Closes the door-cyl phantom slide where a sphere approaching a closed cottage door at NE/SE headings could be blocked by the cyl's radial normal contaminating the slide tangent into the slab face (live evidence in door-a6p6-v2.utf8.log: 12 resolves with cn=(0.86,0.51,0) attributed to door entity 0x000F4245). Retail anchor: CPhysicsObj::FindObjCollisions at acclient_2013_pseudo_c.txt:276861 dispatches BINARILY between BSP-only and cyl+sphere based on HAS_PHYSICS_BSP_PS (0x10000 in acclient.h:2833). For non-PvP, non-missile movers — every M1.5 scope walking-vs-static scenario — an entity with the flag set tests its BSP exclusively; the foot cyl is never tested. ACE confirms the truth table at PhysicsObj.cs:412-450 (HasPhysicsBSP, missileIgnore, exemption). Our dispatcher iterated every ShadowEntry independently and tested both the cyl AND the BSP for a closed door. Cyl was registered first (FromSetup walk order), and its diagonal radial slide normal "won" attribution at the early-return on first non-OK. Result was out=in for tangential motion along the door face. Changes (~15 LOC + 7 unit tests): - PhysicsStateFlags.HasPhysicsBsp = 0x00010000 (PhysicsBody.cs) - Transition.BspOnlyDispatch(uint state) static predicate (TransitionTypes.cs) — mirrors retail's branch with M1.5 scope defaults (ebp_1 and eax_12 treated as false; wire PvP / missile refinements when those scopes ship) - Per-entry guard in FindObjCollisions cyl/sphere branch (TransitionTypes.cs:2433) — continue when BspOnlyDispatch fires, with [cyl-skip-bsp] diagnostic line gated on ProbeBuildingEnabled - A6P7DispatchRulesTests (7 tests, all GREEN): flag value + 6 parameterized predicate cases Verification: 14-test keep-green list from the 2026-05-25 handoff passes (5 BSPQueryTests.FindCollisions_Path5_*, 2 CellTransitTests.A6P5_*, 2 DoorCollisionApparatusTests.Apparatus_DeadCenter_*, 5 DoorBugTrajectoryReplayTests, 1 CellarUpTrajectoryReplayTests.LiveCompare_FirstCap_FixClosesCottageFloorCap). Total: 20/20 pass including the new 7-test predicate suite. The DocumentsBug test (Apparatus_Grounded_50cmOffCenter) fails post-fix BUT was already failing pre-fix in the worktree baseline (verified by stashing the fix and re-running — same failure mode: sphere blocks at start with floor normal (0,0,1)). Not in the keep-green list, so this is a known pre-existing condition; the test's own header comment instructs flipping the assertion when the fix lands. Investigation: docs/research/2026-05-25-a6-door-cyl-retail-dispatch-investigation.md Needs visual verification at Holtburg cottage door (NE/SE approach should now slide smoothly along the door face — zero [cyl-test] log lines attributed to door entity, replaced by [cyl-skip-bsp]). Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
449 lines
20 KiB
C#
449 lines
20 KiB
C#
using System;
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using System.Numerics;
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namespace AcDream.Core.Physics;
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// ────────────────────────────────────────────────────────────────────────────
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// PhysicsBody — C# port of CPhysicsObj's core simulation from acclient.exe.
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//
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// Source addresses (chunk_00510000.c, chunk_00500000.c):
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// FUN_005111d0 UpdatePhysicsInternal — Euler integration
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// FUN_00511420 calc_acceleration — gravity / grounded acceleration
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// FUN_00511ec0 set_velocity — store + clamp to MaxVelocity
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// FUN_00511fa0 set_local_velocity — body→world transform then set_velocity
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// FUN_00511de0 set_on_walkable — set/clear OnWalkable transient flag
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// FUN_0050f940 calc_friction — ground-contact friction
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// FUN_00515020 update_object — per-frame top-level driver
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//
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// Cross-checked against ACE PhysicsObj.cs and PhysicsGlobals.cs.
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// ────────────────────────────────────────────────────────────────────────────
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/// <summary>
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/// State flags stored at struct offset +0xA8 (PhysicsState).
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/// Only the flags relevant to this simulation layer are included.
