition::transitional_insert Collide branch.
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if (sp.Collide)
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{
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sp.Collide = false;
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bool reset = false;
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if (ci.ContactPlaneValid && DoCheckWalkable(PhysicsGlobals.LandingZ, engine))
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{
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// CheckPos is walkable — re-test as Placement to snap/validate.
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var savedInsert = sp.InsertType;
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sp.InsertType = InsertType.Placement;
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var placeState = TransitionalInsert(numAttempts, engine);
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sp.InsertType = savedInsert;
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if (placeState != TransitionState.OK)
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{
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// Placement rejected — fall through to restore.
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placeState = TransitionState.OK;
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reset = true;
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}
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else if (!reset)
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{
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// Placement accepted — return current state.
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sp.WalkableValid = false;
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return placeState;
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}
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}
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else
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reset = true;
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sp.WalkableValid = false;
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if (reset)
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{
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sp.RestoreCheckPos();
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ci.ContactPlaneValid = false;
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ci.ContactPlaneIsWater = false;
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if (ci.LastKnownContactPlaneValid)
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{
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ci.LastKnownContactPlaneValid = false;
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oi.StopVelocity();
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}
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else
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ci.SetCollisionNormal(sp.StepUpNormal);
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return TransitionState.Collided;
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}
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}
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// Handle neg-poly hit (backward-facing polygon contact).
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@ -614,7 +709,9 @@ public sealed class Transition
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localSphere1,
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localCurrCenter,
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Vector3.UnitZ, // local space Z is up
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1.0f); // scale = 1.0 for cell geometry
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1.0f, // scale = 1.0 for cell geometry
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Quaternion.Identity,
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engine); // engine needed for Path 5 step-up
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if (cellState != TransitionState.OK)
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{
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@ -744,11 +841,6 @@ public sealed class Transition
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// Object collision — static BSP objects
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// -----------------------------------------------------------------------
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// Reused per-call to avoid per-step allocation; safe because Transition
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// is single-threaded per movement resolve.
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private readonly List<ShadowEntry> _nearbyObjs = new();
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private static int _debugQueryCount = 0;
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/// <summary>
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/// Query the ShadowObjectRegistry for nearby static objects and run
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/// collision against each using the retail BSPTree.find_collisions 6-path
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@ -778,23 +870,17 @@ public sealed class Transition
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out uint landblockId, out float worldOffsetX, out float worldOffsetY))
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return TransitionState.OK;
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// Use a local list: DoStepUp calls TransitionalInsert → FindObjCollisions
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// recursively, so reusing a single field list would corrupt the outer
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// iteration. Allocate per call (cheap — typically 0-5 entries).
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var nearbyObjs = new List<ShadowEntry>();
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float queryRadius = sphereRadius + movement.Length() + 5f;
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engine.ShadowObjects.GetNearbyObjects(
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currPos, queryRadius,
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worldOffsetX, worldOffsetY, landblockId,
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_nearbyObjs);
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nearbyObjs);
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// Log every 120 frames — tracks player position over time.
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_debugQueryCount++;
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if (movement.LengthSquared() > 0.0001f && _debugQueryCount % 120 == 0)
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{
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Console.WriteLine(
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$"ObjColl @({currPos.X:F1},{currPos.Y:F1},{currPos.Z:F1}) " +
|
||||
$"lb=0x{landblockId:X8} nearby={_nearbyObjs.Count}/{engine.ShadowObjects.TotalRegistered}");
|
||||
}
|
||||
|
||||
|
||||
foreach (var obj in _nearbyObjs)
|
||||
foreach (var obj in nearbyObjs)
|
||||
{
|
||||
// Broad-phase: can the moving sphere reach this object?
|
||||
Vector3 deltaToCurr = currPos - obj.Position;
|
||||
|
|
@ -868,7 +954,8 @@ public sealed class Transition
|
|||
localCurrCenter,
|
||||
localSpaceZ,
|
||||
obj.Scale, // scale for local→world offsets
|
||||
obj.Rotation); // local→world rotation
|
||||
obj.Rotation, // local→world rotation
|
||||
engine); // engine needed for Path 5 step-up
|
||||
}
|
||||
else
|
||||
{
|
||||
|
|
@ -1218,16 +1305,145 @@ public sealed class Transition
|
|||
// 1. Collision detection returned OK
|
||||
// 2. A valid contact plane was found
|
||||
// 3. The contact plane is walkable (Normal.Z >= walkableZ)
|
||||
//
|
||||
// ACE StepDown then runs a Placement insertion to confirm the sphere
|
||||
// can actually be placed at the candidate position — it must not be
|
||||
// inside any solid geometry (wall, BSP object, etc.).
