Revert "fix(physics): remove per-frame indoor walkable-plane synthesis"
This reverts commit 9f874f4650.
This commit is contained in:
parent
9f874f4650
commit
0a7ce8fd58
4 changed files with 573 additions and 23 deletions
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@ -1152,14 +1152,11 @@ public static class BSPQuery
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/// </para>
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/// </para>
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///
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///
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/// <para>
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/// <para>
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/// Out-of-band "find a walkable plane indoors" entry point for callers
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/// Intended call site: indoor walkable-plane synthesis in
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/// that genuinely need to query a cell's walkable floor (spawn-placement
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/// <c>Transition.TryFindIndoorWalkablePlane</c> when the indoor cell-BSP
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/// validation, teleport-target verification, future debug overlays).
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/// collision returns OK (no wall hit) and the resolver still needs a
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/// NOT called from the per-frame physics resolver — the original
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/// ContactPlane to feed ValidateWalkable. Outdoor terrain has its own path
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/// per-frame caller (TryFindIndoorWalkablePlane) was deleted 2026-05-20
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/// (<see cref="PhysicsEngine.SampleTerrainWalkable"/>) and does not use this.
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/// because retail's BSPTREE::find_collisions does NOT re-synthesize the
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/// ContactPlane on the OK path. The wrapper is kept here as the
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/// underlying retail-faithful walkable-finder API.
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/// </para>
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/// </para>
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///
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///
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/// <para>
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/// <para>
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@ -1266,6 +1266,120 @@ public sealed class Transition
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// Environment collision — outdoor terrain
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// Environment collision — outdoor terrain
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// -----------------------------------------------------------------------
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// -----------------------------------------------------------------------
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/// <summary>
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/// Synthesize the indoor walkable contact plane for the player's current
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/// position when the cell BSP returns OK (no wall collision).
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///
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/// <para>
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/// Routes through the retail-faithful BSP walkable-finder
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/// (<see cref="BSPQuery.FindWalkableSphere"/>) — which traverses the cell
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/// PhysicsBSP and picks the polygon closest to the foot along the up vector.
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/// Phase 2 commit eb0f772 introduced a linear first-match XY scan as a
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/// stop-gap; that scan picked the wrong floor whenever two polygons
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/// overlapped in XY at different Z (cellars, 2nd floors, balconies).
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/// </para>
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///
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/// <para>
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/// Returns <c>false</c> if no walkable floor poly is found under the
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/// player. The caller falls through to outdoor terrain in that case
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/// (defensive backstop — should not normally happen inside a sealed cell).
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/// </para>
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///
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/// <para>
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/// Retail oracle: BSPLEAF::find_walkable (acclient_2013_pseudo_c.txt:326793),
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/// BSPNODE::find_walkable (:326211), CPolygon::walkable_hits_sphere (:323006),
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/// CPolygon::adjust_sphere_to_plane (:322032).
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/// </para>
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/// </summary>
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internal bool TryFindIndoorWalkablePlane(
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CellPhysics cellPhysics,
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Vector3 localFootCenter,
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float sphereRadius,
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out System.Numerics.Plane worldPlane,
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out Vector3[] worldVertices,
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out uint hitPolyId)
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{
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worldPlane = default;
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worldVertices = System.Array.Empty<Vector3>();
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hitPolyId = 0;
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if (cellPhysics.BSP?.Root is null) return false;
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// Build foot sphere in cell-local space. Caller passes localFootCenter
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// already transformed into cell-local space and the resolver's
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// foot-sphere radius.
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var localSphere = new DatReaderWriter.Types.Sphere
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{
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Origin = localFootCenter,
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Radius = sphereRadius,
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};
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// Save/restore WalkableAllowance: CPolygon::walkable_hits_sphere reads
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// path.WalkableAllowance (acclient_2013_pseudo_c.txt:323010). For
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// "standing here, find my floor" we want the walkability slope
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// threshold FloorZ. The outer resolver may have set it to LandingZ
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// (airborne→ground transition) or another value; we must not leak our
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// change back to the resolver. try/finally so an exception inside
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// FindWalkableSphere doesn't leak the modified state.
