fix(physics): register BSP-only furniture weenies -- drop premature cyl/sphere/radius gate
RegisterLiveEntityCollision had a premature gate at the top of the method:
if (!hasCyl && !hasSphere && !hasRadius) return;
This fired BEFORE ShadowShapeBuilder.FromSetup ran. The builder emits a BSP shape
for every Part whose GfxObj has a PhysicsBSP, regardless of CylSpheres/Spheres/Radius.
A furniture weenie with only a physics-BSP mesh (candle holder, candelabra, etc.)
has no CylSpheres, no Spheres, and Radius=0 -- so it was always dropped, making it
fully passable (invisible wall that lets the player walk through it).
Fix: remove the premature gate. The three `bool` locals (hasCyl, hasSphere, hasRadius)
are retained -- `hasRadius` is still used by the Radius fallback lower in the method
for entities with no CylSphere/Sphere/BSP but a non-zero setup.Radius. The correct
final gate at shapes.Count==0 (after builder + Radius fallback) handles all cases:
- BSP-only entity: builder emits BSP shape -> shapes.Count>0 -> registered.
- Truly shapeless (no BSP, no cyl, no sphere, no radius): builder empty, no Radius
fallback fires -> shapes.Count==0 -> return (not registered, passable). Correct.
Retail anchor: CPhysicsObj::FindObjCollisions (acclient_2013_pseudo_c.txt:276917) --
the gate at pc:276917 is on the MOVER's CPartArray, not a target-side shape filter.
CPartArray::FindObjCollisions (pc:286236) iterates ALL parts; each part's
find_obj_collisions tests physics_bsp when present. There is no retail equivalent of
our premature gate that skips BSP-only targets.
Tests (ShadowShapeBuilderShapeSourceTests): two new cases.
Setup_WithBspPart_NoCylSpheres_EmitsBspShape -- proves the builder emits the shape
the premature gate was discarding.
Setup_WithPartButNoBsp_NoCylSpheres_YieldsEmptyShapeList -- regression guard proving
truly shapeless entities are still not registered (the shapes.Count==0 gate holds).
Full Core suite: 1595 pass / 0 fail / 2 skip.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
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2 changed files with 64 additions and 3 deletions
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@ -3763,9 +3763,18 @@ public sealed class GameWindow : IDisposable
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bool hasSphere = setup.Spheres.Count > 0;
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bool hasRadius = setup.Radius > 0.0001f;
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// Retail-faithful phantom skip (acclient_2013_pseudo_c.txt:276917).
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if (!hasCyl && !hasSphere && !hasRadius)
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return;
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// NOTE: We intentionally do NOT gate here on `!hasCyl && !hasSphere && !hasRadius`.
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// That premature check was wrong: ShadowShapeBuilder.FromSetup also emits a BSP shape
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// for any Part whose GfxObj has a non-null PhysicsBSP (e.g. a candle holder or floor
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// candelabra with only a BSP collision mesh, no CylSphere/Sphere/Radius). Gating here
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// would silently drop those BSP-only entities before the builder runs, making them
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// invisible walls or fully passable. The correct final gate is at shapes.Count==0
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// below (after the builder + Radius fallback have run), which correctly handles ALL
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// cases: BSP-only -> builder emits BSP shape -> registered; truly shapeless -> builder
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// empty, no Radius fallback -> shapes.Count==0 -> return. Retail eligibility is
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// "has physics_bsp OR cylsphere OR sphere" per CPhysicsObj::FindObjCollisions
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// (acclient_2013_pseudo_c.txt:276917 context: the gate fires on the MOVER, not the
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// target; no equivalent target-side gate skips BSP-only objects).
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float entScale = spawn.ObjScale ?? 1.0f;
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