|
||||
// Named-retail: CTransition::step_down, acclient_2013_pseudo_c.txt:273069.
|
||||
// ACE: Transition.cs:731-741.
|
||||
if (transitState == TransitionState.OK
|
||||
&& CollisionInfo.ContactPlaneValid
|
||||
&& CollisionInfo.ContactPlane.Normal.Z >= walkableZ)
|
||||
{
|
||||
return true;
|
||||
// Placement validation: can we actually stand here?
|
||||
var savedInsert = sp.InsertType;
|
||||
sp.InsertType = InsertType.Placement;
|
||||
|
||||
var placeState = TransitionalInsert(1, engine);
|
||||
|
||||
sp.InsertType = savedInsert;
|
||||
return placeState == TransitionState.OK;
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
// -----------------------------------------------------------------------
|
||||
// Step-up
|
||||
// -----------------------------------------------------------------------
|
||||
|
||||
/// <summary>
|
||||
/// Attempt to step over a low obstacle by probing upward then stepping down.
|
||||
///
|
||||
/// <para>
|
||||
/// Retail flow (CTransition::step_up, named-retail ~273099):
|
||||
/// 1. Clear ContactPlane so the step-down probe is unbiased.
|
||||
/// 2. Set StepUp flag so DoStepDown skips the downward offset (we start
|
||||
/// from the sphere's current position and scan down from there).
|
||||
/// 3. Pick stepDownHeight / walkable-Z from ObjectInfo (if OnWalkable,
|
||||
/// use StepUpHeight + FloorZ; else 0.04 + LandingZ).
|
||||
/// 4. Save backup, run DoStepDown, then clear StepUp.
|
||||
/// 5. Return true on success; the caller commits the new CheckPos.
|
||||
/// On failure, RestoreCheckPos and return false.
|
||||
/// </para>
|
||||
///
|
||||
/// ACE: Transition.StepUp (Transition.cs:746-777).
|
||||
/// Named-retail: CTransition::step_up (~273099-273133).
|
||||
/// </summary>
|
||||
internal bool DoStepUp(Vector3 collisionNormal, PhysicsEngine engine)
|
||||
{
|
||||
var sp = SpherePath;
|
||||
var ci = CollisionInfo;
|
||||
var oi = ObjectInfo;
|
||||
|
||||
ci.ContactPlaneValid = false;
|
||||
ci.ContactPlaneIsWater = false;
|
||||
|
||||
sp.StepUp = true;
|
||||
sp.StepUpNormal = collisionNormal;
|
||||
|
||||
// Default values (not on walkable): small step, LandingZ threshold.
|
||||
float stepDownHeight = 0.04f;
|
||||
float zLandingValue = PhysicsGlobals.LandingZ;
|
||||
|
||||
if (oi.State.HasFlag(ObjectInfoState.OnWalkable))
|
||||
{
|
||||
zLandingValue = oi.GetWalkableZ();
|
||||
stepDownHeight = oi.StepUpHeight;
|
||||
}
|
||||
|
||||
sp.WalkableAllowance = zLandingValue;
|
||||
sp.SaveCheckPos();
|
||||
|
||||
bool stepDown = DoStepDown(stepDownHeight, zLandingValue, engine);
|
||||
|
||||
sp.StepUp = false;
|
||||
sp.WalkableValid = false;
|
||||
|
||||
if (!stepDown)
|
||||
sp.RestoreCheckPos();
|
||||
|
||||
return stepDown;
|
||||
}
|
||||
|
||||
// -----------------------------------------------------------------------
|
||||
// Walkable check
|
||||
// -----------------------------------------------------------------------
|
||||
|
||||
/// <summary>
|
||||
/// Probe downward by StepDownHeight to confirm a walkable surface is within
|
||||
/// reach of the current CheckPos — used by the Collide branch in
|
||||
/// TransitionalInsert before re-testing as Placement.
|
||||
///
|
||||
/// <para>
|
||||
/// Returns true if a walkable surface was found within reach (i.e. the
|
||||
/// sphere can land here). Returns false if:
|
||||
/// - ObjectInfo.OnWalkable is NOT set (always walkable by convention).
|
||||
/// - CheckWalkables() already confirmed a walkable (skip the probe).