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/// </summary>
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[Flags]
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public enum PhysicsStateFlags : uint
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{
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None = 0,
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Static = 0x00000001, // bit 0 — never moves
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Ethereal = 0x00000004, // bit 2 — no collision
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ReportCollisions = 0x00000010,
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Gravity = 0x00000400, // bit 10 — apply downward gravity
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Hidden = 0x00001000,
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/// <summary>
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/// A6.P7 (2026-05-25): retail HAS_PHYSICS_BSP_PS bit
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/// (acclient.h:2833). When set, the entity exposes a per-Setup
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/// BSP collision mesh; retail's
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/// <c>CPhysicsObj::FindObjCollisions</c> at
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/// acclient_2013_pseudo_c.txt:276861 dispatches the entity's
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/// collision queries to the BSP path EXCLUSIVELY for non-PvP,
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/// non-missile movers — the foot cylinder and per-Setup spheres
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/// are NEVER tested in this case. Closed cottage doors have
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/// state 0x10008 (STATIC | REPORT_COLLISIONS | HAS_PHYSICS_BSP).
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/// ACE name: <c>PhysicsState.HasPhysicsBSP</c>.
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/// </summary>
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HasPhysicsBsp = 0x00010000, // bit 16 — retail HAS_PHYSICS_BSP_PS
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/// <summary>
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/// L.3a (2026-04-30): retail INELASTIC_PS bit (acclient.h:2834).
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/// When set, wall-collisions zero the velocity instead of reflecting.
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/// Used by spell projectiles and missiles that should embed/explode on
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/// impact rather than bounce. The player NEVER has this flag set —
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/// player wall-hits use the reflection path with elasticity ~0.05.
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/// </summary>
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Inelastic = 0x00020000, // bit 17 — retail INELASTIC_PS
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Sledding = 0x00800000, // bit 23 — sledding (modified friction)
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}
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/// <summary>
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/// Transient-state flags stored at struct offset +0xAC (TransientState).
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/// These are cleared/set each frame and must not be saved to disk.
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/// </summary>
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[Flags]
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public enum TransientStateFlags : uint
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{
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None = 0,
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Contact = 0x00000001, // bit 0 — touching any surface
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OnWalkable = 0x00000002, // bit 1 — standing on a walkable surface
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Sliding = 0x00000004, // bit 2 — carry sliding normal into next transition
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Active = 0x00000080, // bit 7 — object needs per-frame update
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}
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/// <summary>
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/// Port of CPhysicsObj's core simulation state and Euler integration.
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/// Holds the fields at the struct offsets documented in acclient_function_map.md
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/// and implements the seven methods listed in the task spec.
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/// </summary>
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public sealed class PhysicsBody
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{
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// ── constants ──────────────────────────────────────────────────────────
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// From PhysicsGlobals.cs / confirmed by DAT_007c78a4 reference in decompiled code.
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public const float MaxVelocity = 50.0f;
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public const float MaxVelocitySquared = MaxVelocity * MaxVelocity;
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public const float Gravity = -9.8f; // DAT_0082223c in FUN_00511420
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public const float SmallVelocity = 0.25f;
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public const float SmallVelocitySquared = SmallVelocity * SmallVelocity;
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public const float DefaultFriction = 0.95f;
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public const float MinQuantum = 1.0f / 30.0f; // ~0.0333 s
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public const float MaxQuantum = 0.1f; // 10 fps lower bound
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public const float HugeQuantum = 2.0f; // discard stale dt
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// ── struct fields ──────────────────────────────────────────────────────
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// Offsets from acclient_function_map.md §PhysicsObj Struct Layout.
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/// <summary>World-space position (no offset in struct — frame origin).</summary>
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public Vector3 Position { get; set; }
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/// <summary>Orientation quaternion (struct offsets 0x60–0x80 column matrix).</summary>
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public Quaternion Orientation { get; set; } = Quaternion.Identity;
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/// <summary>World-space velocity (+0xE0/E4/E8).</summary>
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public Vector3 Velocity { get; set; }
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/// <summary>World-space acceleration (+0xEC/F0/F4).</summary>
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public Vector3 Acceleration { get; set; }
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/// <summary>Angular velocity in radians/s (+0xF8/FC/100).</summary>
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public Vector3 Omega { get; set; }
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/// <summary>Ground contact-plane normal (+0x130/134/138).</summary>
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public Vector3 GroundNormal { get; set; } = Vector3.UnitZ;
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/// <summary>Last wall/object sliding normal (retail transient Sliding state).</summary>
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public Vector3 SlidingNormal { get; set; }
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// ── persisted contact-plane state (retail PhysicsObj fields) ───────────
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//
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// Retail's PhysicsObj carries its last contact plane FORWARD across frames.
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// When PhysicsObj.transition(oldPos, newPos) creates a new Transition, it
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// seeds CollisionInfo.ContactPlane from these fields via InitContactPlane
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// (see ACE PhysicsObj.cs:2586-2621 get_object_info). That seed is what lets
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// AdjustOffset project horizontal velocity onto the slope surface on the
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// first step — without it, a freshly-allocated Transition has no plane,
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// so running on a slope proceeds purely horizontally and the sphere
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// floats above the terrain (step-down budget is only ~4 cm per tick).
