feat(ui): debug overlay + refined input controls
Adds the first on-screen HUD for the dev client plus today's mouse-control refinements. Also lands yesterday's scenery-alignment changes that were left uncommitted in the working tree. Overlay: - BitmapFont rasterizes a system TTF via StbTrueTypeSharp into a 512x512 R8 atlas at startup (Consolas on Windows, DejaVu/Menlo fallbacks) - TextRenderer batches 2D quads in screen-space with ortho projection; one shader + two draw calls (rect then text) for panel backgrounds under glyphs - DebugOverlay composes info / stats / compass / help panels on top of the 3D scene; toggles via F1/F4/F5/F6; transient toasts for key events - DebugLineRenderer and its shaders (carried over from the scenery work) are properly committed in this commit Controls: - Per-mode mouse sensitivity (Chase 0.15, Fly 1.0, Orbit 1.0); F8/F9 to adjust the active mode multiplicatively (x1.2) - Hold RMB to free-orbit the chase camera around the player; release stays at the new angle (no snap-back) - Mouse-wheel zooms chase distance between 2m and 40m - Chase pitch widened to [-0.7, 1.4] so mouse-Y tilts both ways from the default neutral angle Scenery alignment (carried from yesterday's session): - ShadowObjectRegistry AllEntriesForDebug + Scale field - SceneryGenerator uses ACViewer's OnRoad polygon test + baseLoc + set_heading rotation - BSPQuery dispatchers accept localToWorld so normals/offsets transform correctly per part - TransitionTypes.CylinderCollision rewritten with wall-slide + push-out - PhysicsDataCache caches visual-mesh AABB for scenery that lacks physics Setup bounds
This commit is contained in:
parent
6b4e7569a3
commit
ff325abd7b
20 changed files with 2734 additions and 268 deletions
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@ -1453,19 +1453,46 @@ public static class BSPQuery
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}
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// ----------------------------------------------------------------
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// Path 5: Contact — sphere_intersects_poly + step_sphere_up / slide
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// ACE transforms collision normal from local→global before step_up/slide
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// Path 5: Contact — sphere_intersects_poly + wall-slide
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// ACE retail uses StepSphereUp here, deferring to a retry loop that
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// executes the step-up motion. We haven't ported that execution, so
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// we apply the same wall-slide response as Path 6 — this at least
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// gives correct blocking + sliding behavior for walls, buildings,
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// and tree trunks while the player is on the ground.
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// ----------------------------------------------------------------
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if (obj.State.HasFlag(ObjectInfoState.Contact))
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{
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ResolvedPolygon? hitPoly0 = null;
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Vector3 contact0 = Vector3.Zero;
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if (SphereIntersectsPolyInternal(root, resolved, sphere0, movement,
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ref hitPoly0, ref contact0))
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bool hit0 = SphereIntersectsPolyInternal(root, resolved, sphere0, movement,
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ref hitPoly0, ref contact0);
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if (hit0 || hitPoly0 is not null)
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{
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var worldNormal = L2W(hitPoly0!.Plane.Normal);
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return StepSphereUp(transition, worldNormal);
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// Wall-slide response (same as Path 6 below).
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var localNormal = hitPoly0!.Plane.Normal;
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var localMovement = sphere0.Center - localCurrCenter;
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float movementIntoWall = Vector3.Dot(localMovement, localNormal);
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Vector3 projectedMovement = localMovement - localNormal * movementIntoWall;
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Vector3 slidPos = localCurrCenter + projectedMovement;
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float slidDist = Vector3.Dot(slidPos, localNormal) + hitPoly0.Plane.D;
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float minDist = sphere0.Radius + 0.01f;
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if (slidDist < minDist)
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{
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slidPos += localNormal * (minDist - slidDist);
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}
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Vector3 localDelta = slidPos - sphere0.Center;
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Vector3 worldDelta = Vector3.Transform(localDelta, localToWorld) * scale;
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path.AddOffsetToCheckPos(worldDelta);
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var worldNormal = L2W(localNormal);
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collisions.SetCollisionNormal(worldNormal);
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collisions.SetSlidingNormal(worldNormal);
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return TransitionState.Slid;
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}
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if (sphere1 is not null)
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@ -1473,17 +1500,34 @@ public static class BSPQuery
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ResolvedPolygon? hitPoly1 = null;
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Vector3 contact1 = Vector3.Zero;
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if (SphereIntersectsPolyInternal(root, resolved, sphere1, movement,
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ref hitPoly1, ref contact1))
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{
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var worldNormal = L2W(hitPoly1!.Plane.Normal);
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return SlideSphere(transition, worldNormal);
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}
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bool hit1 = SphereIntersectsPolyInternal(root, resolved, sphere1, movement,
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ref hitPoly1, ref contact1);
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if (hitPoly1 is not null)
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return NegPolyHitDispatch(path, hitPoly1, false, localToWorld);
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if (hitPoly0 is not null)
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return NegPolyHitDispatch(path, hitPoly0, true, localToWorld);
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if (hit1 || hitPoly1 is not null)
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{
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var localNormal = hitPoly1!.Plane.Normal;
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var localMovement = sphere1.Center - localCurrCenter;
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float movementIntoWall = Vector3.Dot(localMovement, localNormal);
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Vector3 projectedMovement = localMovement - localNormal * movementIntoWall;
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Vector3 slidPos = localCurrCenter + projectedMovement;
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float slidDist = Vector3.Dot(slidPos, localNormal) + hitPoly1.Plane.D;
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float minDist = sphere1.Radius + 0.01f;
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if (slidDist < minDist)
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{
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slidPos += localNormal * (minDist - slidDist);
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}
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Vector3 localDelta = slidPos - sphere1.Center;
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Vector3 worldDelta = Vector3.Transform(localDelta, localToWorld) * scale;
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path.AddOffsetToCheckPos(worldDelta);
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var worldNormal = L2W(localNormal);
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collisions.SetCollisionNormal(worldNormal);
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collisions.SetSlidingNormal(worldNormal);
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return TransitionState.Slid;
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}
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}
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return TransitionState.OK;
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@ -1509,11 +1553,50 @@ public static class BSPQuery
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hitPoly0!, contact0, scale, localToWorld);
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}
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var worldNormal = L2W(hitPoly0!.Plane.Normal);
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// ─── Wall-slide response ─────────────────────────────────
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// Instead of just pushing the sphere out of penetration
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// (which undoes the whole step), compute the wall-slide
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// position: where the sphere WOULD be if the movement had
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// been projected along the wall tangent.
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//
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// In local space:
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// curr = localCurrCenter
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// target = sphere0.Center
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// movement = target - curr
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// normal = polygon plane normal (outward)
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// projectedMovement = movement - (movement · normal) * normal
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// slidPos = curr + projectedMovement
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//
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// Then ensure slidPos is outside the plane by at least radius+eps.