|
||||
/// - The downward probe returned OK (meaning: no walkable was found
|
||||
/// within reach, so we CANNOT land → transitState == OK → return false).
|
||||
/// </para>
|
||||
///
|
||||
/// ACE: Transition.CheckWalkable (Transition.cs:206-235).
|
||||
/// Named-retail: CTransition::check_walkable.
|
||||
/// </summary>
|
||||
internal bool DoCheckWalkable(float zCheck, PhysicsEngine engine)
|
||||
{
|
||||
var sp = SpherePath;
|
||||
var oi = ObjectInfo;
|
||||
|
||||
if (!oi.State.HasFlag(ObjectInfoState.OnWalkable))
|
||||
return true;
|
||||
|
||||
// If the current walkable entry is still valid, skip the probe.
|
||||
if (sp.WalkableValid)
|
||||
return true;
|
||||
|
||||
sp.SaveCheckPos();
|
||||
|
||||
float stepHeight = oi.StepDownHeight;
|
||||
var globSphere = sp.GlobalSphere[0];
|
||||
|
||||
if (sp.NumSphere < 2 && stepHeight > globSphere.Radius * 2f)
|
||||
stepHeight = globSphere.Radius * 0.5f;
|
||||
|
||||
if (stepHeight > globSphere.Radius * 2f)
|
||||
stepHeight *= 0.5f;
|
||||
|
||||
sp.WalkableAllowance = zCheck;
|
||||
sp.CheckWalkable = true;
|
||||
sp.AddOffsetToCheckPos(new Vector3(0f, 0f, -stepHeight));
|
||||
|
||||
var transitState = TransitionalInsert(1, engine);
|
||||
|
||||
sp.CheckWalkable = false;
|
||||
sp.RestoreCheckPos();
|
||||
|
||||
// ACE returns (transitState != OK) — i.e. true when we DID find a
|
||||
// walkable (collision probe returned Adjusted/Collided).
|
||||
return transitState != TransitionState.OK;
|
||||
}
|
||||
|
||||
// -----------------------------------------------------------------------
|
||||
// Post-step validation
|
||||
// -----------------------------------------------------------------------
|
||||
|
|
|
|||
|
|
@ -82,7 +82,9 @@ public static class BSPStepUpFixtures
|
|||
/// <list type="bullet">
|
||||
/// <item>Floor polygon at z = 0, x ∈ [-2, 0.5], y ∈ [-1, 1].</item>
|
||||
/// <item>Vertical wall polygon at x = 0.5, z ∈ [0, 0.25], y ∈ [-1, 1], facing -X.</item>
|
||||
/// <item>Upper floor polygon at z = 0.25, x ∈ [0.5, 2], y ∈ [-1, 1].</item>
|
||||
/// <item>Upper floor polygon at z = 0.25, x ∈ [0.2, 2], y ∈ [-1, 1] — extends
|
||||
/// left of the wall face so the vertical step-down probe finds it when the
|
||||
/// sphere is at x ≈ 0.3–0.5 (the wall contact zone).</item>
|
||||
/// </list>
|
||||
/// </summary>
|
||||
public static (PhysicsBSPNode Root, Dictionary<ushort, ResolvedPolygon> Resolved)
|
||||
|
|
@ -105,10 +107,14 @@ public static class BSPStepUpFixtures
|
|||
new Vector3(0.5f, 1f, 0f),
|
||||
expectedNormal: new Vector3(-1f, 0f, 0f));
|
||||
|
||||
// Upper floor at z=0.25, x∈[0.5,2], y∈[-1,1], normal = +Z
|
||||
// Upper floor at z=0.25, x∈[0.2,2], y∈[-1,1], normal = +Z.
|
||||
// The upper floor extends slightly left of the wall face (x=0.5)
|
||||
// so the step-down probe (vertical, from the wall-contact XY) can
|
||||
// find it when the sphere is at x≈0.3-0.5. Retail BSPs have the
|
||||
// same overlap because geometry is continuous across the step.
|
||||
resolved[LowStep_UpperFloorId] = MakeFloor(
|
||||
new Vector3(0.5f, -1f, 0.25f), new Vector3(2f, -1f, 0.25f),
|
||||
new Vector3(2f, 1f, 0.25f), new Vector3(0.5f, 1f, 0.25f));
|
||||
new Vector3(0.2f, -1f, 0.25f), new Vector3(2f, -1f, 0.25f),
|
||||
new Vector3(2f, 1f, 0.25f), new Vector3(0.2f, 1f, 0.25f));
|
||||
|
||||
// Build a flat BSP tree: one internal node with all three polys in a leaf.
