perf(physics): reuse reset-complete transition scratch
Mirror retail's ten-deep LIFO transition lifetime, retain all query scratch with complete reset contracts, and remove Tier-0 enum boxing without changing collision decisions. Fresh and retained engines are bit-identical across the expanded oracle, while measured transition profiles now allocate 0 bytes per resolve.
This commit is contained in:
parent
2effba5127
commit
16d182c2f0
19 changed files with 3037 additions and 1228 deletions
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@ -0,0 +1,646 @@
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using System.Collections.Generic;
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using System.Numerics;
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using System.Reflection;
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using AcDream.Core.Physics;
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using DatReaderWriter.Types;
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namespace AcDream.Core.Tests.Physics;
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/// <summary>
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/// Differential referee for Slice I1. The fresh engine constructs a new
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/// transition graph for every call; the production engine leases retained
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/// scratch. Every deterministic result bit and every public body side effect
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/// must remain identical while hostile mover shapes alternate.
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/// </summary>
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public sealed class TransitionScratchDifferentialTests
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{
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private const uint Landblock = 0xA9B40000u;
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private const uint Cell = Landblock | 0x0001u;
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private const uint GfxObjId = 0x0100F100u;
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[Fact]
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public void ReusedScratch_MatchesFreshAcrossTransitionFamilies()
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{
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RunSequence(
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reuse => BuildBspEngine(reuse, BSPStepUpFixtures.TallWall, 0f),
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new ResolveSpec(
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"grounded two-sphere wall",
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new Vector3(0.10f, 0f, 0f),
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new Vector3(0.60f, 0f, 0f),
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BSPStepUpFixtures.SphereRadius,
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1.20f,
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0.04f,
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0.40f,
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true,
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GroundedBody,
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ObjectInfoState.IsPlayer | ObjectInfoState.EdgeSlide,
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0x50000001u,
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Coverage: CoverageKind.WallBlock),
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new ResolveSpec(
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"airborne wall collision",
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new Vector3(0.10f, 0f, 2.00f),
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new Vector3(0.60f, 0f, 1.50f),
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BSPStepUpFixtures.SphereRadius,
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0f,
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0.04f,
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0.04f,
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false,
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AirborneBody,
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ObjectInfoState.EdgeSlide,
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0x80000001u,
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Coverage: CoverageKind.AirborneDescent),
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new ResolveSpec(
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"carried sliding normal",
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new Vector3(0.10f, 0f, 2.00f),
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new Vector3(0.60f, 0.12f, 1.50f),
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BSPStepUpFixtures.SphereRadius,
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1.20f,
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0.04f,
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0.40f,
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false,
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SlidingBody,
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ObjectInfoState.EdgeSlide,
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0x80000002u,
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Coverage: CoverageKind.AirborneDescent),
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new ResolveSpec(
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"projectile single sphere",
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new Vector3(0.10f, 0f, 2.00f),
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new Vector3(0.60f, 0f, 2.00f),
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0.05f,
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0f,
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0f,
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0f,
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false,
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ProjectileBody,
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ObjectInfoState.None,
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0x80000003u,
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BeginOrientation: Quaternion.Identity,
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EndOrientation: Quaternion.CreateFromAxisAngle(
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Vector3.UnitZ,
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0.25f),
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DesignatedTargetId: 0x50000099u,
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Coverage: CoverageKind.Success),
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new ResolveSpec(
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"viewer camera",
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new Vector3(0.10f, 0f, 2.00f),
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new Vector3(0.60f, 0f, 2.00f),
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0.30f,
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0f,
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0f,
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0f,
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false,
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static () => null,
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ObjectInfoState.IsViewer
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| ObjectInfoState.PathClipped
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| ObjectInfoState.FreeRotate
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| ObjectInfoState.PerfectClip,
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0u,
