Load PhysicsBSP and PhysicsPolygons from GfxObj dats during streaming. BSPQuery.SphereIntersectsPoly traverses the tree for collision detection. Ported from decompiled FUN_00539270, cross-ref ACE BSPNode.sphere_intersects_poly. - PhysicsDataCache: thread-safe ConcurrentDictionary-backed cache of GfxObjPhysics (BSP tree + polygon dict + vertex array) and SetupPhysics (capsule dimensions). CacheGfxObj/CacheSetup are idempotent — safe to call at every dat load site. - BSPQuery.SphereIntersectsPoly: recursive BSP descent with bounding-sphere broad phase, leaf polygon test via existing CollisionPrimitives.SphereIntersectsPoly (FUN_00539500), and splitting-plane classification for internal nodes. - GameWindow: _physicsDataCache populated at all GfxObj/Setup dat load sites (streaming worker path, live-spawn path, ApplyLoadedTerrain render-thread path). - 6 new unit tests covering null node, bounding-sphere miss, leaf hit, no-contact, internal node recursion, and empty cache behaviour. All 447 tests green. Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
151 lines
6.2 KiB
C#
151 lines
6.2 KiB
C#
using System.Numerics;
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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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/// BSP tree traversal for sphere-polygon collision detection.
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///
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/// <para>
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/// Ported from decompiled FUN_00539270 (chunk_00539000.c), cross-referenced
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/// against ACE's <c>BSPNode.sphere_intersects_poly()</c> in
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/// <c>Source/ACE.Server/Physics/BSP/BSPNode.cs</c>.
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/// </para>
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///
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/// <para>
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/// The algorithm is a recursive descent through the BSP tree:
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/// <list type="number">
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/// <item>Broad phase: discard the subtree if the sphere cannot reach the
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/// node's bounding sphere.</item>
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/// <item>Leaf: test each polygon using the existing retail-ported
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/// <see cref="CollisionPrimitives.SphereIntersectsPoly"/>.</item>
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/// <item>Internal: classify the sphere against the splitting plane and
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/// recurse into the positive half, the negative half, or both when the
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/// sphere straddles the plane.</item>
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/// </list>
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/// </para>
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/// </summary>
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public static class BSPQuery
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{
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/// <summary>
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/// Test if a sphere intersects any polygon in the physics BSP tree.
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/// Returns <see langword="true"/> on the first hit, populating
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/// <paramref name="hitPolyId"/> and <paramref name="hitNormal"/>.
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///
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/// <para>
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/// Ported from FUN_00539270; cross-ref ACE BSPNode.sphere_intersects_poly.
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/// </para>
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/// </summary>
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/// <param name="node">Current BSP node (null-safe).</param>
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/// <param name="polygons">Physics polygon dictionary from the GfxObj.</param>
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/// <param name="vertices">Vertex array from the GfxObj.</param>
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/// <param name="sphereCenter">Sphere centre in object-local space.</param>
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/// <param name="sphereRadius">Sphere radius.</param>
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/// <param name="hitPolyId">Polygon id of the first intersecting polygon (0 on miss).</param>
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/// <param name="hitNormal">Outward normal at the hit point (zero on miss).</param>
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/// <returns><see langword="true"/> if any polygon is hit.</returns>
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public static bool SphereIntersectsPoly(
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PhysicsBSPNode? node,
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Dictionary<ushort, Polygon> polygons,
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VertexArray vertices,
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Vector3 sphereCenter,
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float sphereRadius,
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out ushort hitPolyId,
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out Vector3 hitNormal)
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{
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hitPolyId = 0;
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hitNormal = Vector3.Zero;
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if (node is null) return false;
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// ----------------------------------------------------------------
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// Broad phase: reject the whole subtree when the sphere cannot
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// reach the node's bounding sphere. Both Leaf and internal nodes
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// carry a BoundingSphere in the retail format.
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// ----------------------------------------------------------------
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{
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float dist = Vector3.Distance(sphereCenter, node.BoundingSphere.Origin);
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if (dist > sphereRadius + node.BoundingSphere.Radius + CollisionPrimitives.Epsilon)
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return false;
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}
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// ----------------------------------------------------------------
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// Leaf node: test each referenced polygon against the sphere using
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// the retail-ported CollisionPrimitives.SphereIntersectsPoly.
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// ----------------------------------------------------------------
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if (node.Type == BSPNodeType.Leaf)
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{
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foreach (var polyIdx in node.Polygons)
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{
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if (!polygons.TryGetValue(polyIdx, out var poly)) continue;
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if (poly.VertexIds.Count < 3) continue;
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// Gather polygon vertices from the vertex array.
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var polyVerts = new Vector3[poly.VertexIds.Count];
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bool allFound = true;
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for (int i = 0; i < poly.VertexIds.Count; i++)
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{
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ushort vid = (ushort)poly.VertexIds[i];
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if (vertices.Vertices.TryGetValue(vid, out var sv))
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polyVerts[i] = sv.Origin;
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else { allFound = false; break; }
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}
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if (!allFound) continue;
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// Compute the polygon plane using the retail CalcNormal port.
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CollisionPrimitives.CalcNormal(polyVerts, out var normal, out float planeD);
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if (normal.LengthSquared() < CollisionPrimitives.EpsilonSq) continue;
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var polyPlane = new Plane(normal, planeD);
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if (CollisionPrimitives.SphereIntersectsPoly(
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polyPlane, polyVerts, sphereCenter, sphereRadius, out _))
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{
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hitPolyId = polyIdx;
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hitNormal = normal;
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return true;
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}
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}
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return false;
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}
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// ----------------------------------------------------------------
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// Internal node: classify sphere against splitting plane and
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// recurse into the positive side, negative side, or both.
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//
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// System.Numerics.Plane convention: dot(N, p) + D = 0 on the
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// surface, so signed distance = dot(N, center) + D.
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// FUN_00539270 uses the same sign convention.
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// ----------------------------------------------------------------
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float splitDist = Vector3.Dot(node.SplittingPlane.Normal, sphereCenter)
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+ node.SplittingPlane.D;
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float reach = sphereRadius - CollisionPrimitives.Epsilon;
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if (splitDist >= reach)
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{
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// Sphere entirely on the positive side.
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return SphereIntersectsPoly(
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node.PosNode, polygons, vertices,
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sphereCenter, sphereRadius,
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out hitPolyId, out hitNormal);
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}
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if (splitDist <= -reach)
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{
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// Sphere entirely on the negative side.
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return SphereIntersectsPoly(
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node.NegNode, polygons, vertices,
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sphereCenter, sphereRadius,
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out hitPolyId, out hitNormal);
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}
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// Sphere straddles the plane — check both sides, return on first hit.
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if (SphereIntersectsPoly(node.PosNode, polygons, vertices,
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sphereCenter, sphereRadius, out hitPolyId, out hitNormal))
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return true;
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return SphereIntersectsPoly(node.NegNode, polygons, vertices,
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sphereCenter, sphereRadius, out hitPolyId, out hitNormal);
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}
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}
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