The Facility Hub double door (Setup 0x02000C9D) embeds the player into the visual panel from one side and blocks with a phantom slab on the other: its Setup PLACEMENT frames pose the two panels AJAR (yaw -150/-30 deg, 0.44 m behind the doorway plane — dat-confirmed by the Issue175 inspection) while the rendered door poses them CLOSED from the wire-supplied motion table via the sequencer. ShadowShapeBuilder read placement frames, so the 1.66x0.29x2.95 m physics slabs registered at the ajar pose. Retail tests each part's LIVE CPhysicsPart pose — for an idle door, the motion table's default (closed) state. Fix: ShadowShapeBuilder.FromSetup gains partPoseOverride (BSP part shapes only); RegisterServerEntityCollision derives it from the spawn MotionTableId via GameWindow.MotionTableDefaultPose (default style -> first cycle -> LowFrame part frames). Null/short poses fall back per-part to placement frames — table-less entities and landblock statics unchanged. One-shot snapshot vs retail's per-frame live pose is register row AP-84 (equivalent for the door lifecycle: closed == default pose; open == ETHEREAL bypasses collision, #150). Pins: FromSetup_PartPoseOverride_ReplacesPlacementFrames / _NoOverride_KeepsPlacementFrames / _ShortOverride_FallsBackPerPart. Suites: Core 2539 / App 713 / UI 425 / Net 385 green. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
141 lines
6.5 KiB
C#
141 lines
6.5 KiB
C#
using System;
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using System.Collections.Generic;
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using System.Numerics;
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using DatReaderWriter.DBObjs;
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using DatReaderWriter.Enums;
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using DatReaderWriter.Types;
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namespace AcDream.Core.Physics;
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/// <summary>
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/// Pure-function builder that translates a <see cref="Setup"/> into a list of
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/// <see cref="ShadowShape"/>s suitable for registration via
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/// <see cref="ShadowObjectRegistry.RegisterMultiPart"/>.
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///
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/// <para>
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/// Walks (1) every CylSphere → Cylinder shape, (2) every Sphere ONLY when no
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/// CylSpheres are present (matches retail and the existing landblock-static
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/// convention at GameWindow.cs:6034), and (3) every Part whose GfxObj has a
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/// non-null PhysicsBSP → per-part BSP shape, with local transforms from
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/// PlacementFrames[Resting | Default | first available].
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/// </para>
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///
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/// <para>
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/// Retail anchor: <c>CPhysicsObj::FindObjCollisions</c> calls
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/// <c>CPartArray::FindObjCollisions</c> which iterates parts; each part's
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/// <c>find_obj_collisions</c> tests CylSpheres + GfxObj BSP. We emit one
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/// ShadowShape per part contribution so the existing FindObjCollisions
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/// iteration loop in <see cref="Transition"/> tests each part independently.
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/// </para>
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/// </summary>
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public static class ShadowShapeBuilder
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{
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/// <summary>
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/// Build the shape list for a Setup.
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/// </summary>
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/// <param name="setup">The Setup to walk.</param>
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/// <param name="entScale">The entity's overall scale factor; multiplies
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/// every radius, height, and local offset.</param>
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/// <param name="hasPhysicsBsp">Predicate: does the GfxObj with this id
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/// have a non-null PhysicsBSP? Production: <c>id => cache.GetGfxObj(id)?.BSP?.Root is not null</c>.</param>
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/// <param name="partPoseOverride">#175: per-part pose override for the
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/// BSP part shapes — the entity's motion-table DEFAULT-STATE pose (the
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/// closed pose for doors). Retail collision tests each part's LIVE
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/// <c>CPhysicsPart</c> pose, which for an idle entity is the motion
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/// table's default state, NOT the Setup's placement frame — the two
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/// differ on e.g. the Facility Hub double door (Setup 0x02000C9D:
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/// placement poses the panels AJAR at yaw −150°/−30°, y −0.44 m; the
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/// closed pose is straight). Null / short lists fall back to the
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/// placement frame per part (entities with no motion table, and the
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/// CylSphere/Sphere shapes, are unaffected — retail poses those from
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/// the setup too).</param>
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public static IReadOnlyList<ShadowShape> FromSetup(
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Setup setup,
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float entScale,
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Func<uint, bool> hasPhysicsBsp,
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IReadOnlyList<Frame>? partPoseOverride = null)
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{
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if (setup is null) throw new ArgumentNullException(nameof(setup));
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if (hasPhysicsBsp is null) throw new ArgumentNullException(nameof(hasPhysicsBsp));
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var result = new List<ShadowShape>();
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// 1. CylSpheres — each becomes a Cylinder shape.
