diff --git a/src/AcDream.Core/Physics/PhysicsObjUpdate.cs b/src/AcDream.Core/Physics/PhysicsObjUpdate.cs new file mode 100644 index 00000000..a1daa04d --- /dev/null +++ b/src/AcDream.Core/Physics/PhysicsObjUpdate.cs @@ -0,0 +1,78 @@ +using System.Numerics; + +namespace AcDream.Core.Physics; + +/// +/// Verbatim port of the collision-response tail of retail +/// CPhysicsObj::UpdateObjectInternal: the velocity decision that +/// SetPositionInternal (0x00515330) drives through +/// handle_all_collisions (0x00514780, pc:282647). Kept as a pure function over a +/// + the resolve outcome so the whole decision is unit-testable +/// in Core, independent of the App per-frame loop. The transition INTERNALS +/// (ResolveWithTransition and below) are untouched. +/// +public static class PhysicsObjUpdate +{ + /// + /// retail handle_all_collisions (0x00514780). Reflects or zeros the body's + /// (retail m_velocityVector) based on + /// : + /// + /// fsf ≤ 1 → reflect the into-surface component + /// (v += -(v·n)(elasticity+1)·n, pc:282712) when we should reflect and a + /// collision normal is valid; an INELASTIC mover zeros instead (pc:282720). + /// fsf > 1 → v = 0 entirely (pc:282729) — the "bleed on block" that + /// lets gravity resume so a blocked jump falls/glides off (fixes the #182 + /// airborne-stuck wedge). + /// + /// The Stationary* transient-bit round-trip (pc:282737-758) is owned by the Core resolve + /// writeback (PhysicsEngine.ResolveWithTransition), not re-encoded here. + /// + /// The mover. + /// Was a wall/creature collision normal recorded this resolve. + /// Outward collision normal (points away from the surface). + /// Whether the body had Contact BEFORE this resolve committed + /// (retail arg3 — reserved for environment-collision reporting; unused today). + /// Whether the body was OnWalkable before this resolve (retail arg4). + /// Whether the body is OnWalkable after this resolve. + public static void HandleAllCollisions( + PhysicsBody body, + bool collisionNormalValid, Vector3 collisionNormal, + bool prevContact, bool prevOnWalkable, bool nowOnWalkable) + { + // var_10_1 (pc:282653-282657): reflect UNLESS the mover stays on walkable ground + // (and is not sledding). This restores retail's broader rule — the AD-25 airborne-only + // suppression is retired: the landing-snap fragility it guarded is gone (landing state + // is now owned by the SetPositionInternal-derived contact flags, not a Velocity.Z<=0 + // gate). A grounded corridor wall-slide keeps its tangential velocity (should_reflect + // false), exactly as retail. + bool sledding = body.State.HasFlag(PhysicsStateFlags.Sledding); + bool shouldReflect = !(prevOnWalkable && nowOnWalkable && !sledding); + + if (body.FramesStationaryFall <= 1) + { + if (shouldReflect && collisionNormalValid) + { + if (body.State.HasFlag(PhysicsStateFlags.Inelastic)) + { + body.Velocity = Vector3.Zero; // pc:282720-282722 + } + else + { + float dot = Vector3.Dot(body.Velocity, collisionNormal); + if (dot < 0f) // moving INTO the surface + { + float k = -(dot * (body.Elasticity + 1f)); // pc:282712 + body.Velocity += collisionNormal * k; + } + } + } + } + else + { + body.Velocity = Vector3.Zero; // fsf>1 → THE BLEED (pc:282729) + } + + _ = prevContact; // retail report_environment_collision(arg3) — weenie collision events, later. + } +} diff --git a/tests/AcDream.Core.Tests/Physics/HandleAllCollisionsTests.cs b/tests/AcDream.Core.Tests/Physics/HandleAllCollisionsTests.cs new file mode 100644 index 00000000..9fdb8187 --- /dev/null +++ b/tests/AcDream.Core.Tests/Physics/HandleAllCollisionsTests.cs @@ -0,0 +1,111 @@ +using System.Numerics; +using AcDream.Core.Physics; +using Xunit; + +namespace AcDream.Core.Tests.Physics; + +/// +/// Conformance tests for — the port of +/// retail CPhysicsObj::handle_all_collisions (0x00514780, pc:282647). This is the +/// velocity "bleed on block" decision: reflect (fsf≤1) vs