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//
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// ACE field names: PhysicsObj.ContactPlane / ContactPlaneCellID.
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/// <summary>Whether <see cref="ContactPlane"/> currently holds a valid plane.</summary>
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public bool ContactPlaneValid { get; set; }
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/// <summary>Most recent walkable contact plane (world-space).
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/// Updated at the end of every ResolveWithTransition call that found ground.</summary>
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public System.Numerics.Plane ContactPlane { get; set; }
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/// <summary>Full 32-bit cell id of the cell that owns <see cref="ContactPlane"/>.</summary>
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public uint ContactPlaneCellId { get; set; }
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/// <summary>Whether the contact plane is a water surface (affects step behavior).</summary>
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public bool ContactPlaneIsWater { get; set; }
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/// <summary>Whether the previous walkable polygon is available for edge slide.</summary>
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public bool WalkablePolygonValid { get; set; }
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/// <summary>Most recent walkable polygon plane (world-space).</summary>
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public System.Numerics.Plane WalkablePlane { get; set; }
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/// <summary>Most recent walkable polygon vertices (world-space).</summary>
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public Vector3[]? WalkableVertices { get; set; }
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/// <summary>Up vector used by the most recent walkable polygon probe.</summary>
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public Vector3 WalkableUp { get; set; } = Vector3.UnitZ;
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/// <summary>Elasticity coefficient (+0xB0).</summary>
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public float Elasticity { get; set; } = 0.05f;
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/// <summary>Friction coefficient (0 = frictionless, 1 = instant stop).</summary>
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public float Friction { get; set; } = DefaultFriction;
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/// <summary>Physics state flags (+0xA8).</summary>
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public PhysicsStateFlags State { get; set; }
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= PhysicsStateFlags.Gravity | PhysicsStateFlags.ReportCollisions;
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/// <summary>Transient state flags (+0xAC). Cleared each frame as needed.</summary>
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public TransientStateFlags TransientState { get; set; }
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/// <summary>Last simulation time used to compute dt (+0xD8).</summary>
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public double LastUpdateTime { get; set; }
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// ── convenience helpers ────────────────────────────────────────────────
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public bool HasGravity => State.HasFlag(PhysicsStateFlags.Gravity);
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public bool OnWalkable => TransientState.HasFlag(TransientStateFlags.OnWalkable);
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public bool IsActive => TransientState.HasFlag(TransientStateFlags.Active);
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public bool InContact => TransientState.HasFlag(TransientStateFlags.Contact);
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// ── FUN_00511420 ───────────────────────────────────────────────────────
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/// <summary>
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/// Set Acceleration (and Omega) based on current contact state and flags.
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///
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/// Decompiled logic (FUN_00511420):
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/// If Contact AND OnWalkable AND NOT Sledding → zero everything (grounded, no drift).
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/// Else if Gravity flag → Accel = (0, 0, -9.8).
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/// Else → zero acceleration.
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///
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/// The check order in the decompile is:
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/// (TransientState & 1) != 0 → Contact
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/// (TransientState & 2) != 0 → OnWalkable
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/// (State & 0x800000) == 0 → NOT Sledding
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/// </summary>
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public void calc_acceleration()
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{
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if (TransientState.HasFlag(TransientStateFlags.Contact) &&
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TransientState.HasFlag(TransientStateFlags.OnWalkable) &&
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!State.HasFlag(PhysicsStateFlags.Sledding))
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{
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Acceleration = Vector3.Zero;
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Omega = Vector3.Zero;
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return;
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}
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if (State.HasFlag(PhysicsStateFlags.Gravity))
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Acceleration = new Vector3(0f, 0f, Gravity);
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else
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Acceleration = Vector3.Zero;
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}
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// ── FUN_00511ec0 ───────────────────────────────────────────────────────
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/// <summary>
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/// Store a new world-space velocity and clamp its magnitude to MaxVelocity.
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///
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/// Decompiled logic (FUN_00511ec0):
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/// velocity = newVelocity
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/// if |velocity|² > MaxVelocity²:
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/// normalize then scale by MaxVelocity (FUN_00452440 = normalize + scalar)
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/// Set Active transient flag.
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/// </summary>
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public void set_velocity(Vector3 newVelocity)
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{
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Velocity = newVelocity;
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float mag2 = Velocity.LengthSquared();
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if (mag2 > MaxVelocitySquared)
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{
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// Normalize then scale — matches the decompile's FUN_00452440 call
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// which normalizes the vector then multiplies by _DAT_007c78a4 (MaxVelocity).
