fix(physics): TS-46 - seed the sweep from the Setup's own sphere list

Campaign P Slice P3 item 1. Retail CPhysicsObj::transition (0x00512dc0)
seeds the collision sweep from CPartArray::GetSphere (the Setup's own
<=2-sphere list, each origin+radius scaled by m_scale) via
SPHEREPATH::init_sphere (0x0050c670) -- not from a symmetric two-scalar
(radius, height) capsule reconstruction. The human Setup 0x02000001's
authored spheres are (0,0,0.475) r=.48 and (0,0,1.350) r=.48; the old
reconstruction from (0.48, 1.835) produced (0,0,0.48) + (0,0,1.355), a
5 mm head-center offset the TS-46 register row documented as a residual.

Port:
- SpherePath.InitPath gains a sphere-list overload (ImmutableArray<
  FlatCollisionSphere>, scale) sharing a new InitPathCore with the
  existing (radius, height) overload, which is now the degenerate
  2-scalar case of the same code -- byte-for-byte unchanged, so every
  captured-fixture replay (CellarUpTrajectoryReplayTests,
  DoorBugTrajectoryReplayTests, CellarLipWedgeTests) keeps passing
  unmodified.
- PhysicsEngine.ResolveWithTransition gains optional sphereList/
  sphereScale parameters; empty/default preserves the legacy scalar
  path for every pre-existing caller.
- LiveEntityMotionRuntimeController.GetSetupMoverShape is a new sibling
  of GetSetupCylinder (left untouched) that resolves the Setup's own
  sphere list plus Setup-derived step-up/step-down
  (CPartArray::GetStepUpHeight/GetStepDownHeight, 0x005180d0/0x005180f0,
  x ObjScale, 0.4 m fallback matching the pre-existing literal).
- Threaded through PlayerMovementController (both resolve call sites,
  new SphereList property set by PlayerModeController.ApplyStepHeights
  and the Headless world projection), RuntimeRemotePhysicsUpdater
  (Tick + TickHidden), and RuntimeOrdinaryPhysicsUpdater.TryBegin.
  Remote/ordinary step heights are now Setup-derived instead of a
  hardcoded 0.4f literal. Projectile and camera-probe sweeps are
  untouched (already single-sphere-exact).
- PlayerModeController.ApplyStepHeights also now applies the x ObjScale
  multiply to the player's own step heights (previously only the
  remote/ordinary paths did), closing an adjacent gap the P3 research
  flagged.

Ts46SphereListConformanceTests proves the sphere-list overload sees the
exact dat spheres (not the reconstruction), that the scalar overload is
unchanged, and that ResolveWithTransition's sphereList parameter
actually drives the sweep (a decoy-scalar control pair using a
head-height obstacle sphere).

Register: TS-46 retired (both residuals it named are closed); header
count corrected to 40 active TS rows.

dotnet build + dotnet test (Core.Tests 3991/2 skip, Runtime.Tests
425/0, App.Tests 3968/3 skip, complete solution build) all green.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
This commit is contained in:
Erik 2026-07-30 09:05:44 +02:00
parent 3dc10accb0
commit dae5b1ea68
21 changed files with 648 additions and 50 deletions

View file

@ -1,5 +1,6 @@
using System;
using System.Collections.Generic;
using System.Collections.Immutable;
using System.Numerics;
namespace AcDream.Core.Physics;
@ -1093,7 +1094,17 @@ public sealed class PhysicsEngine
Vector3? localSphereOrigin = null,
Quaternion? beginOrientation = null,
Quaternion? endOrientation = null,
uint designatedTargetId = 0)
uint designatedTargetId = 0,
// TS-46 (2026-07-30): the mover's own Setup ≤2-sphere list (retail
// CPhysicsObj::transition 0x00512dc0 → SPHEREPATH::init_sphere
// 0x0050c670), scaled by sphereScale (the object's own m_scale /
// wire ObjScale) exactly as init_sphere applies it per-sphere.
// Default/empty preserves the legacy sphereRadius/sphereHeight
// two-scalar reconstruction below — every pre-existing caller
// (camera probe, projectiles, captured-fixture replays) that omits
// this parameter is byte-for-byte unaffected.
ImmutableArray<FlatCollisionSphere> sphereList = default,
float sphereScale = 1f)
{
// A6.P3 #98 (2026-05-23) live capture. Filtered to IsPlayer so NPC /
// remote ResolveWithTransition calls don't pollute the capture. Snapshot
@ -1185,15 +1196,33 @@ public sealed class PhysicsEngine
transition.CollisionInfo.SetSlidingNormal(body.SlidingNormal);
}
transition.SpherePath.InitPath(
currentPos,
targetPos,
cellId,
sphereRadius,
sphereHeight,
localSphereOrigin,
beginOrientation,
endOrientation);
if (!sphereList.IsDefaultOrEmpty)
{
// TS-46: the Setup's verbatim sphere list, not the two-scalar
// capsule reconstruction. localSphereOrigin has no meaning
// here — every sphere already carries its own dat-authored
// origin.
transition.SpherePath.InitPath(
currentPos,
targetPos,
cellId,
sphereList,
sphereScale,
beginOrientation,
endOrientation);
}
else
{
transition.SpherePath.InitPath(
currentPos,
targetPos,
cellId,
sphereRadius,
sphereHeight,
localSphereOrigin,
beginOrientation,
endOrientation);
}
// #145: supply the carried cell-relative frame anchor to the outdoor
// membership pick. body.Position - body.CellPosition.Frame.Origin is the TRUE