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foreach (var cyl in setup.CylSpheres)
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{
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if (cyl.Radius <= 0f) continue;
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float baseHeight = cyl.Height > 0f ? cyl.Height : cyl.Radius * 4f;
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result.Add(new ShadowShape(
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GfxObjId: 0u,
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LocalPosition: new Vector3(cyl.Origin.X, cyl.Origin.Y, cyl.Origin.Z) * entScale,
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LocalRotation: Quaternion.Identity,
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Scale: entScale,
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CollisionType: ShadowCollisionType.Cylinder,
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Radius: cyl.Radius * entScale,
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CylHeight: baseHeight * entScale));
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}
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// 2. Spheres — only when no CylSpheres (matches landblock-static convention
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// at GameWindow.cs:6034). Each becomes a true Sphere (no height clamping).
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// Retail anchor: CSphere::intersects_sphere @ 0x00537A80 uses 3-D distance
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// for the overlap check, unlike CCylSphere which clips to [low_pt, high_pt].
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if (setup.CylSpheres.Count == 0)
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{
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foreach (var sph in setup.Spheres)
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{
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if (sph.Radius <= 0f) continue;
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result.Add(new ShadowShape(
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GfxObjId: 0u,
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LocalPosition: new Vector3(sph.Origin.X, sph.Origin.Y, sph.Origin.Z) * entScale,
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LocalRotation: Quaternion.Identity,
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Scale: entScale,
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CollisionType: ShadowCollisionType.Sphere,
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Radius: sph.Radius * entScale,
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CylHeight: 0f));
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}
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}
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// 3. Parts — one BSP shape per part with a non-null PhysicsBSP.
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// Pose priority per part: partPoseOverride (the motion-table
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// default-state pose, #175) → placement frame → identity.
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AnimationFrame? placementFrame = ResolvePlacementFrame(setup);
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for (int i = 0; i < setup.Parts.Count; i++)
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{
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uint gfxId = (uint)setup.Parts[i];
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if (!hasPhysicsBsp(gfxId)) continue;
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Frame partFrame;
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if (partPoseOverride is not null && i < partPoseOverride.Count)
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partFrame = partPoseOverride[i];
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else if (placementFrame is not null && i < placementFrame.Frames.Count)
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partFrame = placementFrame.Frames[i];
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else
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partFrame = new Frame { Origin = Vector3.Zero, Orientation = Quaternion.Identity };
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// BSP radius default; caller substitutes the real BoundingSphere.Radius
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// at registration time when available. Loose-but-safe broadphase value.
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float bspRadius = 2f * entScale;
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result.Add(new ShadowShape(
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GfxObjId: gfxId,
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LocalPosition: new Vector3(partFrame.Origin.X, partFrame.Origin.Y, partFrame.Origin.Z) * entScale,
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LocalRotation: partFrame.Orientation,
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Scale: entScale,
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CollisionType: ShadowCollisionType.BSP,
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Radius: bspRadius,
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CylHeight: 0f));
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}
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return result;
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}
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/// <summary>Resolve the placement frame in priority Resting → Default →
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/// first available. Mirrors <c>SetupMesh.Flatten</c>'s convention.</summary>
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private static AnimationFrame? ResolvePlacementFrame(Setup setup)
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{
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if (setup.PlacementFrames.TryGetValue(Placement.Resting, out var resting)) return resting;
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if (setup.PlacementFrames.TryGetValue(Placement.Default, out var def)) return def;
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foreach (var kvp in setup.PlacementFrames) return kvp.Value;
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return null;
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}
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}
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