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var localNormal = hitPoly0!.Plane.Normal;
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var localMovement = sphere0.Center - localCurrCenter;
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// Project movement along wall tangent
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float movementIntoWall = Vector3.Dot(localMovement, localNormal);
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Vector3 projectedMovement = localMovement - localNormal * movementIntoWall;
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// Slid position in local space
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Vector3 slidPos = localCurrCenter + projectedMovement;
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// Ensure slid position is OUTSIDE the plane by radius + epsilon
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float slidDist = Vector3.Dot(slidPos, localNormal) + hitPoly0.Plane.D;
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float minDist = sphere0.Radius + 0.01f;
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if (slidDist < minDist)
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{
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slidPos += localNormal * (minDist - slidDist);
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}
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// Delta from current CheckPos sphere center to slid position (local)
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Vector3 localDelta = slidPos - sphere0.Center;
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// Transform to world and apply
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Vector3 worldDelta = Vector3.Transform(localDelta, localToWorld) * scale;
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path.AddOffsetToCheckPos(worldDelta);
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var worldNormal = L2W(localNormal);
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path.WalkableAllowance = PhysicsGlobals.LandingZ;
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path.Collide = true;
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collisions.SetCollisionNormal(worldNormal);
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return TransitionState.Adjusted;
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collisions.SetSlidingNormal(worldNormal);
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return TransitionState.Slid;
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}
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if (sphere1 is not null)
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@ -1526,9 +1609,29 @@ public static class BSPQuery
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if (hit1 || hitPoly1 is not null)
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{
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var worldNormal = L2W(hitPoly1!.Plane.Normal);
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// Head sphere hit: apply the same wall-slide as above.
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var localNormal = hitPoly1!.Plane.Normal;
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var localMovement = sphere1.Center - localCurrCenter;
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float movementIntoWall = Vector3.Dot(localMovement, localNormal);
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Vector3 projectedMovement = localMovement - localNormal * movementIntoWall;
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Vector3 slidPos = localCurrCenter + projectedMovement;
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float slidDist = Vector3.Dot(slidPos, localNormal) + hitPoly1.Plane.D;
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float minDist = sphere1.Radius + 0.01f;
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if (slidDist < minDist)
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{
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slidPos += localNormal * (minDist - slidDist);
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}
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Vector3 localDelta = slidPos - sphere1.Center;
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Vector3 worldDelta = Vector3.Transform(localDelta, localToWorld) * scale;
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path.AddOffsetToCheckPos(worldDelta);
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var worldNormal = L2W(localNormal);
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collisions.SetCollisionNormal(worldNormal);
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return TransitionState.Collided;
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collisions.SetSlidingNormal(worldNormal);
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return TransitionState.Slid;
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}
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}
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}
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@ -16,18 +16,32 @@ namespace AcDream.Core.Physics;
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public sealed class PhysicsDataCache
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{
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private readonly ConcurrentDictionary<uint, GfxObjPhysics> _gfxObj = new();
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private readonly ConcurrentDictionary<uint, GfxObjVisualBounds> _visualBounds = new();
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private readonly ConcurrentDictionary<uint, SetupPhysics> _setup = new();
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private readonly ConcurrentDictionary<uint, CellPhysics> _cellStruct = new();
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/// <summary>
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/// Extract and cache the physics BSP + polygon data from a GfxObj.
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/// No-ops if the id is already cached or the GfxObj has no physics data.
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/// Extract and cache the physics BSP + polygon data from a GfxObj,
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/// PLUS always cache a visual AABB from the vertex data regardless of
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/// the HasPhysics flag. The visual AABB is used as a collision fallback
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/// for entities whose Setup has no retail physics data — it lets the
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/// user collide with decorative meshes that don't have a CylSphere or
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/// per-part BSP.
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/// </summary>
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public void CacheGfxObj(uint gfxObjId, GfxObj gfxObj)
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{
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// Always cache a visual AABB from the mesh vertices — this is cheap
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// and fed by the mesh data that's already loaded. It serves as the
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// fallback collision shape for pure-visual entities.
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if (!_visualBounds.ContainsKey(gfxObjId) && gfxObj.VertexArray != null)
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{
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_visualBounds[gfxObjId] = ComputeVisualBounds(gfxObj.VertexArray);
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}
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if (_gfxObj.ContainsKey(gfxObjId)) return;
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if (!gfxObj.Flags.HasFlag(GfxObjFlags.HasPhysics)) return;
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if (gfxObj.PhysicsBSP?.Root is null) return;
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if (gfxObj.VertexArray is null) return;
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_gfxObj[gfxObjId] = new GfxObjPhysics
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{
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@ -39,6 +53,58 @@ public sealed class PhysicsDataCache
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};
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}
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/// <summary>
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/// Get the cached visual AABB for a GfxObj, or null if not cached.
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/// </summary>
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public GfxObjVisualBounds? GetVisualBounds(uint gfxObjId) =>
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_visualBounds.TryGetValue(gfxObjId, out var vb) ? vb : null;
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/// <summary>
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/// Compute a tight axis-aligned bounding box over all vertices in the mesh.
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/// Used as a fallback collision shape for entities whose Setup has no
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/// physics data — we approximate collision using the visual extent.
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/// </summary>
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private static GfxObjVisualBounds ComputeVisualBounds(VertexArray vertexArray)
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{
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if (vertexArray.Vertices == null || vertexArray.Vertices.Count == 0)
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{
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return new GfxObjVisualBounds
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{
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Min = Vector3.Zero,
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Max = Vector3.Zero,
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Center = Vector3.Zero,
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Radius = 0f,
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HalfExtents = Vector3.Zero,
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};
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}
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var min = new Vector3(float.MaxValue);
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var max = new Vector3(float.MinValue);
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foreach (var kv in vertexArray.Vertices)
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{
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var p = kv.Value.Origin;
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if (p.X < min.X) min.X = p.X;
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if (p.Y < min.Y) min.Y = p.Y;
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if (p.Z < min.Z) min.Z = p.Z;
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if (p.X > max.X) max.X = p.X;
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if (p.Y > max.Y) max.Y = p.Y;
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if (p.Z > max.Z) max.Z = p.Z;
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}
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var center = (min + max) * 0.5f;
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var halfExt = (max - min) * 0.5f;
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float radius = halfExt.Length();
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return new GfxObjVisualBounds
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{
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Min = min,
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Max = max,
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Center = center,
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Radius = radius,
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HalfExtents = halfExt,
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};
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}
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/// <summary>
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/// Extract and cache the collision shape data from a Setup.
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/// No-ops if the id is already cached.
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@ -145,6 +211,26 @@ public sealed class PhysicsDataCache
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public int CellStructCount => _cellStruct.Count;
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}
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/// <summary>
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/// Visual AABB of a GfxObj mesh — populated for every cached GfxObj regardless
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/// of whether it has physics data. Used as a collision fallback shape for
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/// entities whose Setup has no CylSpheres/Spheres/Radius (pure decorative
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/// meshes). Provides an approximate cylinder matching the visible mesh extent.
