Adds the first on-screen HUD for the dev client plus today's mouse-control refinements. Also lands yesterday's scenery-alignment changes that were left uncommitted in the working tree. Overlay: - BitmapFont rasterizes a system TTF via StbTrueTypeSharp into a 512x512 R8 atlas at startup (Consolas on Windows, DejaVu/Menlo fallbacks) - TextRenderer batches 2D quads in screen-space with ortho projection; one shader + two draw calls (rect then text) for panel backgrounds under glyphs - DebugOverlay composes info / stats / compass / help panels on top of the 3D scene; toggles via F1/F4/F5/F6; transient toasts for key events - DebugLineRenderer and its shaders (carried over from the scenery work) are properly committed in this commit Controls: - Per-mode mouse sensitivity (Chase 0.15, Fly 1.0, Orbit 1.0); F8/F9 to adjust the active mode multiplicatively (x1.2) - Hold RMB to free-orbit the chase camera around the player; release stays at the new angle (no snap-back) - Mouse-wheel zooms chase distance between 2m and 40m - Chase pitch widened to [-0.7, 1.4] so mouse-Y tilts both ways from the default neutral angle Scenery alignment (carried from yesterday's session): - ShadowObjectRegistry AllEntriesForDebug + Scale field - SceneryGenerator uses ACViewer's OnRoad polygon test + baseLoc + set_heading rotation - BSPQuery dispatchers accept localToWorld so normals/offsets transform correctly per part - TransitionTypes.CylinderCollision rewritten with wall-slide + push-out - PhysicsDataCache caches visual-mesh AABB for scenery that lacks physics Setup bounds
290 lines
11 KiB
C#
290 lines
11 KiB
C#
using System.Collections.Concurrent;
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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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using Plane = System.Numerics.Plane;
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namespace AcDream.Core.Physics;
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/// <summary>
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/// Thread-safe cache of physics-relevant data extracted from GfxObj and Setup
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/// dat objects during streaming. Populated by the streaming worker thread;
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/// read by the physics engine on the game/render thread. ConcurrentDictionary
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/// makes cross-thread access safe without a global lock.
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/// </summary>
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public sealed class PhysicsDataCache
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{
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private readonly ConcurrentDictionary<uint, GfxObjPhysics> _gfxObj = new();
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private readonly ConcurrentDictionary<uint, GfxObjVisualBounds> _visualBounds = new();
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private readonly ConcurrentDictionary<uint, SetupPhysics> _setup = new();
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private readonly ConcurrentDictionary<uint, CellPhysics> _cellStruct = new();
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/// <summary>
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/// Extract and cache the physics BSP + polygon data from a GfxObj,
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/// PLUS always cache a visual AABB from the vertex data regardless of
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/// the HasPhysics flag. The visual AABB is used as a collision fallback
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/// for entities whose Setup has no retail physics data — it lets the
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/// user collide with decorative meshes that don't have a CylSphere or
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/// per-part BSP.
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/// </summary>
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public void CacheGfxObj(uint gfxObjId, GfxObj gfxObj)
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{
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// Always cache a visual AABB from the mesh vertices — this is cheap
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// and fed by the mesh data that's already loaded. It serves as the
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// fallback collision shape for pure-visual entities.
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if (!_visualBounds.ContainsKey(gfxObjId) && gfxObj.VertexArray != null)
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{
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_visualBounds[gfxObjId] = ComputeVisualBounds(gfxObj.VertexArray);
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}
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if (_gfxObj.ContainsKey(gfxObjId)) return;
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if (!gfxObj.Flags.HasFlag(GfxObjFlags.HasPhysics)) return;
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if (gfxObj.PhysicsBSP?.Root is null) return;
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if (gfxObj.VertexArray is null) return;
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_gfxObj[gfxObjId] = new GfxObjPhysics
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{
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BSP = gfxObj.PhysicsBSP,
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PhysicsPolygons = gfxObj.PhysicsPolygons,
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BoundingSphere = gfxObj.PhysicsBSP.Root.BoundingSphere,
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Vertices = gfxObj.VertexArray,
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Resolved = ResolvePolygons(gfxObj.PhysicsPolygons, gfxObj.VertexArray),
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};
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}
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/// <summary>
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/// Get the cached visual AABB for a GfxObj, or null if not cached.
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/// </summary>
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public GfxObjVisualBounds? GetVisualBounds(uint gfxObjId) =>
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_visualBounds.TryGetValue(gfxObjId, out var vb) ? vb : null;
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/// <summary>
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/// Compute a tight axis-aligned bounding box over all vertices in the mesh.