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Coverage: CoverageKind.Success));
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RunSequence(
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reuse => BuildBspEngine(reuse, BSPStepUpFixtures.LowStep, 0f),
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new ResolveSpec(
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"step up",
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new Vector3(0.10f, 0f, 0f),
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new Vector3(0.60f, 0f, 0f),
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BSPStepUpFixtures.SphereRadius,
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1.20f,
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0.35f,
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0.60f,
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true,
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GroundedBody,
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ObjectInfoState.IsPlayer | ObjectInfoState.EdgeSlide,
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0x50000011u,
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Coverage: CoverageKind.StepUp),
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new ResolveSpec(
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"step down",
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new Vector3(0.80f, 0f, 0.25f),
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new Vector3(0.10f, 0f, 0.25f),
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BSPStepUpFixtures.SphereRadius,
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1.20f,
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0.35f,
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0.60f,
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true,
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UpperGroundedBody,
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ObjectInfoState.IsPlayer | ObjectInfoState.EdgeSlide,
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0x50000012u,
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Coverage: CoverageKind.Success));
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RunSequence(
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reuse => BuildBspEngine(reuse, BSPStepUpFixtures.FlatRoof, -50f),
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new ResolveSpec(
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"airborne roof landing",
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new Vector3(0f, 0f, 3.10f),
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new Vector3(0f, 0f, 2.75f),
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BSPStepUpFixtures.SphereRadius,
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1.20f,
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0.04f,
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0.40f,
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false,
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AirborneBody,
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ObjectInfoState.IsPlayer | ObjectInfoState.EdgeSlide,
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0x50000021u,
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Coverage: CoverageKind.RoofLanding));
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RunSequence(
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reuse => BuildOpenEngine(reuse, includeLandblock: true),
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new ResolveSpec(
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"open outdoor success",
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new Vector3(8f, 8f, 0f),
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new Vector3(8.25f, 8f, 0f),
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BSPStepUpFixtures.SphereRadius,
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1.20f,
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0.40f,
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1.50f,
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true,
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GroundedBody,
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ObjectInfoState.IsPlayer | ObjectInfoState.EdgeSlide,
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0x50000031u,
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Coverage: CoverageKind.Success));
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RunSequence(
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reuse => BuildOpenEngine(reuse, includeLandblock: false),
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new ResolveSpec(
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"missing-cell failure",
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new Vector3(8f, 8f, 2f),
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new Vector3(8.25f, 8f, 2f),
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BSPStepUpFixtures.SphereRadius,
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1.20f,
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0.40f,
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1.50f,
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false,
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AirborneBody,
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ObjectInfoState.IsPlayer | ObjectInfoState.EdgeSlide,
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0x50000032u,
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CellId: 0u,
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Coverage: CoverageKind.Failure));
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}
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[Fact]
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public void ReusedScratch_MatchesFreshPlacementSearch()
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{
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PhysicsEngine fresh = BuildPlacementEngine(reuse: false);
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PhysicsEngine reused = BuildPlacementEngine(reuse: true);
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ResolveResult expected = fresh.ResolvePlacement(
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new Vector3(10f, 10f, 0f),
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Cell,
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0.48f,
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1.835f,
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0.40f,
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0.40f,
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ObjectInfoState.IsPlayer | ObjectInfoState.EdgeSlide,
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0x50000101u);
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ResolveResult actual = reused.ResolvePlacement(
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new Vector3(10f, 10f, 0f),
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Cell,
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0.48f,
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1.835f,
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0.40f,
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0.40f,
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ObjectInfoState.IsPlayer | ObjectInfoState.EdgeSlide,
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0x50000101u);
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AssertResolveBitwise(expected, actual, "placement");
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// A second placement with a different self identity proves that the
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// previous mover and collision-GUID list cannot leak through the lease.