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/// </summary>
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public sealed class GfxObjVisualBounds
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{
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/// <summary>Local-space minimum corner of the mesh AABB.</summary>
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public required Vector3 Min { get; init; }
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/// <summary>Local-space maximum corner of the mesh AABB.</summary>
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public required Vector3 Max { get; init; }
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/// <summary>Center of the local-space AABB.</summary>
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public required Vector3 Center { get; init; }
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/// <summary>Local-space radius (diagonal half-length) — loose bound.</summary>
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public required float Radius { get; init; }
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/// <summary>Local-space half-extents ((Max - Min) * 0.5).</summary>
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public required Vector3 HalfExtents { get; init; }
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}
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/// <summary>
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/// A physics polygon with pre-resolved vertex positions and pre-computed plane.
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/// ACE pre-computes these in its Polygon constructor; we do it at cache time
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@ -23,10 +23,13 @@ public sealed class ShadowObjectRegistry
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public void Register(uint entityId, uint gfxObjId, Vector3 worldPos, Quaternion rotation,
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float radius, float worldOffsetX, float worldOffsetY, uint landblockId,
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ShadowCollisionType collisionType = ShadowCollisionType.BSP,
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float cylHeight = 0f)
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float cylHeight = 0f, float scale = 1.0f)
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{
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Deregister(entityId);
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// The radius parameter should already be the WORLD-SPACE bounding
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// radius (i.e., already multiplied by scale) so the broad-phase cell
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// occupancy is correct. Callers are responsible for that.
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float localX = worldPos.X - worldOffsetX;
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float localY = worldPos.Y - worldOffsetY;
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@ -35,7 +38,7 @@ public sealed class ShadowObjectRegistry
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int minCy = Math.Max(0, (int)((localY - radius) / 24f));
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int maxCy = Math.Min(7, (int)((localY + radius) / 24f));
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var entry = new ShadowEntry(entityId, gfxObjId, worldPos, rotation, radius, collisionType, cylHeight);
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var entry = new ShadowEntry(entityId, gfxObjId, worldPos, rotation, radius, collisionType, cylHeight, scale);
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var cellIds = new List<uint>();
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uint lbPrefix = landblockId & 0xFFFF0000u;
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@ -166,6 +169,24 @@ public sealed class ShadowObjectRegistry
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}
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public int TotalRegistered => _entityToCells.Count;
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/// <summary>
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/// Debug: enumerate every registered ShadowEntry (deduplicated across cells).
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/// For each entity, returns the first entry found in any cell it occupies.
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/// Intended for debug rendering only.
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/// </summary>
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public IEnumerable<ShadowEntry> AllEntriesForDebug()
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{
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var seen = new HashSet<uint>();
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foreach (var kvp in _cells)
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{
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foreach (var entry in kvp.Value)
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{
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if (seen.Add(entry.EntityId))
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yield return entry;
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}
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}
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}
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}
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/// <summary>
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@ -181,4 +202,5 @@ public readonly record struct ShadowEntry(
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Quaternion Rotation,
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float Radius,
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ShadowCollisionType CollisionType = ShadowCollisionType.BSP,
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float CylHeight = 0f);
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float CylHeight = 0f,
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float Scale = 1.0f);
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@ -353,15 +353,13 @@ public sealed class Transition
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for (int i = 0; i < numSteps; i++)
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{
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// Reset per-step collision state.
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CollisionInfo.SlidingNormalValid = false;
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CollisionInfo.ContactPlaneValid = false;
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CollisionInfo.ContactPlaneIsWater = false;
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// Project the step offset through any existing contact / slide plane.
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// Per ACE order: AdjustOffset FIRST (uses state from previous step),
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// THEN clear the state. This lets the sliding/contact normals from
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// the previous step's collision project the current step's offset.
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sp.GlobalOffset = AdjustOffset(offsetPerStep);
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// Abort if adjusted offset is negligible (we're stuck against a wall).
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// Abort if adjusted offset is negligible (stuck against a wall
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// with no slide tangent available).
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if (sp.GlobalOffset.LengthSquared() < PhysicsGlobals.EpsilonSq)
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return i != 0 && transitionState == TransitionState.OK;
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@ -372,6 +370,12 @@ public sealed class Transition
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sp.CheckOrientation = Quaternion.Slerp(sp.BeginOrientation, sp.EndOrientation, delta);
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}
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// Clear collision state AFTER AdjustOffset reads it. TransitionalInsert
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// will set new state that the next step's AdjustOffset will consume.
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CollisionInfo.SlidingNormalValid = false;
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CollisionInfo.ContactPlaneValid = false;
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CollisionInfo.ContactPlaneIsWater = false;
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// Apply the offset, then check collisions.
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sp.AddOffsetToCheckPos(sp.GlobalOffset);
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@ -391,108 +395,155 @@ public sealed class Transition
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// -----------------------------------------------------------------------
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/// <summary>
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/// Check collisions at the current CheckPos, apply step-down as needed.
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/// Ported from pseudocode section 3 (TransitionalInsert).
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/// ACE: Transition.TransitionalInsert(int num_insertion_attempts).
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/// ACE Transition.TransitionalInsert — retry loop for collision resolution.
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///
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/// <para>
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/// Per ACE: iterate up to numAttempts times. Each iteration runs the full
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/// collision pipeline (env + objects) at the current CheckPos. The pipeline
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/// can MUTATE CheckPos (push-out, slide). On Slid/Adjusted, clear state and
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/// retry — the next iteration tests the NEW CheckPos against all nearby
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/// objects again, which catches "slide into a second wall" corner cases.
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/// </para>
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///
|
||||
/// <para>
|
||||
/// Return values:
|
||||
/// - OK: no collision OR all collisions resolved without leaving anything unhandled
|
||||
/// - Collided: hard stop; no further movement possible
|
||||
/// - Slid: last iteration slid (only if we exhausted retry attempts)
|
||||
/// - Adjusted: last iteration adjusted (rare — retry should convert to OK)
|
||||
/// </para>
|
||||
///
|
||||
/// <para>
|
||||
/// This is simplified from ACE: we don't have CellArray/CheckOtherCells
|
||||
/// iteration because our FindObjCollisions (via ShadowObjectRegistry) is
|
||||
/// already a flat per-landblock query. That's the equivalent of iterating
|
||||
/// objects across all relevant cells.
|
||||
/// </para>
|
||||
/// </summary>
|
||||
private TransitionState TransitionalInsert(int maxAttempts, PhysicsEngine engine)
|
||||
private TransitionState TransitionalInsert(int numAttempts, PhysicsEngine engine)
|
||||
{
|
||||
if (SpherePath.CheckCellId == 0) return TransitionState.OK;
|
||||
if (maxAttempts <= 0) return TransitionState.Invalid;
|
||||
if (numAttempts <= 0) return TransitionState.Invalid;
|
||||
|
||||
var sp = SpherePath;
|
||||
var ci = CollisionInfo;
|
||||
var oi = ObjectInfo;
|
||||
|
||||
TransitionState transitState = TransitionState.OK;
|
||||
TransitionState transitState;
|
||||
|
||||
for (int attempt = 0; attempt < maxAttempts; attempt++)
|
||||
for (int attempt = 0; attempt < numAttempts; attempt++)
|
||||
{
|
||||
// Phase 1: check collisions in the current cell.
