acdream/src/AcDream.Core/Physics/PhysicsObjUpdate.cs
Erik f961d70023 feat(physics): port retail complete object frame pipeline
Restore the named-retail object update order across local, remote, static, projectile, animation, shadow, teleport, and effect lifetimes. Separate authoritative root commits from spatial rebucketing, preserve per-owner hook/FIFO ordering, and remove update-path allocations with exact lifecycle and residency gates.

Add deterministic conformance, adversarial lifetime, GUID-reuse, pending-cell, quaternion, timestamp, and allocation coverage. Release build is warning-free and all 6,446 tests pass with five intentional skips; retail, architecture, and adversarial reviews are clean.

Co-authored-by: OpenAI Codex <codex@openai.com>
2026-07-20 09:10:31 +02:00

192 lines
8.5 KiB
C#

using System.Numerics;
namespace AcDream.Core.Physics;
/// <summary>
/// Verbatim port of the collision-response tail of retail
/// <c>CPhysicsObj::UpdateObjectInternal</c>: the velocity decision that
/// <c>SetPositionInternal</c> (0x00515330) drives through
/// <c>handle_all_collisions</c> (0x00514780, pc:282647). Kept as a pure function over a
/// <see cref="PhysicsBody"/> + the resolve outcome so the whole decision is unit-testable
/// in Core, independent of the App per-frame loop. The transition INTERNALS
/// (<c>ResolveWithTransition</c> and below) are untouched.
/// </summary>
public static class PhysicsObjUpdate
{
/// <summary>
/// Retail <c>SetPositionInternal</c> walkability comparison at
/// <c>0x00515465-0x0051548E</c>. Equality with FloorZ is walkable.
/// </summary>
public static bool IsWalkableContact(bool inContact, Vector3 contactNormal)
=> inContact && contactNormal.Z >= PhysicsGlobals.FloorZ;
/// <summary>
/// Applies the two independent transient facts written by retail
/// <c>CPhysicsObj::SetPositionInternal</c> at <c>0x00515430-0x0051549F</c>.
/// Contact comes from contact-plane validity; OnWalkable additionally
/// requires a walkable plane normal. A steep contact therefore remains in
/// contact without becoming grounded.
/// </summary>
public static void ApplySetPositionContact(
PhysicsBody body,
bool inContact,
bool onWalkable)
{
if (inContact)
body.TransientState |= TransientStateFlags.Contact;
else
body.TransientState &= ~TransientStateFlags.Contact;
if (inContact && onWalkable)
body.TransientState |= TransientStateFlags.OnWalkable;
else
body.TransientState &= ~TransientStateFlags.OnWalkable;
body.calc_acceleration();
}
/// <summary>
/// Commits the contact/walkable/collision-response tail of retail
/// <c>CPhysicsObj::SetPositionInternal</c> (<c>0x00515330</c>) in its
/// original order. The pre-transition flags are explicit because a
/// deferred placement may temporarily park the body without contact while
/// still needing the source edge when its destination cell becomes ready.
/// </summary>
/// <remarks>
/// Retail writes Contact and recalculates acceleration, calls
/// <c>set_on_walkable</c> (which invokes HitGround/LeaveGround), then calls
/// <c>handle_all_collisions</c> at <c>0x005154FE</c>. Collision response
/// must therefore observe any velocity change made by the movement
/// callback; moving that callback after reflection changes the result.
/// </remarks>
public static bool CommitSetPositionTransition(
PhysicsBody body,
bool inContact,
bool onWalkable,
bool collisionNormalValid,
Vector3 collisionNormal,
bool previousContact,
bool previousOnWalkable,
Action? hitGround = null,
Action? leaveGround = null,
Func<bool>? isCurrent = null,
Func<bool>? isVelocityCurrent = null)
{
ArgumentNullException.ThrowIfNull(body);
// SetPositionInternal replaces Contact first but retains the source
// OnWalkable bit through its first calc_acceleration call. A deferred
// teleport may have parked the live body with both bits cleared, so
// restore the captured source bit explicitly before reproducing that
// ordering.
if (previousOnWalkable)
body.TransientState |= TransientStateFlags.OnWalkable;
else
body.TransientState &= ~TransientStateFlags.OnWalkable;
if (inContact)
body.TransientState |= TransientStateFlags.Contact;
else
body.TransientState &= ~TransientStateFlags.Contact;
body.calc_acceleration();
bool finalOnWalkable = inContact && onWalkable;
if (finalOnWalkable)
body.TransientState |= TransientStateFlags.OnWalkable;
else
body.TransientState &= ~TransientStateFlags.OnWalkable;
if (!previousOnWalkable && finalOnWalkable)
{
hitGround?.Invoke();
if (isCurrent?.Invoke() == false)
return false;
}
else if (previousOnWalkable && !finalOnWalkable)
{
leaveGround?.Invoke();
if (isCurrent?.Invoke() == false)
return false;
}
body.calc_acceleration();
// Position, Vector, and Movement are independently timestamped but
// can all install m_velocityVector. If a later one arrived from a
// callback above, retain its vector and finish the non-overlapping
// contact/pose commit without applying this older collision response.
if (isVelocityCurrent?.Invoke() == false)
return isCurrent?.Invoke() ?? true;
HandleAllCollisions(
body,
collisionNormalValid,
collisionNormal,
previousContact,
previousOnWalkable,
finalOnWalkable);
return isCurrent?.Invoke() ?? true;
}
/// <summary>
/// retail <c>handle_all_collisions</c> (0x00514780). Reflects or zeros the body's
/// <see cref="PhysicsBody.Velocity"/> (retail m_velocityVector) based on
/// <see cref="PhysicsBody.FramesStationaryFall"/>:
/// <list type="bullet">
/// <item>fsf ≤ 1 → reflect the into-surface component
/// (<c>v += -(v·n)(elasticity+1)·n</c>, pc:282712) when we should reflect and a
/// collision normal is valid; an INELASTIC mover zeros instead (pc:282720).</item>
/// <item>fsf &gt; 1 → <c>v = 0</c> entirely (pc:282729) — the "bleed on block" that
/// lets gravity resume so a blocked jump falls/glides off (fixes the #182
/// airborne-stuck wedge).</item>
/// </list>
/// The Stationary* transient-bit round-trip (pc:282737-758) is owned by the Core resolve
/// writeback (<c>PhysicsEngine.ResolveWithTransition</c>), not re-encoded here.
/// </summary>
/// <param name="body">The mover.</param>
/// <param name="collisionNormalValid">Was a wall/creature collision normal recorded this resolve.</param>
/// <param name="collisionNormal">Outward collision normal (points away from the surface).</param>
/// <param name="prevContact">Whether the body had Contact BEFORE this resolve committed
/// (retail arg3 — reserved for environment-collision reporting; unused today).</param>
/// <param name="prevOnWalkable">Whether the body was OnWalkable before this resolve (retail arg4).</param>
/// <param name="nowOnWalkable">Whether the body is OnWalkable after this resolve.</param>
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.
}
}