Three independent research agents converged: retail's "bouncy walls" feel comes from CPhysicsObj::handle_all_collisions (acclient_2013_pseudo_c.txt: 282699-282715, ACE PhysicsObj.cs:2692-2697) which applies the canonical reflection v_new = v - (1 + e) * dot(v, n) * n to the body's velocity after every transition resolves. Player elasticity = 0.05 (5% bounce); INELASTIC_PS = 0x20000 zeros velocity entirely (used by spell projectiles). acdream had the data plumbed (PhysicsBody.Elasticity = 0.05 was already set, ci.CollisionNormal was being populated in 8+ code paths) but ResolveWithTransition discarded the normal before returning. Hence "sticky walls on jumps" — perpendicular velocity got removed by SlideSphere's geometric resolution, but never reflected back, so hitting a wall mid-jump zeroed forward motion entirely instead of producing a small push-back. Files: - PhysicsBody.cs: add PhysicsStateFlags.Inelastic = 0x20000. - ResolveResult.cs: surface CollisionNormalValid + CollisionNormal. - PhysicsEngine.cs:599-624: copy ci.CollisionNormal into ResolveResult before returning (both ok and partial paths). - PlayerMovementController.cs:445-503: after position commit, apply reflection per the retail formula. Inelastic → zero velocity; else → reflect with v += n * -(dot(v,n) * (e + 1)). apply_bounce rule (more conservative than retail by design): - Sledding: retail's strict rule — bounce unless both grounded. - Otherwise: bounce ONLY when both prev and now airborne. Suppress on landing (prev air, now ground) to avoid micro-bouncing on floor — the post-reflection upward Z defeats the controller's Velocity.Z<=0 landing-snap gate. Retail's elasticity 0.05 makes the artifact visually imperceptible there; acdream's per-frame architecture amplifies it. Tests: 1491 → 1491 still pass (existing AirborneFrames + WalkOffLedge tests confirmed the conservative apply_bounce rule keeps landings clean). Live verification needed: jump into a wall mid-air — should produce a visible bounce-back rather than sticking. Walking along corridor with side-clip should still slide. Landing should still settle without micro-bounce. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
30 lines
1.3 KiB
C#
30 lines
1.3 KiB
C#
using System.Numerics;
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namespace AcDream.Core.Physics;
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/// <summary>
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/// Result of <see cref="PhysicsEngine.Resolve"/>: the validated
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/// position after collision, the cell the entity ended up in,
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/// and whether they're standing on a surface.
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///
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/// <para>
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/// L.3a (2026-04-30): added optional collision-normal fields so the
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/// caller (typically <see cref="AcDream.App.Input.PlayerMovementController"/>)
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/// can apply retail's velocity-reflection bounce
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/// (<c>v_new = v - (1 + elasticity) * dot(v, n) * n</c>) to the
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/// PhysicsBody after the geometric resolve completes. ACE port mirror:
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/// <c>references/ACE/Source/ACE.Server/Physics/PhysicsObj.cs:2692-2697</c>;
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/// retail equivalent: <c>CPhysicsObj::handle_all_collisions</c> at
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/// <c>acclient_2013_pseudo_c.txt:282699-282715</c>.
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/// </para>
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/// </summary>
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public readonly record struct ResolveResult(
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Vector3 Position,
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uint CellId,
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bool IsOnGround,
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/// <summary>True when a wall collision occurred during this resolve
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/// and <see cref="CollisionNormal"/> is meaningful.</summary>
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bool CollisionNormalValid = false,
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/// <summary>Outward surface normal of the wall the sphere hit. Used
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/// by the velocity-reflection step. Pointing away from the wall.</summary>
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Vector3 CollisionNormal = default);
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