|
||||
// ── Phase 1: environment collision (terrain + indoor BSP) ───
|
||||
transitState = FindEnvCollisions(engine);
|
||||
|
||||
switch (transitState)
|
||||
if (transitState == TransitionState.Collided)
|
||||
return TransitionState.Collided;
|
||||
|
||||
if (transitState == TransitionState.Slid)
|
||||
{
|
||||
case TransitionState.OK:
|
||||
// Outdoor path: no neighboring cell enumeration needed for MVP.
|
||||
break;
|
||||
|
||||
case TransitionState.Collided:
|
||||
return TransitionState.Collided;
|
||||
|
||||
case TransitionState.Adjusted:
|
||||
sp.NegPolyHit = false;
|
||||
break;
|
||||
|
||||
case TransitionState.Slid:
|
||||
ci.ContactPlaneValid = false;
|
||||
ci.ContactPlaneIsWater = false;
|
||||
sp.NegPolyHit = false;
|
||||
break;
|
||||
// Env collision slid the sphere. Clear state and retry at
|
||||
// the new CheckPos to see if we hit anything else.
|
||||
ci.ContactPlaneValid = false;
|
||||
ci.ContactPlaneIsWater = false;
|
||||
sp.NegPolyHit = false;
|
||||
continue;
|
||||
}
|
||||
|
||||
// Phase 1b: check object (static BSP) collisions when OK so far.
|
||||
if (transitState == TransitionState.OK)
|
||||
if (transitState == TransitionState.Adjusted)
|
||||
{
|
||||
var objState = FindObjCollisions(engine);
|
||||
if (objState == TransitionState.Slid)
|
||||
{
|
||||
transitState = TransitionState.Slid;
|
||||
ci.ContactPlaneValid = false;
|
||||
ci.ContactPlaneIsWater = false;
|
||||
sp.NegPolyHit = false;
|
||||
}
|
||||
else if (objState == TransitionState.Collided)
|
||||
{
|
||||
return TransitionState.Collided;
|
||||
}
|
||||
// Env modified CheckPos. Retry at new position.
|
||||
sp.NegPolyHit = false;
|
||||
continue;
|
||||
}
|
||||
|
||||
// Phase 2: post-collision response.
|
||||
if (transitState == TransitionState.OK)
|
||||
// ── Phase 2: object (static BSP + cylinder) collision ───────
|
||||
// Env was OK — now test objects.
|
||||
var objState = FindObjCollisions(engine);
|
||||
|
||||
if (objState == TransitionState.Collided)
|
||||
return TransitionState.Collided;
|
||||
|
||||
if (objState == TransitionState.Slid)
|
||||
{
|
||||
// Handle step-down when in contact but no ground plane found.
|
||||
if (!ci.ContactPlaneValid && oi.Contact && !sp.StepDown
|
||||
&& sp.CheckCellId != 0 && oi.StepDown)
|
||||
// Object collision applied a push-out and set sliding normal.
|
||||
// Retry at the new CheckPos — we may have slid into another
|
||||
// object, or need to re-verify env at the new position.
|
||||
ci.ContactPlaneValid = false;
|
||||
ci.ContactPlaneIsWater = false;
|
||||
sp.NegPolyHit = false;
|
||||
continue;
|
||||
}
|
||||
|
||||
if (objState == TransitionState.Adjusted)
|
||||
{
|
||||
// Object modified CheckPos (e.g. PerfectClip adjust_to_plane).
|
||||
// Retry at the new position.
|
||||
sp.NegPolyHit = false;
|
||||
continue;
|
||||
}
|
||||
|
||||
// ── Phase 3: both env and objects returned OK ──────────────
|
||||
// Handle Collide flag (BSP path 6 set it on a non-contact hit).
|
||||
// ACE: if Collide is set, re-test as Placement to confirm position.
|
||||
// Simplified: just clear it and accept.
|
||||
if (sp.Collide)
|
||||
{
|
||||
sp.Collide = false;
|
||||
}
|
||||
|
||||
// Handle neg-poly hit (backward-facing polygon contact).
|
||||
if (sp.NegPolyHit && !sp.StepDown && !sp.StepUp)
|
||||
{
|
||||
sp.NegPolyHit = false;
|
||||
// ACE: dispatch to StepUp or SlideSphere based on NegStepUp flag.
|
||||
// Simplified: accept current position.
|
||||
}
|
||||
|
||||
// Handle step-down when in contact but no ground plane found.
|
||||
// This happens when the player is on a slope edge: they're marked
|
||||
// as in contact with the ground, but the current CheckPos has no
|
||||
// terrain contact (walked off an edge). Attempt a step-down to
|
||||
// maintain ground contact.
|
||||
if (!ci.ContactPlaneValid && oi.Contact && !sp.StepDown
|
||||
&& sp.CheckCellId != 0 && oi.StepDown)
|
||||
{
|
||||
float zVal = PhysicsGlobals.LandingZ;
|
||||
float stepDownHeight = oi.StepDownHeight;
|
||||
sp.WalkableAllowance = zVal;
|
||||
sp.SaveCheckPos();
|
||||
|
||||
float radsum = sp.GlobalSphere[0].Radius * 2f;
|
||||
|
||||
if (radsum >= stepDownHeight)
|
||||
{
|
||||
float zVal = PhysicsGlobals.LandingZ;
|
||||
float stepDownHeight = oi.StepDownHeight;
|
||||
sp.WalkableAllowance = zVal;
|
||||
sp.SaveCheckPos();
|
||||
|
||||
float radsum = sp.GlobalSphere[0].Radius * 2f;
|
||||
|
||||
if (radsum >= stepDownHeight)
|
||||
if (DoStepDown(stepDownHeight, zVal, engine))
|
||||
{
|
||||
if (DoStepDown(stepDownHeight, zVal, engine))
|
||||
{
|
||||
sp.WalkableValid = false;
|
||||
return TransitionState.OK;
|
||||
}
|
||||
sp.WalkableValid = false;
|
||||
return TransitionState.OK;
|
||||
}
|
||||
else
|
||||
{
|
||||
stepDownHeight *= 0.5f;
|
||||
if (DoStepDown(stepDownHeight, zVal, engine)
|
||||
|| DoStepDown(stepDownHeight, zVal, engine))
|
||||
{
|
||||
sp.WalkableValid = false;
|
||||
return TransitionState.OK;
|
||||
}
|
||||
}
|
||||
|
||||
// Step-down failed: stay at current position.
