feat(physics): #101 — add IsPhantomGfxObjSource predicate
Retail's CPartArray::InitParts emits collision shapes only from Setup-level CylSpheres/Spheres or per-Part PhysicsBSP — never from visual mesh AABBs. The predicate captures the retail rule: a stab whose source is a GfxObj (high byte 0x01) with no cached GfxObjPhysics is phantom (no collision). Wired into GameWindow's mesh-aabb-fallback synthesis in the next commit. Refs docs/research/2026-05-25-a6-stairs-cyl-retail-investigation.md. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
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@ -359,6 +359,25 @@ public sealed class PhysicsDataCache
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}
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public GfxObjPhysics? GetGfxObj(uint id) => _gfxObj.TryGetValue(id, out var p) ? p : null;
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/// <summary>
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/// Issue #101 (2026-05-25): retail-faithful phantom check for
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/// GfxObj-only entity sources. Returns true when the entity's
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/// <c>SourceGfxObjOrSetupId</c> is a GfxObj (high byte
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/// <c>0x01</c>) AND has no cached <see cref="GfxObjPhysics"/> —
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/// meaning the underlying GfxObj had <c>HasPhysics=False</c> or
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/// a null <c>PhysicsBSP.Root</c>, so <see cref="CacheGfxObj"/>
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/// short-circuited at the early-return on line 45/46. Retail's
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/// <c>CPartArray::InitParts</c> emits NO collision shapes for
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/// these — acdream's <c>mesh-aabb-fallback</c> synthesis at
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/// <c>GameWindow.cs:6116</c> must do the same.
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/// </summary>
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public bool IsPhantomGfxObjSource(uint sourceId)
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{
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if ((sourceId & 0xFF000000u) != 0x01000000u) return false;
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return GetGfxObj(sourceId)?.BSP?.Root is null;
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}
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public SetupPhysics? GetSetup(uint id) => _setup.TryGetValue(id, out var p) ? p : null;
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public CellPhysics? GetCellStruct(uint id) => _cellStruct.TryGetValue(id, out var p) ? p : null;
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public int GfxObjCount => _gfxObj.Count;
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@ -0,0 +1,74 @@
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using System.Collections.Generic;
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using AcDream.Core.Physics;
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using DatReaderWriter.Enums;
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using DatReaderWriter.Types;
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using Xunit;
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namespace AcDream.Core.Tests.Physics;
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/// <summary>
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/// Issue #101 (2026-05-25) — phantom-stair fix. Retail's
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/// <c>CPartArray::InitParts</c> emits collision shapes only from
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/// Setup-level <c>CylSpheres</c>/<c>Spheres</c> or per-Part
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/// <c>PhysicsBSP</c>. There is NO synthesis from visual mesh AABB.
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/// Acdream's <c>mesh-aabb-fallback</c> path at
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/// <c>GameWindow.cs:6116</c> previously fired for ANY entity that
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/// reached it with <c>entityBsp==0 && entityCyl==0</c>,
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/// including GfxObj-only stabs whose GfxObj has
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/// <c>HasPhysics=False</c>. This produced the 10 phantom 0.80 m
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/// cylinders that block the Holtburg upper-floor staircase (see
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/// <c>docs/research/2026-05-25-a6-stairs-cyl-retail-investigation.md</c>).
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///
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/// <para>
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/// <see cref="PhysicsDataCache.IsPhantomGfxObjSource"/> captures the
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/// retail rule as a predicate: "the entity's source is a GfxObj
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/// (high byte 0x01) AND the cache has no <see cref="GfxObjPhysics"/>
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/// entry for it." When this returns true, the caller suppresses the
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/// fallback synthesis.
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/// </para>
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/// </summary>
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public class PhysicsDataCachePhantomSourceTests
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{
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[Fact]
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public void IsPhantomGfxObjSource_SetupHighByte_ReturnsFalse()
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{
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// Setup source (high byte 0x02) is never the GfxObj-phantom case.
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// The existing isPhantomSetup check at GameWindow.cs:6090 handles
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// the Setup-side phantom. This predicate is scoped to GfxObj only.
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var cache = new PhysicsDataCache();
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Assert.False(cache.IsPhantomGfxObjSource(0x020019FFu)); // door setup
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Assert.False(cache.IsPhantomGfxObjSource(0x02000266u)); // some setup
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}
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[Fact]
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public void IsPhantomGfxObjSource_GfxObjUncached_ReturnsTrue()
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{
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// GfxObj source (high byte 0x01) with NO cached GfxObjPhysics
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// = the phantom case. The stair-step GfxObj 0x0100081A from
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// issue #101's broken-stairs capture has HasPhysics=False and
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// does not enter the cache. Acdream should treat it as phantom.
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var cache = new PhysicsDataCache();
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Assert.True(cache.IsPhantomGfxObjSource(0x0100081Au));
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}
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[Fact]
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public void IsPhantomGfxObjSource_GfxObjCached_ReturnsFalse()
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{
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// GfxObj source (high byte 0x01) WITH a cached GfxObjPhysics
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// (i.e. the GfxObj's HasPhysics flag was set and its PhysicsBSP
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// root is non-null) is NOT phantom. The staircase BSP entity
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// 0x40B50089 from issue #101's capture, backed by GfxObj
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// 0x01000C16 with hasPhys=True, is this case.
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var cache = new PhysicsDataCache();
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var leaf = new PhysicsBSPNode { Type = BSPNodeType.Leaf };
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var fakePhysics = new GfxObjPhysics
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{
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BSP = new PhysicsBSPTree { Root = leaf },
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PhysicsPolygons = new Dictionary<ushort, Polygon>(),
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Vertices = new VertexArray(),
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Resolved = new Dictionary<ushort, ResolvedPolygon>(),
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};
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cache.RegisterGfxObjForTest(0x01000C16u, fakePhysics);
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Assert.False(cache.IsPhantomGfxObjSource(0x01000C16u));
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}
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}
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