feat(physics): Task 2 — true sphere collision primitive (CSphere::intersects_sphere)
Setup.Spheres were previously coerced to short cylinders (CylHeight=2*r), which is geometrically wrong: a cylinder has flat caps; a sphere does not. This ported CSphere::intersects_sphere (0x00537A80) so sphere-typed shadow entries are tested as spheres — 3-D distance, no height clamping. Changes: - ShadowObjectRegistry.cs: added ShadowCollisionType.Sphere (enum value 2). The BuildFloodSpheres anyCyl dedup at :232 is unaffected: only Cylinder sets anyCyl=true; Sphere shapes fall through to the BSP-fallback path (anyCyl=false → included), which is correct. - ShadowShapeBuilder.cs: FromSetup now emits ShadowCollisionType.Sphere (CylHeight=0) for Setup.Spheres instead of a short Cylinder. - CollisionPrimitives.cs: added SweptSphereHitsSphere — quadratic swept solve ported from ACE Sphere.cs::FindTimeOfCollision, which is a C# port of retail's CSphere::intersects_sphere @ 0x00537A80. Sign convention confirmed against the decomp: retail negates the root to produce a forward t ∈ (0,1]. - TransitionTypes.cs: added Sphere narrow-phase branch between BSP and Cylinder in FindObjCollisionsInCell; uses 3-D distance for overlap (not XY-only). Added SphereCollision() method implementing the 3-D wall-slide response. Updated diagnostic logging at :2734 to cover Sphere. - Updated ShadowShapeBuilderTests for new Sphere type assertion. - New SphereIntersectsSphereConformanceTests: 9 geometrically-anchored cases (head-on, tangent, perpendicular-miss, lateral-near-miss, sweep-away, beyond-step, degenerate-zero-sweep, already-overlapping, vertical-sweep). Retail oracle: CSphere::intersects_sphere @ 0x00537A80 (named-retail); ACE Sphere.cs::FindTimeOfCollision (C# port, cross-confirmed). Build: 0 errors, 10 warnings (pre-existing). Tests: 1576 pass / 0 fail / 2 skip (1578 total). Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
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@ -532,9 +532,10 @@ public sealed class ShadowObjectRegistry
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/// <summary>
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/// Collision type for a shadow entry. BSP uses full polygon collision.
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/// Cylinder uses a simple cylinder-sphere intersection test.
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/// Cylinder uses a cylinder-sphere intersection test (XY distance + height clamp).
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/// Sphere uses a true 3-D sphere-sphere intersection test (no height clamp).
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/// </summary>
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public enum ShadowCollisionType : byte { BSP, Cylinder }
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public enum ShadowCollisionType : byte { BSP, Cylinder, Sphere }
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public readonly record struct ShadowEntry(
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uint EntityId,
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