using System.Numerics;
using AcDream.App.World;
using AcDream.Core.Items;
using AcDream.Core.Net;
using AcDream.Core.Physics;
using AcDream.Core.World;
using DatReaderWriter.DBObjs;
using DatReaderWriter.Types;
namespace AcDream.App.Physics;
///
/// Immutable input to the canonical shadow registry for one live object.
/// Building is DAT/physics-only and therefore testable without a window or GL
/// context; registration remains one explicit commit.
///
internal sealed record LiveEntityCollisionRegistration(
uint EntityId,
uint SourceId,
Vector3 EntityWorldPosition,
Quaternion EntityWorldRotation,
IReadOnlyList Shapes,
uint State,
EntityCollisionFlags Flags,
float WorldOffsetX,
float WorldOffsetY,
uint LandblockId,
uint SeedCellId);
///
/// Ports the live-object collision-shape policy used by
/// CPhysicsObj::FindObjCollisions (0x0050f050), which DISPATCHES
/// rather than unions: every physics-BSP part, ELSE the Setup's CylSpheres,
/// ELSE its Spheres, else nothing (AP-152). The gate itself lives in
/// .
///
///
/// A Setup that yields no shape produces no registration. Retail synthesizes
/// nothing for a shapeless object: CPhysicsObj::FindObjCollisions
/// (0x0050f050) walks CylSpheres or Spheres or the physics BSP, and when
/// CPartArray::GetNumSphere returns zero it branches straight to the
/// epilogue (0x0050f22f je 0x50f31b) returning the seeded
/// OK_TS. CPartArray::GetRadius (0x005180a0) and
/// GetHeight (0x005180b0) are absent from that function's entire call
/// set — Setup.Radius/Height serve attack cones,
/// cylinder_distance, and MoveTo, never collision geometry.
///
internal sealed class LiveEntityCollisionBuilder
{
private readonly Func _physicsBspBounds;
///
/// The dispatch gate, derived from so the
/// two can never disagree (AP-156), and cached once so
/// allocates no closure per call — Slice I1's 0 B/resolve budget.
///
private readonly Func _hasPhysicsBsp;
private readonly LiveEntityDefaultPoseResolver _defaultPose;
public LiveEntityCollisionBuilder(
PhysicsDataCache physicsData,
LiveEntityDefaultPoseResolver defaultPose)
: this(
id =>
{
FlatGfxObjCollisionAsset? asset = physicsData.GetFlatGfxObj(id);
FlatPhysicsBsp? flat = asset?.PhysicsBsp;
return flat is { RootIndex: >= 0 }
? ShadowPartGeometry.Create(
flat.Nodes[flat.RootIndex].BoundingSphere,
asset!.VisualBounds)
: (ShadowPartGeometry?)null;
},
defaultPose)
{
ArgumentNullException.ThrowIfNull(physicsData);
}
/// The part GfxObj's physics-BSP root
/// bounding sphere AND its authored vertex-array box, or null when it has
/// no physics BSP. ONE resolver answers every question the builder asks —
/// "does this part dispatch as BSP?", "where and how big is its flood
/// sphere?", and "what is its outdoor extent?" — so the dispatch gate and
/// the emitted geometry cannot disagree, the sphere's radius cannot be
/// carried while its origin is dropped (AP-156), and the outdoor extent
/// walk cannot be left without a box (#334).
internal LiveEntityCollisionBuilder(
Func physicsBspBounds,
LiveEntityDefaultPoseResolver defaultPose)
{
_physicsBspBounds = physicsBspBounds
?? throw new ArgumentNullException(nameof(physicsBspBounds));
_hasPhysicsBsp = id => _physicsBspBounds(id) is not null;
_defaultPose = defaultPose
?? throw new ArgumentNullException(nameof(defaultPose));
}
///
/// Resolves collision slot zero for every post-AnimPartChanged identity.
/// This intentionally has no visual-LOD option or Setup-type input.
///
public static uint[] ResolveEffectivePartIdentities(
IReadOnlyList postAnimPartGfxObjIds,
Func resolveSlotZero)
{
ArgumentNullException.ThrowIfNull(postAnimPartGfxObjIds);
ArgumentNullException.ThrowIfNull(resolveSlotZero);
var result = new uint[postAnimPartGfxObjIds.Count];
for (int i = 0; i < result.Length; i++)
result[i] = resolveSlotZero(postAnimPartGfxObjIds[i]);
return result;
}
public LiveEntityCollisionRegistration? Build(
WorldEntity entity,
Setup setup,
IReadOnlyList effectivePartGfxObjIds,
WorldSession.EntitySpawn spawn,
LiveEntityRecord exactRecord,
Vector3 worldOrigin,
bool retainEmptyPayload = false)
{
ArgumentNullException.ThrowIfNull(entity);
ArgumentNullException.ThrowIfNull(setup);
ArgumentNullException.ThrowIfNull(effectivePartGfxObjIds);
ArgumentNullException.ThrowIfNull(exactRecord);
if (spawn.Position is not { } position)
return null;
if (spawn.Guid != exactRecord.ServerGuid
|| spawn.InstanceSequence != exactRecord.Generation
|| !ReferenceEquals(exactRecord.WorldEntity, entity))
{
throw new InvalidOperationException(
"Live collision construction requires the exact materialized record.");
}
float scale = spawn.ObjScale ?? 1f;
IReadOnlyList? defaultPose = _defaultPose.Resolve(
spawn.MotionTableId ?? 0u,
setup.Parts.Count);
// One resolver drives both the dispatch gate and the emitted BSP
// geometry, and FromSetup applies the entity scale to radius and
// center alike — there is no downstream substitution that could take
// one and drop the other.
IReadOnlyList shapes = ShadowShapeBuilder.FromSetup(
setup,
scale,
_hasPhysicsBsp,
partPoseOverride: defaultPose,
effectivePartGfxObjIds: effectivePartGfxObjIds,
physicsBspBounds: _physicsBspBounds);
if (shapes.Count == 0 && !retainEmptyPayload)
return null;
EntityCollisionFlags flags = EntityCollisionFlags.HasWeenie;
if (spawn.ObjectDescriptionFlags is { } descriptionFlags)
flags |= EntityCollisionFlagsExt.FromPwdBitfield(descriptionFlags);
if (spawn.ItemType == (uint)ItemType.Creature)
flags |= EntityCollisionFlags.IsCreature;
return new LiveEntityCollisionRegistration(
entity.Id,
entity.SourceGfxObjOrSetupId,
entity.Position,
entity.Rotation,
shapes,
(uint)exactRecord.FinalPhysicsState,
flags,
worldOrigin.X,
worldOrigin.Y,
position.LandblockId,
position.LandblockId);
}
public static void Register(
ShadowObjectRegistry registry,
LiveEntityCollisionRegistration registration)
{
ArgumentNullException.ThrowIfNull(registry);
ArgumentNullException.ThrowIfNull(registration);
registry.RegisterMultiPart(
registration.EntityId,
registration.EntityWorldPosition,
registration.EntityWorldRotation,
registration.Shapes,
registration.State,
registration.Flags,
registration.WorldOffsetX,
registration.WorldOffsetY,
registration.LandblockId,
registration.SeedCellId,
isStatic: false);
if (!PhysicsDiagnostics.ProbeBuildingEnabled)
return;
int cylinders = 0;
int bsps = 0;
foreach (ShadowShape shape in registration.Shapes)
{
if (shape.CollisionType == ShadowCollisionType.Cylinder)
cylinders++;
else
bsps++;
}
Console.WriteLine(FormattableString.Invariant(
$"[entity-source] id=0x{registration.EntityId:X8} entityId=0x{registration.EntityId:X8} src=0x{registration.SourceId:X8} gfxObj=0x{registration.SourceId:X8} lb=0x{registration.LandblockId:X8} shapes=cyl{cylinders}+bsp{bsps} note=server-spawn-root state=0x{registration.State:X8} flags={registration.Flags}"));
}
///
/// Commits a retail ObjDesc part-array replacement. A shapeless result
/// removes the prior payload; a shaped result replaces it without making
/// a Hidden, parented, or cell-less object collide in world cells.
///
public static void ReconcileAppearance(
ShadowObjectRegistry registry,
uint entityId,
LiveEntityCollisionRegistration? registration,
bool suspendIfNew)
{
ArgumentNullException.ThrowIfNull(registry);
if (registration is null)
return;
if (registration.EntityId != entityId)
throw new InvalidOperationException("Collision replacement belongs to a different live entity.");
registry.ReplaceMultiPartPayload(
registration.EntityId,
registration.EntityWorldPosition,
registration.EntityWorldRotation,
registration.Shapes,
registration.State,
registration.Flags,
registration.WorldOffsetX,
registration.WorldOffsetY,
registration.LandblockId,
registration.SeedCellId,
isStatic: false,
suspendIfNew);
}
}