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float savedWalkableAllowance = this.SpherePath.WalkableAllowance;
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this.SpherePath.WalkableAllowance = PhysicsGlobals.FloorZ;
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ResolvedPolygon? hitPoly = null;
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ushort hitId = 0;
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Vector3 adjustedCenter;
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bool found;
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try
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{
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found = BSPQuery.FindWalkableSphere(
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cellPhysics.BSP.Root,
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cellPhysics.Resolved,
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this,
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localSphere,
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INDOOR_WALKABLE_PROBE_DISTANCE,
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Vector3.UnitZ, // local Z is up for indoor cells (identity transform)
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out hitPoly,
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out hitId,
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out adjustedCenter);
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}
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finally
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{
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this.SpherePath.WalkableAllowance = savedWalkableAllowance;
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}
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// adjustedCenter (sphere slid onto polygon plane) is intentionally
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// discarded — ValidateWalkable recomputes contact geometry from the
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// world-space plane + foot position, consistent with the outdoor terrain
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// path (SampleTerrainWalkable returns only plane + vertices, no adjusted
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// sphere). The local is held only to satisfy the out param.
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if (!found || hitPoly is null) return false;
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// Transform hit polygon's plane + vertices to world space. Math is
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// unchanged from the previous TryFindIndoorWalkablePlane implementation.
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var worldNormal = Vector3.TransformNormal(hitPoly.Plane.Normal, cellPhysics.WorldTransform);
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worldNormal = Vector3.Normalize(worldNormal);
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var worldV0 = Vector3.Transform(hitPoly.Vertices[0], cellPhysics.WorldTransform);
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float worldD = -Vector3.Dot(worldNormal, worldV0);
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worldPlane = new System.Numerics.Plane(worldNormal, worldD);
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worldVertices = new Vector3[hitPoly.Vertices.Length];
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for (int i = 0; i < hitPoly.Vertices.Length; i++)
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worldVertices[i] = Vector3.Transform(hitPoly.Vertices[i], cellPhysics.WorldTransform);
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hitPolyId = hitId;
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return true;
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}
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/// <summary>
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/// Downward probe distance used by <see cref="TryFindIndoorWalkablePlane"/>
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/// when scanning for the indoor walkable contact plane. 50 cm.
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/// Larger than the +0.02f cell-origin Z-bump and larger than any realistic
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/// step riser; smaller than a full cell height so we don't reach through
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/// a thin floor into the cell above/below.
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/// </summary>
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private const float INDOOR_WALKABLE_PROBE_DISTANCE = 0.5f;
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/// <summary>
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/// <summary>
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/// Query the outdoor terrain at CheckPos and apply ValidateWalkable logic.
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/// Query the outdoor terrain at CheckPos and apply ValidateWalkable logic.
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/// Indoor BSP collision is deferred to Task 6c.
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/// Indoor BSP collision is deferred to Task 6c.
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@ -1389,22 +1503,59 @@ public sealed class Transition
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return cellState;
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return cellState;
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}
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}
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// Indoor BSP returned OK — no wall collision. ContactPlane
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// ── Synthesize indoor walkable contact plane ──────────────
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// is RETAINED from the prior tick's seed
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// Indoor walking Phase 2 follow-up (2026-05-19). When the BSP
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// (PhysicsEngine.ResolveWithTransition:583, the
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// returns OK (no wall collision), the player is standing on a
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// init_contact_plane equivalent) OR refreshed by Path 3
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// floor poly inside the cell. We must NOT fall through to
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// step-down / Path 4 land if those fired this tick. Either
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// outdoor terrain (SampleTerrainWalkable) — the outdoor terrain
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// way, no synthesis is needed here — matches retail's
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// Z is below the indoor floor due to the +0.02f Z-bump applied
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// BSPTREE::find_collisions OK path
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// for render z-fight prevention. ValidateWalkable would then see
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// (acclient_2013_pseudo_c.txt:323938).
