feat(physics): port canonical retail set-position core

This commit is contained in:
Erik 2026-07-31 20:44:03 +02:00
parent 6b28ff999c
commit e84a388e6f
6 changed files with 1952 additions and 21 deletions

View file

@ -89,6 +89,14 @@ public sealed class PhysicsEngine
TransitionState,
TransitionState>? TransitionCellCollisionTestHook { get; set; }
/// <summary>
/// Deterministic seam for retail <c>Random::RollDice(-1, 1)</c> used by
/// SetPosition scatter. Values are expected in [0,1); production uses the
/// process RNG and tests inject a fixed sequence.
/// </summary>
internal Func<double> SetPositionRandomUnit { get; set; } =
Random.Shared.NextDouble;
/// <summary>
/// True once the landblock covering <paramref name="cellOrLandblockId"/> has had its
/// terrain + cells registered via <see cref="AddLandblock"/>. Accepts a canonical
@ -1530,6 +1538,391 @@ public sealed class PhysicsEngine
/// green).
/// </para>
/// </summary>
private readonly record struct AdjustedSetPosition(
uint CellId,
Vector3 CellLocalPosition,
bool Resident);
/// <summary>
/// SetPosition's exact AdjustPosition input/output shape. Unlike the
/// camera helper above, this carries retail's block-local frame and can
/// therefore run outdoor <c>LandDefs::adjust_to_outside</c> without
/// consulting the resident-landblock registry. A valid adjusted id with
/// no visible cell is retained for the lost-cell path.
/// </summary>
private AdjustedSetPosition AdjustSetPosition(
uint seedCellId,
Vector3 cellLocalPosition,
Vector3 firstWorldSphereCenter)
{
uint low = seedCellId & 0xFFFFu;
bool lowInRange = low is (>= 1u and <= 0x40u)
or (>= 0x0100u and <= 0xFFFDu)
or 0xFFFFu;
if (!lowInRange)
return new AdjustedSetPosition(
seedCellId,
cellLocalPosition,
Resident: false);
uint adjustedCell = seedCellId;
Vector3 adjustedLocal = cellLocalPosition;
if (low >= 0x0100u)
{
PhysicsDataCache? cache = DataCache;
if (cache is null || cache.GetCellStruct(seedCellId) is null)
{
return new AdjustedSetPosition(
seedCellId,
cellLocalPosition,
Resident: false);
}
uint child = CellTransit.FindVisibleChildCell(
cache,
seedCellId,
firstWorldSphereCenter,
useStabList: true);
if (child != 0u)
{
return new AdjustedSetPosition(
child,
adjustedLocal,
Resident: cache.GetCellStruct(child) is not null);
}
CellPhysics? claimed = cache.GetCellStruct(seedCellId);
if (claimed is null || !claimed.SeenOutside)
{
return new AdjustedSetPosition(
seedCellId,
adjustedLocal,
Resident: false);
}
}
// Outdoor adjustment is pure cell-relative LandDefs math. Residency
// is observed only after the id/frame have been mutated.
bool adjusted = LandDefs.AdjustToOutside(
ref adjustedCell,
ref adjustedLocal);
bool resident = adjusted
&& IsLandblockTerrainResident(adjustedCell);
return new AdjustedSetPosition(
adjustedCell,
adjustedLocal,
resident);
}
/// Canonical retail placement transaction:
/// <c>CPhysicsObj::SetPosition</c> (0x005160C0) -&gt;
/// <c>SetPositionInternal</c> (0x00515BD0) -&gt;
/// <c>AdjustPosition</c> (0x00511D80) -&gt;
/// <c>CheckPositionInternal</c> (0x00511E90) -&gt;
/// <c>CTransition::find_valid_position</c> (0x0050C310).
/// A destination whose cell is not resident returns DeferredCell; callers
/// must retain the authoritative frame rather than demoting it outdoors.