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Velocity = Vector3.Normalize(Velocity) * MaxVelocity;
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}
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// Set Active flag (bit 7 of TransientState, offset +0xAC).
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TransientState |= TransientStateFlags.Active;
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}
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// ── FUN_00511fa0 ───────────────────────────────────────────────────────
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/// <summary>
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/// Transform a body-local velocity vector into world space using the
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/// orientation quaternion, then call set_velocity.
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///
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/// Decompiled logic (FUN_00511fa0):
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/// The orientation is stored as a 3x3 column matrix at offsets 0x60–0x80
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/// (9 floats). The transform is a straightforward matrix×vector multiply:
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/// worldX = col0.x*localX + col1.x*localY + col2.x*localZ
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/// worldY = col0.y*localX + col1.y*localY + col2.y*localZ
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/// worldZ = col0.z*localX + col1.z*localY + col2.z*localZ
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/// We replicate this as a Quaternion rotation, which is equivalent.
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/// </summary>
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public void set_local_velocity(Vector3 localVelocity)
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{
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var worldVelocity = Vector3.Transform(localVelocity, Orientation);
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set_velocity(worldVelocity);
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}
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// ── FUN_00511de0 ───────────────────────────────────────────────────────
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/// <summary>
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/// Set or clear the OnWalkable transient flag (bit 1 of TransientState at
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/// +0xAC), then recompute acceleration.
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///
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/// Decompiled logic (FUN_00511de0):
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/// if param_2 == 0: TransientState &= ~0x02 (clear OnWalkable)
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/// else: TransientState |= 0x02 (set OnWalkable)
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/// call calc_acceleration()
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/// </summary>
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public void set_on_walkable(bool isOnWalkable)
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{
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if (isOnWalkable)
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TransientState |= TransientStateFlags.OnWalkable;
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else
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TransientState &= ~TransientStateFlags.OnWalkable;
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calc_acceleration();
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}
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// ── FUN_0050f940 ───────────────────────────────────────────────────────
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/// <summary>
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/// Apply friction deceleration to the velocity when the body is standing
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/// on a walkable surface.
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///
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/// Decompiled logic (FUN_0050f940):
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/// if NOT OnWalkable → return
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/// fVar1 = dot(groundNormal, velocity)
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/// if fVar1 < 0:
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/// velocity -= fVar1 * groundNormal (remove inward normal component)
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/// scalar = pow(1 - friction, dt)
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/// velocity *= scalar
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///
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/// The threshold (0.0 from _DAT_007c78a0) means any velocity with a
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/// downward component relative to the normal gets friction applied.
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/// Positive dot means moving away from the surface — no friction.
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///
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/// Cross-checked with ACE PhysicsObj.calc_friction which uses 0.25f as
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/// the threshold instead; the decompile uses 0.0. We match the decompile.
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///
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/// L.3c attempt (2026-04-30, REVERTED): tried bumping to 0.25f per
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/// retail acclient_2013_pseudo_c.txt:276705. Build green but
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/// PlayerMovementControllerTests showed forward locomotion dropping
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/// from ~3m/s to ~0.16m/s — friction now hammers normal walking.
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/// Retail's friction block is gated by an additional state check at
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/// line 276702 (`(this->state & ...) == 0`) that we didn't decode
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/// fully; locomotion is probably skipped from the friction path
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/// while actively walking. Filed as L.3c-followup; keeping the
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/// matching-the-decompile-as-read 0.0 threshold for now.
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/// </summary>
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public void calc_friction(float dt, float velocityMag2)
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{
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if (!TransientState.HasFlag(TransientStateFlags.OnWalkable))
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return;
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float dot = Vector3.Dot(GroundNormal, Velocity);
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if (dot >= 0f)
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return;
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// Remove the component of velocity that presses into the ground normal.
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Velocity -= dot * GroundNormal;
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float friction = Friction;
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// Sledding modifies friction thresholds (from ACE cross-check).
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if (State.HasFlag(PhysicsStateFlags.Sledding))
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{
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if (velocityMag2 < 1.5625f) // 1.25² — slow sled
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friction = 1.0f;
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else if (velocityMag2 >= 6.25f && GroundNormal.Z > 0.99999536f) // near-flat
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friction = 0.2f;
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}
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// Exponential decay: vel *= (1 - friction)^dt
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float scalar = MathF.Pow(1.0f - friction, dt);
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Velocity *= scalar;
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}
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// ── FUN_005111d0 ───────────────────────────────────────────────────────
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/// <summary>
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/// Euler integration step for one quantum dt.