|
||||
sp.RestoreCheckPos();
|
||||
return TransitionState.OK;
|
||||
}
|
||||
else
|
||||
{
|
||||
return TransitionState.OK;
|
||||
stepDownHeight *= 0.5f;
|
||||
if (DoStepDown(stepDownHeight, zVal, engine)
|
||||
|| DoStepDown(stepDownHeight, zVal, engine))
|
||||
{
|
||||
sp.WalkableValid = false;
|
||||
return TransitionState.OK;
|
||||
}
|
||||
}
|
||||
|
||||
// Step-down failed: stay at current position.
|
||||
sp.RestoreCheckPos();
|
||||
return TransitionState.OK;
|
||||
}
|
||||
|
||||
return TransitionState.OK;
|
||||
}
|
||||
|
||||
return transitState;
|
||||
// Exhausted retry attempts — return whatever the last iteration said.
|
||||
// (Defaults to Slid in practice since that's the only case that retries.)
|
||||
return TransitionState.Slid;
|
||||
}
|
||||
|
||||
// -----------------------------------------------------------------------
|
||||
|
|
@ -662,6 +713,7 @@ public sealed class Transition
|
|||
// Reused per-call to avoid per-step allocation; safe because Transition
|
||||
// is single-threaded per movement resolve.
|
||||
private readonly List<ShadowEntry> _nearbyObjs = new();
|
||||
private static int _debugQueryCount = 0;
|
||||
|
||||
/// <summary>
|
||||
/// Query the ShadowObjectRegistry for nearby static objects and run
|
||||
|
|
@ -698,6 +750,16 @@ public sealed class Transition
|
|||
worldOffsetX, worldOffsetY, landblockId,
|
||||
_nearbyObjs);
|
||||
|
||||
// Log every 120 frames — tracks player position over time.
|
||||
_debugQueryCount++;
|
||||
if (movement.LengthSquared() > 0.0001f && _debugQueryCount % 120 == 0)
|
||||
{
|
||||
Console.WriteLine(
|
||||
$"ObjColl @({currPos.X:F1},{currPos.Y:F1},{currPos.Z:F1}) " +
|
||||
$"lb=0x{landblockId:X8} nearby={_nearbyObjs.Count}/{engine.ShadowObjects.TotalRegistered}");
|
||||
}
|
||||
|
||||
|
||||
foreach (var obj in _nearbyObjs)
|
||||
{
|
||||
// Broad-phase: can the moving sphere reach this object?
|
||||
|
|
@ -721,23 +783,28 @@ public sealed class Transition
|
|||
if (physics?.BSP?.Root is null) continue;
|
||||
|
||||
// Transform player spheres to object-local space.
|
||||
// For a scaled object (scenery tree, etc.), we need to
|
||||
// divide the local position + radius by the object's scale
|
||||
// so they are in the unscaled BSP coordinate system.
|
||||
// ACE handles this via the `scale` parameter in find_collisions.
|
||||
var invRot = Quaternion.Inverse(obj.Rotation);
|
||||
float invScale = obj.Scale > 0 ? 1.0f / obj.Scale : 1.0f;
|
||||
|
||||
var localSphere0 = new DatReaderWriter.Types.Sphere
|
||||
{
|
||||
Origin = Vector3.Transform(sp.GlobalSphere[0].Origin - obj.Position, invRot),
|
||||
Radius = sp.GlobalSphere[0].Radius,
|
||||
Origin = Vector3.Transform(sp.GlobalSphere[0].Origin - obj.Position, invRot) * invScale,
|
||||
Radius = sp.GlobalSphere[0].Radius * invScale,
|
||||
};
|
||||
var localCurrCenter = Vector3.Transform(
|
||||
sp.GlobalCurrCenter[0].Origin - obj.Position, invRot);
|
||||
sp.GlobalCurrCenter[0].Origin - obj.Position, invRot) * invScale;
|
||||
|
||||
DatReaderWriter.Types.Sphere? localSphere1 = null;
|
||||
if (sp.NumSphere > 1)
|
||||
{
|
||||
localSphere1 = new DatReaderWriter.Types.Sphere
|
||||
{
|
||||
Origin = Vector3.Transform(sp.GlobalSphere[1].Origin - obj.Position, invRot),
|
||||
Radius = sp.GlobalSphere[1].Radius,
|
||||
Origin = Vector3.Transform(sp.GlobalSphere[1].Origin - obj.Position, invRot) * invScale,
|
||||
Radius = sp.GlobalSphere[1].Radius * invScale,
|
||||
};
|
||||
}
|
||||
|
||||
|
|
@ -745,9 +812,8 @@ public sealed class Transition
|
|||
var localSpaceZ = Vector3.Transform(Vector3.UnitZ, invRot);
|
||||
|
||||
// Use the retail 6-path dispatcher with pre-resolved polygons.
|
||||
// Pass the object's rotation so collision responses (normals,
|
||||
// offsets) are transformed from object-local back to world space.
|
||||
// ACE: path.LocalSpacePos.LocalToGlobalVec()
|
||||
// Pass the object's scale so collision response offsets (in
|
||||
// unscaled local space) are multiplied back to world space.
|
||||
result = BSPQuery.FindCollisions(
|
||||
physics.BSP.Root,
|
||||
physics.Resolved,
|
||||
|
|
@ -756,7 +822,7 @@ public sealed class Transition
|
|||
localSphere1,
|
||||
localCurrCenter,
|
||||
localSpaceZ,
|
||||
1.0f, // scale = 1.0 for object geometry
|
||||
obj.Scale, // scale for local→world offsets
|
||||
obj.Rotation); // local→world rotation
|
||||
}
|
||||
else
|
||||
|
|
@ -776,9 +842,9 @@ public sealed class Transition
|
|||
}
|
||||
|
||||
/// <summary>
|
||||
/// Cylinder swept-sphere collision test for CylSphere objects (trees, rocks, etc.).
|
||||
/// Performs a 2D ray-circle intersection to find contact time, then applies
|
||||
/// a wall-slide response.
|
||||
/// Cylinder collision test for CylSphere objects (tree trunks, rock pillars, NPCs).
|
||||
/// Applies a horizontal wall-slide response when the sphere overlaps the
|
||||
/// cylinder, matching the BSP path 5/6 response for consistent behavior.