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expected = fresh.ResolvePlacement(
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new Vector3(11f, 10f, 0f),
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Cell,
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0.48f,
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1.835f,
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0.40f,
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0.40f,
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ObjectInfoState.EdgeSlide,
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0x80000102u);
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actual = reused.ResolvePlacement(
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new Vector3(11f, 10f, 0f),
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Cell,
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0.48f,
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1.835f,
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0.40f,
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0.40f,
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ObjectInfoState.EdgeSlide,
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0x80000102u);
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AssertResolveBitwise(expected, actual, "placement after hostile identity");
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}
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private static void RunSequence(
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Func<bool, PhysicsEngine> buildEngine,
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params ResolveSpec[] specs)
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{
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PhysicsEngine fresh = buildEngine(false);
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PhysicsEngine reused = buildEngine(true);
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// Repeat in alternating directions. This leaves every retained field
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// exposed to a materially different next mover and branch family.
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for (int pass = 0; pass < 4; pass++)
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{
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for (int index = 0; index < specs.Length; index++)
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{
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int specIndex = (pass & 1) == 0
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? index
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: specs.Length - 1 - index;
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ResolveSpec spec = specs[specIndex];
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PhysicsBody? expectedBody = spec.BodyFactory();
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PhysicsBody? actualBody = spec.BodyFactory();
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ResolveResult expected = spec.Resolve(fresh, expectedBody);
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ResolveResult actual = spec.Resolve(reused, actualBody);
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AssertCoverage(spec, expected);
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AssertResolveBitwise(expected, actual, spec.Name);
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AssertBodyBitwise(expectedBody, actualBody, spec.Name);
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}
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}
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}
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private static PhysicsEngine BuildBspEngine(
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bool reuse,
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Func<(PhysicsBSPNode Root, Dictionary<ushort, ResolvedPolygon> Resolved)> fixture,
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float terrainZ)
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{
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var (root, resolved) = fixture();
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PhysicsEngine engine = BuildOpenEngine(reuse, includeLandblock: true, terrainZ);
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var cache = new PhysicsDataCache();
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cache.RegisterGfxObjForTest(GfxObjId, new GfxObjPhysics
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{
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BSP = new PhysicsBSPTree { Root = root },
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PhysicsPolygons = new Dictionary<ushort, Polygon>(),
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Vertices = new VertexArray(),
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Resolved = resolved,
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BoundingSphere = new Sphere
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{
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Origin = new Vector3(0f, 0f, 2.5f),
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Radius = 15f,
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},
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});
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engine.DataCache = cache;
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engine.ShadowObjects.Register(
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entityId: GfxObjId,
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gfxObjId: GfxObjId,
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worldPos: Vector3.Zero,
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rotation: Quaternion.Identity,
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radius: 15f,
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worldOffsetX: 0f,
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worldOffsetY: 0f,
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landblockId: Landblock,
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collisionType: ShadowCollisionType.BSP,
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scale: 1f);
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return engine;
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}
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private static PhysicsEngine BuildOpenEngine(