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///
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/// Decompiled logic (FUN_005111d0):
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/// velocity_mag2 = |velocity|²
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/// if velocity_mag2 == 0:
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/// if no MovementManager AND OnWalkable → clear Active flag
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/// else:
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/// if velocity_mag2 > MaxVelocitySquared: normalize * MaxVelocity
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/// calc_friction(dt, velocity_mag2)
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/// if velocity_mag2 < SmallVelocitySquared: zero velocity
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/// position += velocity * dt + 0.5 * acceleration * dt²
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/// velocity += acceleration * dt
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/// Apply angular delta: orientation rotated by omega * dt
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/// </summary>
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public void UpdatePhysicsInternal(float dt)
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{
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float velocityMag2 = Velocity.LengthSquared();
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if (velocityMag2 <= 0f)
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{
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// No movement manager equivalent here; just clear Active if grounded.
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if (TransientState.HasFlag(TransientStateFlags.OnWalkable))
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TransientState &= ~TransientStateFlags.Active;
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}
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else
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{
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// Clamp velocity magnitude to MaxVelocity.
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if (velocityMag2 > MaxVelocitySquared)
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{
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Velocity = Vector3.Normalize(Velocity) * MaxVelocity;
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velocityMag2 = MaxVelocitySquared;
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}
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calc_friction(dt, velocityMag2);
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// If velocity fell below the "small" threshold after friction, stop.
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// Only apply when grounded — while airborne, gravity must accumulate
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// even when velocity is near zero (e.g., at jump apex).
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if (velocityMag2 - SmallVelocitySquared < 0.0002f
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&& TransientState.HasFlag(TransientStateFlags.OnWalkable))
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Velocity = Vector3.Zero;
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// Euler integration: position += v*dt + 0.5*a*dt²
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Position += Velocity * dt + Acceleration * (0.5f * dt * dt);
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}
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// velocity += acceleration * dt (done unconditionally in decompile)
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Velocity += Acceleration * dt;
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// Angular integration: apply omega rotation.
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// omega * dt gives the angle-axis delta rotation.
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float omegaLen = Omega.Length();
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if (omegaLen > 1e-6f)
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{
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float angle = omegaLen * dt;
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Quaternion deltaRot = Quaternion.CreateFromAxisAngle(Omega / omegaLen, angle);
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Orientation = Quaternion.Normalize(Quaternion.Multiply(Orientation, deltaRot));
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}
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}
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// ── FUN_00515020 ───────────────────────────────────────────────────────
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/// <summary>
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/// Per-frame top-level driver. Computes dt from the wall clock versus
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/// LastUpdateTime, clamping to [MinQuantum, HugeQuantum], then calls
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/// calc_acceleration and UpdatePhysicsInternal.
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///
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/// Decompiled logic (FUN_00515020):
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/// if parent-attached (offset +0x40 != 0) → return
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/// dVar1 = currentTime - LastUpdateTime
|
||
/// if dVar1 < MinQuantum → return (too short — skip)
|
||
/// if dVar1 > HugeQuantum → update timestamp and return (stale — discard)
|
||
/// while dVar1 > MaxQuantum: simulate MaxQuantum step, subtract
|
||
/// if dVar1 > MinQuantum: simulate remainder
|
||
/// LastUpdateTime = currentTime
|
||
///
|
||
/// The caller passes currentTime; the object does not read a global clock
|
||
/// directly in this port so tests can drive the clock explicitly.
|
||
/// </summary>
|
||
public void update_object(double currentTime)
|
||
{
|
||
double deltaTime = currentTime - LastUpdateTime;
|
||
|
||
// dt too small — nothing to simulate yet
|
||
if (deltaTime < MinQuantum)
|
||
return;
|
||
|
||
// Stale / first frame — just consume the time without simulating
|
||
if (deltaTime > HugeQuantum)
|
||
{
|
||
LastUpdateTime = currentTime;
|
||
return;
|
||
}
|
||
|
||
// Sub-step: break large dt into MaxQuantum chunks
|
||
while (deltaTime > MaxQuantum)
|
||
{
|
||
calc_acceleration();
|
||
UpdatePhysicsInternal(MaxQuantum);
|
||
deltaTime -= MaxQuantum;
|
||
}
|
||
|
||
// Simulate the remainder
|
||
if (deltaTime > MinQuantum)
|
||
{
|
||
calc_acceleration();
|
||
UpdatePhysicsInternal((float)deltaTime);
|
||
}
|
||
|
||
LastUpdateTime = currentTime;
|
||
}
|
||
}
|