feat(physics): retail-faithful collision system port from ACE
Replace the patched collision system (~60-70% retail) with a faithful port of ACE's BSPTree/BSPNode/BSPLeaf/Polygon collision pipeline. BSPQuery.cs completely rewritten (1808 lines): - Polygon-level: polygon_hits_sphere_precise (retail two-loop test), pos_hits_sphere, hits_sphere, walkable_hits_sphere, check_walkable, adjust_sphere_to_plane, find_crossed_edge, adjust_to_placement_poly - BSP traversal: sphere_intersects_poly, find_walkable, hits_walkable, sphere_intersects_solid, sphere_intersects_solid_poly - BSP tree-level: find_collisions (6-path dispatcher), step_sphere_up, step_sphere_down, slide_sphere, collide_with_pt, adjust_to_plane, placement_insert PhysicsDataCache.cs: Added ResolvedPolygon type with pre-computed vertex positions and face planes (matching ACE's Polygon constructor which calls make_plane() at load time). Populated at cache time to avoid per-collision-test vertex lookups. TransitionTypes.cs: FindObjCollisions rewritten to use the retail per-object FindCollisions 6-path dispatcher instead of the old "find earliest t, then apply custom response" approach. BSP objects now go through the same collision paths as indoor cell BSP. The previous approach was explicitly rejected by the user after ~10 iterations of patches. This port follows the CLAUDE.md mandatory workflow: decompile first → cross-reference ACE → port faithfully. Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
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