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/// Used as a fallback collision shape for entities whose Setup has no
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/// physics data — we approximate collision using the visual extent.
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/// </summary>
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private static GfxObjVisualBounds ComputeVisualBounds(VertexArray vertexArray)
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{
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if (vertexArray.Vertices == null || vertexArray.Vertices.Count == 0)
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{
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return new GfxObjVisualBounds
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{
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Min = Vector3.Zero,
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Max = Vector3.Zero,
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Center = Vector3.Zero,
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Radius = 0f,
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HalfExtents = Vector3.Zero,
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};
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}
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var min = new Vector3(float.MaxValue);
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var max = new Vector3(float.MinValue);
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foreach (var kv in vertexArray.Vertices)
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{
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var p = kv.Value.Origin;
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if (p.X < min.X) min.X = p.X;
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if (p.Y < min.Y) min.Y = p.Y;
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if (p.Z < min.Z) min.Z = p.Z;
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if (p.X > max.X) max.X = p.X;
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if (p.Y > max.Y) max.Y = p.Y;
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if (p.Z > max.Z) max.Z = p.Z;
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}
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var center = (min + max) * 0.5f;
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var halfExt = (max - min) * 0.5f;
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float radius = halfExt.Length();
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return new GfxObjVisualBounds
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{
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Min = min,
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Max = max,
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Center = center,
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Radius = radius,
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HalfExtents = halfExt,
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};
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}
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/// <summary>
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/// Extract and cache the collision shape data from a Setup.
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/// No-ops if the id is already cached.
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/// </summary>
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public void CacheSetup(uint setupId, Setup setup)
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{
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if (_setup.ContainsKey(setupId)) return;
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_setup[setupId] = new SetupPhysics
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{
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CylSpheres = setup.CylSpheres ?? new(),
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Spheres = setup.Spheres ?? new(),
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Height = setup.Height,
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Radius = setup.Radius,
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StepUpHeight = setup.StepUpHeight,
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StepDownHeight = setup.StepDownHeight,
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};
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}
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/// <summary>
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/// Extract and cache the physics BSP + polygon data from a CellStruct
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/// (indoor room geometry). No-ops if the id is already cached or the
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/// CellStruct has no physics BSP.
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/// </summary>
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public void CacheCellStruct(uint envCellId, CellStruct cellStruct,
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Matrix4x4 worldTransform)
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{
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if (_cellStruct.ContainsKey(envCellId)) return;
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if (cellStruct.PhysicsBSP?.Root is null) return;
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Matrix4x4.Invert(worldTransform, out var inverseTransform);
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_cellStruct[envCellId] = new CellPhysics
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{
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BSP = cellStruct.PhysicsBSP,
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PhysicsPolygons = cellStruct.PhysicsPolygons,
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Vertices = cellStruct.VertexArray,
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WorldTransform = worldTransform,
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InverseWorldTransform = inverseTransform,
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Resolved = ResolvePolygons(cellStruct.PhysicsPolygons, cellStruct.VertexArray),
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};
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}
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/// <summary>
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/// Pre-resolve all physics polygons: lookup vertex positions from VertexArray
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/// and compute the face plane. Matches ACE's Polygon constructor which calls
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/// make_plane() and resolves Vertices from VertexIDs at load time.
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/// </summary>
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private static Dictionary<ushort, ResolvedPolygon> ResolvePolygons(
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Dictionary<ushort, DatReaderWriter.Types.Polygon> polys,
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VertexArray vertexArray)
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{
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var resolved = new Dictionary<ushort, ResolvedPolygon>(polys.Count);
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foreach (var (id, poly) in polys)
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{
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int numVerts = poly.VertexIds.Count;
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if (numVerts < 3) continue;
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var verts = new Vector3[numVerts];
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bool valid = true;
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for (int i = 0; i < numVerts; i++)
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{
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ushort vid = (ushort)poly.VertexIds[i];
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if (!vertexArray.Vertices.TryGetValue(vid, out var sv))
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{ valid = false; break; }
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verts[i] = sv.Origin;
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}
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if (!valid) continue;
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// Compute plane normal using ACE's make_plane algorithm:
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// fan cross-product accumulation + normalization.
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var normal = Vector3.Zero;
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for (int i = 1; i < numVerts - 1; i++)
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{
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var v1 = verts[i] - verts[0];
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var v2 = verts[i + 1] - verts[0];
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normal += Vector3.Cross(v1, v2);
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}
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float len = normal.Length();
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if (len < 1e-8f) continue;
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normal /= len;
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// D = -(average dot(normal, vertex))
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float dotSum = 0f;
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for (int i = 0; i < numVerts; i++)
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dotSum += Vector3.Dot(normal, verts[i]);
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float d = -(dotSum / numVerts);
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resolved[id] = new ResolvedPolygon
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{
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Vertices = verts,
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Plane = new Plane(normal, d),
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NumPoints = numVerts,
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SidesType = poly.SidesType,
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};
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}
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return resolved;
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}
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public GfxObjPhysics? GetGfxObj(uint id) => _gfxObj.TryGetValue(id, out var p) ? p : null;
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public SetupPhysics? GetSetup(uint id) => _setup.TryGetValue(id, out var p) ? p : null;
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public CellPhysics? GetCellStruct(uint id) => _cellStruct.TryGetValue(id, out var p) ? p : null;
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public int GfxObjCount => _gfxObj.Count;
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public int SetupCount => _setup.Count;
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public int CellStructCount => _cellStruct.Count;
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}
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/// <summary>
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/// Visual AABB of a GfxObj mesh — populated for every cached GfxObj regardless
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/// of whether it has physics data. Used as a collision fallback shape for
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/// entities whose Setup has no CylSpheres/Spheres/Radius (pure decorative
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/// meshes). Provides an approximate cylinder matching the visible mesh extent.
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/// </summary>
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public sealed class GfxObjVisualBounds
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{
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/// <summary>Local-space minimum corner of the mesh AABB.</summary>
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public required Vector3 Min { get; init; }
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/// <summary>Local-space maximum corner of the mesh AABB.</summary>
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public required Vector3 Max { get; init; }
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/// <summary>Center of the local-space AABB.</summary>
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public required Vector3 Center { get; init; }
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/// <summary>Local-space radius (diagonal half-length) — loose bound.</summary>
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public required float Radius { get; init; }
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/// <summary>Local-space half-extents ((Max - Min) * 0.5).</summary>
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public required Vector3 HalfExtents { get; init; }
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}
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/// <summary>
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/// A physics polygon with pre-resolved vertex positions and pre-computed plane.
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/// ACE pre-computes these in its Polygon constructor; we do it at cache time
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/// to avoid per-collision-test vertex lookups.
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/// </summary>
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public sealed class ResolvedPolygon
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{
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public required Vector3[] Vertices { get; init; }
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public required Plane Plane { get; init; }
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public required int NumPoints { get; init; }
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public required CullMode SidesType { get; init; }
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}
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/// <summary>Cached physics data for a single GfxObj part.</summary>
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public sealed class GfxObjPhysics
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{
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public required PhysicsBSPTree BSP { get; init; }
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public required Dictionary<ushort, Polygon> PhysicsPolygons { get; init; }
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public Sphere? BoundingSphere { get; init; }
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public required VertexArray Vertices { get; init; }
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/// <summary>
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/// Pre-resolved polygon data with vertex positions and computed planes.
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/// Populated once at cache time so BSP queries don't pay per-test lookup cost.
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/// </summary>
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public required Dictionary<ushort, ResolvedPolygon> Resolved { get; init; }
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}
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/// <summary>Cached collision shape data for a Setup (character/creature capsule).</summary>
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public sealed class SetupPhysics
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{
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public List<CylSphere> CylSpheres { get; init; } = new();
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public List<Sphere> Spheres { get; init; } = new();
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public float Height { get; init; }
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public float Radius { get; init; }
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public float StepUpHeight { get; init; }
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public float StepDownHeight { get; init; }
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}
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/// <summary>
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/// Cached physics data for an indoor cell's room geometry (CellStruct).
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/// Used for wall/floor/ceiling collision in EnvCells.
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/// ACE: EnvCell.find_env_collisions queries CellStructure.PhysicsBSP.
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/// </summary>
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public sealed class CellPhysics
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{
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public required PhysicsBSPTree BSP { get; init; }
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public required Dictionary<ushort, Polygon> PhysicsPolygons { get; init; }
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public required VertexArray Vertices { get; init; }
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public Matrix4x4 WorldTransform { get; init; }
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public Matrix4x4 InverseWorldTransform { get; init; }
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/// <summary>
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/// Pre-resolved polygon data with vertex positions and computed planes.
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/// </summary>
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public required Dictionary<ushort, ResolvedPolygon> Resolved { get; init; }
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}
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