/// </summary>
internal PhysicsSetPositionResult SetPosition(
in PhysicsSetPositionRequest request,
Func<PhysicsSetPositionCollisionReport, bool>? handleCollisions = null)
{
if (_transitionScratch?.ActiveDepth >= TransitionScratchArena.Capacity)
{
return ErrorResult(
request,
PhysicsSetPositionError.GeneralFailure);
}
Transition transition = RentTransition();
try
{
InitializeSetPositionTransition(transition, request);
bool randomOnly = request.Flags.HasFlag(
PhysicsSetPositionFlags.RandomScatter);
if (randomOnly)
{
return SetScatterPositionInternal(
transition,
request,
handleCollisions);
}
PhysicsSetPositionResult result =
SetPositionInternal(transition, request, handleCollisions);
if (result.Error != PhysicsSetPositionError.Ok
&& request.Flags.HasFlag(PhysicsSetPositionFlags.Scatter))
{
return SetScatterPositionInternal(
transition,
request,
handleCollisions);
}
return result;
}
finally
{
ReturnTransition(transition);
}
}
private void InitializeSetPositionTransition(
Transition transition,
in PhysicsSetPositionRequest request)
{
transition.ObjectInfo.StepUpHeight = request.StepUpHeight;
transition.ObjectInfo.StepDownHeight = request.StepDownHeight;
transition.ObjectInfo.StepDown =
!request.MoverPhysicsState.HasFlag(PhysicsStateFlags.Missile);
transition.ObjectInfo.MoverPhysicsState = request.MoverPhysicsState;
transition.ObjectInfo.SelfEntityId = request.MovingEntityId;
transition.ObjectInfo.State = request.MoverFlags;
transition.ObjectInfo.Ethereal = request.MoverPhysicsState.HasFlag(
PhysicsStateFlags.Ethereal);
transition.SpherePath.PlacementAllowsSliding =
request.Flags.HasFlag(PhysicsSetPositionFlags.Slide);
}
private PhysicsSetPositionResult SetScatterPositionInternal(
Transition transition,
in PhysicsSetPositionRequest request,
Func<PhysicsSetPositionCollisionReport, bool>? handleCollisions)
{
PhysicsSetPositionResult result = ErrorResult(
request,
PhysicsSetPositionError.GeneralFailure);
for (uint attempt = 0u; attempt < request.ScatterAttempts; attempt++)
{
float dx = ((float)((SetPositionRandomUnit() * 2d) - 1d))
* request.ScatterRadiusX;
float dy = ((float)((SetPositionRandomUnit() * 2d) - 1d))
* request.ScatterRadiusY;
var scattered = request with
{
Position = request.Position + new Vector3(dx, dy, 0f),
CellLocalPosition = request.CellLocalPosition
+ new Vector3(dx, dy, 0f),
};
result = SetPositionInternal(
transition,
scattered,
handleCollisions);
if (result.Error == PhysicsSetPositionError.Ok)
break;
}
return result;
}
private PhysicsSetPositionResult SetPositionInternal(
Transition transition,
in PhysicsSetPositionRequest request,
Func<PhysicsSetPositionCollisionReport, bool>? handleCollisions)
{
transition.SpherePath.CellCandidates.Clear();
transition.SpherePath.ClearWalkable();
ImmutableArray<FlatCollisionSphere> spheres = request.Spheres;
float sphereScale = spheres.IsDefaultOrEmpty ? 1f : request.Scale;
Vector3 firstLocalCenter = spheres.IsDefaultOrEmpty
? new Vector3(0f, 0f, PhysicsGlobals.DummySphereRadius)
: spheres[0].Origin * sphereScale;
Vector3 firstWorldCenter =
Vector3.Transform(firstLocalCenter, request.Orientation)
+ request.Position;
AdjustedSetPosition adjusted = AdjustSetPosition(
request.CellId,
request.CellLocalPosition,
firstWorldCenter);
if (!adjusted.Resident)
{
return new PhysicsSetPositionResult(
PhysicsSetPositionError.Ok,
PhysicsResidenceDisposition.DeferredCell,
request.Position,
request.Orientation,
adjusted.CellId,
adjusted.CellLocalPosition,
CrossCellIds: ImmutableArray<uint>.Empty,
CollidedObjectIds: ImmutableArray<uint>.Empty);
}
bool forceIntoCell = request.PlacementClass is
PhysicsPlacementClass.Hook
or PhysicsPlacementClass.Storage
or PhysicsPlacementClass.Corpse;
if (forceIntoCell)
{
if (adjusted.CellId == 0u)
{
return ErrorResult(
request,
PhysicsSetPositionError.NoCell);
}
bool changedCell = request.CurrentCellId is null
|| request.CurrentCellId.Value != adjusted.CellId;
return new PhysicsSetPositionResult(
PhysicsSetPositionError.Ok,
PhysicsResidenceDisposition.Committed,
request.Position,
request.Orientation,
adjusted.CellId,
adjusted.CellLocalPosition,
CellChanged: changedCell,
ShadowAction: changedCell
? PhysicsShadowCommitAction.Recalculate
: PhysicsShadowCommitAction.None,
CrossCellIds: ImmutableArray<uint>.Empty,
CollidedObjectIds: ImmutableArray<uint>.Empty);
}
transition.SpherePath.InitPath(
request.Position,
request.Position,
adjusted.CellId,
spheres,
sphereScale,
request.Orientation,
request.Orientation);
transition.SpherePath.InsertType = InsertType.Placement;
transition.SpherePath.PlacementAllowsSliding =
request.Flags.HasFlag(PhysicsSetPositionFlags.Slide);