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bool reuse,
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bool includeLandblock,
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float terrainZ = 0f)
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{
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var engine = new PhysicsEngine(reuse);
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if (!includeLandblock)
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return engine;
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var heights = new byte[81];
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var heightTable = new float[256];
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Array.Fill(heightTable, terrainZ);
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engine.AddLandblock(
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Landblock | 0xFFFFu,
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new TerrainSurface(heights, heightTable),
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Array.Empty<CellSurface>(),
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Array.Empty<PortalPlane>(),
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0f,
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0f);
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return engine;
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}
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private static PhysicsEngine BuildPlacementEngine(bool reuse)
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{
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PhysicsEngine engine = BuildOpenEngine(reuse, includeLandblock: true);
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engine.DataCache = new PhysicsDataCache();
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RegisterSphere(
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engine,
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0x50000101u,
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new Vector3(10f, 10f, 0.48f),
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EntityCollisionFlags.IsPlayer | EntityCollisionFlags.IsCreature);
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RegisterSphere(
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engine,
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0x50000102u,
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new Vector3(10.10f, 10f, 0.48f),
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EntityCollisionFlags.IsCreature);
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return engine;
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}
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private static void RegisterSphere(
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PhysicsEngine engine,
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uint entityId,
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Vector3 center,
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EntityCollisionFlags flags)
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{
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engine.ShadowObjects.Register(
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entityId,
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gfxObjId: 0u,
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worldPos: center,
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rotation: Quaternion.Identity,
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radius: 0.48f,
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worldOffsetX: 0f,
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worldOffsetY: 0f,
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landblockId: Landblock,
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collisionType: ShadowCollisionType.Sphere,
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cylHeight: 0f,
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scale: 1f,
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state: 0u,
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flags: flags,
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seedCellId: Cell,
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isStatic: false);
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}
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private static PhysicsBody GroundedBody()
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=> new()
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{
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State = PhysicsStateFlags.Gravity,
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TransientState = TransientStateFlags.Active
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| TransientStateFlags.Contact
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| TransientStateFlags.OnWalkable,
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ContactPlaneValid = true,
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ContactPlane = new Plane(Vector3.UnitZ, 0f),
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ContactPlaneCellId = Cell,
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WalkablePolygonValid = true,
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WalkablePlane = new Plane(Vector3.UnitZ, 0f),
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WalkableVertices =
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[
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new(-2f, -2f, 0f),
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new(2f, -2f, 0f),
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new(2f, 2f, 0f),
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new(-2f, 2f, 0f),
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],
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WalkableUp = Vector3.UnitZ,
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Velocity = new Vector3(0.25f, 0.125f, 0f),
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};
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private static PhysicsBody UpperGroundedBody()
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{
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PhysicsBody body = GroundedBody();
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body.ContactPlane = new Plane(Vector3.UnitZ, -0.25f);
