refactor(physics #145): Slice 1 — rename Frame->CellFrame to avoid DatReaderWriter.Types.Frame collision
The new value type collided with DatReaderWriter.Types.Frame (used in physics-adjacent code like ShadowShapeBuilder), which the structural fix (per-file using-aliases across 6 files) would have re-incurred in every later physics slice. Renamed the TYPE to CellFrame; the Position.Frame MEMBER keeps retail's name. Restored the 5 alias-only files to their pre-Slice-1 state; synced spec + plan. Core 1522 passed / 0 failed. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
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8 changed files with 51 additions and 47 deletions
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@ -3,21 +3,25 @@ using System.Numerics;
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namespace AcDream.Core.Physics;
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/// <summary>
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/// Retail <c>Frame</c> (acclient.h:30647). <see cref="Origin"/> is LOCAL to the
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/// owning cell: outdoor → X/Y ∈ [0,192) within the landblock, Z = height;
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/// indoor → the EnvCell-relative placement. <see cref="Orientation"/> replaces
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/// retail's <c>m_fl2gv</c> 3×3 local→global matrix (equivalent rotation).
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/// Retail <c>Frame</c> (acclient.h:30647) — named <c>CellFrame</c> here to avoid
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/// colliding with <c>DatReaderWriter.Types.Frame</c> (the dat placement/animation
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/// frame, used in physics-adjacent code such as <c>ShadowShapeBuilder</c>).
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/// <see cref="Origin"/> is LOCAL to the owning cell: outdoor → X/Y ∈ [0,192) within
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/// the landblock, Z = height; indoor → the EnvCell-relative placement.
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/// <see cref="Orientation"/> replaces retail's <c>m_fl2gv</c> 3×3 local→global
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/// matrix (equivalent rotation).
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/// </summary>
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public readonly record struct Frame(Vector3 Origin, Quaternion Orientation);
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public readonly record struct CellFrame(Vector3 Origin, Quaternion Orientation);
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/// <summary>
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/// Retail <c>Position</c> (acclient.h:30658): the (which-cell, where-inside) pair.
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/// One type for indoor and outdoor. The full 32-bit cell id (high 16 = landblock
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/// prefix, low 16 = cell index) plus the cell-local <see cref="Frame"/>. Neither
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/// half is ever reconstructed from a streaming center — see #145 design spec.
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/// prefix, low 16 = cell index) plus the cell-local <see cref="CellFrame"/>. Neither
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/// half is ever reconstructed from a streaming center — see #145 design spec. The
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/// <c>Frame</c> member keeps retail's name.
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/// </summary>
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public readonly record struct Position(uint ObjCellId, Frame Frame)
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public readonly record struct Position(uint ObjCellId, CellFrame Frame)
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{
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public Position(uint objCellId, Vector3 origin, Quaternion orientation)
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: this(objCellId, new Frame(origin, orientation)) { }
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: this(objCellId, new CellFrame(origin, orientation)) { }
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}
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@ -4,7 +4,6 @@ using System.Numerics;
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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 DatFrame = DatReaderWriter.Types.Frame;
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namespace AcDream.Core.Physics;
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@ -89,9 +88,9 @@ public static class ShadowShapeBuilder
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uint gfxId = (uint)setup.Parts[i];
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if (!hasPhysicsBsp(gfxId)) continue;
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DatFrame partFrame = placementFrame is not null && i < placementFrame.Frames.Count
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Frame partFrame = placementFrame is not null && i < placementFrame.Frames.Count
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? placementFrame.Frames[i]
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: new DatFrame { Origin = Vector3.Zero, Orientation = Quaternion.Identity };
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: new Frame { Origin = Vector3.Zero, Orientation = Quaternion.Identity };
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// BSP radius default; caller substitutes the real BoundingSphere.Radius
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// at registration time when available. Loose-but-safe broadphase value.
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