using System;
using System.Numerics;
namespace AcDream.Core.Physics;
// ────────────────────────────────────────────────────────────────────────────
// PhysicsBody — C# port of CPhysicsObj's core simulation from acclient.exe.
//
// Source addresses (chunk_00510000.c, chunk_00500000.c):
// FUN_005111d0 UpdatePhysicsInternal — Euler integration
// FUN_00511420 calc_acceleration — gravity / grounded acceleration
// FUN_00511ec0 set_velocity — store + clamp to MaxVelocity
// FUN_00511fa0 set_local_velocity — body→world transform then set_velocity
// FUN_00511de0 set_on_walkable — set/clear OnWalkable transient flag
// FUN_0050f940 calc_friction — ground-contact friction
// FUN_00515020 update_object — per-frame top-level driver
//
// Cross-checked against ACE PhysicsObj.cs and PhysicsGlobals.cs.
// ────────────────────────────────────────────────────────────────────────────
///
/// State flags stored at struct offset +0xA8 (PhysicsState).
/// Only the flags relevant to this simulation layer are included.
///
[Flags]
public enum PhysicsStateFlags : uint
{
None = 0,
Static = 0x00000001, // bit 0 — never moves
Ethereal = 0x00000004, // bit 2 — no collision
ReportCollisions = 0x00000010,
Gravity = 0x00000400, // bit 10 — apply downward gravity
Hidden = 0x00001000,
///
/// L.3a (2026-04-30): retail INELASTIC_PS bit (acclient.h:2834).
/// When set, wall-collisions zero the velocity instead of reflecting.
/// Used by spell projectiles and missiles that should embed/explode on
/// impact rather than bounce. The player NEVER has this flag set —
/// player wall-hits use the reflection path with elasticity ~0.05.
///
Inelastic = 0x00020000, // bit 17 — retail INELASTIC_PS
Sledding = 0x00800000, // bit 23 — sledding (modified friction)
}
///
/// Transient-state flags stored at struct offset +0xAC (TransientState).
/// These are cleared/set each frame and must not be saved to disk.
///
[Flags]
public enum TransientStateFlags : uint
{
None = 0,
Contact = 0x00000001, // bit 0 — touching any surface
OnWalkable = 0x00000002, // bit 1 — standing on a walkable surface
Sliding = 0x00000004, // bit 2 — carry sliding normal into next transition
Active = 0x00000080, // bit 7 — object needs per-frame update
}
///
/// Port of CPhysicsObj's core simulation state and Euler integration.
/// Holds the fields at the struct offsets documented in acclient_function_map.md
/// and implements the seven methods listed in the task spec.
///
public sealed class PhysicsBody
{
// ── constants ──────────────────────────────────────────────────────────
// From PhysicsGlobals.cs / confirmed by DAT_007c78a4 reference in decompiled code.
public const float MaxVelocity = 50.0f;
public const float MaxVelocitySquared = MaxVelocity * MaxVelocity;
public const float Gravity = -9.8f; // DAT_0082223c in FUN_00511420
public const float SmallVelocity = 0.25f;
public const float SmallVelocitySquared = SmallVelocity * SmallVelocity;
public const float DefaultFriction = 0.95f;
public const float MinQuantum = 1.0f / 30.0f; // ~0.0333 s
public const float MaxQuantum = 0.1f; // 10 fps lower bound
public const float HugeQuantum = 2.0f; // discard stale dt
// ── struct fields ──────────────────────────────────────────────────────
// Offsets from acclient_function_map.md §PhysicsObj Struct Layout.
/// World-space position (no offset in struct — frame origin).
public Vector3 Position { get; set; }
/// Orientation quaternion (struct offsets 0x60–0x80 column matrix).
public Quaternion Orientation { get; set; } = Quaternion.Identity;
/// World-space velocity (+0xE0/E4/E8).
public Vector3 Velocity { get; set; }
/// World-space acceleration (+0xEC/F0/F4).
public Vector3 Acceleration { get; set; }
/// Angular velocity in radians/s (+0xF8/FC/100).
public Vector3 Omega { get; set; }
/// Ground contact-plane normal (+0x130/134/138).
public Vector3 GroundNormal { get; set; } = Vector3.UnitZ;
/// Last wall/object sliding normal (retail transient Sliding state).
public Vector3 SlidingNormal { get; set; }
// ── persisted contact-plane state (retail PhysicsObj fields) ───────────
//
// Retail's PhysicsObj carries its last contact plane FORWARD across frames.
// When PhysicsObj.transition(oldPos, newPos) creates a new Transition, it
// seeds CollisionInfo.ContactPlane from these fields via InitContactPlane
// (see ACE PhysicsObj.cs:2586-2621 get_object_info). That seed is what lets
// AdjustOffset project horizontal velocity onto the slope surface on the
// first step — without it, a freshly-allocated Transition has no plane,
// so running on a slope proceeds purely horizontally and the sphere
// floats above the terrain (step-down budget is only ~4 cm per tick).
//
// ACE field names: PhysicsObj.ContactPlane / ContactPlaneCellID.
/// Whether currently holds a valid plane.
public bool ContactPlaneValid { get; set; }
/// Most recent walkable contact plane (world-space).
/// Updated at the end of every ResolveWithTransition call that found ground.
public System.Numerics.Plane ContactPlane { get; set; }
/// Full 32-bit cell id of the cell that owns .
public uint ContactPlaneCellId { get; set; }
/// Whether the contact plane is a water surface (affects step behavior).
public bool ContactPlaneIsWater { get; set; }
/// Whether the previous walkable polygon is available for edge slide.
public bool WalkablePolygonValid { get; set; }
/// Most recent walkable polygon plane (world-space).
public System.Numerics.Plane WalkablePlane { get; set; }
/// Most recent walkable polygon vertices (world-space).
public Vector3[]? WalkableVertices { get; set; }
/// Up vector used by the most recent walkable polygon probe.
public Vector3 WalkableUp { get; set; } = Vector3.UnitZ;
/// Elasticity coefficient (+0xB0).
public float Elasticity { get; set; } = 0.05f;
/// Friction coefficient (0 = frictionless, 1 = instant stop).
public float Friction { get; set; } = DefaultFriction;
/// Physics state flags (+0xA8).
public PhysicsStateFlags State { get; set; }
= PhysicsStateFlags.Gravity | PhysicsStateFlags.ReportCollisions;
/// Transient state flags (+0xAC). Cleared each frame as needed.
public TransientStateFlags TransientState { get; set; }
/// Last simulation time used to compute dt (+0xD8).
public double LastUpdateTime { get; set; }
// ── convenience helpers ────────────────────────────────────────────────
public bool HasGravity => State.HasFlag(PhysicsStateFlags.Gravity);
public bool OnWalkable => TransientState.HasFlag(TransientStateFlags.OnWalkable);
public bool IsActive => TransientState.HasFlag(TransientStateFlags.Active);
public bool InContact => TransientState.HasFlag(TransientStateFlags.Contact);
// ── FUN_00511420 ───────────────────────────────────────────────────────
///
/// Set Acceleration (and Omega) based on current contact state and flags.
///
/// Decompiled logic (FUN_00511420):
/// If Contact AND OnWalkable AND NOT Sledding → zero everything (grounded, no drift).
/// Else if Gravity flag → Accel = (0, 0, -9.8).
/// Else → zero acceleration.
///
/// The check order in the decompile is:
/// (TransientState & 1) != 0 → Contact
/// (TransientState & 2) != 0 → OnWalkable
/// (State & 0x800000) == 0 → NOT Sledding
///
public void calc_acceleration()
{
if (TransientState.HasFlag(TransientStateFlags.Contact) &&
TransientState.HasFlag(TransientStateFlags.OnWalkable) &&
!State.HasFlag(PhysicsStateFlags.Sledding))
{
Acceleration = Vector3.Zero;
Omega = Vector3.Zero;
return;
}
if (State.HasFlag(PhysicsStateFlags.Gravity))
Acceleration = new Vector3(0f, 0f, Gravity);
else
Acceleration = Vector3.Zero;
}
// ── FUN_00511ec0 ───────────────────────────────────────────────────────
///
/// Store a new world-space velocity and clamp its magnitude to MaxVelocity.
///
/// Decompiled logic (FUN_00511ec0):
/// velocity = newVelocity
/// if |velocity|² > MaxVelocity²:
/// normalize then scale by MaxVelocity (FUN_00452440 = normalize + scalar)
/// Set Active transient flag.
///
public void set_velocity(Vector3 newVelocity)
{
Velocity = newVelocity;
float mag2 = Velocity.LengthSquared();
if (mag2 > MaxVelocitySquared)
{
// Normalize then scale — matches the decompile's FUN_00452440 call
// which normalizes the vector then multiplies by _DAT_007c78a4 (MaxVelocity).
Velocity = Vector3.Normalize(Velocity) * MaxVelocity;
}
// Set Active flag (bit 7 of TransientState, offset +0xAC).
TransientState |= TransientStateFlags.Active;
}
// ── FUN_00511fa0 ───────────────────────────────────────────────────────
///
/// Transform a body-local velocity vector into world space using the
/// orientation quaternion, then call set_velocity.
///
/// Decompiled logic (FUN_00511fa0):
/// The orientation is stored as a 3x3 column matrix at offsets 0x60–0x80
/// (9 floats). The transform is a straightforward matrix×vector multiply:
/// worldX = col0.x*localX + col1.x*localY + col2.x*localZ
/// worldY = col0.y*localX + col1.y*localY + col2.y*localZ
/// worldZ = col0.z*localX + col1.z*localY + col2.z*localZ
/// We replicate this as a Quaternion rotation, which is equivalent.
///
public void set_local_velocity(Vector3 localVelocity)
{
var worldVelocity = Vector3.Transform(localVelocity, Orientation);
set_velocity(worldVelocity);
}
// ── FUN_00511de0 ───────────────────────────────────────────────────────
///
/// Set or clear the OnWalkable transient flag (bit 1 of TransientState at
/// +0xAC), then recompute acceleration.
///
/// Decompiled logic (FUN_00511de0):
/// if param_2 == 0: TransientState &= ~0x02 (clear OnWalkable)
/// else: TransientState |= 0x02 (set OnWalkable)
/// call calc_acceleration()
///
public void set_on_walkable(bool isOnWalkable)
{
if (isOnWalkable)
TransientState |= TransientStateFlags.OnWalkable;
else
TransientState &= ~TransientStateFlags.OnWalkable;
calc_acceleration();
}
// ── FUN_0050f940 ───────────────────────────────────────────────────────
///
/// Apply friction deceleration to the velocity when the body is standing
/// on a walkable surface.
///
/// Decompiled logic (FUN_0050f940):
/// if NOT OnWalkable → return
/// fVar1 = dot(groundNormal, velocity)
/// if fVar1 < 0:
/// velocity -= fVar1 * groundNormal (remove inward normal component)
/// scalar = pow(1 - friction, dt)
/// velocity *= scalar
///
/// The threshold (0.0 from _DAT_007c78a0) means any velocity with a
/// downward component relative to the normal gets friction applied.
/// Positive dot means moving away from the surface — no friction.
///
/// Cross-checked with ACE PhysicsObj.calc_friction which uses 0.25f as
/// the threshold instead; the decompile uses 0.0. We match the decompile.
///
/// L.3c attempt (2026-04-30, REVERTED): tried bumping to 0.25f per
/// retail acclient_2013_pseudo_c.txt:276705. Build green but
/// PlayerMovementControllerTests showed forward locomotion dropping
/// from ~3m/s to ~0.16m/s — friction now hammers normal walking.
/// Retail's friction block is gated by an additional state check at
/// line 276702 (`(this->state & ...) == 0`) that we didn't decode
/// fully; locomotion is probably skipped from the friction path
/// while actively walking. Filed as L.3c-followup; keeping the
/// matching-the-decompile-as-read 0.0 threshold for now.
///
public void calc_friction(float dt, float velocityMag2)
{
if (!TransientState.HasFlag(TransientStateFlags.OnWalkable))
return;
float dot = Vector3.Dot(GroundNormal, Velocity);
if (dot >= 0f)
return;
// Remove the component of velocity that presses into the ground normal.
Velocity -= dot * GroundNormal;
float friction = Friction;
// Sledding modifies friction thresholds (from ACE cross-check).
if (State.HasFlag(PhysicsStateFlags.Sledding))
{
if (velocityMag2 < 1.5625f) // 1.25² — slow sled
friction = 1.0f;
else if (velocityMag2 >= 6.25f && GroundNormal.Z > 0.99999536f) // near-flat
friction = 0.2f;
}
// Exponential decay: vel *= (1 - friction)^dt
float scalar = MathF.Pow(1.0f - friction, dt);
Velocity *= scalar;
}
// ── FUN_005111d0 ───────────────────────────────────────────────────────
///
/// Euler integration step for one quantum dt.
///
/// Decompiled logic (FUN_005111d0):
/// velocity_mag2 = |velocity|²
/// if velocity_mag2 == 0:
/// if no MovementManager AND OnWalkable → clear Active flag
/// else:
/// if velocity_mag2 > MaxVelocitySquared: normalize * MaxVelocity
/// calc_friction(dt, velocity_mag2)
/// if velocity_mag2 < SmallVelocitySquared: zero velocity
/// position += velocity * dt + 0.5 * acceleration * dt²
/// velocity += acceleration * dt
/// Apply angular delta: orientation rotated by omega * dt
///
public void UpdatePhysicsInternal(float dt)
{
float velocityMag2 = Velocity.LengthSquared();
if (velocityMag2 <= 0f)
{
// No movement manager equivalent here; just clear Active if grounded.
if (TransientState.HasFlag(TransientStateFlags.OnWalkable))
TransientState &= ~TransientStateFlags.Active;
}
else
{
// Clamp velocity magnitude to MaxVelocity.
if (velocityMag2 > MaxVelocitySquared)
{
Velocity = Vector3.Normalize(Velocity) * MaxVelocity;
velocityMag2 = MaxVelocitySquared;
}
calc_friction(dt, velocityMag2);
// If velocity fell below the "small" threshold after friction, stop.
// Only apply when grounded — while airborne, gravity must accumulate
// even when velocity is near zero (e.g., at jump apex).
if (velocityMag2 - SmallVelocitySquared < 0.0002f
&& TransientState.HasFlag(TransientStateFlags.OnWalkable))
Velocity = Vector3.Zero;
// Euler integration: position += v*dt + 0.5*a*dt²
Position += Velocity * dt + Acceleration * (0.5f * dt * dt);
}
// velocity += acceleration * dt (done unconditionally in decompile)
Velocity += Acceleration * dt;
// Angular integration: apply omega rotation.
// omega * dt gives the angle-axis delta rotation.
float omegaLen = Omega.Length();
if (omegaLen > 1e-6f)
{
float angle = omegaLen * dt;
Quaternion deltaRot = Quaternion.CreateFromAxisAngle(Omega / omegaLen, angle);
Orientation = Quaternion.Normalize(Quaternion.Multiply(Orientation, deltaRot));
}
}
// ── FUN_00515020 ───────────────────────────────────────────────────────
///
/// Per-frame top-level driver. Computes dt from the wall clock versus
/// LastUpdateTime, clamping to [MinQuantum, HugeQuantum], then calls
/// calc_acceleration and UpdatePhysicsInternal.
///
/// Decompiled logic (FUN_00515020):
/// if parent-attached (offset +0x40 != 0) → return
/// dVar1 = currentTime - LastUpdateTime
/// if dVar1 < MinQuantum → return (too short — skip)
/// if dVar1 > HugeQuantum → update timestamp and return (stale — discard)
/// while dVar1 > MaxQuantum: simulate MaxQuantum step, subtract
/// if dVar1 > MinQuantum: simulate remainder
/// LastUpdateTime = currentTime
///
/// The caller passes currentTime; the object does not read a global clock
/// directly in this port so tests can drive the clock explicitly.
///
public void update_object(double currentTime)
{
double deltaTime = currentTime - LastUpdateTime;
// dt too small — nothing to simulate yet
if (deltaTime < MinQuantum)
return;
// Stale / first frame — just consume the time without simulating
if (deltaTime > HugeQuantum)
{
LastUpdateTime = currentTime;
return;
}
// Sub-step: break large dt into MaxQuantum chunks
while (deltaTime > MaxQuantum)
{
calc_acceleration();
UpdatePhysicsInternal(MaxQuantum);
deltaTime -= MaxQuantum;
}
// Simulate the remainder
if (deltaTime > MinQuantum)
{
calc_acceleration();
UpdatePhysicsInternal((float)deltaTime);
}
LastUpdateTime = currentTime;
}
}