zero (fsf>1). +/// +public class HandleAllCollisionsTests +{ + private static PhysicsBody Airborne(Vector3 v, int fsf = 0) => new PhysicsBody + { + State = PhysicsStateFlags.Gravity | PhysicsStateFlags.ReportCollisions, + TransientState = TransientStateFlags.None, + Velocity = v, + FramesStationaryFall = fsf, + }; + + [Fact] + public void Fsf0_AirborneWallHit_ReflectsIntoWallComponent() + { + var b = Airborne(new Vector3(3f, 0f, 0f)); // moving +X into a wall whose outward normal is -X + var n = new Vector3(-1f, 0f, 0f); + PhysicsObjUpdate.HandleAllCollisions(b, + collisionNormalValid: true, collisionNormal: n, + prevContact: false, prevOnWalkable: false, nowOnWalkable: false); + // dot = 3*-1 = -3 < 0 → k = -(-3*(0.05+1)) = 3.15 → v += (-1,0,0)*3.15 → x = 3 - 3.15 = -0.15 + Assert.Equal(-0.15f, b.Velocity.X, precision: 3); + } + + [Fact] + public void Fsf0_MovingAwayFromSurface_DoesNotReflect() + { + var b = Airborne(new Vector3(0f, 0f, 2f)); // moving up, normal also up (already separating) + var n = new Vector3(0f, 0f, 1f); + PhysicsObjUpdate.HandleAllCollisions(b, + collisionNormalValid: true, collisionNormal: n, + prevContact: false, prevOnWalkable: false, nowOnWalkable: false); + Assert.Equal(2f, b.Velocity.Z); // dot = +2 >= 0 → no reflection + } + + [Fact] + public void Fsf2_ZeroesVelocity_TheAirborneStuckBleed() + { + // The #182 case: a straight-up jump blocked by a near-horizontal creature normal. + // At fsf>1 the whole velocity is zeroed so gravity resumes → the player falls/glides off. + var b = Airborne(new Vector3(0f, 0f, 18f), fsf: 2); + var n = new Vector3(-0.96f, -0.25f, -0.15f); + PhysicsObjUpdate.HandleAllCollisions(b, + collisionNormalValid: true, collisionNormal: n, + prevContact: false, prevOnWalkable: false, nowOnWalkable: false); + Assert.Equal(Vector3.Zero, b.Velocity); + } + + [Fact] + public void Fsf3_ZeroesVelocity_EvenWithoutCollisionNormal() + { + var b = Airborne(new Vector3(1f, 2f, 18f), fsf: 3); + PhysicsObjUpdate.HandleAllCollisions(b, + collisionNormalValid: false, collisionNormal: default, + prevContact: false, prevOnWalkable: false, nowOnWalkable: false); + Assert.Equal(Vector3.Zero, b.Velocity); + } + + [Fact] + public void StayingOnWalkable_DoesNotReflect_CorridorWallSlidePreserved() + { + // Grounded before AND after → should_reflect is false → the tangential wall-slide + // velocity is preserved (retail's rule; the corridor shuffle, not a sticky bounce). + var b = new PhysicsBody + { + Velocity = new Vector3(3f, 0f, 0f), + TransientState = TransientStateFlags.Contact | TransientStateFlags.OnWalkable, + FramesStationaryFall = 0, + }; + var n = new Vector3(-1f, 0f, 0f); + PhysicsObjUpdate.HandleAllCollisions(b, + collisionNormalValid: true, collisionNormal: n, + prevContact: true, prevOnWalkable: true, nowOnWalkable: true); + Assert.Equal(3f, b.Velocity.X); + } + + [Fact] + public void Inelastic_ZeroesInsteadOfReflecting() + { + var b = Airborne(new Vector3(3f, 0f, 0f)); + b.State |= PhysicsStateFlags.Inelastic; // spell projectile / missile + var n = new Vector3(-1f, 0f, 0f); + PhysicsObjUpdate.HandleAllCollisions(b, + collisionNormalValid: true, collisionNormal: n, + prevContact: false, prevOnWalkable: false, nowOnWalkable: false); + Assert.Equal(Vector3.Zero, b.Velocity); + } + + [Fact] + public void LandingReflects_RetailRuleRestored_NotSuppressed() + { + // prev airborne → now grounded (a landing). Retail reflects here too (AD-25 retired); + // at elasticity 0.05 the effect is a tiny, imperceptible deflection. + var b = Airborne(new Vector3(0f, 0f, -5f)); // falling + var n = new Vector3(0f, 0f, 1f); // floor normal up + PhysicsObjUpdate.HandleAllCollisions(b, + collisionNormalValid: true, collisionNormal: n, + prevContact: false, prevOnWalkable: false, nowOnWalkable: true); + // dot = -5 < 0 → k = -(-5*1.05) = 5.25 → v.z = -5 + 5.25 = 0.25 (tiny bounce) + Assert.Equal(0.25f, b.Velocity.Z, precision: 3); + } +}