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>
This commit is contained in:
Erik 2026-04-14 16:18:43 +02:00
parent b16a149718
commit 874bcc8690
3 changed files with 1781 additions and 1211 deletions

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