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

@@ -31,7 +31,8 @@ SimplePhysicsComponent::SimplePhysicsComponent(Entity* parent, const int32_t com
} else {
SetClimbableType(eClimbableType::CLIMBABLE_TYPE_NOT);
}
m_PhysicsMotionState = m_Parent->GetVarAs<uint32_t>(u"motionType");
// Without a motionType the object is fixed (live: Fixed on 38,970 of 40,786 constructions, never the invalid 0)
if (m_Parent->HasVar(u"motionType")) m_PhysicsMotionState = m_Parent->GetVarAs<uint32_t>(u"motionType");
}
SimplePhysicsComponent::~SimplePhysicsComponent() {
@@ -50,13 +51,16 @@ void SimplePhysicsComponent::Serialize(RakNet::BitStream& outBitStream, bool bIs
outBitStream.Write(m_ClimbableType);
}
outBitStream.Write(m_DirtyVelocity || bIsInitialUpdate);
if (m_DirtyVelocity || bIsInitialUpdate) {
// Live left the velocity out of a fixed object's construction and wrote it for keyframed and dynamic ones.
const bool writeVelocity = bIsInitialUpdate
? m_PhysicsMotionState != MOTION_TYPE_FIXED || m_Velocity != NiPoint3Constant::ZERO || m_AngularVelocity != NiPoint3Constant::ZERO
: m_DirtyVelocity;
outBitStream.Write(writeVelocity);
if (writeVelocity) {
outBitStream.Write(m_Velocity);
outBitStream.Write(m_AngularVelocity);
m_DirtyVelocity = false;
}
if (writeVelocity || bIsInitialUpdate) m_DirtyVelocity = false;
// Physics motion state
outBitStream.Write(m_DirtyPhysicsMotionState || bIsInitialUpdate);