Register static entities into terrain cells during streaming.
Transition system queries nearby objects and runs BSP collision.
Player can no longer walk through trees and buildings.
- ShadowObjectRegistry: 24m×24m cell index, Register/Deregister/
RemoveLandblock/GetNearbyObjects matching retail AC's approach
- PhysicsEngine: ShadowObjects property + DataCache wiring point;
RemoveLandblock now also clears shadow objects; TryGetLandblockContext
helper lets Transition resolve landblock id+offset for a world pos
- Transition.FindObjCollisions: queries registry, broad-phase sphere test,
narrow-phase BSPQuery.SphereIntersectsPoly in object-local space,
returns Slid on hit to redirect movement along the surface
- GameWindow.ApplyLoadedTerrainLocked: registers each static entity after
physics BSP data is cached; selects radius from BSP bounding sphere or
Setup.Radius; wires PhysicsDataCache into engine on OnLoad
- 16 new ShadowObjectRegistry unit tests, all 361 tests green
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
Port FindTransitionalPosition, TransitionalInsert, FindEnvCollisions,
AdjustOffset, DoStepDown, ValidateTransition from transition_pseudocode.md.
Outdoor terrain collision with step-down ground contact. Indoor BSP and
object collision deferred to subsequent tasks.
Also adds PhysicsEngine.SampleTerrainZ() which dispatches the terrain Z
query to the right registered landblock by world-space XY position.
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
Load PhysicsBSP and PhysicsPolygons from GfxObj dats during streaming.
BSPQuery.SphereIntersectsPoly traverses the tree for collision detection.
Ported from decompiled FUN_00539270, cross-ref ACE BSPNode.sphere_intersects_poly.
- PhysicsDataCache: thread-safe ConcurrentDictionary-backed cache of GfxObjPhysics
(BSP tree + polygon dict + vertex array) and SetupPhysics (capsule dimensions).
CacheGfxObj/CacheSetup are idempotent — safe to call at every dat load site.
- BSPQuery.SphereIntersectsPoly: recursive BSP descent with bounding-sphere broad
phase, leaf polygon test via existing CollisionPrimitives.SphereIntersectsPoly
(FUN_00539500), and splitting-plane classification for internal nodes.
- GameWindow: _physicsDataCache populated at all GfxObj/Setup dat load sites
(streaming worker path, live-spawn path, ApplyLoadedTerrain render-thread path).
- 6 new unit tests covering null node, bounding-sphere miss, leaf hit, no-contact,
internal node recursion, and empty cache behaviour. All 447 tests green.
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
Implements IWeenieObject with GetRunRate and GetJumpHeight from
decompiled client, cross-referenced against ACE MovementSystem.
Default skills (Run=200, Jump=100) used until skill parsing ships.
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
Parse ForwardSpeed from UpdateMotion (0xF74C) InterpretedMotionState.
Feed server-echoed RunRate into the player's MotionInterpreter so
get_state_velocity produces the correct speed. Previously hardcoded
at 1.0 (4.0 m/s), now matches character's Run skill.
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
ROOT CAUSE of "twitching" / stuck-on-frame-0 for reverse animations
(TurnRight with negative dat framerate, StrafeRight, etc.):
The frame swap (StartFrame↔EndFrame for negative speed) made EndFrame=0,
and GetStartFramePosition returned (0+1)-eps = 0.999. The cursor
oscillated between 0.0 and 0.999 — floor() of anything in [0,1) is
always 0, so only frame 0 ever rendered.
Fix: DON'T swap. Keep StartFrame=0, EndFrame=N-1 regardless of speed
sign. GetStartFramePosition for negative speed returns (N-1+1)-eps ≈ N,
so the cursor starts near the high end and counts down through ALL
frames. The Advance loop's reverse boundary check uses StartFrame (the
low value) correctly without the swap.
Also strips diagnostic logging from AnimationSequencer and GameWindow.
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
Complete ground-up rewrite of AnimationSequencer.cs using the retail AC client
pseudocode (docs/research/acclient_animation_pseudocode.md) as the direct
translation guide. Every key algorithmic difference from the previous patched
implementation is addressed:
1. _framePosition is now double (64-bit), matching Sequence+0x30 in the retail
client binary. Previously float, which accumulated rounding error over long
sessions.
2. FUN_005267E0 (multiply_framerate) is now correctly applied at node load time:
negative speedScale swaps startFrame↔endFrame so the advance loop counts DOWN
from (EndFrame+1)-epsilon toward EndFrame, exactly matching the retail layout.
3. update_internal (FUN_005261D0) is faithfully ported: one loop handles both
forward and reverse; boundary detection uses EndFrame as the lower bound for
reverse playback (matching the post-swap field semantics); remainder time
propagates correctly across node boundaries for large dt values.
4. GetStartFramePosition (FUN_00526880) and GetEndFramePosition (FUN_005268B0)
formulas are now correct: negative speed starts at (EndFrame+1)-epsilon,
ends at StartFrame; positive speed starts at StartFrame, ends at (EndFrame+1)-epsilon.
5. advance_to_next_animation (FUN_00525EB0) wraps to _firstCyclic when the
linked list is exhausted, matching the retail loop-forever semantics.
6. adjust_motion (ACE MotionInterp.cs:394-428) remapping is unchanged and
correct: TurnLeft→TurnRight, SideStepLeft→SideStepRight (negate speed),
WalkBackward→WalkForward (negate×0.65 BackwardsFactor).
7. SlerpRetailClient (FUN_005360d0) is unchanged — the pseudocode confirms the
existing implementation is correct.