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// the player 0.5m above the outdoor plane → marks them as
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// airborne → walkable=False → falling animation, never recovers.
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//
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//
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// Do NOT fall through to outdoor terrain backstop: the
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// Retail: CEnvCell::find_env_collisions returns from the cell
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// player is in an indoor cell, and the outdoor terrain
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// branch with the cell's walkable plane set — no fall-through
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// Z is below the indoor floor by ~0.02m (the render Z-bump),
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// to terrain.
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// which would mark the player as airborne and trigger the
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bool walkableHit = TryFindIndoorWalkablePlane(
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// falling-animation stuck symptom (the original Bug A).
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cellPhysics, localCenter, sphereRadius,
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// 2026-05-20 slice 2 of indoor ContactPlane retention.
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out var indoorPlane,
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return TransitionState.OK;
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out var indoorVertices,
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out uint hitPolyId);
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if (PhysicsDiagnostics.ProbeIndoorBspEnabled)
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{
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if (walkableHit)
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{
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// dz = signed gap between foot and synthesized plane.
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// Plane: N·p + D = 0 ⇒ pZ_on_plane = -D/N.z (for upward-facing planes)
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// gap = foot.Z - pZ_on_plane = foot.Z - (-D/N.z) = foot.Z + D/N.z
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float dz = footCenter.Z + indoorPlane.D / indoorPlane.Normal.Z;
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Console.WriteLine(System.FormattableString.Invariant(
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$"[indoor-walkable] cell=0x{sp.CheckCellId:X8} wpos=({footCenter.X:F3},{footCenter.Y:F3},{footCenter.Z:F3}) probe={INDOOR_WALKABLE_PROBE_DISTANCE:F2} result=HIT poly=0x{hitPolyId:X4} wn=({indoorPlane.Normal.X:F3},{indoorPlane.Normal.Y:F3},{indoorPlane.Normal.Z:F3}) wD={indoorPlane.D:F3} dz={dz:+0.00;-0.00;+0.00}"));
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}
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else
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{
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Console.WriteLine(System.FormattableString.Invariant(
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$"[indoor-walkable] cell=0x{sp.CheckCellId:X8} wpos=({footCenter.X:F3},{footCenter.Y:F3},{footCenter.Z:F3}) probe={INDOOR_WALKABLE_PROBE_DISTANCE:F2} result=MISS"));
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}
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}
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if (walkableHit)
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{
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return ValidateWalkable(
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footCenter,
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sphereRadius,
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indoorPlane,
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isWater: false,
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waterDepth: 0f,
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cellId: sp.CheckCellId,
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walkableVertices: indoorVertices);
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}
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// If no walkable floor was found under the player indoors
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// (rare — cell with only walls/ceiling), fall through to
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// outdoor terrain as a defensive backstop. Indoor walking
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// will report walkable=False until the player moves over a
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// cell with a proper floor poly.
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}
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}
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}
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}
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291
tests/AcDream.Core.Tests/Physics/IndoorWalkablePlaneTests.cs
Normal file
291
tests/AcDream.Core.Tests/Physics/IndoorWalkablePlaneTests.cs
Normal file
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@ -0,0 +1,291 @@
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using System.Collections.Generic;
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using System.Numerics;
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using DatReaderWriter.Enums;
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using DatReaderWriter.Types;
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using AcDream.Core.Physics;
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using Xunit;
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namespace AcDream.Core.Tests.Physics;
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/// <summary>
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/// Unit tests for <see cref="Transition.TryFindIndoorWalkablePlane"/>.
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///
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/// Indoor walking Phase 2 follow-up (2026-05-19): the helper synthesizes
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/// a walkable contact plane from cell floor polys so the resolver does not
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/// fall through to outdoor terrain when the player is standing indoors.
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///
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/// Task 3 (2026-05-19): refactored to route through BSPQuery.FindWalkableSphere.
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/// Fixtures now include a PhysicsBSPTree with a Leaf node listing all polygon ids,
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/// and calls pass sphereRadius explicitly. PointInPolygonXY tests removed since
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/// that helper was deleted (it was the dead linear-scan body).
