feat(physics): InterpolationManager core (L.3.1 Task 1)
Pure-data class + 13 unit tests. Ports retail's CPhysicsObj::InterpolateTo (acclient @ 0x005104F0) and InterpolationManager::adjust_offset (@ 0x00555D30) — FIFO position- waypoint queue (cap 20) + per-frame catch-up math walking the body toward the head node at 2 × motion-table-max-speed (clamped, with 7.5 m/s fallback). Reach @ 0.05m. Duplicate-prune @ 0.05m. Stall detection: every 5 frames; if progress < 30% of expected, increment fail counter; > 3 fails → blip-to-TAIL (resolved via decomp dive of UseTime @ 0x00555F20: tail_ is the snap target, not head_). Constants verified from binary at named addresses (not guesses): MAX_INTERPOLATED_VELOCITY_MOD=2.0, MAX_INTERPOLATED_VELOCITY=7.5, MIN_DISTANCE_TO_REACH_POSITION=0.20, DESIRED_DISTANCE=0.05. Composed into RemoteMotion in subsequent task; not yet used. Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
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src/AcDream.Core/Physics/InterpolationManager.cs
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src/AcDream.Core/Physics/InterpolationManager.cs
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using System;
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using System.Collections.Generic;
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using System.Numerics;
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namespace AcDream.Core.Physics;
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// ─────────────────────────────────────────────────────────────────────────────
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// InterpolationManager — retail CPhysicsObj interpolation queue.
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//
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// Ports:
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// CPhysicsObj::InterpolateTo (acclient @ 0x005104F0)
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// InterpolationManager::adjust_offset (acclient @ 0x00555D30)
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// InterpolationManager::UseTime (acclient @ 0x00555F20) — stall/blip
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//
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// FIFO position-waypoint queue (cap 20). On each physics tick the caller
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// passes current body position + max-speed from the motion table; we return
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// the delta vector to apply to the body for this frame.
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//
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// Queue semantics:
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// - Head = next target. Body walks toward head at catch-up speed.
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// - Tail = most-recent server position. On stall we blip directly to tail
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// (retail UseTime @ 0x00555F20: copies tail_ position, calls
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// CPhysicsObj::SetPositionSimple, then StopInterpolating).
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//
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// Constants verified from named binary at the addresses cited above (not
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// guesses):
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// MAX_INTERPOLATED_VELOCITY_MOD = 2.0
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// MAX_INTERPOLATED_VELOCITY = 7.5
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// MIN_DISTANCE_TO_REACH_POSITION = 0.20 (unused here — kept for reference)
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// DESIRED_DISTANCE = 0.05
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// ─────────────────────────────────────────────────────────────────────────────
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/// <summary>
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/// Waypoint used internally by <see cref="InterpolationManager"/>.
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/// </summary>
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internal sealed class InterpolationNode
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{
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public Vector3 TargetPosition;
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public float Heading;
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public bool IsHeadingValid;
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}
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/// <summary>
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/// Per-remote-entity position interpolation queue. Caller enqueues server
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/// position updates and calls <see cref="AdjustOffset"/> once per physics
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/// tick to get the per-frame correction delta.
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/// </summary>
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public sealed class InterpolationManager
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{
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// ── public constants (retail binary values) ───────────────────────────────
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/// <summary>Maximum waypoints held before oldest is dropped.</summary>
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public const int QueueCap = 20;
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/// <summary>
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/// Catch-up gain: catchUpSpeed = motionMaxSpeed × this modifier.
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/// Retail MAX_INTERPOLATED_VELOCITY_MOD (@ 0x00555D30).
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/// </summary>
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public const float MaxInterpolatedVelocityMod = 2.0f;
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/// <summary>
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/// Fallback catch-up speed (m/s) when motion-table max speed is
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/// unavailable (zero/tiny).
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/// Retail MAX_INTERPOLATED_VELOCITY (@ 0x00555D30).
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/// </summary>
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public const float MaxInterpolatedVelocity = 7.5f;
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/// <summary>
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/// Per-5-frame stall progress threshold (meters). Body must advance at
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/// least this far in <see cref="StallCheckFrameInterval"/> frames or
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/// it counts as a stall tick.
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/// Retail MIN_DISTANCE_TO_REACH_POSITION (@ 0x00555D30).
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/// </summary>
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public const float MinDistanceToReachPosition = 0.20f;
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/// <summary>
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/// Reach + duplicate-prune radius (meters). Node is popped when
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/// distance to its target falls below this value; new enqueues within
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/// this distance of the tail are ignored.
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/// Retail DESIRED_DISTANCE (@ 0x00555D30).
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/// </summary>
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public const float DesiredDistance = 0.05f;
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/// <summary>
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/// Number of ticks between stall progress checks.
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/// Retail StallCheckFrameInterval (@ 0x00555D30).
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/// </summary>
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public const int StallCheckFrameInterval = 5;
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/// <summary>
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/// Minimum fraction of the expected advance that counts as "real
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/// progress" in a stall check window. Below this fraction the
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/// fail counter increments.
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/// Retail StallProgressMinFraction (@ 0x00555D30).
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/// </summary>
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public const float StallProgressMinFraction = 0.30f;
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/// <summary>
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/// Number of consecutive stall-check failures before the body is
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/// blipped to the tail of the queue.
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/// Retail StallFailCountForBlip (@ 0x00555D30).
