acdream/src/AcDream.Core/Physics/ShadowShapeBuilder.cs
Erik 355e389d4c fix #175: door BSP collision poses at the motion-table closed pose
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>
2026-07-05 17:00:06 +02:00

141 lines
6.5 KiB
C#
Raw Blame History

This file contains ambiguous Unicode characters

This file contains Unicode characters that might be confused with other characters. If you think that this is intentional, you can safely ignore this warning. Use the Escape button to reveal them.

using System;
using System.Collections.Generic;
using System.Numerics;
using DatReaderWriter.DBObjs;
using DatReaderWriter.Enums;
using DatReaderWriter.Types;
namespace AcDream.Core.Physics;
/// <summary>
/// Pure-function builder that translates a <see cref="Setup"/> into a list of
/// <see cref="ShadowShape"/>s suitable for registration via
/// <see cref="ShadowObjectRegistry.RegisterMultiPart"/>.
///
/// <para>
/// Walks (1) every CylSphere → Cylinder shape, (2) every Sphere ONLY when no
/// CylSpheres are present (matches retail and the existing landblock-static
/// convention at GameWindow.cs:6034), and (3) every Part whose GfxObj has a
/// non-null PhysicsBSP → per-part BSP shape, with local transforms from
/// PlacementFrames[Resting | Default | first available].
/// </para>
///
/// <para>
/// Retail anchor: <c>CPhysicsObj::FindObjCollisions</c> calls
/// <c>CPartArray::FindObjCollisions</c> which iterates parts; each part's
/// <c>find_obj_collisions</c> tests CylSpheres + GfxObj BSP. We emit one
/// ShadowShape per part contribution so the existing FindObjCollisions
/// iteration loop in <see cref="Transition"/> tests each part independently.
/// </para>
/// </summary>
public static class ShadowShapeBuilder
{
/// <summary>
/// Build the shape list for a Setup.
/// </summary>
/// <param name="setup">The Setup to walk.</param>
/// <param name="entScale">The entity's overall scale factor; multiplies
/// every radius, height, and local offset.</param>
/// <param name="hasPhysicsBsp">Predicate: does the GfxObj with this id
/// have a non-null PhysicsBSP? Production: <c>id => cache.GetGfxObj(id)?.BSP?.Root is not null</c>.</param>
/// <param name="partPoseOverride">#175: per-part pose override for the
/// BSP part shapes — the entity's motion-table DEFAULT-STATE pose (the
/// closed pose for doors). Retail collision tests each part's LIVE
/// <c>CPhysicsPart</c> pose, which for an idle entity is the motion
/// table's default state, NOT the Setup's placement frame — the two
/// differ on e.g. the Facility Hub double door (Setup 0x02000C9D:
/// placement poses the panels AJAR at yaw 150°/30°, y 0.44 m; the
/// closed pose is straight). Null / short lists fall back to the
/// placement frame per part (entities with no motion table, and the
/// CylSphere/Sphere shapes, are unaffected — retail poses those from
/// the setup too).</param>
public static IReadOnlyList<ShadowShape> FromSetup(
Setup setup,
float entScale,
Func<uint, bool> hasPhysicsBsp,
IReadOnlyList<Frame>? partPoseOverride = null)
{
if (setup is null) throw new ArgumentNullException(nameof(setup));
if (hasPhysicsBsp is null) throw new ArgumentNullException(nameof(hasPhysicsBsp));
var result = new List<ShadowShape>();
// 1. CylSpheres — each becomes a Cylinder shape.
foreach (var cyl in setup.CylSpheres)
{
if (cyl.Radius <= 0f) continue;
float baseHeight = cyl.Height > 0f ? cyl.Height : cyl.Radius * 4f;
result.Add(new ShadowShape(
GfxObjId: 0u,
LocalPosition: new Vector3(cyl.Origin.X, cyl.Origin.Y, cyl.Origin.Z) * entScale,
LocalRotation: Quaternion.Identity,
Scale: entScale,
CollisionType: ShadowCollisionType.Cylinder,
Radius: cyl.Radius * entScale,
CylHeight: baseHeight * entScale));
}
// 2. Spheres — only when no CylSpheres (matches landblock-static convention
// at GameWindow.cs:6034). Each becomes a true Sphere (no height clamping).
// Retail anchor: CSphere::intersects_sphere @ 0x00537A80 uses 3-D distance
// for the overlap check, unlike CCylSphere which clips to [low_pt, high_pt].
if (setup.CylSpheres.Count == 0)
{
foreach (var sph in setup.Spheres)
{
if (sph.Radius <= 0f) continue;
result.Add(new ShadowShape(
GfxObjId: 0u,
LocalPosition: new Vector3(sph.Origin.X, sph.Origin.Y, sph.Origin.Z) * entScale,
LocalRotation: Quaternion.Identity,
Scale: entScale,
CollisionType: ShadowCollisionType.Sphere,
Radius: sph.Radius * entScale,
CylHeight: 0f));
}
}
// 3. Parts — one BSP shape per part with a non-null PhysicsBSP.
// Pose priority per part: partPoseOverride (the motion-table
// default-state pose, #175) → placement frame → identity.
AnimationFrame? placementFrame = ResolvePlacementFrame(setup);
for (int i = 0; i < setup.Parts.Count; i++)
{
uint gfxId = (uint)setup.Parts[i];
if (!hasPhysicsBsp(gfxId)) continue;
Frame partFrame;
if (partPoseOverride is not null && i < partPoseOverride.Count)
partFrame = partPoseOverride[i];
else if (placementFrame is not null && i < placementFrame.Frames.Count)
partFrame = placementFrame.Frames[i];
else
partFrame = new Frame { Origin = Vector3.Zero, Orientation = Quaternion.Identity };
// BSP radius default; caller substitutes the real BoundingSphere.Radius
// at registration time when available. Loose-but-safe broadphase value.
float bspRadius = 2f * entScale;
result.Add(new ShadowShape(
GfxObjId: gfxId,
LocalPosition: new Vector3(partFrame.Origin.X, partFrame.Origin.Y, partFrame.Origin.Z) * entScale,
LocalRotation: partFrame.Orientation,
Scale: entScale,
CollisionType: ShadowCollisionType.BSP,
Radius: bspRadius,
CylHeight: 0f));
}
return result;
}
/// <summary>Resolve the placement frame in priority Resting → Default →
/// first available. Mirrors <c>SetupMesh.Flatten</c>'s convention.</summary>
private static AnimationFrame? ResolvePlacementFrame(Setup setup)
{
if (setup.PlacementFrames.TryGetValue(Placement.Resting, out var resting)) return resting;
if (setup.PlacementFrames.TryGetValue(Placement.Default, out var def)) return def;
foreach (var kvp in setup.PlacementFrames) return kvp.Value;
return null;
}
}