|
||||
/// </summary>
|
||||
private TransitionState CylinderCollision(ShadowEntry obj, SpherePath sp)
|
||||
{
|
||||
|
|
@ -788,51 +854,87 @@ public sealed class Transition
|
|||
float sphRadius = sp.GlobalSphere[0].Radius;
|
||||
Vector3 sphMovement = sphereCheckPos - sphereCurrPos;
|
||||
|
||||
Vector3 deltaCurr = sphereCurrPos - obj.Position;
|
||||
float dx = deltaCurr.X, dy = deltaCurr.Y;
|
||||
float mx = sphMovement.X, my = sphMovement.Y;
|
||||
float combinedR = sphRadius + obj.Radius;
|
||||
|
||||
float a = mx * mx + my * my;
|
||||
float b = 2f * (dx * mx + dy * my);
|
||||
float c = dx * dx + dy * dy - combinedR * combinedR;
|
||||
|
||||
float t;
|
||||
if (a < PhysicsGlobals.EPSILON)
|
||||
{
|
||||
if (c > 0f) return TransitionState.OK;
|
||||
t = 0f;
|
||||
}
|
||||
else
|
||||
{
|
||||
float disc = b * b - 4f * a * c;
|
||||
if (disc < 0f) return TransitionState.OK;
|
||||
float sqrtDisc = MathF.Sqrt(disc);
|
||||
t = (-b - sqrtDisc) / (2f * a);
|
||||
if (t > 1f) return TransitionState.OK;
|
||||
if (t < 0f) t = 0f;
|
||||
}
|
||||
|
||||
// Vertical check at contact time.
|
||||
Vector3 contactPos = sphereCurrPos + sphMovement * t;
|
||||
// Vertical check: does sphere reach the cylinder's height range at all?
|
||||
float cylTop = obj.CylHeight > 0 ? obj.CylHeight : obj.Radius * 4f;
|
||||
float playerBottom = contactPos.Z - sphRadius;
|
||||
float playerTop = contactPos.Z + sphRadius;
|
||||
if (playerBottom > obj.Position.Z + cylTop || playerTop < obj.Position.Z)
|
||||
float checkZ = sphereCheckPos.Z;
|
||||
if (checkZ - sphRadius > obj.Position.Z + cylTop ||
|
||||
checkZ + sphRadius < obj.Position.Z)
|
||||
return TransitionState.OK;
|
||||
|
||||
// Collision normal: radial from cylinder axis.
|
||||
Vector3 contactDelta = contactPos - obj.Position;
|
||||
float hDist = MathF.Sqrt(contactDelta.X * contactDelta.X + contactDelta.Y * contactDelta.Y);
|
||||
Vector3 collisionNormal;
|
||||
if (hDist < PhysicsGlobals.EPSILON)
|
||||
collisionNormal = Vector3.UnitX;
|
||||
else
|
||||
collisionNormal = Vector3.Normalize(new Vector3(contactDelta.X, contactDelta.Y, 0f));
|
||||
// XY distance from sphere check position to cylinder axis.
|
||||
float dxCheck = sphereCheckPos.X - obj.Position.X;
|
||||
float dyCheck = sphereCheckPos.Y - obj.Position.Y;
|
||||
float distSqCheck = dxCheck * dxCheck + dyCheck * dyCheck;
|
||||
float combinedR = sphRadius + obj.Radius;
|
||||
float combinedRSq = combinedR * combinedR;
|
||||
|
||||
if (distSqCheck >= combinedRSq)
|
||||
return TransitionState.OK; // not overlapping at check position
|
||||
|
||||
// ─── Overlap detected: apply wall-slide ─────────────────────
|
||||
// Horizontal outward normal from the cylinder axis to the sphere
|
||||
// check position. For the degenerate case where the sphere center
|
||||
// is exactly on the axis, use the movement direction as a fallback
|
||||
// (pushes the sphere back out along the way it came in).
|
||||
float distCheck = MathF.Sqrt(distSqCheck);
|
||||
Vector3 collisionNormal;
|
||||
if (distCheck < PhysicsGlobals.EPSILON)
|
||||
{
|
||||
// Sphere center on cylinder axis — push along reverse movement.
|
||||
float mxy = MathF.Sqrt(sphMovement.X * sphMovement.X + sphMovement.Y * sphMovement.Y);
|
||||
if (mxy > PhysicsGlobals.EPSILON)
|
||||
collisionNormal = new Vector3(-sphMovement.X / mxy, -sphMovement.Y / mxy, 0f);
|
||||
else
|
||||
collisionNormal = Vector3.UnitX;
|
||||
}
|
||||
else
|
||||
{
|
||||
collisionNormal = new Vector3(dxCheck / distCheck, dyCheck / distCheck, 0f);
|
||||
}
|
||||
|
||||
// Wall-slide position (in world space):
|
||||
// curr = sphereCurrPos (pre-step)
|
||||
// movement = sphMovement
|
||||
// projected = movement - (movement · normal) * normal
|
||||
// slidPos = curr + projected
|
||||
// Then push outward if still inside the cylinder radius.
|
||||
Vector3 horizMovement = new Vector3(sphMovement.X, sphMovement.Y, 0f);
|
||||
float movementIntoWall = Vector3.Dot(horizMovement, collisionNormal);
|
||||
Vector3 projectedMovement = horizMovement - collisionNormal * movementIntoWall;
|
||||
// Preserve vertical movement component (jumping/falling).
|
||||
projectedMovement.Z = sphMovement.Z;
|
||||
|
||||
Vector3 slidPos = sphereCurrPos + projectedMovement;
|
||||
|
||||
// Ensure slid position is outside the cylinder radius horizontally.
|
||||
float sdx = slidPos.X - obj.Position.X;
|
||||
float sdy = slidPos.Y - obj.Position.Y;
|
||||
float sDistSq = sdx * sdx + sdy * sdy;
|
||||
float minDist = combinedR + 0.01f;
|
||||
if (sDistSq < minDist * minDist)
|
||||
{
|
||||
float sDist = MathF.Sqrt(sDistSq);
|
||||
if (sDist < PhysicsGlobals.EPSILON)
|
||||
{
|
||||
// Degenerate: push out along collisionNormal
|
||||
slidPos.X = obj.Position.X + collisionNormal.X * minDist;
|
||||
slidPos.Y = obj.Position.Y + collisionNormal.Y * minDist;
|
||||
}
|
||||
else
|
||||
{
|
||||
float pushDist = (minDist - sDist);
|
||||
slidPos.X += (sdx / sDist) * pushDist;
|
||||
slidPos.Y += (sdy / sDist) * pushDist;
|
||||
}
|
||||
}
|
||||
|
||||
// Apply the offset (difference between slid and current CheckPos)
|
||||
Vector3 delta = slidPos - sphereCheckPos;
|
||||
sp.AddOffsetToCheckPos(delta);
|
||||
|
||||
// Apply collision response via wall-slide.
|
||||
ci.SetCollisionNormal(collisionNormal);
|
||||
return SlideSphere(collisionNormal, sphereCurrPos);
|
||||
ci.SetSlidingNormal(collisionNormal);
|
||||
return TransitionState.Slid;
|
||||
}
|
||||
|
||||
// -----------------------------------------------------------------------
|
||||
|
|
|
|||
|
|
@ -72,11 +72,14 @@ public static class SceneryGenerator
|
|||
uint blockX = (landblockId >> 24) * 8; // 8 cells per landblock
|
||||
uint blockY = ((landblockId >> 16) & 0xFFu) * 8;
|
||||
|
||||
// The original iterates Terrain[0..80] — 81 vertices of a 9x9 grid.
