fix(physics): Slice 1 — delete render-mesh-AABB synthetic collision; DAT-only shape authority
Retail oracle: CPartArray::InitParts@0x00517F40, CGfxObj::Serialize@0x00534970 (physics_bsp gated on serialized-flags bit-0), CPhysicsPart::find_obj_collisions@0x0050D8D0 (returns OK / passable when physics_bsp==null). Render-mesh bounds never enter collision. Changes: - GameWindow.cs: delete the ~200-line VISUAL mesh-bounds collision block (the isPhantomSetup / isPhantomGfxObj locals + the if-block computing worldMin/worldMax AABB + the ShadowObjects.Register call that capped and registered the synthetic cylinder). Also removes dead counter variables scHaveBounds/scRegistered/scNoBounds/ scTooThin; trims the ProbeBuildingEnabled summary line accordingly. - PhysicsDataCache.cs: delete IsPhantomGfxObjSource (the predicate that only existed to fence the mesh-AABB synthesis; the "phantom" concept is now the default — no DAT shape means no registration, verbatim with retail). - PhysicsDataCachePhantomSourceTests.cs: deleted (tested the removed method). - ShadowShapeBuilderShapeSourceTests.cs: new guard test — a Setup with parts but hasPhysicsBsp=false and no CylSpheres/Spheres yields an empty shape list, locking the DAT-only rule in the builder. - retail-divergence-register.md: AP-2 row deleted (divergence retired). Objects with no DAT physics shape (no CylSpheres, no Spheres, no part with a PhysicsBSP) now register no collision shape and are passable, verbatim with retail. Objects with real DAT shapes (BSP parts, CylSpheres) are unaffected. dotnet build green, 22/22 tests passing (ShadowShapeBuilderShapeSourceTests + CellarUpTrajectoryReplay + CornerFlood + Issue147ArwicBuildings replay harnesses). Visual gate pending: walk Holtburg + open world; objects that become passable must match retail (DAT has no physics shape — trees with real CylSpheres still solid). Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
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using System;
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using System.Collections.Generic;
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using AcDream.Core.Physics;
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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 Xunit;
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namespace AcDream.Core.Tests.Physics;
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/// <summary>
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/// Guards the DAT-only shape-source rule (Slice 1 of the unified
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/// collision-inclusion phase, 2026-06-24).
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///
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/// <para>
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/// Retail oracle: <c>CPartArray::InitParts@0x00517F40</c> (parts come from
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/// the Setup list only), <c>CGfxObj::Serialize@0x00534970</c> (physics_bsp
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/// gated on serialized-flags bit-0), <c>CPhysicsPart::find_obj_collisions@0x0050D8D0</c>
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/// (returns OK / passable when <c>physics_bsp == null</c>). Render-mesh bounds
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/// never enter collision.
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/// </para>
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/// </summary>
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public class ShadowShapeBuilderShapeSourceTests
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{
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// Retail: an object with no DAT physics shape (no CylSphere, no Sphere,
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// no part with a PhysicsBSP) emits NO collision shape and is passable.
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// CPhysicsPart::find_obj_collisions@0x0050D8D0 returns OK when physics_bsp==null.
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[Fact]
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public void Setup_WithNoCylSpheres_NoSpheres_NoPhysicsBspParts_YieldsEmptyShapeList()
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{
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var setup = new Setup
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{
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CylSpheres = new List<CylSphere>(),
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Spheres = new List<Sphere>(),
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Parts = { 0x01000ABCu },
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PlacementFrames = new Dictionary<Placement, AnimationFrame>(),
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};
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var shapes = ShadowShapeBuilder.FromSetup(setup, entScale: 1f, hasPhysicsBsp: _ => false);
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Assert.Empty(shapes);
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}
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}
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