|
||||
// The bounding sphere covers everything.
|
||||
|
|
|
|||
|
|
@ -186,17 +186,27 @@ public class BSPStepUpTests
|
|||
var (root, resolved) = BSPStepUpFixtures.LowStep();
|
||||
const float stepUpHeight = 0.30f; // larger than step (0.25), so step-up succeeds
|
||||
|
||||
float startZ = BSPStepUpFixtures.SphereRadius;
|
||||
var from = new Vector3(0.1f, 0f, startZ);
|
||||
var to = new Vector3(0.7f, 0f, startZ); // crosses the wall at x=0.5
|
||||
// CurPos (foot position) starts at z=0 (on the terrain / BSP floor at z=0).
|
||||
// The sphere center is at CurPos + (0, 0, SphereRadius) = (x, 0, 0.2).
|
||||
// lowPoint = sphere_center - (0,0,r) = (x, 0, 0) → on terrain → contact.
|
||||
var from = new Vector3(0.1f, 0f, 0f);
|
||||
// to.X = 0.6 → offset = (0.5, 0, 0), 3 sub-steps of 0.1667 each.
|
||||
// Step 2: CurPos ≈ (0.433, 0, 0), sphere center x ≈ 0.433.
|
||||
// Wall: dist = 0.5 - 0.433 = 0.067 < rad = 0.198 → HIT Path 5 ✓
|
||||
var to = new Vector3(0.6f, 0f, 0f); // foot stays at z=0, crosses wall at x=0.5
|
||||
|
||||
var t = BSPStepUpFixtures.MakeGroundedTransition(from, to, stepUpHeight);
|
||||
var engine = MakeTestEngine(root, resolved);
|
||||
// terrainZ=0f: terrain at z=0 keeps the step-down probe grounded between
|
||||
// steps, preserving Contact/OnWalkable across the sub-step boundary.
|
||||
var engine = MakeTestEngine(root, resolved, terrainZ: 0f);
|
||||
|
||||
bool ok = t.FindTransitionalPosition(engine);
|
||||
|
||||
// After step-up, the character's Z must be at or above the upper floor + radius.
|
||||
float expectedMinZ = 0.25f + BSPStepUpFixtures.SphereRadius - PhysicsGlobals.EPSILON * 10f;
|
||||
// After step-up, the character's foot (CurPos.Z) must be at or above the
|
||||
// upper floor (z=0.25). CurPos stores the foot origin; the sphere center is
|
||||
// CurPos.Z + SphereRadius. The lower bound is the upper-floor Z minus a
|
||||
// small epsilon to tolerate floating-point rounding in AdjustSphereToPlane.
|
||||
float expectedMinZ = 0.25f - PhysicsGlobals.EPSILON * 10f;
|
||||
Assert.True(t.SpherePath.CurPos.Z >= expectedMinZ,
|
||||
$"Expected Z >= {expectedMinZ:F4} (stepped up to upper floor at z=0.25), " +
|
||||
$"got CurPos.Z = {t.SpherePath.CurPos.Z:F4}. " +
|
||||
|
|
@ -222,12 +232,13 @@ public class BSPStepUpTests
|
|||
var (root, resolved) = BSPStepUpFixtures.TallWall();
|
||||
const float stepUpHeight = 0.04f; // default — cannot scale 5 m wall
|
||||
|
||||
float startZ = BSPStepUpFixtures.SphereRadius;
|
||||
var from = new Vector3(0.1f, 0f, startZ);
|
||||
var to = new Vector3(0.7f, 0f, startZ);
|
||||
// Foot at z=0 (on terrain). Same reasoning as B1.
|
||||
var from = new Vector3(0.1f, 0f, 0f);
|
||||
var to = new Vector3(0.6f, 0f, 0f);
|
||||
|
||||
var t = BSPStepUpFixtures.MakeGroundedTransition(from, to, stepUpHeight);
|
||||
var engine = MakeTestEngine(root, resolved);
|
||||
// terrainZ=0f: keep grounded between steps (same as B1).
|
||||
var engine = MakeTestEngine(root, resolved, terrainZ: 0f);
|
||||
|
||||
t.FindTransitionalPosition(engine);
|
||||
|
||||
|
|
@ -268,12 +279,13 @@ public class BSPStepUpTests
|
|||
|
||||
var localSphere = new DatReaderWriter.Types.Sphere { Origin = checkPos, Radius = r };
|
||||
|
||||
// NOTE: After L.2.1 this call gains an optional PhysicsEngine
|
||||
// parameter. Until then, the step-up flag is set but DoStepDown
|
||||
// cannot recurse (returns Slid). After L.2.1 result should be OK.
