using System.Numerics;
namespace AcDream.Core.Physics;
///
/// Verbatim port of the collision-response tail of retail
/// CPhysicsObj::UpdateObjectInternal: the velocity decision that
/// SetPositionInternal (0x00515330) drives through
/// handle_all_collisions (0x00514780, pc:282647). Kept as a pure function over a
/// + the resolve outcome so the whole decision is unit-testable
/// in Core, independent of the App per-frame loop. The transition INTERNALS
/// (ResolveWithTransition and below) are untouched.
///
public static class PhysicsObjUpdate
{
///
/// retail handle_all_collisions (0x00514780). Reflects or zeros the body's
/// (retail m_velocityVector) based on
/// :
///
/// - fsf ≤ 1 → reflect the into-surface component
/// (v += -(v·n)(elasticity+1)·n, pc:282712) when we should reflect and a
/// collision normal is valid; an INELASTIC mover zeros instead (pc:282720).
/// - fsf > 1 → v = 0 entirely (pc:282729) — the "bleed on block" that
/// lets gravity resume so a blocked jump falls/glides off (fixes the #182
/// airborne-stuck wedge).
///
/// The Stationary* transient-bit round-trip (pc:282737-758) is owned by the Core resolve
/// writeback (PhysicsEngine.ResolveWithTransition), not re-encoded here.
///
/// The mover.
/// Was a wall/creature collision normal recorded this resolve.
/// Outward collision normal (points away from the surface).
/// Whether the body had Contact BEFORE this resolve committed
/// (retail arg3 — reserved for environment-collision reporting; unused today).
/// Whether the body was OnWalkable before this resolve (retail arg4).
/// Whether the body is OnWalkable after this resolve.
public static void HandleAllCollisions(
PhysicsBody body,
bool collisionNormalValid, Vector3 collisionNormal,
bool prevContact, bool prevOnWalkable, bool nowOnWalkable)
{
// var_10_1 (pc:282653-282657): reflect UNLESS the mover stays on walkable ground
// (and is not sledding). This restores retail's broader rule — the AD-25 airborne-only
// suppression is retired: the landing-snap fragility it guarded is gone (landing state
// is now owned by the SetPositionInternal-derived contact flags, not a Velocity.Z<=0
// gate). A grounded corridor wall-slide keeps its tangential velocity (should_reflect
// false), exactly as retail.
bool sledding = body.State.HasFlag(PhysicsStateFlags.Sledding);
bool shouldReflect = !(prevOnWalkable && nowOnWalkable && !sledding);
if (body.FramesStationaryFall <= 1)
{
if (shouldReflect && collisionNormalValid)
{
if (body.State.HasFlag(PhysicsStateFlags.Inelastic))
{
body.Velocity = Vector3.Zero; // pc:282720-282722
}
else
{
float dot = Vector3.Dot(body.Velocity, collisionNormal);
if (dot < 0f) // moving INTO the surface
{
float k = -(dot * (body.Elasticity + 1f)); // pc:282712
body.Velocity += collisionNormal * k;
}
}
}
}
else
{
body.Velocity = Vector3.Zero; // fsf>1 → THE BLEED (pc:282729)
}
_ = prevContact; // retail report_environment_collision(arg3) — weenie collision events, later.
}
}