View file

@ -1,4 +1,5 @@
using System.Collections.Generic;
using System.Collections.Immutable;
using System.Numerics;
using DatReaderWriter.Types;
@ -970,7 +971,16 @@ public sealed class SpherePath
}
/// <summary>
/// Initialize the path for a simple point-to-point movement.
/// Initialize the path for a simple point-to-point movement from a
/// (radius, height) capsule reconstruction. TS-46 (2026-07-30): this is
/// now the degenerate 2-scalar case of <see cref="InitPath(Vector3, Vector3, uint, ImmutableArray{FlatCollisionSphere}, float, Quaternion?, Quaternion?)"/> —
/// retail's own <c>CPhysicsObj::transition</c> (0x00512dc0) seeds the
/// sweep from the Setup's OWN sphere list (verbatim origin+radius per
/// sphere), not from a symmetric two-scalar capsule. Callers with a
/// resolved Setup should prefer the sphere-list overload; this scalar
/// overload remains for callers without one (camera probe, projectiles,
/// captured-fixture replays) and is unchanged byte-for-byte from the
/// pre-TS-46 behavior.
/// </summary>
public void InitPath(
Vector3 begin,
@ -981,6 +991,97 @@ public sealed class SpherePath
Vector3? localSphereOrigin = null,
Quaternion? beginOrientation = null,
Quaternion? endOrientation = null)
{
Vector3 origin0 = localSphereOrigin ?? new Vector3(0, 0, sphereRadius);
if (sphereHeight > 0)
{
InitPathCore(
begin, end, cellId, 2,
origin0, sphereRadius,
new Vector3(0, 0, sphereHeight - sphereRadius), sphereRadius,
beginOrientation, endOrientation);
}
else
{
InitPathCore(
begin, end, cellId, 1,
origin0, sphereRadius,
Vector3.Zero, 0f,
beginOrientation, endOrientation);
}
}
/// <summary>
/// TS-46 (2026-07-30): initialize the path from the Setup's OWN authored
/// sphere list — retail <c>CPhysicsObj::transition</c> (0x00512dc0) →
/// <c>SPHEREPATH::init_sphere</c> (0x0050c670): up to 2 spheres, each
/// origin AND radius independently scaled by the object's own
/// <c>m_scale</c> (wire ObjScale), matching <c>init_sphere(count, src,
/// scale)</c>'s exact signature. <paramref name="spheres"/> longer than 2
/// is capped, matching retail's hard <c>num_sphere = min(count, 2)</c>.
/// An empty list falls back to retail's own <c>numSphere == 0</c> arm
/// (transition() passes a single dummy sphere, scale 1.0) rather than
/// throwing, so a shapeless Setup degrades gracefully instead of
/// degenerating the sweep with a zero radius.
/// </summary>
public void InitPath(
Vector3 begin,
Vector3 end,
uint cellId,
ImmutableArray<FlatCollisionSphere> spheres,
float scale = 1f,
Quaternion? beginOrientation = null,
Quaternion? endOrientation = null)
{
if (spheres.IsDefaultOrEmpty)
{
InitPathCore(
begin, end, cellId, 1,
new Vector3(0, 0, PhysicsGlobals.DummySphereRadius), PhysicsGlobals.DummySphereRadius,
Vector3.Zero, 0f,
beginOrientation, endOrientation);
return;
}
int count = spheres.Length <= 2 ? spheres.Length : 2;
FlatCollisionSphere s0 = spheres[0];
if (count > 1)
{
FlatCollisionSphere s1 = spheres[1];
InitPathCore(
begin, end, cellId, 2,
s0.Origin * scale, s0.Radius * scale,
s1.Origin * scale, s1.Radius * scale,
beginOrientation, endOrientation);
}
else
{
InitPathCore(
begin, end, cellId, 1,
s0.Origin * scale, s0.Radius * scale,
Vector3.Zero, 0f,
beginOrientation, endOrientation);
}
}
/// <summary>
/// Shared tail of both <c>InitPath</c> overloads: seeds begin/end/cell,
/// orientation, the (≤2) local sphere slots, and the globalized
/// <see cref="GlobalCurrCenter"/> array. Extracted so the sphere-list
/// overload (TS-46) and the legacy scalar overload can never drift from
/// each other on anything but sphere-source geometry.
/// </summary>
private void InitPathCore(
Vector3 begin,
Vector3 end,
uint cellId,
int numSphere,
Vector3 origin0,
float radius0,
Vector3 origin1,
float radius1,
Quaternion? beginOrientation,
Quaternion? endOrientation)
{
BeginPos = begin;
EndPos = end;
@ -992,18 +1093,13 @@ public sealed class SpherePath
CurOrientation = BeginOrientation;
CheckOrientation = BeginOrientation;
LocalSphere[0].Origin = localSphereOrigin ?? new Vector3(0, 0, sphereRadius);
LocalSphere[0].Radius = sphereRadius;
if (sphereHeight > 0)
NumSphere = numSphere;
LocalSphere[0].Origin = origin0;
LocalSphere[0].Radius = radius0;
if (numSphere > 1)
{
NumSphere = 2;
LocalSphere[1].Origin = new Vector3(0, 0, sphereHeight - sphereRadius);
LocalSphere[1].Radius = sphereRadius;
}
else
{
NumSphere = 1;
LocalSphere[1].Origin = origin1;
LocalSphere[1].Radius = radius1;
}
SetCheckPos(begin, cellId);