diff --git a/src/AcDream.Core/Physics/PhysicsBody.cs b/src/AcDream.Core/Physics/PhysicsBody.cs index 67882f0b..62fbc547 100644 --- a/src/AcDream.Core/Physics/PhysicsBody.cs +++ b/src/AcDream.Core/Physics/PhysicsBody.cs @@ -91,8 +91,73 @@ public sealed class PhysicsBody // ── struct fields ────────────────────────────────────────────────────── // Offsets from acclient_function_map.md §PhysicsObj Struct Layout. - /// World-space position (no offset in struct — frame origin). - public Vector3 Position { get; set; } + private Vector3 _position; + + /// World-space position (frame origin). #145: the setter mirrors its + /// delta into so the cell-relative frame stays exact + /// through integration + the resolve-apply (both write here). Placement uses + /// instead (no delta). + public Vector3 Position + { + get => _position; + set + { + Vector3 delta = value - _position; + _position = value; + SyncCellPositionDelta(delta); + } + } + + /// + /// Cell-relative position (retail Position): the (cell, local∈[0,192)) pair. + /// #145 Slice 2 — rides alongside , becomes authoritative + /// in later slices. Default (ObjCellId==0) until seeds it. + /// + public Position CellPosition { get; private set; } + + /// + /// Placement: set the world position AND seed from the + /// wire's (cell, local) directly — NO streaming center, NO delta. Stores the wire + /// values verbatim; the caller has already decoded the wire into a consistent + /// (cellId, cellLocal) pair. Caller (Slice 2b) supplies the wire (cell, localX/Y/Z) + /// from the inbound position update / teleport arrival. + /// + public void SnapToCell(uint cellId, Vector3 worldPos, Vector3 cellLocal) + { + _position = worldPos; + CellPosition = new Position(cellId, new CellFrame(cellLocal, Orientation)); + } + + // Mirror a world-position translation into the cell-relative frame. Velocity is + // frame-invariant under translation, so the same delta applies to the local origin; + // AdjustToOutside re-wraps into [0,192) and bumps the cell on a landblock crossing. + // Only for a SEEDED OUTDOOR cell (player). Unseeded bodies (ObjCellId==0, e.g. remote + // entities) and indoor cells are left untouched here. + // We only invoke AdjustToOutside when the local coordinate leaves [0,192) — i.e. on + // an actual landblock-boundary crossing. Within the same landblock the cell id is left + // unchanged (the wire seed is authoritative for which cell index we occupy). + private void SyncCellPositionDelta(Vector3 delta) + { + uint cell = CellPosition.ObjCellId; + if ((cell & 0xFFFFu) is not (>= 1u and <= 0x40u)) + return; + Vector3 local = CellPosition.Frame.Origin + delta; + // Only call AdjustToOutside on a landblock-boundary crossing (local X or Y + // leaves [0, BlockLength)). Within the block the cell index is kept as-is. + if (local.X < 0f || local.X >= LandDefs.BlockLength || + local.Y < 0f || local.Y >= LandDefs.BlockLength) + { + uint adjusted = cell; + if (LandDefs.AdjustToOutside(ref adjusted, ref local)) + CellPosition = new Position(adjusted, new CellFrame(local, CellPosition.Frame.Orientation)); + // else: map-edge (AdjustToOutside failed) — leave CellPosition unchanged. + // Slice 3 owns proper map-edge membership; this slice is behaviour-neutral. + } + else + { + CellPosition = new Position(cell, new CellFrame(local, CellPosition.Frame.Orientation)); + } + } /// Orientation quaternion (struct offsets 0x60–0x80 column matrix). public Quaternion Orientation { get; set; } = Quaternion.Identity; diff --git a/tests/AcDream.Core.Tests/Physics/PhysicsBodyCellSyncTests.cs b/tests/AcDream.Core.Tests/Physics/PhysicsBodyCellSyncTests.cs new file mode 100644 index 00000000..bf06afc4 --- /dev/null +++ b/tests/AcDream.Core.Tests/Physics/PhysicsBodyCellSyncTests.cs @@ -0,0 +1,51 @@ +using System.Numerics; +using AcDream.Core.Physics; +using Xunit; + +namespace AcDream.Core.Tests.Physics; + +public class PhysicsBodyCellSyncTests +{ + [Fact] + public void SnapToCell_SeedsCellPosition_AndWorldPosition() + { + var body = new PhysicsBody(); + body.SnapToCell(0xC95B0001u, worldPos: new Vector3(1000f, 2000f, 12f), cellLocal: new Vector3(14.8f, 0.3f, 12f)); + Assert.Equal(0xC95B0001u, body.CellPosition.ObjCellId); + Assert.Equal(new Vector3(14.8f, 0.3f, 12f), body.CellPosition.Frame.Origin); + Assert.Equal(new Vector3(1000f, 2000f, 12f), body.Position); + } + + [Fact] + public void PositionDelta_MirrorsIntoCellPosition_WithinLandblock() + { + var body = new PhysicsBody(); + body.SnapToCell(0xC95B0001u, new Vector3(1000f, 2000f, 12f), new Vector3(100f, 50f, 12f)); + body.Position += new Vector3(5f, 3f, 0f); // move within the landblock + Assert.Equal(new Vector3(105f, 53f, 12f), body.CellPosition.Frame.Origin); + Assert.Equal(0xC95B0001u, body.CellPosition.ObjCellId); // no [0,192) crossing → same cell + Assert.Equal(new Vector3(1005f, 2003f, 12f), body.Position); // world still authoritative + moved + } + + [Fact] + public void PositionDelta_AcrossSouthLandblockEdge_BumpsCellAndRewraps() + { + var body = new PhysicsBody(); + // local Y just above 0 in 0xC95B (lbY=0x5B); move south past 0 → south neighbour 0xC95A, local Y near 192. + body.SnapToCell(0xC95B0001u, new Vector3(1000f, 2000f, 12f), new Vector3(100f, 0.3f, 12f)); + body.Position += new Vector3(0f, -1f, 0f); + int lbY = (int)((body.CellPosition.ObjCellId >> 16) & 0xFFu); + Assert.Equal(0x5A, lbY); // bumped to south neighbour + Assert.InRange(body.CellPosition.Frame.Origin.Y, 190f, 192f); // re-wrapped near top of southern block + } + + [Fact] + public void PositionDelta_WithoutSeed_LeavesCellPositionDefault() + { + // A body that was never SnapToCell'd (e.g. a remote entity) must NOT get + // a synthesized cell — CellPosition stays default, no AdjustToOutside. + var body = new PhysicsBody(); + body.Position += new Vector3(10f, 10f, 0f); + Assert.Equal(0u, body.CellPosition.ObjCellId); + } +}