AnimationSequencerTests grows from 9 to 17 tests:
- Negative-speed playback: TurnLeft remaps and cursor initializes near EndFrame+1
- Reverse frame position decreases (not increases) over time
- Reverse wrap at start boundary recovers and loops
- advance_to_next_animation: link node drains then enters cycle
- Cycle loops repeatedly without crash or position drift
All 431 tests green (109 net + 322 core).
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
Port the animation playback engine from the decompiled retail client
into AcDream.Core.Physics.AnimationSequencer.
## What this adds
**AnimationSequencer** (src/AcDream.Core/Physics/AnimationSequencer.cs):
- Frame advancer: `frameNum += framerate * dt`, bounds-checks against
AnimData.HighFrame/LowFrame (with sentinel resolution for HighFrame=-1),
wraps at cycle boundaries. Matches ACE's `Sequence.update_internal`.
- Quaternion slerp (`SlerpRetailClient`): ported from decompiled
`FUN_005360d0` (chunk_00530000.c:4799-4846):
1. dot-product sign-flip to take the shorter arc
2. fallback to linear blend when 1-dot <= 1e-4 (near-parallel)
3. sin-based slerp for all other cases
4. validate weights lie in [0,1] before using sin result (retail
client validation step that guards degenerate inputs)
- Transition link resolution: `GetLink(style, fromMotion, toMotion)`
mirrors ACE's `MotionTable.get_link` positive-speed path.
DatReaderWriter layout: `Links[style<<16|(from&0xFFFFFF)]` is a
`MotionCommandData` whose `.MotionData[toMotion]` is the transition
`MotionData`. Link frames are prepended before the cyclic tail, so
idle->walk plays the short transition clip then loops the walk cycle.
- `IAnimationLoader` / `DatCollectionLoader`: thin abstraction so the
sequencer is testable offline without opening dat files.
- Public API: `SetCycle(style, motion, speedMod)` + `Advance(dt)`
returning `IReadOnlyList<PartTransform>` (Origin+Orientation per part).
**AnimationSequencerTests** (tests/...Physics/AnimationSequencerTests.cs):
14 tests, all offline, covering slerp math, frame wrap, transition link
prepend, no-link direct switch, same-motion fast path, reset.
317 tests green, 0 warnings.
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
Adds CollisionPrimitives.cs with C# ports of FUN_005384e0 / FUN_00539500 /
FUN_00539ba0 / FUN_00539110 / FUN_00539060 / FUN_0053a230 / FUN_0053a040 /
FUN_00538eb0 / FUN_00538f50 — covering ray-sphere, sphere-poly contact,
find-time-of-collision, face-normal computation, ray-plane intersection,
walkable checks, edge-normal slide, and sphere landing.
Key findings from cross-referencing with ACE's Polygon.cs:
- The edge-perpendicular formula is cross(N, edge) (normal × edge), matching
the retail param_1[9/10/8] order in the decompiled loops.
- find_time_of_collision uses t = (dot(origin,N)+D) / dot(dir,N); the sign
is negative when approaching from above — contact = origin − dir*t.
- land_on_sphere only succeeds when the sphere centre is within one radius of
the plane (dist < r), which is the "settling onto ground" scenario.
26 new tests green; full suite 367/367 green.
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
Adds the foundational portal-plane record for cell transition detection.
PortalPlane.FromVertices computes a normalised plane from 3 coplanar
polygon vertices via cross product + dot product; IsCrossing tests whether
a movement vector straddles the plane (strictly negative dot-product
product — exact-on-plane position returns false as specified).
4 new unit tests: normal construction, opposite-side crossing, same-side
no-crossing, start-on-plane no-crossing. All 269 tests green.
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
Removes all [PLAYER], [PLAYER-INIT], [PLAYER-ANIM] diagnostic dump
lines now that walking, camera, and animation are verified working.
Updates PhysicsEngineTests.Resolve_EnterIndoorCell to match the new
behavior (outdoor→indoor transition disabled in the B.2 MVP): the
test now asserts the player stays outdoor at terrain Z instead of
transitioning to the indoor cell.
265 tests green.
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
Combines TerrainSurface + CellSurface into a single Resolve() API
that handles outdoor terrain walking, indoor floor walking,
outdoor<->indoor cell transitions, step-height enforcement, and
ground detection.
Step-height blocks upward Z deltas exceeding the limit (walls,
cliffs); downhill movement is always accepted. Indoor transitions
pick the cell whose floor Z is closest to the entity's current Z
(handles multi-story buildings). Reports IsOnGround=false when
no landblock or surface covers the entity's position (gravity
applied by the caller).
One API mismatch fixed vs plan: plan encoded the upper 16 landblock
bits into the returned cell ID, but the tests assert the raw cell ID
(0x0100, <0x0100) — so Resolve returns targetCellId directly.
6 new tests covering flat terrain, slopes, step-height rejection,
indoor entry/exit, and void detection. 243 total, all green.
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
Extracts the bilinear heightmap interpolation from GameWindow's
inlined SampleTerrainZ into a reusable class. Also adds outdoor
cell ID computation (8×8 grid of 24-unit cells, 0x0001..0x0040).
First component of the physics collision engine.
6 new tests, all green.
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
Projects an XY point onto a cell's floor polygons via brute-force
triangle iteration + barycentric Z interpolation. Fan-triangulates
quads and larger polygons. Returns null when outside all floor
surfaces. Accepts pre-transformed world-space vertex positions so
the caller handles EnvCell coordinate transforms.
Second component of the physics collision engine.
4 new tests, all green.
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>