feat(physics): port retail projectile integration

Add a pure Core projectile driver for retail clock quanta, final-state acceleration, 50-unit velocity clamping, world-space angular integration, full-3D AlignPath, and oriented Setup-local sphere sweeps. Preserve exact success versus set_frame-only failure semantics, independent Contact/OnWalkable state, and full-cell identity across all landblock directions.

Port OBJECTINFO::missile_ignore with explicit weenie/creature metadata, remove the invented transition-step cap, retain PathClipped without arming PerfectClip, and keep authoritative target identity optional. Add malformed-shape/clock, thin-wall, terrain, target-exclusion, frame-spike, failure-state, and boundary conformance coverage.

Retire TS-2 and synchronize the architecture, milestones, roadmap, research oracle, and durable physics memory.

Co-Authored-By: Codex <noreply@openai.com>
This commit is contained in:
Erik 2026-07-14 11:43:11 +02:00
parent 542dcfc384
commit f02b995e4f
21 changed files with 1669 additions and 263 deletions

View file

@ -19,6 +19,43 @@ public class HandleAllCollisionsTests
FramesStationaryFall = fsf,
};
[Fact]
public void SetPositionContact_SteepSurfaceIsContactButNotWalkable()
{
var body = Airborne(new Vector3(0f, 0f, -1f));
Vector3 steepNormal = Vector3.Normalize(new Vector3(1f, 0f, 0.5f));
bool onWalkable = PhysicsObjUpdate.IsWalkableContact(
inContact: true,
contactNormal: steepNormal);
PhysicsObjUpdate.ApplySetPositionContact(
body,
inContact: true,
onWalkable: onWalkable);
Assert.True(body.InContact);
Assert.False(body.OnWalkable);
Assert.Equal(PhysicsBody.Gravity, body.Acceleration.Z);
}
[Fact]
public void SetPositionContact_WalkableSurfaceSetsBothFacts()
{
var body = Airborne(new Vector3(0f, 0f, -1f));
bool onWalkable = PhysicsObjUpdate.IsWalkableContact(
inContact: true,
contactNormal: new Vector3(0f, 0f, PhysicsGlobals.FloorZ));
PhysicsObjUpdate.ApplySetPositionContact(
body,
inContact: true,
onWalkable: onWalkable);
Assert.True(body.InContact);
Assert.True(body.OnWalkable);
Assert.Equal(Vector3.Zero, body.Acceleration);
}
[Fact]
public void Fsf0_AirborneWallHit_ReflectsIntoWallComponent()
{