bool valid = transition.FindValidPosition(this);
SpherePath spherePath = transition.SpherePath;
if (valid
&& !request.Flags.HasFlag(PhysicsSetPositionFlags.Slide))
{
valid = AcceptNoSlidePlacement(
spherePath.CurPos,
request.Position,
spherePath.CurCellId,
adjusted.CellId);
}
CollisionInfo collision = transition.CollisionInfo;
var collisionReport = new PhysicsSetPositionCollisionReport(
collision.ContactPlaneValid,
collision.ContactPlane,
collision.ContactPlaneCellId,
collision.ContactPlaneIsWater,
collision.LastKnownContactPlaneValid,
collision.LastKnownContactPlane,
collision.LastKnownContactPlaneCellId,
collision.LastKnownContactPlaneIsWater,
collision.SlidingNormalValid,
collision.SlidingNormal,
collision.CollisionNormalValid,
collision.CollisionNormal,
collision.CollidedWithEnvironment,
collision.FramesStationaryFall,
collision.AdjustOffset,
collision.LastCollidedObjectGuid,
collision.CollideObjectGuids.ToImmutableArray());
bool collisionHandlerResult = !valid
&& handleCollisions?.Invoke(collisionReport) == true;
if (!valid)
{
return new PhysicsSetPositionResult(
collisionHandlerResult
? PhysicsSetPositionError.Collided
: PhysicsSetPositionError.NoValidPosition,
PhysicsResidenceDisposition.Unchanged,
request.Position,
request.Orientation,
request.CellId,
request.CellLocalPosition,
InContact: collision.ContactPlaneValid,
OnWalkable: PhysicsObjUpdate.IsWalkableContact(
collision.ContactPlaneValid,
collision.ContactPlane.Normal),
ContactPlane: collision.ContactPlane,
ContactPlaneCellId: collision.ContactPlaneCellId,
ContactPlaneIsWater: collision.ContactPlaneIsWater,
SlidingNormalValid: collision.SlidingNormalValid,
SlidingNormal: collision.SlidingNormal,
CollisionNormalValid: collision.CollisionNormalValid,
CollisionNormal: collision.CollisionNormal,
FramesStationaryFall: collision.FramesStationaryFall,
CollisionHandlerResult: collisionHandlerResult,
CollidedWithEnvironment: collision.CollidedWithEnvironment,
CrossCellIds: ImmutableArray<uint>.Empty,
CollidedObjectIds: collisionReport.CollidedObjectIds);
}
if (spherePath.CurCellId == 0u)
{
return ErrorResult(request, PhysicsSetPositionError.NoCell);
}
bool inContact = collision.ContactPlaneValid;
bool onWalkable = PhysicsObjUpdate.IsWalkableContact(
inContact,
collision.ContactPlane.Normal);
Vector3 resultLocal = adjusted.CellLocalPosition
+ (spherePath.CurPos - request.Position)
- LandDefs.GetBlockOffset(adjusted.CellId, spherePath.CurCellId);
bool hasPhysicsBsp = request.MoverPhysicsState.HasFlag(
PhysicsStateFlags.HasPhysicsBsp);
ImmutableArray<uint> transitionCells =
spherePath.CellCandidates.OrderedIds.ToImmutableArray();
PhysicsShadowCommitAction shadowAction = hasPhysicsBsp
? PhysicsShadowCommitAction.Recalculate
: transitionCells.Length != 0
? PhysicsShadowCommitAction.Replace
: PhysicsShadowCommitAction.Preserve;
return new PhysicsSetPositionResult(
PhysicsSetPositionError.Ok,
PhysicsResidenceDisposition.Committed,
spherePath.CurPos,
// CheckPositionInternal mutates only origin in no-slide mode;
// SetPosition retains the requested frame orientation.
request.Orientation,
spherePath.CurCellId,
resultLocal,
inContact,
onWalkable,
collision.ContactPlane,
collision.ContactPlaneCellId,
collision.ContactPlaneIsWater,
collision.SlidingNormalValid,
collision.SlidingNormal,
collision.CollisionNormalValid,
collision.CollisionNormal,
collision.FramesStationaryFall,
collision.CollidedWithEnvironment,
collisionHandlerResult,
CellChanged: request.CurrentCellId is null
|| request.CurrentCellId.Value != spherePath.CurCellId,
ShadowAction: shadowAction,
CrossCellIds: shadowAction == PhysicsShadowCommitAction.Replace
? transitionCells
: ImmutableArray<uint>.Empty,
CollidedObjectIds:
collision.CollideObjectGuids.ToImmutableArray());
}
private static PhysicsSetPositionResult ErrorResult(
in PhysicsSetPositionRequest request,
PhysicsSetPositionError error) => new(
error,
PhysicsResidenceDisposition.Unchanged,
request.Position,
request.Orientation,
request.CellId,
request.CellLocalPosition,
CrossCellIds: ImmutableArray<uint>.Empty,
CollidedObjectIds: ImmutableArray<uint>.Empty);
internal static bool AcceptNoSlidePlacement(
Vector3 resolvedPosition,
Vector3 requestedPosition,
uint resolvedCellId,
uint adjustedCellId)
{
Vector3 displacement = resolvedPosition - requestedPosition;
return displacement.X <= 0.0500000007f
&& displacement.Y <= 0.0500000007f
&& resolvedCellId == adjustedCellId;
}
/// <summary>
/// #111: the walkable floor Z of <paramref name="cellId"/>'s PHYSICS
/// polygons under the world XY, nearest to <paramref name="referenceZ"/>.