|
||||
// The heightmap is packed x-major (Height[x*9+y]), so we match that here.
|
||||
for (int x = 0; x < VerticesPerSide; x++)
|
||||
// RETAIL iterates 8×8 = 64 CELLS, not 9×9 = 81 vertices.
|
||||
// Decompiled FUN_005311a0 at chunk_00530000.c:1123-1253 uses
|
||||
// `while (local_94 < 8)` and `while (local_8c < 8)` — bound by
|
||||
// `param_1+0x40` which is SideCellCount=8 for outdoor landblocks.
|
||||
// The terrain word at each cell's SW corner drives that cell's scenery.
|
||||
for (int x = 0; x < CellsPerSide; x++)
|
||||
{
|
||||
for (int y = 0; y < VerticesPerSide; y++)
|
||||
for (int y = 0; y < CellsPerSide; y++)
|
||||
{
|
||||
int i = x * VerticesPerSide + y;
|
||||
ushort raw = block.Terrain[i];
|
||||
|
|
@ -84,14 +87,12 @@ public static class SceneryGenerator
|
|||
uint terrainType = (uint)((raw >> 2) & 0x1F); // bits 2-6
|
||||
uint sceneType = (uint)((raw >> 11) & 0x1F); // bits 11-15
|
||||
|
||||
// Skip road vertices: bits 0-1 of the terrain word encode the road
|
||||
// type (non-zero means this vertex is on a road). Ported from
|
||||
// ACViewer Physics/Common/Landblock.cs GetRoad() and the OnRoad()
|
||||
// check in get_land_scenes(). Roads should not have trees/rocks.
|
||||
if (IsRoadVertex(raw)) continue;
|
||||
// NOTE: retail does NOT skip based on this vertex's road bit.
|
||||
// The road test happens AFTER displacement via the 4-corner
|
||||
// polygonal OnRoad check (see below). Removing the
|
||||
// pre-displacement early-exit restores retail behavior.
|
||||
|
||||
// Skip cells that contain buildings (ACME conformance fix 4d).
|
||||
// Building footprints shouldn't have scenery spawning inside them.
|
||||
// Skip cells that contain buildings.
|
||||
if (buildingCells is not null && buildingCells.Contains(i)) continue;
|
||||
|
||||
if (terrainType >= region.TerrainInfo.TerrainTypes.Count) continue;
|
||||
|
|
@ -154,15 +155,28 @@ public static class SceneryGenerator
|
|||
if (lx < 0 || ly < 0 || lx >= LandblockSize || ly >= LandblockSize)
|
||||
continue;
|
||||
|
||||
// Check if the final displaced position lands on a road vertex.
|
||||
// The road status is per-vertex (9×9 grid); sample the nearest
|
||||
// vertex to the displaced position to catch scenery that drifted
|
||||
// from a non-road vertex onto a road.
|
||||
// Retail post-displacement road check (FUN_00530d30).
|
||||
// Ported from ACViewer Landblock.OnRoad — uses the 4-corner
|
||||
// road bits of the containing cell plus the 5-unit road
|
||||
// half-width to test whether the displaced (lx,ly) lies on
|
||||
// the road ribbon.
|
||||
bool isOnRoad = IsOnRoad(block, lx, ly);
|
||||
if (isOnRoad)
|
||||
{
|
||||
int nearX = Math.Clamp((int)(lx / CellSize + 0.5f), 0, VerticesPerSide - 1);
|
||||
int nearY = Math.Clamp((int)(ly / CellSize + 0.5f), 0, VerticesPerSide - 1);
|
||||
ushort nearRaw = block.Terrain[nearX * VerticesPerSide + nearY];
|
||||
if (IsRoadVertex(nearRaw)) continue;
|
||||
continue;
|
||||
}
|
||||
|
||||
// Also reject if the vertex CX,CY is a road vertex itself
|
||||
// — scenery whose cell-origin vertex is on a road should
|
||||
// not spawn, even if displacement moves it off the ribbon.
|
||||
// Retail's frequency-based path is guarded by the road mask;
|
||||
// our formula can yield valid positions adjacent to roads
|
||||
// that the ACViewer OnRoad test lets through. This extra
|
||||
// guard pushes scenery away from road vertices, matching
|
||||
// retail's visually clearer road margins.
|
||||
if (IsRoadVertex(block.Terrain[(int)cellX * VerticesPerSide + (int)cellY]))
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
// Slope filter (ACME conformance fix 4e): compute terrain normal
|
||||
|
|
@ -183,22 +197,41 @@ public static class SceneryGenerator
|
|||
if (nz < obj.MinSlope || nz > obj.MaxSlope) continue;
|
||||
}
|
||||
|
||||
float lz = 0f; // lifted to ground at render time via landblock heightmap
|
||||
// BaseLoc.Z offset: scenery-specific vertical offset from
|
||||
// the ground (e.g., flowers planted at -0.1m so they
|
||||
// don't float above grass). The renderer adds groundZ
|
||||
// later, so pass the BaseLoc.Z through as-is.
|
||||
float lz = obj.BaseLoc.Origin.Z;
|
||||
|
||||
// Rotation: chunk_005A0000.c lines 4924-4931 (FUN_005a6e60)
|
||||
// offset constant 0xf697 = 63127
|
||||
// iVar2 = (param_3 * 0x6c1ac587 - (param_2 * param_3 * 0x5111bfef + 0x70892fb7) * (param_4 + 0xf697))
|
||||
// + param_2 * -0x421be3bd
|
||||
// param_2=ix, param_3=iy, param_4=j
|
||||
Quaternion rotation = Quaternion.Identity;
|
||||
if (obj.MaxRotation > 0)
|
||||
// Retail calls FUN_00425f10(baseLoc) to copy baseLoc.Orientation
|
||||
// into the frame, THEN calls AFrame::set_heading(degrees).
|
||||
//
|
||||
// set_heading uses yaw = -(450 - heading) % 360 before converting
|
||||
// to a quaternion, which introduces a 90° offset + sign flip
|
||||
// relative to a naive Z rotation. WorldBuilder's
|
||||
// SceneryHelpers.SetHeading reproduces this.
|
||||
//
|
||||
// For objects with Align != 0, retail uses FUN_005a6f60 to
|
||||
// align to the landcell polygon's normal instead of setting
|
||||
// heading from the noise.
|
||||
//
|
||||
// Composition: final = baseLoc.Orientation * headingQuat
|
||||
Quaternion rotation = obj.BaseLoc.Orientation;
|
||||
if (rotation.LengthSquared() < 0.0001f)
|
||||
rotation = Quaternion.Identity;
|
||||
|
||||
if (obj.MaxRotation > 0f)
|
||||
{
|
||||
double rotNoise = unchecked((uint)(1813693831u * globalCellY
|
||||
- (j + 63127u) * (1360117743u * globalCellY * globalCellX + 1888038839u)
|
||||
- 1109124029u * globalCellX)) * 2.3283064e-10;
|
||||
float degrees = (float)(rotNoise * obj.MaxRotation);
|
||||
float radians = degrees * MathF.PI / 180f;
|
||||
rotation = Quaternion.CreateFromAxisAngle(Vector3.UnitZ, radians);
|
||||
// AFrame::set_heading transform — matches retail.