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body.WalkablePlane = new Plane(Vector3.UnitZ, -0.25f);
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body.WalkableVertices =
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[
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new(0.2f, -2f, 0.25f),
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new(2f, -2f, 0.25f),
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new(2f, 2f, 0.25f),
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new(0.2f, 2f, 0.25f),
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];
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return body;
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}
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private static PhysicsBody AirborneBody()
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=> new()
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{
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State = PhysicsStateFlags.Gravity,
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TransientState = TransientStateFlags.Active,
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Velocity = new Vector3(0.25f, 0f, -0.08f),
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};
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private static PhysicsBody SlidingBody()
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=> new()
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{
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State = PhysicsStateFlags.Gravity,
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TransientState = TransientStateFlags.Active
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| TransientStateFlags.Sliding
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| TransientStateFlags.StationaryFall,
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SlidingNormal = Vector3.UnitY,
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Velocity = new Vector3(0.25f, 0.125f, -0.08f),
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};
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private static PhysicsBody ProjectileBody()
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=> new()
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{
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State = PhysicsStateFlags.Missile
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| PhysicsStateFlags.PathClipped
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| PhysicsStateFlags.Inelastic,
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TransientState = TransientStateFlags.Active,
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Velocity = new Vector3(20f, 0f, 0f),
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};
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private static void AssertResolveBitwise(
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ResolveResult expected,
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ResolveResult actual,
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string context)
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{
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AssertVectorBitwise(expected.Position, actual.Position, context);
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Assert.Equal(expected.CellId, actual.CellId);
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Assert.Equal(expected.IsOnGround, actual.IsOnGround);
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Assert.Equal(expected.CollisionNormalValid, actual.CollisionNormalValid);
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AssertVectorBitwise(expected.CollisionNormal, actual.CollisionNormal, context);
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Assert.Equal(expected.Ok, actual.Ok);
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AssertQuaternionBitwise(expected.Orientation, actual.Orientation, context);
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Assert.Equal(expected.InContact, actual.InContact);
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Assert.Equal(expected.OnWalkable, actual.OnWalkable);
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AssertPlaneBitwise(expected.ContactPlane, actual.ContactPlane, context);
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Assert.Equal(expected.ContactPlaneCellId, actual.ContactPlaneCellId);
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Assert.Equal(expected.ContactPlaneIsWater, actual.ContactPlaneIsWater);
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}
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private static void AssertCoverage(ResolveSpec spec, ResolveResult result)
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{
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switch (spec.Coverage)
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{
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case CoverageKind.None:
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return;
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case CoverageKind.Success:
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Assert.True(result.Ok, $"{spec.Name} did not reach a successful transition.");
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return;
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case CoverageKind.Failure:
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Assert.False(result.Ok, $"{spec.Name} did not reach the failure branch.");
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return;
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case CoverageKind.WallBlock:
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Assert.True(
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result.CollisionNormalValid
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|| result.Position.X < spec.TargetPos.X,
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$"{spec.Name} did not exercise wall collision/blocking.");
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return;
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case CoverageKind.AirborneDescent:
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Assert.True(
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result.Position.Z < spec.CurrentPos.Z,
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$"{spec.Name} did not preserve airborne descent.");