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/// </summary>
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public class IndoorWalkablePlaneTests
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{
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// -----------------------------------------------------------------------
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// Helpers
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// -----------------------------------------------------------------------
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/// <summary>
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/// Build a BSP Leaf node that lists the given polygon ids, with a bounding
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/// sphere large enough to always contain the test geometry.
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/// </summary>
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private static PhysicsBSPTree BuildLeafBsp(IEnumerable<ushort> polyIds,
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Vector3 center, float radius)
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{
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var node = new PhysicsBSPNode
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{
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Type = BSPNodeType.Leaf,
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BoundingSphere = new Sphere { Origin = center, Radius = radius },
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};
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foreach (var id in polyIds)
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node.Polygons.Add(id);
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return new PhysicsBSPTree { Root = node };
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}
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/// <summary>
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/// Builds a CellPhysics with a single upward-facing floor polygon
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/// (a 10×10 square in the XY plane at local Z=0), plus identity transforms
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/// and a BSP leaf that covers all polygons.
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/// </summary>
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private static CellPhysics BuildCellWithFloor(float floorZ = 0f)
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{
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var verts = new[]
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{
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new Vector3(-5f, -5f, floorZ),
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new Vector3( 5f, -5f, floorZ),
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new Vector3( 5f, 5f, floorZ),
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new Vector3(-5f, 5f, floorZ),
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};
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var normal = new Vector3(0f, 0f, 1f); // straight up
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float D = -Vector3.Dot(normal, verts[0]); // = -floorZ
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var floorPoly = 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 = 4,
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SidesType = CullMode.None,
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};
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var resolved = new Dictionary<ushort, ResolvedPolygon> { [0] = floorPoly };
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var bsp = BuildLeafBsp(new ushort[] { 0 }, new Vector3(0f, 0f, floorZ), 10f);
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return new CellPhysics
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{
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BSP = bsp,
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WorldTransform = Matrix4x4.Identity,
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InverseWorldTransform = Matrix4x4.Identity,
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Resolved = resolved,
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};
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}
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// -----------------------------------------------------------------------
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// TryFindIndoorWalkablePlane
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// -----------------------------------------------------------------------
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[Fact]
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public void TryFindIndoorWalkablePlane_PlayerDirectlyOverFloor_ReturnsTrue()
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{
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var cell = BuildCellWithFloor(floorZ: 0f);
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var transition = new Transition();
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// Foot sphere centre at Z=0.4, radius=0.48 → overlaps floor at Z=0.
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var localFoot = new Vector3(0f, 0f, 0.4f);
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bool found = transition.TryFindIndoorWalkablePlane(
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cell, localFoot, sphereRadius: 0.48f,
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out _, out _, out _);
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Assert.True(found);
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}
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[Fact]
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public void TryFindIndoorWalkablePlane_PlayerDirectlyOverFloor_PlaneNormalIsUp()
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{
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var cell = BuildCellWithFloor(floorZ: 0f);
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var transition = new Transition();
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var localFoot = new Vector3(0f, 0f, 0.4f);
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transition.TryFindIndoorWalkablePlane(
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cell, localFoot, sphereRadius: 0.48f,
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out var plane, out _, out _);
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// The floor's normal must point up (Z close to 1).
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Assert.True(plane.Normal.Z > 0.99f,
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$"Expected plane.Normal.Z > 0.99, got {plane.Normal.Z}");
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}
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[Fact]
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public void TryFindIndoorWalkablePlane_PlayerDirectlyOverFloor_PlaneAtFloorZ()
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{
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const float floorZ = 2.5f;
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var cell = BuildCellWithFloor(floorZ);
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var transition = new Transition();
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// Foot sphere overlaps floor: centre at floorZ + 0.4, radius=0.48 → dist=0.4 < 0.48.
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var localFoot = new Vector3(0f, 0f, floorZ + 0.4f);
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transition.TryFindIndoorWalkablePlane(
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cell, localFoot, sphereRadius: 0.48f,
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out var plane, out _, out _);
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// With identity transform and an upward normal, plane.D = -floorZ.
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// The plane equation: normal·p + D = 0 → p.Z = floorZ when normal=(0,0,1).
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Assert.True(MathF.Abs(plane.D - (-floorZ)) < 1e-4f,
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$"Expected plane.D ≈ {-floorZ}, got {plane.D}");
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}
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|
|
||||||
|
[Fact]
|
||||||
|
public void TryFindIndoorWalkablePlane_PlayerOutsidePolygonXY_ReturnsFalse()
|
||||||
|
{
|
||||||
|
var cell = BuildCellWithFloor();
|
||||||
|
var transition = new Transition();
|
||||||
|
// XY = (20, 20) is far outside the 10×10 square (-5..5 in both axes).
|
||||||
|
var localFoot = new Vector3(20f, 20f, 0.4f);
|
||||||
|
|
||||||
|
bool found = transition.TryFindIndoorWalkablePlane(
|
||||||
|
cell, localFoot, sphereRadius: 0.48f,
|
||||||
|
out _, out _, out _);
|
||||||
|
|
||||||
|
Assert.False(found);
|
||||||
|
}
|
||||||
|
|
||||||
|
[Fact]
|
||||||
|
public void TryFindIndoorWalkablePlane_NoBsp_ReturnsFalse()
|
||||||
|
{
|
||||||
|
// CellPhysics without a BSP → BSP?.Root is null → early return false.
|
||||||
|
var cell = new CellPhysics
|
||||||
|
{
|
||||||
|
WorldTransform = Matrix4x4.Identity,
|
||||||
|
InverseWorldTransform = Matrix4x4.Identity,
|
||||||
|
Resolved = new Dictionary<ushort, ResolvedPolygon>(),
|
||||||
|
};
|
||||||
|
var transition = new Transition();
|
||||||
|
|
||||||
|
bool found = transition.TryFindIndoorWalkablePlane(
|
||||||
|
cell, new Vector3(0f, 0f, 0.4f), sphereRadius: 0.48f,
|
||||||
|
out _, out _, out _);
|
||||||
|
|
||||||
|
Assert.False(found);
|
||||||
|
}
|
||||||
|
|
||||||
|
[Fact]
|
||||||
|
public void TryFindIndoorWalkablePlane_WallPolyInBsp_ReturnsFalse()
|
||||||
|
{
|
||||||
|
// A polygon with a horizontal normal (Z = 0) is a wall, not a floor.
|
||||||
|
// walkable_hits_sphere rejects it: dp = dot(UnitZ, (0,1,0)) = 0 <= FloorZ.
|
||||||
|
// Regression coverage for the previous NoWalkablePolys_ReturnsFalse intent
|
||||||
|
// (the renamed NoBsp_ReturnsFalse only covers the null-BSP early-return).
|
||||||
|
Vector3[] wallVerts =
|
||||||
|
{
|
||||||
|
new Vector3(0f, 0f, 0f),
|
||||||
|
new Vector3(1f, 0f, 0f),
|
||||||
|
new Vector3(1f, 0f, 1f),
|
||||||
|
new Vector3(0f, 0f, 1f),
|
||||||
|
};
|
||||||
|
var resolved = new Dictionary<ushort, ResolvedPolygon>
|
||||||
|
{
|
||||||
|
[0] = new ResolvedPolygon
|
||||||
|
{
|
||||||
|
Vertices = wallVerts,
|
||||||
|
Plane = new Plane(new Vector3(0f, 1f, 0f), 0f), // wall facing +Y
|
||||||
|
NumPoints = 4,
|
||||||
|
SidesType = CullMode.None,
|
||||||
|
},
|
||||||
|
};
|
||||||
|
|
||||||
|
var center = new Vector3(0.5f, 0f, 0.5f);
|
||||||
|
var bsp = BuildLeafBsp(new ushort[] { 0 }, center, 2f);
|
||||||
|
|
||||||
|
var cell = new CellPhysics
|
||||||
|
{
|
||||||
|
BSP = bsp,
|
||||||
|
WorldTransform = Matrix4x4.Identity,
|
||||||
|
InverseWorldTransform = Matrix4x4.Identity,
|
||||||
|
Resolved = resolved,
|
||||||
|
};
|
||||||
|
|
||||||
|
var transition = new Transition();
|
||||||
|
transition.SpherePath.WalkInterp = 1.0f;
|
||||||
|
|
||||||
|
// Foot sphere positioned to overlap the wall's plane (|Y - 0| = 0 < radius 0.48).
|
||||||
|
bool found = transition.TryFindIndoorWalkablePlane(
|
||||||
|
cell,
|
||||||
|
localFootCenter: new Vector3(0.5f, 0f, 0.5f),
|
||||||
|
sphereRadius: 0.48f,
|
||||||
|
out _,
|
||||||
|
out _,
|
||||||
|
out _);
|
||||||
|
|
||||||
|
Assert.False(found);
|
||||||
|
}
|
||||||
|
|
||||||
|
[Fact]
|
||||||
|
public void TryFindIndoorWalkablePlane_EmptyResolved_ReturnsFalse()
|
||||||
|
{
|
||||||
|
// BSP leaf exists but references no polygons → FindWalkableSphere returns false.
|
||||||
|
var bsp = BuildLeafBsp(System.Array.Empty<ushort>(), Vector3.Zero, 10f);
|
||||||
|
var cell = new CellPhysics
|
||||||
|
{
|
||||||
|
BSP = bsp,
|
||||||
|
WorldTransform = Matrix4x4.Identity,
|
||||||
|
InverseWorldTransform = Matrix4x4.Identity,
|
||||||
|
Resolved = new Dictionary<ushort, ResolvedPolygon>(),
|
||||||
|
};
|
||||||
|
var transition = new Transition();
|
||||||
|
|
||||||
|
bool found = transition.TryFindIndoorWalkablePlane(
|
||||||
|
cell, new Vector3(0f, 0f, 0.4f), sphereRadius: 0.48f,
|
||||||
|
out _, out _, out _);
|
||||||
|
|
||||||
|
Assert.False(found);
|
||||||
|
}
|
||||||
|
|
||||||
|
[Fact]
|
||||||
|
public void TryFindIndoorWalkablePlane_WithWorldTranslation_PlaneInWorldSpace()
|
||||||
|
{
|
||||||
|
// Cell is translated 100 units in X and 200 units in Y.
|
||||||
|
var translation = Matrix4x4.CreateTranslation(100f, 200f, 94f);
|
||||||
|
Matrix4x4.Invert(translation, out var inv);
|
||||||
|
|
||||||
|
var localVerts = new[]
|
||||||
|
{
|
||||||
|
new Vector3(-5f, -5f, 0f),
|
||||||
|
new Vector3( 5f, -5f, 0f),
|
||||||
|
new Vector3( 5f, 5f, 0f),
|
||||||
|
new Vector3(-5f, 5f, 0f),
|
||||||
|
};
|
||||||
|
var floorPoly = new ResolvedPolygon
|
||||||
|
{
|
||||||
|
Vertices = localVerts,
|
||||||
|
Plane = new Plane(new Vector3(0f, 0f, 1f), 0f),
|
||||||
|
NumPoints = 4,
|
||||||
|
SidesType = CullMode.None,
|
||||||
|
};
|
||||||
|
var resolved = new Dictionary<ushort, ResolvedPolygon> { [0] = floorPoly };
|
||||||
|
var bsp = BuildLeafBsp(new ushort[] { 0 }, Vector3.Zero, 10f);
|
||||||
|
|
||||||
|
var cell = new CellPhysics
|
||||||
|
{
|
||||||
|
BSP = bsp,
|
||||||
|
WorldTransform = translation,
|
||||||
|
InverseWorldTransform = inv,
|
||||||
|
Resolved = resolved,
|
||||||
|
};
|
||||||
|
|
||||||
|
// The player's local foot sphere centre at (0,0,0.4) overlaps the floor at Z=0.
|
||||||
|
var localFoot = new Vector3(0f, 0f, 0.4f);
|
||||||
|
var transition = new Transition();
|
||||||
|
|
||||||
|
bool found = transition.TryFindIndoorWalkablePlane(
|
||||||
|
cell, localFoot, sphereRadius: 0.48f,
|
||||||
|
out var plane, out var worldVerts, out _);
|
||||||
|
|
||||||
|
Assert.True(found);
|
||||||
|
// World normal should still be (0,0,1).
|
||||||
|
Assert.True(plane.Normal.Z > 0.99f);
|
||||||
|
// World vertex[0] should be at local (-5,-5,0) + translation = (95, 195, 94).
|
||||||
|
Assert.True(MathF.Abs(worldVerts[0].X - 95f) < 1e-3f);
|
||||||
|
Assert.True(MathF.Abs(worldVerts[0].Y - 195f) < 1e-3f);
|
||||||
|
Assert.True(MathF.Abs(worldVerts[0].Z - 94f) < 1e-3f,
|
||||||
|
$"Expected worldVerts[0].Z ≈ 94, got {worldVerts[0].Z}");
|
||||||
|
}
|
||||||
|
}
|
||||||
111
tests/AcDream.Core.Tests/Physics/TransitionTypesTests.cs
Normal file
111
tests/AcDream.Core.Tests/Physics/TransitionTypesTests.cs
Normal file
|
|
@ -0,0 +1,111 @@
|
||||||
|
using System.Numerics;
|
||||||
|
using DatReaderWriter.Enums;
|
||||||
|
using DatReaderWriter.Types;
|
||||||
|
using AcDream.Core.Physics;
|
||||||
|
using Xunit;
|
||||||
|
using Plane = System.Numerics.Plane;
|
||||||
|
|
||||||
|
namespace AcDream.Core.Tests.Physics;
|
||||||
|
|
||||||
|
public class TransitionTypesTests
|
||||||
|
{
|
||||||
|
[Fact]
|
||||||
|
public void TryFindIndoorWalkablePlane_TwoOverlappingFloors_PicksClosestBelowFoot_PreservesAllowance()
|
||||||
|
{
|
||||||
|
// Build a CellPhysics with two horizontal walkable polygons at
|
||||||
|
// local Z=0 and Z=3, both covering the unit square X[0..1] × Y[0..1].
|
||||||
|
// Foot sphere at local Z=0.4 → sphere overlaps the Z=0 polygon
|
||||||
|
// (|0.4| < radius 0.48); Z=3 is out of range. Expect the lower poly
|
||||||
|
// to be returned. Sentinel WalkableAllowance value must be preserved
|
||||||
|
// across the call.
|
||||||
|
|
||||||
|
var cellPhysics = BuildTwoFloorCellPhysics(lowerZ: 0f, upperZ: 3f);
|
||||||
|
|
||||||
|
var transition = new Transition();
|
||||||
|
const float sentinelAllowance = 0.42f;
|
||||||
|
transition.SpherePath.WalkableAllowance = sentinelAllowance;
|
||||||
|
transition.SpherePath.WalkInterp = 1.0f;
|
||||||
|
|
||||||
|
bool found = transition.TryFindIndoorWalkablePlane(
|
||||||
|
cellPhysics,
|
||||||
|
localFootCenter: new Vector3(0.5f, 0.5f, 0.4f),
|
||||||
|
sphereRadius: 0.48f,
|
||||||
|
out var worldPlane,
|
||||||
|
out var worldVertices,
|
||||||
|
out var hitPolyId);
|
||||||
|
|
||||||
|
Assert.True(found);
|
||||||
|
// Lower polygon's local plane Normal.Z = 1.0; identity world transform
|
||||||
|
// means world Normal.Z is also 1.0.
|
||||||
|
Assert.Equal(1.0f, worldPlane.Normal.Z, precision: 3);
|
||||||
|
// World vertices match the lower polygon (Z=0 in world space, identity transform).
|
||||||
|
Assert.Equal(4, worldVertices.Length);
|
||||||
|
Assert.Equal(0f, worldVertices[0].Z, precision: 3);
|
||||||
|
// hitPolyId is the dictionary key — lower polygon was inserted as key 0.
|
||||||
|
Assert.Equal(0u, hitPolyId);
|
||||||
|
// WalkableAllowance must be restored to the sentinel.
|
||||||
|
Assert.Equal(sentinelAllowance, transition.SpherePath.WalkableAllowance);
|
||||||
|
}
|
||||||
|
|
||||||
|
/// <summary>
|
||||||
|
/// Build a minimal CellPhysics with two horizontal walkable polygons at
|
||||||
|
/// local Z=lowerZ and Z=upperZ. Identity world transform so world == local.
|
||||||
|
/// </summary>
|
||||||
|
private static CellPhysics BuildTwoFloorCellPhysics(float lowerZ, float upperZ)
|
||||||
|
{
|
||||||
|
Vector3[] lowerVerts =
|
||||||
|
{
|
||||||
|
new Vector3(0f, 0f, lowerZ),
|
||||||
|
new Vector3(1f, 0f, lowerZ),
|
||||||
|
new Vector3(1f, 1f, lowerZ),
|
||||||
|
new Vector3(0f, 1f, lowerZ),
|
||||||
|
};
|
||||||
|
Vector3[] upperVerts =
|
||||||
|
{
|
||||||
|
new Vector3(0f, 0f, upperZ),
|
||||||
|
new Vector3(1f, 0f, upperZ),
|
||||||
|
new Vector3(1f, 1f, upperZ),
|
||||||
|
new Vector3(0f, 1f, upperZ),
|
||||||
|
};
|
||||||
|
|
||||||
|
var resolved = new Dictionary<ushort, ResolvedPolygon>
|
||||||
|
{
|
||||||
|
[0] = new ResolvedPolygon
|
||||||
|
{
|
||||||
|
Vertices = lowerVerts,
|
||||||
|
Plane = new Plane(Vector3.UnitZ, -lowerZ),
|
||||||
|
NumPoints = 4,
|
||||||
|
SidesType = CullMode.None,
|
||||||
|
},
|
||||||
|
[1] = new ResolvedPolygon
|
||||||
|
{
|
||||||
|
Vertices = upperVerts,
|
||||||
|
Plane = new Plane(Vector3.UnitZ, -upperZ),
|
||||||
|
NumPoints = 4,
|
||||||
|
SidesType = CullMode.None,
|
||||||
|
},
|
||||||
|
};
|
||||||
|
|
||||||
|
var center = new Vector3(0.5f, 0.5f, (lowerZ + upperZ) * 0.5f);
|
||||||
|
float halfHeight = MathF.Abs(upperZ - lowerZ) * 0.5f + 1.0f;
|
||||||
|
float radius = MathF.Sqrt(0.5f * 0.5f + 0.5f * 0.5f + halfHeight * halfHeight);
|
||||||
|
|
||||||
|
var root = new PhysicsBSPNode
|
||||||
|
{
|
||||||
|
Type = BSPNodeType.Leaf,
|
||||||
|
BoundingSphere = new Sphere { Origin = center, Radius = radius },
|
||||||
|
};
|
||||||
|
root.Polygons.Add(0);
|
||||||
|
root.Polygons.Add(1);
|
||||||
|
|
||||||
|
var bsp = new PhysicsBSPTree { Root = root };
|
||||||
|
|
||||||
|
return new CellPhysics
|
||||||
|
{
|
||||||
|
BSP = bsp,
|
||||||
|
Resolved = resolved,
|
||||||
|
WorldTransform = Matrix4x4.Identity,
|
||||||
|
InverseWorldTransform = Matrix4x4.Identity,
|
||||||
|
};
|
||||||
|
}
|
||||||
|
}
|
||||||
Loading…
Add table
Add a link
Reference in a new issue