|
||||
float yawDeg = -((450f - degrees) % 360f);
|
||||
float yawRad = yawDeg * MathF.PI / 180f;
|
||||
var headingQuat = Quaternion.CreateFromAxisAngle(Vector3.UnitZ, yawRad);
|
||||
rotation = headingQuat * rotation;
|
||||
}
|
||||
|
||||
// Scale: ACViewer Physics/Common/ObjectDesc.cs ScaleObj() (confirmed matches pattern)
|
||||
|
|
@ -237,6 +270,121 @@ public static class SceneryGenerator
|
|||
/// </summary>
|
||||
public static bool IsRoadVertex(ushort raw) => (raw & 0x3u) != 0;
|
||||
|
||||
/// <summary>
|
||||
/// Half-width of a road ribbon in world units — the road extends from each
|
||||
/// road vertex by this amount into the neighbor cells. Matches retail's
|
||||
/// `_DAT_007c9cc0 = 5.0f` in FUN_00530d30.
|
||||
/// </summary>
|
||||
private const float RoadHalfWidth = 5.0f;
|
||||
|
||||
/// <summary>
|
||||
/// Retail-faithful post-displacement road test. Ported from ACViewer
|
||||
/// Landblock.OnRoad (Physics/Common/Landblock.cs lines 300-398), which is
|
||||
/// a direct port of FUN_00530d30 in the retail client.
|
||||
///
|
||||
/// Examines the 4 corners of the cell containing (lx, ly) and, depending
|
||||
/// on how many are road vertices (0, 1, 2, 3, or 4), applies a polygonal
|
||||
/// test using the 5-unit road half-width to check if (lx, ly) lies on the
|
||||
/// road ribbon. Returns true if the point is on a road.
|
||||
/// </summary>
|
||||
/// <summary>
|
||||
/// Retail-faithful road ribbon test — direct port of ACViewer's
|
||||
/// Landblock.OnRoad (Physics/Common/Landblock.cs lines 300-398), which
|
||||
/// itself is a port of FUN_00530d30 in acclient.exe.
|
||||
///
|
||||
/// Classifies the 4 corners of the cell containing (lx, ly) by road type
|
||||
/// (bits 0-1 of the terrain word) and applies a different geometric test
|
||||
/// based on which corners are road vertices. Road ribbons have a 5m
|
||||
/// half-width (TileLength - RoadWidth = 19m).
|
||||
/// </summary>
|
||||
private static bool IsOnRoad(LandBlock block, float lx, float ly)
|
||||
{
|
||||
int x = (int)MathF.Floor(lx / CellSize);
|
||||
int y = (int)MathF.Floor(ly / CellSize);
|
||||
// Clamp so we don't index past the 9x9 terrain grid
|
||||
x = Math.Clamp(x, 0, CellsPerSide - 1);
|
||||
y = Math.Clamp(y, 0, CellsPerSide - 1);
|
||||
|
||||
float rMin = RoadHalfWidth; // 5
|
||||
float rMax = CellSize - RoadHalfWidth; // 19
|
||||
|
||||
// Corner road bits (ACViewer convention):
|
||||
// r0 = (x0, y0) = SW
|
||||
// r1 = (x0, y1) = NW
|
||||
// r2 = (x1, y0) = SE
|
||||
// r3 = (x1, y1) = NE
|
||||
bool r0 = IsRoadVertex(block.Terrain[x * VerticesPerSide + y]);
|
||||
bool r1 = IsRoadVertex(block.Terrain[x * VerticesPerSide + (y + 1)]);
|
||||
bool r2 = IsRoadVertex(block.Terrain[(x + 1) * VerticesPerSide + y]);
|
||||
bool r3 = IsRoadVertex(block.Terrain[(x + 1) * VerticesPerSide + (y + 1)]);
|
||||
|
||||
if (!r0 && !r1 && !r2 && !r3) return false;
|
||||
|
||||
float dx = lx - x * CellSize;
|
||||
float dy = ly - y * CellSize;
|
||||
|
||||
if (r0)
|
||||
{
|
||||
if (r1)
|
||||
{
|
||||
if (r2)
|
||||
{
|
||||
if (r3) return true;
|
||||
return dx < rMin || dy < rMin;
|
||||
}
|
||||
else
|
||||
{
|
||||
if (r3) return dx < rMin || dy > rMax;
|
||||
return dx < rMin;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
if (r2)
|
||||
{
|
||||
if (r3) return dx > rMax || dy < rMin;
|
||||
return dy < rMin;
|
||||
}
|
||||
else
|
||||
{
|
||||
if (r3) return MathF.Abs(dx - dy) < rMin;
|
||||
return dx + dy < rMin;
|
||||
}
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
if (r1)
|
||||
{
|
||||
if (r2)
|
||||
{
|
||||
if (r3) return dx > rMax || dy > rMax;
|
||||
return MathF.Abs(dx + dy - CellSize) < rMin;
|
||||
}
|
||||
else
|
||||
{
|
||||
if (r3) return dy > rMax;
|
||||
return CellSize + dx - dy < rMin;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
if (r2)
|
||||
{
|
||||
if (r3) return dx > rMax;
|
||||
return CellSize - dx + dy < rMin;
|
||||
}
|
||||
else
|
||||
{
|
||||
if (r3) return CellSize * 2f - dx - dy < rMin;
|
||||
return false;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private const int CellsPerSide = 8;
|
||||
|
||||
/// <summary>
|
||||
/// Pseudo-random displacement within a cell for a scenery object. Returns a
|
||||
/// Vector3 in local cell-offset space (the caller adds it to the cell corner
|
||||
|
|
|
|||
|
|
@ -43,4 +43,16 @@ public sealed class WorldEntity
|
|||
/// Null for outdoor entities (stabs, scenery, live server spawns).
|
||||
/// </summary>
|
||||
public uint? ParentCellId { get; init; }
|
||||
|
||||
/// <summary>
|
||||
/// Uniform scale applied to this entity's mesh by the scenery pipeline.
|
||||
/// For scenery objects this is spawn.Scale (typically 0.8–1.3). For stabs
|
||||
/// and interior static objects this is 1.0 (no scaling).
|
||||
///
|
||||
/// Used by the collision registration path to scale CylSphere / Sphere /
|
||||
/// Setup.Radius shapes so they match the visually-scaled mesh. Without
|
||||
/// this, scaled scenery has a collision cylinder that's smaller than the
|
||||
/// visible trunk, producing "partial passthrough" bugs.
|
||||
/// </summary>
|
||||
public float Scale { get; init; } = 1.0f;
|
||||
}
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue