fix(physics): simple-physics motion type and velocity like live

Live's simple-physics constructions (40,786 in the captures):
- Motion type Fixed (5) for objects without a motionType (38,970). DLU read
  the level's motionType and, when there was none, sent 0, a value the
  client's motion-type enum does not have.
- Keyframed (4) for every moving platform (1,059 of 1,059) and for models
  without behaviors; Dynamic (1) for models with behaviors (655 of 666 model
  constructions follow this; DLU only switched it when a behavior was added
  or removed).
- No velocity for fixed objects (all 38,970); keyframed and dynamic objects
  have one. DLU wrote a velocity in every construction.
A level-set motionType still wins.

Test: ReplicaConstructionTest.SimplePhysicsConstructionLikeLive (values of a
captured smashable, LOT 12266); the existing SimplePhysicsTest bytes are
unchanged.

Check in game: moving platforms (AG, GF, NS, NT), spinners and other
simple-physics objects move and collide as before; smashables and static
objects stay put; on a property, placed models with and without behaviors
sit and run as before, including after picking them up and placing again.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
This commit is contained in:
Aaron Kimbrell
2026-09-29 05:21:36 -05:00
parent c0dcb66f1c
commit c711eb8045
5 changed files with 84 additions and 6 deletions

View File

@@ -65,6 +65,10 @@ MovingPlatformComponent::MovingPlatformComponent(Entity* parent, const int32_t c
if (m_Path == nullptr) {
LOG("Path not found: %s", pathName.c_str());
}
// Live constructed every moving platform with simple physics as keyframed
auto* const simplePhysics = m_Parent->GetComponent<SimplePhysicsComponent>();
if (simplePhysics && !m_Parent->HasVar(u"motionType")) simplePhysics->SetPhysicsMotionState(SimplePhysicsComponent::MOTION_TYPE_KEYFRAMED);
}
MovingPlatformComponent::~MovingPlatformComponent() {