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return;
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case CoverageKind.StepUp:
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Assert.True(
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result.Position.Z >= 0.25f - PhysicsGlobals.EPSILON * 10f,
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$"{spec.Name} did not reach the upper floor.");
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return;
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case CoverageKind.RoofLanding:
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Assert.True(
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result.InContact || result.IsOnGround,
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$"{spec.Name} did not reach the roof contact branch.");
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return;
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default:
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throw new ArgumentOutOfRangeException();
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}
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}
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private static void AssertBodyBitwise(
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PhysicsBody? expected,
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PhysicsBody? actual,
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string context)
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{
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if (expected is null || actual is null)
|
||||
{
|
||||
Assert.Equal(expected is null, actual is null);
|
||||
return;
|
||||
}
|
||||
|
||||
foreach (PropertyInfo property in typeof(PhysicsBody).GetProperties(
|
||||
BindingFlags.Instance | BindingFlags.Public))
|
||||
{
|
||||
if (property.GetIndexParameters().Length != 0)
|
||||
continue;
|
||||
|
||||
object? expectedValue = property.GetValue(expected);
|
||||
object? actualValue = property.GetValue(actual);
|
||||
string memberContext = $"{context}: PhysicsBody.{property.Name}";
|
||||
|
||||
switch (expectedValue)
|
||||
{
|
||||
case float expectedFloat:
|
||||
AssertFloatBitwise(
|
||||
expectedFloat,
|
||||
Assert.IsType<float>(actualValue),
|
||||
memberContext);
|
||||
break;
|
||||
case double expectedDouble:
|
||||
Assert.Equal(
|
||||
BitConverter.DoubleToInt64Bits(expectedDouble),
|
||||
BitConverter.DoubleToInt64Bits(
|
||||
Assert.IsType<double>(actualValue)));
|
||||
break;
|
||||
case Vector3 expectedVector:
|
||||
AssertVectorBitwise(
|
||||
expectedVector,
|
||||
Assert.IsType<Vector3>(actualValue),
|
||||
memberContext);
|
||||
break;
|
||||
case Quaternion expectedRotation:
|
||||
AssertQuaternionBitwise(
|
||||
expectedRotation,
|
||||
Assert.IsType<Quaternion>(actualValue),
|
||||
memberContext);
|
||||
break;
|
||||
case Plane expectedPlane:
|
||||
AssertPlaneBitwise(
|
||||
expectedPlane,
|
||||
Assert.IsType<Plane>(actualValue),
|
||||
memberContext);
|
||||
break;
|
||||
case Vector3[] expectedVertices:
|
||||
{
|
||||
Vector3[] actualVertices = Assert.IsType<Vector3[]>(actualValue);
|
||||
Assert.Equal(expectedVertices.Length, actualVertices.Length);
|
||||
for (int i = 0; i < expectedVertices.Length; i++)
|
||||
{
|
||||
AssertVectorBitwise(
|
||||
expectedVertices[i],
|
||||
actualVertices[i],
|
||||
$"{memberContext}[{i}]");
|
||||
}
|
||||
break;
|
||||
}
|
||||
case null:
|
||||
Assert.Null(actualValue);
|
||||
break;
|
||||
default:
|
||||
Assert.Equal(expectedValue, actualValue);
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private static void AssertVectorBitwise(
|
||||
Vector3 expected,
|
||||
Vector3 actual,
|
||||
string context)
|
||||
{
|
||||
AssertFloatBitwise(expected.X, actual.X, $"{context}.X");
|
||||
AssertFloatBitwise(expected.Y, actual.Y, $"{context}.Y");
|
||||
AssertFloatBitwise(expected.Z, actual.Z, $"{context}.Z");
|
||||
}
|
||||
|
||||
private static void AssertQuaternionBitwise(
|
||||
Quaternion expected,
|
||||
Quaternion actual,
|
||||
string context)
|
||||
{
|
||||
AssertFloatBitwise(expected.X, actual.X, $"{context}.X");
|
||||
AssertFloatBitwise(expected.Y, actual.Y, $"{context}.Y");
|
||||
AssertFloatBitwise(expected.Z, actual.Z, $"{context}.Z");
|
||||
AssertFloatBitwise(expected.W, actual.W, $"{context}.W");
|
||||
}
|
||||
|
||||
private static void AssertPlaneBitwise(
|
||||
Plane expected,
|
||||
Plane actual,
|
||||
string context)
|
||||
{
|
||||
AssertVectorBitwise(expected.Normal, actual.Normal, $"{context}.Normal");
|
||||
AssertFloatBitwise(expected.D, actual.D, $"{context}.D");
|
||||
}
|
||||
|
||||
private static void AssertFloatBitwise(
|
||||
float expected,
|
||||
float actual,
|
||||
string context)
|
||||
=> Assert.True(
|
||||
BitConverter.SingleToInt32Bits(expected)
|
||||
== BitConverter.SingleToInt32Bits(actual),
|
||||
$"{context}: expected 0x{BitConverter.SingleToInt32Bits(expected):X8}, "
|
||||
+ $"actual 0x{BitConverter.SingleToInt32Bits(actual):X8}");
|
||||
|
||||
private sealed record ResolveSpec(
|
||||
string Name,
|
||||
Vector3 CurrentPos,
|
||||
Vector3 TargetPos,
|
||||
float SphereRadius,
|
||||
float SphereHeight,
|
||||
float StepUpHeight,
|
||||
float StepDownHeight,
|
||||
bool IsOnGround,
|
||||
Func<PhysicsBody?> BodyFactory,
|
||||
ObjectInfoState MoverFlags,
|
||||
uint MovingEntityId,
|
||||
Vector3? LocalSphereOrigin = null,
|
||||
Quaternion? BeginOrientation = null,
|
||||
Quaternion? EndOrientation = null,
|
||||
uint DesignatedTargetId = 0,
|
||||
uint CellId = TransitionScratchDifferentialTests.Cell,
|
||||
CoverageKind Coverage = CoverageKind.None)
|
||||
{
|
||||
internal ResolveResult Resolve(PhysicsEngine engine, PhysicsBody? body)
|
||||
=> engine.ResolveWithTransition(
|
||||
CurrentPos,
|
||||
TargetPos,
|
||||
CellId,
|
||||
SphereRadius,
|
||||
SphereHeight,
|
||||
StepUpHeight,
|
||||
StepDownHeight,
|
||||
IsOnGround,
|
||||
body,
|
||||
MoverFlags,
|
||||
MovingEntityId,
|
||||
LocalSphereOrigin,
|
||||
BeginOrientation,
|
||||
EndOrientation,
|
||||
DesignatedTargetId);
|
||||
}
|
||||
|
||||
private enum CoverageKind
|
||||
{
|
||||
None,
|
||||
Success,
|
||||
Failure,
|
||||
WallBlock,
|
||||
AirborneDescent,
|
||||
StepUp,
|
||||
RoofLanding,
|
||||
}
|
||||
}
|
||||
Loading…
Add table
Add a link
Reference in a new issue