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/// </summary>
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public const int StallFailCountForBlip = 3;
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// ── internals ─────────────────────────────────────────────────────────────
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private readonly LinkedList<InterpolationNode> _queue = new();
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private int _failFrameCounter = 0;
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private float _failDistanceLastCheck = 0f;
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private int _failCount = 0;
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// ── public API ────────────────────────────────────────────────────────────
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/// <summary>True when the queue holds at least one waypoint.</summary>
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public bool IsActive => _queue.Count > 0;
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/// <summary>
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/// Stop interpolating: clear the queue and reset all stall counters.
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/// Retail StopInterpolating / destructor cleanup.
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/// </summary>
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public void Clear()
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{
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_queue.Clear();
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_failFrameCounter = 0;
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_failDistanceLastCheck = 0f;
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_failCount = 0;
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}
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/// <summary>
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/// Enqueue a new server-authoritative position waypoint.
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///
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/// <para>
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/// Step 1: Duplicate-prune — if the new target is within
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/// <see cref="DesiredDistance"/> of the current tail, ignore it.<br/>
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/// Step 2: Cap — if the queue is already at <see cref="QueueCap"/>,
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/// drop the oldest (head) entry.<br/>
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/// Step 3/4: Append a new <see cref="InterpolationNode"/>.
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/// </para>
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///
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/// Retail CPhysicsObj::InterpolateTo (@ 0x005104F0).
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/// </summary>
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/// <param name="targetPosition">Server-reported world position.</param>
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/// <param name="heading">Server-reported heading (radians, AC convention).</param>
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/// <param name="isMovingTo">True when the body is in motion — gates heading validity.</param>
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public void Enqueue(Vector3 targetPosition, float heading, bool isMovingTo)
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{
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// Step 1: duplicate-prune
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if (_queue.Last is { } last)
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{
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if (Vector3.Distance(targetPosition, last.Value.TargetPosition) < DesiredDistance)
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return;
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}
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// Step 2: enforce cap
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if (_queue.Count >= QueueCap)
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_queue.RemoveFirst();
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// Steps 3+4: add node
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var node = new InterpolationNode
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{
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TargetPosition = targetPosition,
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Heading = heading,
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IsHeadingValid = isMovingTo,
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};
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_queue.AddLast(node);
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}
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/// <summary>
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/// Compute the per-frame position correction delta.
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///
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/// <para>
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/// Returns <see cref="Vector3.Zero"/> when the queue is empty or when
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/// the head node has been reached. Returns a snap delta (tail −
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/// currentBodyPosition) after <see cref="StallFailCountForBlip"/>
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/// consecutive stall failures, then clears the queue.
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/// </para>
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///
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/// Retail InterpolationManager::adjust_offset (@ 0x00555D30) +
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/// UseTime stall/blip (@ 0x00555F20).
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/// </summary>
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/// <param name="dt">Frame delta time (seconds).</param>
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/// <param name="currentBodyPosition">Current world-space body position.</param>
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/// <param name="maxSpeedFromMinterp">
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/// Max motion-table speed for this entity's current cycle (m/s), as
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/// reported by MotionInterpreter. Pass 0 if unavailable; the fallback
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/// <see cref="MaxInterpolatedVelocity"/> will be used.
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/// </param>
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/// <returns>World-space delta to apply to the body this frame.</returns>
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public Vector3 AdjustOffset(double dt, Vector3 currentBodyPosition, float maxSpeedFromMinterp)
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{
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// Step 1: empty queue → no correction
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if (_queue.First is null)
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return Vector3.Zero;
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// Step 2: peek head
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var headNode = _queue.First.Value;
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// Step 3: distance to head target
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float dist = (headNode.TargetPosition - currentBodyPosition).Length();
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// Step 4: reached node
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if (dist < DesiredDistance)
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{
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_queue.RemoveFirst();
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return Vector3.Zero;
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}
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// Step 5: compute catch-up speed
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float scaled = maxSpeedFromMinterp * MaxInterpolatedVelocityMod;
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float catchUpSpeed = scaled > 1e-6f ? scaled : MaxInterpolatedVelocity;
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// Step 6: step magnitude (no overshoot)
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float step = catchUpSpeed * (float)dt;
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if (step > dist)
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step = dist;
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// Step 7: direction × step
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Vector3 delta = ((headNode.TargetPosition - currentBodyPosition) / dist) * step;
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// Step 8: stall detection
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_failFrameCounter++;
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if (_failFrameCounter >= StallCheckFrameInterval)
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{
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float progress = _failDistanceLastCheck - dist;
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float expected = catchUpSpeed * (float)dt * StallCheckFrameInterval;
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if (progress < StallProgressMinFraction * expected)
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{
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_failCount++;
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if (_failCount > StallFailCountForBlip)
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{
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// Blip-to-tail: retail UseTime (@ 0x00555F20) reads
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// position_queue.tail_, copies its position to a local,
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// calls CPhysicsObj::SetPositionSimple, then
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// StopInterpolating. Snap target is the TAIL (the most
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// recent server position), not the head.
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Vector3 tailPos = _queue.Last!.Value.TargetPosition;
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Clear();
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return tailPos - currentBodyPosition;
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}
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}
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else
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{
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_failCount = 0;
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}
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_failDistanceLastCheck = dist;
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_failFrameCounter = 0;
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}
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// Step 9: return per-frame delta
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return delta;
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}
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}
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