acdream/src/AcDream.Core/Physics/ResolveResult.cs
Erik 1e98d81448 feat(vfx): port retail hidden and teleport presentation
Preserve canonical live-object ownership across Hidden transitions and remote teleport placement so effects, collision, streaming, and targeting remain synchronized.
2026-07-14 14:59:48 +02:00

60 lines
2.8 KiB
C#

using System.Numerics;
namespace AcDream.Core.Physics;
/// <summary>
/// Result of <see cref="PhysicsEngine.Resolve"/>: the validated
/// position after collision, the cell the entity ended up in,
/// and whether they're standing on a surface.
///
/// <para>
/// L.3a (2026-04-30): added optional collision-normal fields so the
/// caller (typically <see cref="AcDream.App.Input.PlayerMovementController"/>)
/// can apply retail's velocity-reflection bounce
/// (<c>v_new = v - (1 + elasticity) * dot(v, n) * n</c>) to the
/// PhysicsBody after the geometric resolve completes. ACE port mirror:
/// <c>references/ACE/Source/ACE.Server/Physics/PhysicsObj.cs:2692-2697</c>;
/// retail equivalent: <c>CPhysicsObj::handle_all_collisions</c> at
/// <c>acclient_2013_pseudo_c.txt:282699-282715</c>.
/// </para>
/// </summary>
public readonly record struct ResolveResult(
Vector3 Position,
uint CellId,
bool IsOnGround,
/// <summary>True when a wall collision occurred during this resolve
/// and <see cref="CollisionNormal"/> is meaningful.</summary>
bool CollisionNormalValid = false,
/// <summary>Outward surface normal of the wall the sphere hit. Used
/// by the velocity-reflection step. Pointing away from the wall.</summary>
Vector3 CollisionNormal = default,
/// <summary>Render Residual A — whether the underlying
/// <c>FindTransitionalPosition</c> found a valid position (retail
/// <c>find_valid_position != 0</c>, pc:273898). False when the sweep had no
/// start cell or was immediately stuck. The camera <c>SweepEye</c> reads this
/// to trigger <c>SmartBox::update_viewer</c>'s fallbacks. Default <c>true</c>
/// so existing callers are unaffected.</summary>
bool Ok = true,
/// <summary>
/// Final transition orientation. Projectile callers consume the
/// interpolated frame committed before a PathClipped collision; legacy
/// point/capsule callers leave this at identity and ignore it.
/// </summary>
Quaternion Orientation = default,
/// <summary>
/// Exact retail SetPositionInternal contact-plane-valid result. This is
/// distinct from <see cref="OnWalkable"/>: a steep surface may be contact
/// without being ground.
/// </summary>
bool InContact = false,
/// <summary>
/// Exact retail walkability result after testing the contact-plane normal
/// against <see cref="PhysicsGlobals.FloorZ"/>.
/// </summary>
bool OnWalkable = false,
/// <summary>The accepted SetPosition contact plane, when present.</summary>
Plane ContactPlane = default,
/// <summary>Full cell that owns <see cref="ContactPlane"/>.</summary>
uint ContactPlaneCellId = 0,
/// <summary>Whether the accepted contact plane is water.</summary>
bool ContactPlaneIsWater = false);