|
||||
// Pass engine so Path 5 can call DoStepUp → DoStepDown (L.2.1).
|
||||
// Without engine the fallback wall-slide would return Slid.
|
||||
var engine = MakeTestEngine(root, resolved);
|
||||
|
||||
var result = BSPQuery.FindCollisions(
|
||||
root, resolved, t, localSphere, null,
|
||||
currPos, Vector3.UnitZ, 1.0f);
|
||||
currPos, Vector3.UnitZ, 1.0f, Quaternion.Identity, engine);
|
||||
|
||||
// After L.2.1 this assertion flips from failing (Slid) to passing.
|
||||
Assert.NotEqual(TransitionState.Slid, result);
|
||||
|
|
@ -349,11 +361,17 @@ public class BSPStepUpTests
|
|||
|
||||
float roofZ = 3f;
|
||||
float r = BSPStepUpFixtures.SphereRadius;
|
||||
var from = new Vector3(0f, 0f, roofZ + r + 0.1f);
|
||||
var to = new Vector3(0f, 0f, roofZ + r - 0.05f); // sphere foot at z~3.0
|
||||
// CurPos = foot position. Sphere center = CurPos + (0,0,r).
|
||||
// from: foot at z = roofZ - r + 0.3f → sphere center at roofZ + 0.3 = 3.3 (above roof)
|
||||
// to: foot at z = roofZ - r - 0.05f → sphere center at roofZ - 0.05 = 2.95 (into roof by 0.05)
|
||||
// Roof polygon at z=roofZ, normal=+Z: dist = sphere_center.z - roofZ.
|
||||
// At to: dist = -0.05; |dist| = 0.05 < rad=0.198 → roof hit ✓
|
||||
var from = new Vector3(0f, 0f, roofZ - r + 0.3f);
|
||||
var to = new Vector3(0f, 0f, roofZ - r - 0.05f); // sphere bottom at z ≈ 2.95 (into roof)
|
||||
|
||||
var t = BSPStepUpFixtures.MakeAirborneTransition(from, to);
|
||||
var engine = MakeTestEngine(root, resolved);
|
||||
// terrainZ=-50f: airborne mover — terrain must not interfere with roof landing.
|
||||
var engine = MakeTestEngine(root, resolved, terrainZ: -50f);
|
||||
|
||||
t.FindTransitionalPosition(engine);
|
||||
|
||||
|
|
@ -417,22 +435,24 @@ public class BSPStepUpTests
|
|||
// =========================================================================
|
||||
|
||||
/// <summary>
|
||||
/// Build a <see cref="PhysicsEngine"/> that serves one synthetic BSP object
|
||||
/// without any interfering terrain. The terrain is set 50 m underground
|
||||
/// so it never fires during test geometry at z ≥ 0.
|
||||
/// Build a <see cref="PhysicsEngine"/> that serves one synthetic BSP object.
|
||||
/// <paramref name="terrainZ"/> sets every terrain sample to the given height.
|
||||
/// Use 0f for grounded tests (terrain flush with the BSP floor at z=0, so the
|
||||
/// step-down probe finds ground and keeps Contact/OnWalkable set between steps).
|
||||
/// Use -50f for tests where terrain must never interfere (airborne / roof landing).
|
||||
/// </summary>
|
||||
private static PhysicsEngine MakeTestEngine(
|
||||
PhysicsBSPNode root,
|
||||
Dictionary<ushort, ResolvedPolygon> resolved,
|
||||
Vector3? objectPosition = null)
|
||||
Vector3? objectPosition = null,
|
||||
float terrainZ = 0f)
|
||||
{
|
||||
const uint LandblockId = 0xA9B4FFFFu;
|
||||
const uint SyntheticGfxId = 0xDEADBEEFu;
|
||||
|
||||
// Terrain 50 m underground so FindEnvCollisions never fires push-ups.
|
||||
var heights = new byte[81]; // all zero → uses index 0 from heightTable
|
||||
var heightTab = new float[256];
|
||||
for (int i = 0; i < 256; i++) heightTab[i] = -50f;
|
||||
for (int i = 0; i < 256; i++) heightTab[i] = terrainZ;
|
||||
|
||||
var engine = new PhysicsEngine();
|
||||
engine.AddLandblock(
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue