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:
Erik 2026-07-25 14:37:02 +02:00
parent 2effba5127
commit 16d182c2f0
19 changed files with 3037 additions and 1228 deletions

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@ -156,15 +156,19 @@ complete. G4's 46,599-comparison automated gate has zero mismatches, the user
accepted the physical-display visual matrix, and G5 removed the production
`InteriorEntityPartition`. The ordinary production profile sustains 519.7 FPS
with CPU/GPU p50 1.869/1.096 ms and 652.1/928.3 MiB working/private memory.
The measured 22.34 KiB/frame remainder is assigned to Slice I1.
The G5 profile's 22.34 KiB/frame remainder led into Slice I1. That slice is
now complete: player, remote, projectile, camera, and grounded
walkable-publication profiles each measure 0 B/resolve, with bit-identical
fresh-vs-reused results and complete reset/reentrancy gates.
Slice H's retained UI/frame, bounded-light, and pooled/borrowed/direct network
work is complete; the exact seven-checkpoint connected lifecycle/reconnect gate
passes. Slice I is active at I1 from
passes. Slice I is active at I2 from
`docs/plans/2026-07-25-modern-runtime-slice-i.md`. The exact G4 visual rollback
is `git revert ef1d263337997bb030eadb7b8e71d73dc659907a`; do not revert G3 or
the portal-warmup corrections. Evidence:
`docs/research/2026-07-25-slice-h-closeout.md` and
`docs/research/2026-07-25-slice-g5-production-profile.md`.
`docs/research/2026-07-25-slice-g5-production-profile.md` and
`docs/research/2026-07-25-slice-i1-transition-scratch.md`.
**Structural prerequisite before new M4 subsystem work:** all eight
behavior-preserving `GameWindow` decomposition slices and the automated

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@ -154,15 +154,19 @@ complete. G4's 46,599-comparison automated gate has zero mismatches, the user
accepted the physical-display visual matrix, and G5 removed the production
`InteriorEntityPartition`. The ordinary production profile sustains 519.7 FPS
with CPU/GPU p50 1.869/1.096 ms and 652.1/928.3 MiB working/private memory.
The measured 22.34 KiB/frame remainder is assigned to Slice I1.
The G5 profile's 22.34 KiB/frame remainder led into Slice I1. That slice is
now complete: player, remote, projectile, camera, and grounded
walkable-publication profiles each measure 0 B/resolve, with bit-identical
fresh-vs-reused results and complete reset/reentrancy gates.
Slice H's retained UI/frame, bounded-light, and pooled/borrowed/direct network
work is complete; the exact seven-checkpoint connected lifecycle/reconnect gate
passes. Slice I is active at I1 from
passes. Slice I is active at I2 from
`docs/plans/2026-07-25-modern-runtime-slice-i.md`. The exact G4 visual rollback
is `git revert ef1d263337997bb030eadb7b8e71d73dc659907a`; do not revert G3 or
the portal-warmup corrections. Evidence:
`docs/research/2026-07-25-slice-h-closeout.md` and
`docs/research/2026-07-25-slice-g5-production-profile.md`.
`docs/research/2026-07-25-slice-g5-production-profile.md` and
`docs/research/2026-07-25-slice-i1-transition-scratch.md`.
**Structural prerequisite before new M4 subsystem work:** all eight
behavior-preserving `GameWindow` decomposition slices and the automated

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@ -327,7 +327,7 @@ covered by a zero-managed-allocation test. Evidence:
## #237 — PhysicsEngine allocates a fresh Transition graph per resolve call
**Status:** OPEN
**Status:** DONE — 2026-07-25, Modern Runtime Slice I1
**Severity:** MEDIUM
**Filed:** 2026-07-24
**Component:** physics
@ -339,14 +339,21 @@ NPC/remote, projectiles, and the camera probe — per-tick GC pressure that
scales with active-mover count (combat/crowds), a scenario the audit's
dwell-heavy route under-measured.
**Root cause / status:** 2026-07-24 audit review finding. Pooling is only
allowed under plan Slice I's identity/lifetime-test condition (the adjacent
`LiveEntityAnimationScheduler` scratch-reuse pattern is the precedent) —
Transition state must be provably reset-complete between movers or a pooled
graph corrupts collision state, which is worse than the allocation.
**Resolution:** Each `PhysicsEngine` now owns retail-shaped ten-deep,
same-thread, LIFO transition scratch. Every stored member is reset and
reflection-poisoned in tests; exact-length walkable, candidate-cell, collision
GUID, and reentrant neighbor-order storage retains identity without exposing
stale state. Fresh-vs-reused engines are bit-identical across hostile
player/remote/projectile/camera/placement/failure/step/slide cases. Release
allocation fell from 2,5126,848 B/resolve to 0 B/resolve for all measured
mover profiles. Evidence:
`docs/research/2026-07-25-slice-i1-transition-scratch.md`.
**Files:** `src/AcDream.Core/Physics/PhysicsEngine.cs:995`;
`src/AcDream.Core/Physics/TransitionTypes.cs:360-367,694-698`.
**Files:** `src/AcDream.Core/Physics/TransitionScratchArena.cs`;
`src/AcDream.Core/Physics/PhysicsEngine.cs`;
`src/AcDream.Core/Physics/TransitionTypes.cs`;
`tests/AcDream.Core.Tests/Physics/TransitionScratchResetTests.cs`;
`tests/AcDream.Core.Tests/Physics/TransitionScratchDifferentialTests.cs`.
---

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@ -1647,14 +1647,16 @@ port in any phase — no separate listing here.
> come from the retained frame product. The exact lifecycle/reconnect matrix,
> capped/uncapped/dense correctness routes, and ordinary production profile
> pass. The final stable ordinary-production minute sustains 519.7 FPS with
> CPU/GPU p50 1.869/1.096 ms; the measured 22.34 KiB/frame remainder is the
> active Slice-I transition/query-scratch owner.
> CPU/GPU p50 1.869/1.096 ms. Slice I1 now removes the isolated
> transition/query owner: player, remote, projectile, camera, and grounded
> walkable-publication profiles each measure 0 B/resolve, and retained
> transitions remain bit-identical to the fresh-graph oracle.
> The historical exact cutover
> rollback remains
> `git revert ef1d263337997bb030eadb7b8e71d73dc659907a`. Slice H is complete:
> retained UI/frame work, exact bounded light selection, and
> pooled/borrowed/direct network I/O pass 8,292 Release tests / 5 skips and the
> connected lifecycle/reconnect gate. Slice I is active at I1 from
> connected lifecycle/reconnect gate. Slice I is active at I2 from
> [its detailed plan](2026-07-25-modern-runtime-slice-i.md).
**Spec:** `docs/superpowers/specs/2026-07-05-modern-pipeline-design.md` (the
@ -1679,11 +1681,11 @@ hitch and follows.
| MP1a | `AcDream.Content` extraction (GL-free MeshExtractor + boundary records out of App) | ✅ SHIPPED 2026-07-05 — user-gated (renders identical, zero tripwires, perf-neutral); 8 commits `651d041e`..`b0758d77` |
| MP1b | Pak format + `acdream-bake` CLI + mmap `PakReader` + equivalence/full-scale gate | ✅ **SHIPPED 2026-07-24** — 729,888 EnvCell keys → 17,117 unique geometries + 712,771 aliases (42.6×), 751,141 total keys / 38,370 physical blobs, zero failures, 28,192.4 MiB, 81.4 s validated atomic publish; full-DAT gate also corrected a real collision in WB's legacy geometry hash. [Report](../research/2026-07-24-slice-b-full-bake-report.md) |
| **MP-Alloc (safe batch)** | Reuse per-frame buffers: anim pose, particle draw-list, interior partition, animatedIds/drawableCells sets | ✅ SHIPPED + USER-GATED 2026-07-05 — dense-town frame-time spikes 2087ms → 610ms, alloc spikes (3075MB single-frame) eliminated, gen2 GC 511/window → ~0; user confirms FPS steady. 4 commits `b8c05e2b`..`91afea24` |
| MP-Alloc (hard sites) | EnvCell settled-camera rebuild gate + physics `Transition` pooling — the residual steady ~1.6MB/frame | ⚪ OPTIONAL follow-up — would lower the median too, but the wild-swing complaint is already resolved; each needs its own careful gate (batch correctness / physics faithfulness) |
| MP-Alloc (hard sites) | EnvCell settled-camera rebuild gate + physics `Transition` reuse | 🟡 Physics half SHIPPED 2026-07-25 — retail-shaped reset-complete transition/query scratch is bit-identical and 0 B/resolve across five profiles; flat collision storage continues in Slice I2. |
| MP1c | Streaming cutover to pak + hitch gate | ✅ **SHIPPED 2026-07-24** — typed package-only production source, explicit Setup probes, non-allocating Portal-first lookup, exact translucency metadata, and ordered teardown; capped/uncapped/dense physical routes + user visual gate pass. Uncapped CPU p99 7.825→6.496 ms, GPU p99 3.406→2.706 ms, portal frame max 202.9→39.9 MiB, process allocation 41.8%, zero invalid Setup probes. [Report](../research/2026-07-24-slice-c-prepared-asset-cutover-report.md) |
| MP2 | Retail particle distance/cell-view degradation: DAT-authored range, exact infinite/finite off-view update branches, emitter-first render scan, user-requested 2× default range | ✅ SHIPPED 2026-07-17 — Aerlinthe hotspot `0x32000223` resolves to retail 64m and defaults to 128m; landscape/entity streaming distance unchanged |
| MP3 | Arch ECS render world + delta submission (the 300-FPS lever) | ⚪ — note: does NOT fix the steady-state GC churn (that's MP-Alloc); MP3 is the draw-submission throughput lever |
| MP4 | Zero-alloc frame loop + flat physics data (residual, post-MP-Alloc) | ⚪ hard-queued behind M1.5 #137 |
| MP4 | Zero-alloc frame loop + flat physics data (residual, post-MP-Alloc) | 🟡 ACTIVE — Slice I1 zero-allocation transition scratch shipped; I2 immutable flat collision assets in progress. |
| MP5 | Job-system parallelism | ⚪ stretch, evidence-gated |
---

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@ -116,10 +116,12 @@ the retained frame product without building the old
correctness routes, exact seven-checkpoint lifecycle/reconnect gate, and
ordinary production profile pass. The final stable production minute sustains
519.7 FPS with CPU/GPU p50 1.869/1.096 ms and 22.34 KiB/frame allocation.
The complete Release gate is 3,826 App tests / 3 skips and 8,335 solution
tests / 5 skips. Slice H is complete: retained UI/frame work, exact bounded
light selection, and pooled/borrowed/direct network I/O pass. Slice I is active
at I1 under
Slice I1 subsequently removes the isolated per-resolve owner: player, remote,
projectile, camera, and grounded walkable-publication profiles are all
0 B/resolve with bit-identical fresh-vs-reused outcomes. The complete I1
Release gate is 3,826 App tests / 3 skips and 8,342 solution tests / 5 skips.
Slice H is complete: retained UI/frame work, exact bounded light selection,
and pooled/borrowed/direct network I/O pass. Slice I is active at I2 under
[`2026-07-25-modern-runtime-slice-i.md`](2026-07-25-modern-runtime-slice-i.md).
The historical exact G4 visual rollback remains
`git revert ef1d263337997bb030eadb7b8e71d73dc659907a`.

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@ -2,8 +2,8 @@
**Date:** 2026-07-24
**Status:** Slices AH and I0 are complete. Slices FL were explicitly
approved 2026-07-24; Slice I1 is active.
**Status:** Slices AH and I0I1 are complete. Slices FL were explicitly
approved 2026-07-24; Slice I2 is active.
**Scope:** Reconcile and sequence the existing Modern Pipeline (`MP`) and
Linux/headless (`LH`) tracks using the 2026-07-24 connected performance audit.
@ -1193,12 +1193,16 @@ seven-checkpoint lifecycle/reconnect gate pass with graceful shutdown.
The final ordinary-production minute on exact `14fbe92b` sustained 519.7 FPS:
CPU p50/p95/p99 1.869/2.306/2.484 ms and GPU
1.096/1.108/1.136 ms. Working/private memory was 652.1/928.3 MiB.
Frame-thread allocation is now 22.34 KiB median; allocation-tick evidence and
the four-mover baseline assign that remainder primarily to reset-complete
`Transition` collision/query scratch. I0 has pinned the retail oracle and
fixtures, so I1 is the current execution point. Evidence:
Frame-thread allocation at the G5 checkpoint was 22.34 KiB median. I1 has now
replaced fresh per-resolve transition graphs and query temporaries with
reset-complete retained scratch: player, remote, projectile, camera, and
grounded walkable-publication profiles each measure 0 B/resolve, while
fresh-vs-reused output and body state remain bit-identical. I2 immutable flat
collision assets are the current execution point. Evidence:
[`../research/2026-07-25-slice-g5-production-profile.md`](../research/2026-07-25-slice-g5-production-profile.md)
and
[`../research/2026-07-25-slice-i1-transition-scratch.md`](../research/2026-07-25-slice-i1-transition-scratch.md)
and
[`2026-07-25-modern-runtime-slice-i.md`](2026-07-25-modern-runtime-slice-i.md).
The intended order is therefore:
@ -1212,7 +1216,7 @@ honest metrics + committed baselines (A — exit criteria block C)
-> incremental render scene (F)
-> delta GPU submission (G)
-> residual frame cleanup (H-a, H-b, H-c)
-> flat collision assets (I — CURRENT at I1)
-> flat collision assets (I — CURRENT at I2)
-> presentation-independent runtime (J — §0.3 authorization)
-> Linux/headless/multi-session (K)
-> evidence-gated GPU jobs (L)

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@ -1,8 +1,7 @@
# Modern runtime Slice I — flat collision assets and zero-allocation physics
**Status:** I0 COMPLETE — retail oracle, representative graph fixtures, and
four-mover allocation baselines fixed; G5 production closeout complete; I1
active
**Status:** I0I1 COMPLETE — retail oracle, graph fixtures, and
reset-complete zero-allocation transition/query scratch fixed; I2 active
**Parent:** `2026-07-24-modern-runtime-architecture.md`, Slice I
**Purpose:** remove parsed DAT object graphs and steady collision allocations
without changing one retail collision decision, float, comparison, or traversal
@ -123,7 +122,11 @@ graph path, and no behavior code changed.
Gate: bit-identical `ResolveResult` and body side effects, no state leakage
when alternating hostile fixtures between different mover IDs, and zero
steady transition/query-scratch allocation. Close issue #237 only here.
steady transition/query-scratch allocation. **PASSED 2026-07-25:** the expanded
118-test graph oracle, structural poison/reset suite, hostile fresh-vs-reused
differential, Core/solution Release gates, and all five measured profiles pass.
Issue #237 is closed. Evidence:
[`../research/2026-07-25-slice-i1-transition-scratch.md`](../research/2026-07-25-slice-i1-transition-scratch.md).
### I2 — immutable flat collision schema and flattener

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@ -0,0 +1,108 @@
# Slice I1 — reset-complete transition and query scratch
**Status:** COMPLETE
**Parent:** `docs/plans/2026-07-25-modern-runtime-slice-i.md`
**Scope:** storage lifetime and allocation only; retail collision math,
comparisons, branch order, traversal order, and returned behavior are
unchanged.
## Retail lifetime carried forward
Named retail establishes a retained, stack-disciplined transition lifetime:
- `CTransition::makeTransition` `0x0050B150`
- `CTransition::cleanupTransition` `0x00509DC0`
- `CTransition::init` `0x00509DD0`
- `COLLISIONINFO::init` `0x00509D60`
- `SPHEREPATH::init` `0x0050C330`
Retail owns ten pre-existing `CTransition` records, selects one by nesting
depth, resets it before use, and releases it in LIFO order. The acdream port
now gives each `PhysicsEngine` the same ten-deep, same-thread lease contract.
`ResolveWithTransition` and `ResolvePlacement` always return their lease in a
`finally` block.
## Storage changes
- `ObjectInfo`, `CollisionInfo`, `SpherePath`, and `Transition` have complete
`ResetForReuse` contracts.
- Fixed sphere objects, collision GUID storage, exact-length walkable buffers,
candidate-cell storage, and reentrant ordered-cell lists retain identity.
Every logical value and retained buffer content is reset before reuse.
- Neighboring-cell scans use a retained LIFO list arena. This is required
because a cell collision may recursively enter step-up/step-down and another
`CheckOtherCells` before the outer scan resumes.
- `BSPQuery.CollisionSphere` is value/ref scratch instead of a short-lived
reference object.
- Terrain's always-three-vertex surface sample is stored inline. Production
BSP entry points take center/radius values directly instead of constructing
temporary DAT `Sphere` objects.
- `CellTransit` reuses the transition-owned ordered/deduplicated candidate
collection.
- Walkable publication to `PhysicsBody` reuses only an exact-length backing
array; a real polygon-size change replaces it.
- Hot enum predicates use equivalent bit masks. This removes Tier-0
`Enum.HasFlag` boxing while preserving the exact branch condition.
The wider collision oracle exposed the reentrant-cell-list hazard before
landing: three Facility Hub corridor seam replays initially threw
`Collection was modified`. The final LIFO query arena keeps every nested
scan independent; all three exact seam replays pass.
## Differential and structural evidence
`TransitionScratchResetTests`:
- reflection-poisons every stored member;
- resets and compares the complete logical graph with a fresh transition;
- proves sphere, child, list, candidate, and walkable-buffer identities are
retained while their values are cleared;
- proves exact-length walkable reuse and replacement on a true size change;
- proves ten distinct nested leases, capacity rejection, LIFO enforcement,
same-thread enforcement, and clean reuse.
`TransitionScratchDifferentialTests` runs a fresh-transition engine beside the
production retained engine and compares every `ResolveResult` float by bits
plus every public `PhysicsBody` side effect. The hostile alternating sequence
covers:
- successful and failed transitions;
- grounded and airborne movement;
- wall collision and carried sliding state;
- step-up and step-down inputs;
- two-sphere characters;
- one-sphere projectiles;
- viewer/camera sweeps;
- placement overlap search;
- different mover and designated-target identities.
The fixed graph oracle, including corridor seams, cellar, doors, projectiles,
camera, stairs, cylinder/sphere families, and the new I1 gates, is
**118 passed / 0 skipped / 0 failed**.
## Allocation result
Release, one thread, 256 warmups and 4,096 measured resolves per profile:
| Profile | I0 graph baseline | I1 retained scratch |
|---|---:|---:|
| player, two spheres | 4,448 B/resolve | **0 B/resolve** |
| remote, two spheres | 4,448 B/resolve | **0 B/resolve** |
| projectile, one 5 cm sphere | 6,848 B/resolve | **0 B/resolve** |
| camera/viewer, one 30 cm sphere | 2,512 B/resolve | **0 B/resolve** |
| grounded walkable publication | not isolated | **0 B/resolve** |
This is an isolated transition/query-scratch gate. Optional diagnostics and
capture remain intentionally allocating, and the ordinary connected
frame-allocation profile is repeated at Slice I7 after flat-asset cutover.
## Release gates
- focused collision oracle: **118 passed**
- complete Core tests: **3,250 passed / 2 skipped**
- `dotnet build AcDream.slnx -c Release --no-restore`: **passed**
- complete solution tests: **8,342 passed / 5 skipped**
Issue #237 is closed. Slice I2 begins with immutable Core-only flat collision
records and deterministic source-graph flattening; the current graph traversal
remains the executable behavior oracle.

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@ -32,8 +32,8 @@ public static class BSPQuery
// Internal mutable sphere helper
//
// ACE's Sphere class is mutable (Center + Radius). We mirror that with a
// small internal class so adjust_sphere_to_plane can mutate validPos in place,
// exactly as ACE does when passing Sphere by reference through find_walkable.
// Small internal value so query scratch lives on the stack. Mutation sites
// pass it explicitly by ref, exactly matching retail's Sphere* boundaries.
// =========================================================================
/// <summary>
@ -42,7 +42,7 @@ public static class BSPQuery
/// Mirrors ACE's Sphere(Center, Radius) which is passed by reference through
/// the BSP recursive calls.
/// </summary>
internal sealed class CollisionSphere
internal struct CollisionSphere
{
public Vector3 Center;
public float Radius;
@ -53,11 +53,6 @@ public static class BSPQuery
Radius = radius;
}
public CollisionSphere(CollisionSphere other)
{
Center = other.Center;
Radius = other.Radius;
}
}
// =========================================================================
@ -351,7 +346,7 @@ public static class BSPQuery
private static bool AdjustSphereToPlane(
ResolvedPolygon poly,
SpherePath path,
CollisionSphere validPos,
ref CollisionSphere validPos,
Vector3 movement)
{
// A6.P1: snapshot inputs for the [push-back] probe (cheap copy of
@ -499,22 +494,17 @@ public static class BSPQuery
: Vector3.UnitZ;
}
private static Vector3[] TransformVertices(
ReadOnlySpan<Vector3> vertices,
private static Plane BuildWorldPlane(
Vector3 worldNormal,
ReadOnlySpan<Vector3> localVertices,
Quaternion localToWorld,
float scale,
Vector3 worldOrigin)
{
var result = new Vector3[vertices.Length];
for (int i = 0; i < vertices.Length; i++)
result[i] = Vector3.Transform(vertices[i] * scale, localToWorld) + worldOrigin;
return result;
}
private static Plane BuildWorldPlane(Vector3 worldNormal, ReadOnlySpan<Vector3> worldVertices)
{
float d = worldVertices.Length > 0
? -Vector3.Dot(worldNormal, worldVertices[0])
float d = localVertices.Length > 0
? -Vector3.Dot(
worldNormal,
Vector3.Transform(localVertices[0] * scale, localToWorld) + worldOrigin)
: 0f;
return new Plane(worldNormal, d);
}
@ -537,8 +527,9 @@ public static class BSPQuery
/// </summary>
private static void AdjustToPlacementPoly(
ResolvedPolygon poly,
CollisionSphere validPos,
CollisionSphere? validPos2,
ref CollisionSphere validPos,
ref CollisionSphere validPos2,
bool hasValidPos2,
float radius,
bool centerSolid,
bool clearCell)
@ -563,7 +554,7 @@ public static class BSPQuery
var offset = moveDir * pushAmt;
validPos.Center += offset;
if (validPos2 is not null)
if (hasValidPos2)
validPos2.Center += offset;
}
@ -704,8 +695,8 @@ public static class BSPQuery
/// </para>
///
/// <para>
/// Note: validPos is a reference type so mutations propagate back to the caller
/// automatically, mirroring ACE's by-ref Sphere passing.
/// Note: validPos is passed by reference so mutations propagate back to the
/// caller, mirroring retail's by-ref Sphere passing.
/// </para>
///
/// <para>
@ -716,7 +707,7 @@ public static class BSPQuery
PhysicsBSPNode? node,
Dictionary<ushort, ResolvedPolygon> resolved,
SpherePath path,
CollisionSphere validPos,
ref CollisionSphere validPos,
Vector3 movement,
Vector3 up,
ref ResolvedPolygon? hitPoly,
@ -736,7 +727,8 @@ public static class BSPQuery
if (!resolved.TryGetValue(polyId, out var poly)) continue;
bool walkable = WalkableHitsSphere(poly, path, validPos, up);
bool adjusted = walkable && AdjustSphereToPlane(poly, path, validPos, movement);
bool adjusted = walkable
&& AdjustSphereToPlane(poly, path, ref validPos, movement);
if (walkable && adjusted)
{
@ -755,22 +747,22 @@ public static class BSPQuery
if (dist >= reach)
{
FindWalkableInternal(node.PosNode, resolved, path, validPos, movement, up,
FindWalkableInternal(node.PosNode, resolved, path, ref validPos, movement, up,
ref hitPoly, ref hitPolyId, ref changed);
return;
}
if (dist <= -reach)
{
FindWalkableInternal(node.NegNode, resolved, path, validPos, movement, up,
FindWalkableInternal(node.NegNode, resolved, path, ref validPos, movement, up,
ref hitPoly, ref hitPolyId, ref changed);
return;
}
// Straddles.
FindWalkableInternal(node.PosNode, resolved, path, validPos, movement, up,
FindWalkableInternal(node.PosNode, resolved, path, ref validPos, movement, up,
ref hitPoly, ref hitPolyId, ref changed);
FindWalkableInternal(node.NegNode, resolved, path, validPos, movement, up,
FindWalkableInternal(node.NegNode, resolved, path, ref validPos, movement, up,
ref hitPoly, ref hitPolyId, ref changed);
}
@ -1139,7 +1131,7 @@ public static class BSPQuery
private static bool AdjustToPlane(
PhysicsBSPNode root,
Dictionary<ushort, ResolvedPolygon> resolved,
CollisionSphere checkPos,
ref CollisionSphere checkPos,
Vector3 curPos,
ResolvedPolygon hitPoly,
Vector3 contactPoint)
@ -1222,7 +1214,7 @@ public static class BSPQuery
CollisionSphere checkPos,
Vector3 up)
{
var validPos = new CollisionSphere(checkPos);
var validPos = checkPos;
return HitsWalkableInternal(root, resolved, path, validPos, up)
? TransitionState.Collided
: TransitionState.OK;
@ -1262,12 +1254,12 @@ public static class BSPQuery
float stepDownAmount = -(path.StepDownAmt * path.WalkInterp);
var movement = up * stepDownAmount * (1f / scale);
var validPos = new CollisionSphere(checkPos);
var validPos = checkPos;
bool changed = false;
ResolvedPolygon? polyHit = null;
ushort _polyId = 0; // step-down doesn't need the id, but the signature requires it
FindWalkableInternal(root, resolved, path, validPos, movement, up,
FindWalkableInternal(root, resolved, path, ref validPos, movement, up,
ref polyHit, ref _polyId, ref changed);
if (changed && polyHit is not null)
@ -1278,11 +1270,21 @@ public static class BSPQuery
path.AddOffsetToCheckPos(offset);
var worldNormal = TransformNormal(polyHit.Plane.Normal, localToWorld);
var worldVertices = TransformVertices(polyHit.Vertices, localToWorld, scale, worldOrigin);
var worldPlane = BuildWorldPlane(worldNormal, worldVertices);
var worldPlane = BuildWorldPlane(
worldNormal,
polyHit.Vertices,
localToWorld,
scale,
worldOrigin);
collisions.SetContactPlane(worldPlane, path.CheckCellId, false);
path.SetWalkable(worldPlane, worldVertices, Vector3.UnitZ);
path.SetWalkableTransformed(
worldPlane,
polyHit.Vertices,
localToWorld,
scale,
worldOrigin,
Vector3.UnitZ);
if (PhysicsDiagnostics.ProbeBuildingEnabled || PhysicsDiagnostics.ProbeIndoorBspEnabled)
PhysicsDiagnostics.LastBspHitPoly = polyHit;
@ -1351,20 +1353,62 @@ public static class BSPQuery
out ResolvedPolygon? hitPoly,
out ushort hitPolyId,
out Vector3 adjustedCenter)
=> FindWalkableSphereCore(
root,
resolved,
transition,
new CollisionSphere(sphere.Origin, sphere.Radius),
probeDistance,
up,
out hitPoly,
out hitPolyId,
out adjustedCenter);
internal static bool FindWalkableSphere(
PhysicsBSPNode? root,
Dictionary<ushort, ResolvedPolygon> resolved,
Transition transition,
Vector3 sphereCenter,
float sphereRadius,
float probeDistance,
Vector3 up,
out ResolvedPolygon? hitPoly,
out ushort hitPolyId,
out Vector3 adjustedCenter)
=> FindWalkableSphereCore(
root,
resolved,
transition,
new CollisionSphere(sphereCenter, sphereRadius),
probeDistance,
up,
out hitPoly,
out hitPolyId,
out adjustedCenter);
private static bool FindWalkableSphereCore(
PhysicsBSPNode? root,
Dictionary<ushort, ResolvedPolygon> resolved,
Transition transition,
CollisionSphere validPos,
float probeDistance,
Vector3 up,
out ResolvedPolygon? hitPoly,
out ushort hitPolyId,
out Vector3 adjustedCenter)
{
adjustedCenter = sphere.Origin;
adjustedCenter = validPos.Center;
hitPoly = null;
hitPolyId = 0;
if (root is null) return false;
var validPos = new CollisionSphere(sphere.Origin, sphere.Radius);
var movement = -up * probeDistance;
bool changed = false;
ushort polyId = 0;
ResolvedPolygon? poly = null;
FindWalkableInternal(root, resolved, transition.SpherePath, validPos,
FindWalkableInternal(root, resolved, transition.SpherePath, ref validPos,
movement, up, ref poly, ref polyId, ref changed);
if (changed && poly is not null)
@ -1496,7 +1540,7 @@ public static class BSPQuery
// ACE: path.LocalSpacePos.LocalToGlobalVec(hitPoly.Plane.Normal)
var collisionNormal = Vector3.Transform(hitPoly.Plane.Normal, localToWorld);
if (!obj.State.HasFlag(ObjectInfoState.PerfectClip))
if ((obj.State & ObjectInfoState.PerfectClip) == 0)
{
collisions.SetCollisionNormal(collisionNormal);
// L.2d slice 1 (2026-05-13): diagnostic side-channel.
@ -1505,9 +1549,9 @@ public static class BSPQuery
return TransitionState.Collided;
}
var validPos = new CollisionSphere(checkPos);
var validPos = checkPos;
if (!AdjustToPlane(root, resolved, validPos, curPos, hitPoly, contactPoint))
if (!AdjustToPlane(root, resolved, ref validPos, curPos, hitPoly, contactPoint))
{
// L.2d slice 1 (2026-05-13): record the would-have-hit poly before
// the early-out — collisions.SetCollisionNormal isn't called on
@ -1595,8 +1639,9 @@ public static class BSPQuery
float rad = s0.Radius;
CollisionSphere? s1 = null;
if (path.NumSphere > 1)
bool hasS1 = path.NumSphere > 1;
CollisionSphere s1 = default;
if (hasS1)
s1 = new CollisionSphere(
path.LocalSphere[1].Origin,
path.LocalSphere[1].Radius);
@ -1614,13 +1659,20 @@ public static class BSPQuery
{
if (hitPoly is not null)
{
AdjustToPlacementPoly(hitPoly, s0, s1, rad, centerSolid, clearCell);
AdjustToPlacementPoly(
hitPoly,
ref s0,
ref s1,
hasS1,
rad,
centerSolid,
clearCell);
continue;
}
}
else
{
if (path.NumSphere >= 2 && s1 is not null)
if (hasS1)
{
centerSolid = false;
hitPoly = null;
@ -1630,7 +1682,14 @@ public static class BSPQuery
{
if (hitPoly is not null)
{
AdjustToPlacementPoly(hitPoly, s1, s0, rad, centerSolid, clearCell);
AdjustToPlacementPoly(
hitPoly,
ref s1,
ref s0,
true,
rad,
centerSolid,
clearCell);
continue;
}
}
@ -1714,6 +1773,76 @@ public static class BSPQuery
Quaternion localToWorld = default,
PhysicsEngine? engine = null,
Vector3 worldOrigin = default)
{
var sphere0 = new CollisionSphere(localSphere.Origin, localSphere.Radius);
bool hasSphere1 = localSphere1 is not null;
CollisionSphere sphere1 = hasSphere1
? new CollisionSphere(localSphere1!.Origin, localSphere1.Radius)
: default;
return FindCollisionsCore(
root,
resolved,
transition,
sphere0,
hasSphere1,
sphere1,
localCurrCenter,
localSpaceZ,
scale,
localToWorld,
engine,
worldOrigin);
}
/// <summary>
/// Allocation-free production entry point. Input spheres are copied into
/// value scratch before entering the unchanged six-path dispatcher.
/// </summary>
internal static TransitionState FindCollisions(
PhysicsBSPNode? root,
Dictionary<ushort, ResolvedPolygon> resolved,
Transition transition,
Vector3 localSphereCenter,
float localSphereRadius,
bool hasLocalSphere1,
Vector3 localSphere1Center,
float localSphere1Radius,
Vector3 localCurrCenter,
Vector3 localSpaceZ,
float scale,
Quaternion localToWorld = default,
PhysicsEngine? engine = null,
Vector3 worldOrigin = default)
=> FindCollisionsCore(
root,
resolved,
transition,
new CollisionSphere(localSphereCenter, localSphereRadius),
hasLocalSphere1,
hasLocalSphere1
? new CollisionSphere(localSphere1Center, localSphere1Radius)
: default,
localCurrCenter,
localSpaceZ,
scale,
localToWorld,
engine,
worldOrigin);
private static TransitionState FindCollisionsCore(
PhysicsBSPNode? root,
Dictionary<ushort, ResolvedPolygon> resolved,
Transition transition,
CollisionSphere sphere0,
bool hasSphere1,
CollisionSphere sphere1,
Vector3 localCurrCenter,
Vector3 localSpaceZ,
float scale,
Quaternion localToWorld,
PhysicsEngine? engine,
Vector3 worldOrigin)
{
if (root is null) return TransitionState.OK;
// Default quaternion (0,0,0,0) → treat as identity
@ -1723,11 +1852,6 @@ public static class BSPQuery
var collisions = transition.CollisionInfo;
var obj = transition.ObjectInfo;
var sphere0 = new CollisionSphere(localSphere.Origin, localSphere.Radius);
CollisionSphere? sphere1 = localSphere1 is not null
? new CollisionSphere(localSphere1.Origin, localSphere1.Radius)
: null;
var movement = sphere0.Center - localCurrCenter;
// A6.P1: snapshot dispatcher entry for the [push-back-disp] probe.
@ -1801,7 +1925,7 @@ public static class BSPQuery
PhysicsDiagnostics.LastPlacementFailSolidLeaf = false;
}
if (sphere1 is not null &&
if (hasSphere1 &&
SphereIntersectsSolidInternal(root, resolved, sphere1, clearCell))
{
if (PhysicsDiagnostics.ProbePlacementFailEnabled)
@ -1836,12 +1960,12 @@ public static class BSPQuery
// ----------------------------------------------------------------
if (path.Collide)
{
var validPos = new CollisionSphere(sphere0);
var validPos = sphere0;
ResolvedPolygon? hitPoly = null;
ushort _hitPolyId = 0; // Path 4 doesn't need the id
bool changed = false;
FindWalkableInternal(root, resolved, path, validPos, movement, localSpaceZ,
FindWalkableInternal(root, resolved, path, ref validPos, movement, localSpaceZ,
ref hitPoly, ref _hitPolyId, ref changed);
if (changed && hitPoly is not null)
@ -1873,10 +1997,20 @@ public static class BSPQuery
path.AddOffsetToCheckPos(worldOffset);
var worldNormal = TransformNormal(hitPoly.Plane.Normal, localToWorld);
var worldVertices = TransformVertices(hitPoly.Vertices, localToWorld, scale, worldOrigin);
var worldPlane = BuildWorldPlane(worldNormal, worldVertices);
var worldPlane = BuildWorldPlane(
worldNormal,
hitPoly.Vertices,
localToWorld,
scale,
worldOrigin);
collisions.SetContactPlane(worldPlane, path.CheckCellId, false);
path.SetWalkable(worldPlane, worldVertices, Vector3.UnitZ);
path.SetWalkableTransformed(
worldPlane,
hitPoly.Vertices,
localToWorld,
scale,
worldOrigin,
Vector3.UnitZ);
if (PhysicsDiagnostics.ProbeBuildingEnabled || PhysicsDiagnostics.ProbeIndoorBspEnabled)
PhysicsDiagnostics.LastBspHitPoly = hitPoly;
@ -1897,7 +2031,7 @@ public static class BSPQuery
// ACE: BSPTree.find_collisions → step_sphere_up (BSPTree.cs, path 5 branch).
// Named-retail: BSPTREE::find_collisions Contact branch → step_sphere_up.
// ----------------------------------------------------------------
if (obj.State.HasFlag(ObjectInfoState.Contact))
if ((obj.State & ObjectInfoState.Contact) != 0)
{
ResolvedPolygon? hitPoly0 = null;
Vector3 contact0 = Vector3.Zero;
@ -1966,7 +2100,7 @@ public static class BSPQuery
// assigns neg_step_up = arg2, so the HEAD near-miss (index 0) slides
// and the FOOT near-miss (index 1) steps up. The head test wins when
// both spheres near-miss (sphere1 is checked first).
if (sphere1 is not null)
if (hasSphere1)
{
ResolvedPolygon? hitPoly1 = null;
Vector3 contact1 = Vector3.Zero;
@ -2021,7 +2155,7 @@ public static class BSPQuery
if (hit0 || hitPoly0 is not null)
{
if (obj.State.HasFlag(ObjectInfoState.PathClipped))
if ((obj.State & ObjectInfoState.PathClipped) != 0)
{
return CollideWithPt(root, resolved, transition,
sphere0, localCurrCenter,
@ -2090,7 +2224,7 @@ public static class BSPQuery
return TransitionState.Adjusted;
}
if (sphere1 is not null)
if (hasSphere1)
{
ResolvedPolygon? hitPoly1 = null;
Vector3 contact1 = Vector3.Zero;

View file

@ -705,26 +705,38 @@ public static class CellTransit
out IReadOnlyCollection<uint> cellSet,
Vector3? carriedBlockOrigin = null)
{
var candidates = new CellArray();
var containing = BuildCellSetAndPickContaining(
cache, worldSpheres, numSpheres, currentCellId,
carriedBlockOrigin, out var candidates);
carriedBlockOrigin, candidates);
cellSet = candidates;
return containing;
}
internal static uint FindCellSet(
PhysicsDataCache cache,
IReadOnlyList<Sphere> worldSpheres,
int numSpheres,
uint currentCellId,
CellArray candidates,
Vector3? carriedBlockOrigin = null)
=> BuildCellSetAndPickContaining(
cache, worldSpheres, numSpheres, currentCellId,
carriedBlockOrigin, candidates);
private static uint BuildCellSetAndPickContaining(
PhysicsDataCache cache,
IReadOnlyList<Sphere> worldSpheres,
int numSpheres,
uint currentCellId,
Vector3? carriedBlockOrigin,
out CellArray candidates)
CellArray candidates)
{
// Ordered, deduped candidate array — retail CELLARRAY (add_cell @701036).
// The ORDER is load-bearing: the current cell is added at index 0 and the
// pick iterates in order with interior-wins-break, so the current cell wins
// a boundary straddle and the membership does not ping-pong (the R1 flap).
candidates = new CellArray();
candidates.Clear();
int sphereCount = EffectiveSphereCount(worldSpheres, numSpheres);
if (sphereCount == 0) return currentCellId;

View file

@ -336,6 +336,28 @@ public sealed class PhysicsBody
/// <summary>Most recent walkable polygon vertices (world-space).</summary>
public Vector3[]? WalkableVertices { get; set; }
// Transition publication retains one exact-length backing array. The
// public property remains assignable for snapshot restoration and tests;
// engine writeback uses this separate storage so clearing the logical
// walkable reference does not force a new array on the next grounded
// resolve.
private Vector3[]? _walkableVertexStorage;
internal void SetWalkableVerticesExact(ReadOnlySpan<Vector3> source)
{
if (_walkableVertexStorage is null
|| _walkableVertexStorage.Length != source.Length)
{
_walkableVertexStorage = new Vector3[source.Length];
}
source.CopyTo(_walkableVertexStorage);
WalkableVertices = _walkableVertexStorage;
}
internal Vector3[]? RetainedWalkableVertexStorage
=> _walkableVertexStorage;
/// <summary>Up vector used by the most recent walkable polygon probe.</summary>
public Vector3 WalkableUp { get; set; } = Vector3.UnitZ;
@ -389,10 +411,10 @@ public sealed class PhysicsBody
// ── convenience helpers ────────────────────────────────────────────────
public bool HasGravity => State.HasFlag(PhysicsStateFlags.Gravity);
public bool OnWalkable => TransientState.HasFlag(TransientStateFlags.OnWalkable);
public bool IsActive => TransientState.HasFlag(TransientStateFlags.Active);
public bool InContact => TransientState.HasFlag(TransientStateFlags.Contact);
public bool HasGravity => (State & PhysicsStateFlags.Gravity) != 0;
public bool OnWalkable => (TransientState & TransientStateFlags.OnWalkable) != 0;
public bool IsActive => (TransientState & TransientStateFlags.Active) != 0;
public bool InContact => (TransientState & TransientStateFlags.Contact) != 0;
// ── FUN_00511420 ───────────────────────────────────────────────────────
@ -411,16 +433,16 @@ public sealed class PhysicsBody
/// </summary>
public void calc_acceleration()
{
if (TransientState.HasFlag(TransientStateFlags.Contact) &&
TransientState.HasFlag(TransientStateFlags.OnWalkable) &&
!State.HasFlag(PhysicsStateFlags.Sledding))
if ((TransientState & TransientStateFlags.Contact) != 0 &&
(TransientState & TransientStateFlags.OnWalkable) != 0 &&
(State & PhysicsStateFlags.Sledding) == 0)
{
Acceleration = Vector3.Zero;
Omega = Vector3.Zero;
return;
}
if (State.HasFlag(PhysicsStateFlags.Gravity))
if ((State & PhysicsStateFlags.Gravity) != 0)
Acceleration = new Vector3(0f, 0f, Gravity);
else
Acceleration = Vector3.Zero;
@ -540,7 +562,7 @@ public sealed class PhysicsBody
/// </summary>
public void calc_friction(float dt, float velocityMag2)
{
if (!TransientState.HasFlag(TransientStateFlags.OnWalkable))
if ((TransientState & TransientStateFlags.OnWalkable) == 0)
return;
float dot = Vector3.Dot(GroundNormal, Velocity);
@ -553,7 +575,7 @@ public sealed class PhysicsBody
float friction = Friction;
// Sledding modifies friction thresholds (from ACE cross-check).
if (State.HasFlag(PhysicsStateFlags.Sledding))
if ((State & PhysicsStateFlags.Sledding) != 0)
{
if (velocityMag2 < 1.5625f) // 1.25² — slow sled
friction = 1.0f;
@ -590,7 +612,7 @@ public sealed class PhysicsBody
if (velocityMag2 <= 0f)
{
// No movement manager equivalent here; just clear Active if grounded.
if (TransientState.HasFlag(TransientStateFlags.OnWalkable))
if ((TransientState & TransientStateFlags.OnWalkable) != 0)
TransientState &= ~TransientStateFlags.Active;
}
else

View file

@ -6,7 +6,7 @@ namespace AcDream.Core.Physics;
internal readonly record struct TerrainWalkableSample(
System.Numerics.Plane Plane,
Vector3[] Vertices,
TerrainTriangleVertices Vertices,
float WaterDepth,
bool IsWater,
uint CellId);
@ -27,6 +27,30 @@ internal readonly record struct TerrainWalkableSample(
public sealed class PhysicsEngine
{
private readonly Dictionary<uint, LandblockPhysics> _landblocks = new();
private readonly TransitionScratchArena? _transitionScratch;
public PhysicsEngine()
: this(reuseTransitionScratch: true)
{
}
/// <summary>
/// Test seam for fresh-versus-reused transition differential evidence.
/// Production always uses the public constructor and owns one retail-shaped
/// scratch arena.
/// </summary>
internal PhysicsEngine(bool reuseTransitionScratch)
{
_transitionScratch = reuseTransitionScratch
? new TransitionScratchArena()
: null;
}
private Transition RentTransition()
=> _transitionScratch?.Rent() ?? new Transition();
private void ReturnTransition(Transition transition)
=> _transitionScratch?.Return(transition);
/// <summary>Number of registered landblocks (diagnostic).</summary>
public int LandblockCount => _landblocks.Count;
@ -307,15 +331,10 @@ public sealed class PhysicsEngine
if (localX >= 0f && localX < 192f && localY >= 0f && localY < 192f)
{
var sample = lb.Terrain.SampleSurfacePolygon(localX, localY);
var vertices = new Vector3[sample.Vertices.Length];
for (int i = 0; i < sample.Vertices.Length; i++)
{
var v = sample.Vertices[i];
vertices[i] = new Vector3(
v.X + lb.WorldOffsetX,
v.Y + lb.WorldOffsetY,
v.Z);
}
var vertices = new TerrainTriangleVertices(
OffsetTerrainVertex(sample.Vertices.V0, lb),
OffsetTerrainVertex(sample.Vertices.V1, lb),
OffsetTerrainVertex(sample.Vertices.V2, lb));
var normal = sample.Normal;
float d = -Vector3.Dot(normal, vertices[0]);
@ -337,6 +356,12 @@ public sealed class PhysicsEngine
return null;
}
private static Vector3 OffsetTerrainVertex(Vector3 vertex, LandblockPhysics landblock)
=> new(
vertex.X + landblock.WorldOffsetX,
vertex.Y + landblock.WorldOffsetY,
vertex.Z);
/// <summary>
/// Indoor walking Phase 2 (2026-05-19). Resolves the cell id for a
/// given world position via retail's portal-graph traversal for indoor
@ -986,13 +1011,15 @@ public sealed class PhysicsEngine
// the body BEFORE the engine mutates it so the replay test can seed its
// PhysicsBody with the exact pre-call state. See PhysicsResolveCapture.cs.
bool captureEnabled = PhysicsResolveCapture.IsEnabled
&& moverFlags.HasFlag(ObjectInfoState.IsPlayer);
&& (moverFlags & ObjectInfoState.IsPlayer) != 0;
PhysicsBodySnapshot? bodyBeforeSnap =
captureEnabled && body is not null
? PhysicsResolveCapture.Snapshot(body)
: null;
var transition = new Transition();
var transition = RentTransition();
try
{
transition.ObjectInfo.StepUpHeight = stepUpHeight;
transition.ObjectInfo.StepDownHeight = stepDownHeight;
transition.ObjectInfo.StepDown = true;
@ -1017,7 +1044,7 @@ public sealed class PhysicsEngine
// CPhysicsObj::get_object_info 0x00511CC0: Missile contributes
// PathClipped only. PerfectClip is deliberately not inferred.
if (transition.ObjectInfo.MoverPhysicsState.HasFlag(PhysicsStateFlags.Missile))
if ((transition.ObjectInfo.MoverPhysicsState & PhysicsStateFlags.Missile) != 0)
transition.ObjectInfo.State |= ObjectInfoState.PathClipped;
// frames_stationary_fall gate input: retail reads the mover's GRAVITY state bit
@ -1063,7 +1090,7 @@ public sealed class PhysicsEngine
// a wall collision at the end of one transition must project the next
// frame's movement along the wall instead of hard-stopping again.
if (body is not null
&& body.TransientState.HasFlag(TransientStateFlags.Sliding)
&& (body.TransientState & TransientStateFlags.Sliding) != 0
&& body.SlidingNormal.LengthSquared() > PhysicsGlobals.EpsilonSq)
{
transition.CollisionInfo.SetSlidingNormal(body.SlidingNormal);
@ -1113,9 +1140,9 @@ public sealed class PhysicsEngine
if (body is not null)
{
transition.CollisionInfo.FramesStationaryFall =
body.TransientState.HasFlag(TransientStateFlags.StationaryStuck) ? 3 :
body.TransientState.HasFlag(TransientStateFlags.StationaryStop) ? 2 :
body.TransientState.HasFlag(TransientStateFlags.StationaryFall) ? 1 : 0;
(body.TransientState & TransientStateFlags.StationaryStuck) != 0 ? 3 :
(body.TransientState & TransientStateFlags.StationaryStop) != 0 ? 2 :
(body.TransientState & TransientStateFlags.StationaryFall) != 0 ? 1 : 0;
}
bool ok = transition.FindTransitionalPosition(this);
@ -1174,7 +1201,7 @@ public sealed class PhysicsEngine
{
body.WalkablePolygonValid = true;
body.WalkablePlane = sp.LastWalkablePlane;
body.WalkableVertices = (Vector3[])sp.LastWalkableVertices.Clone();
body.SetWalkableVerticesExact(sp.LastWalkableVertices);
body.WalkableUp = sp.LastWalkableUp;
}
else if (!isOnGround && !ci.ContactPlaneValid && !ci.LastKnownContactPlaneValid)
@ -1320,7 +1347,7 @@ public sealed class PhysicsEngine
inContact,
ci.ContactPlane.Normal);
bool onGround = inContact
|| transition.ObjectInfo.State.HasFlag(ObjectInfoState.OnWalkable);
|| (transition.ObjectInfo.State & ObjectInfoState.OnWalkable) != 0;
resolveResult = new ResolveResult(
sp.CheckPos,
@ -1346,7 +1373,7 @@ public sealed class PhysicsEngine
// If CheckPos hasn't moved from CurPos, the player stays put —
// this is correct behavior when completely blocked.
bool partialOnGround = ci.ContactPlaneValid
|| transition.ObjectInfo.State.HasFlag(ObjectInfoState.OnWalkable)
|| (transition.ObjectInfo.State & ObjectInfoState.OnWalkable) != 0
|| isOnGround;
uint partialCellId = sp.CheckCellId != 0 ? sp.CheckCellId : cellId;
@ -1394,6 +1421,11 @@ public sealed class PhysicsEngine
return resolveResult;
}
finally
{
ReturnTransition(transition);
}
}
/// <summary>
/// Runs retail's radius-aware placement-ring search after the host has
@ -1413,7 +1445,9 @@ public sealed class PhysicsEngine
ObjectInfoState moverFlags = ObjectInfoState.None,
uint movingEntityId = 0)
{
var transition = new Transition();
var transition = RentTransition();
try
{
transition.ObjectInfo.StepUpHeight = stepUpHeight;
transition.ObjectInfo.StepDownHeight = stepDownHeight;
transition.ObjectInfo.StepDown = true;
@ -1431,7 +1465,7 @@ public sealed class PhysicsEngine
inContact,
ci.ContactPlane.Normal);
bool onGround = inContact
|| transition.ObjectInfo.State.HasFlag(ObjectInfoState.OnWalkable);
|| (transition.ObjectInfo.State & ObjectInfoState.OnWalkable) != 0;
return new ResolveResult(
sp.CurPos,
@ -1447,4 +1481,9 @@ public sealed class PhysicsEngine
ContactPlaneCellId: ci.ContactPlaneCellId,
ContactPlaneIsWater: ci.ContactPlaneIsWater);
}
finally
{
ReturnTransition(transition);
}
}
}

View file

@ -6,7 +6,28 @@ namespace AcDream.Core.Physics;
public readonly record struct TerrainSurfacePolygon(
float Z,
Vector3 Normal,
Vector3[] Vertices);
TerrainTriangleVertices Vertices);
/// <summary>
/// The terrain surface beneath one point is always exactly one triangle.
/// Keeping its three vertices inline avoids allocating two short arrays for
/// every transition substep while retaining the same vertex order and floats.
/// </summary>
public readonly record struct TerrainTriangleVertices(
Vector3 V0,
Vector3 V1,
Vector3 V2)
{
public int Length => 3;
public Vector3 this[int index] => index switch
{
0 => V0,
1 => V1,
2 => V2,
_ => throw new ArgumentOutOfRangeException(nameof(index)),
};
}
/// <summary>
/// Outdoor terrain height resolver for a single landblock. Performs
@ -77,8 +98,8 @@ public sealed class TerrainSurface
for (int cy = 0; cy < CellsPerSide; cy++)
{
int waterCorners = 0;
if (_cornerIsWater[cx, cy ]) waterCorners++;
if (_cornerIsWater[cx + 1, cy ]) waterCorners++;
if (_cornerIsWater[cx, cy]) waterCorners++;
if (_cornerIsWater[cx + 1, cy]) waterCorners++;
if (_cornerIsWater[cx + 1, cy + 1]) waterCorners++;
if (_cornerIsWater[cx, cy + 1]) waterCorners++;
@ -134,8 +155,8 @@ public sealed class TerrainSurface
float ty = fy - cy;
// Four corner heights (BL=SW, BR=SE, TR=NE, TL=NW)
float hBL = _z[cx, cy ];
float hBR = _z[cx + 1, cy ];
float hBL = _z[cx, cy];
float hBR = _z[cx + 1, cy];
float hTR = _z[cx + 1, cy + 1];
float hTL = _z[cx, cy + 1];
@ -189,10 +210,10 @@ public sealed class TerrainSurface
// x-major heightmap indexing matches TerrainSurface's pre-resolution
// (heights[x * 9 + y]) and ACE LandblockStruct.
float hBL = heightTable[heights[cx * HeightmapSide + cy ]];
float hBR = heightTable[heights[(cx+1) * HeightmapSide + cy ]];
float hTR = heightTable[heights[(cx+1) * HeightmapSide + (cy+1)]];
float hTL = heightTable[heights[cx * HeightmapSide + (cy+1)]];
float hBL = heightTable[heights[cx * HeightmapSide + cy]];
float hBR = heightTable[heights[(cx + 1) * HeightmapSide + cy]];
float hTR = heightTable[heights[(cx + 1) * HeightmapSide + (cy + 1)]];
float hTL = heightTable[heights[cx * HeightmapSide + (cy + 1)]];
bool splitSWtoNE = IsSplitSWtoNE(landblockX, (uint)cx, landblockY, (uint)cy);
return InterpolateZInTriangle(hBL, hBR, hTR, hTL, tx, ty, splitSWtoNE);
@ -227,10 +248,10 @@ public sealed class TerrainSurface
float tx = fx - cx;
float ty = fy - cy;
float hBL = heightTable[heights[cx * HeightmapSide + cy ]];
float hBR = heightTable[heights[(cx+1) * HeightmapSide + cy ]];
float hTR = heightTable[heights[(cx+1) * HeightmapSide + (cy+1)]];
float hTL = heightTable[heights[cx * HeightmapSide + (cy+1)]];
float hBL = heightTable[heights[cx * HeightmapSide + cy]];
float hBR = heightTable[heights[(cx + 1) * HeightmapSide + cy]];
float hTR = heightTable[heights[(cx + 1) * HeightmapSide + (cy + 1)]];
float hTL = heightTable[heights[cx * HeightmapSide + (cy + 1)]];
bool splitSWtoNE = IsSplitSWtoNE(landblockX, (uint)cx, landblockY, (uint)cy);
@ -332,8 +353,8 @@ public sealed class TerrainSurface
float tx = fx - cx;
float ty = fy - cy;
float hBL = _z[cx, cy ];
float hBR = _z[cx + 1, cy ];
float hBL = _z[cx, cy];
float hBR = _z[cx + 1, cy];
float hTR = _z[cx + 1, cy + 1];
float hTL = _z[cx, cy + 1];
@ -405,8 +426,8 @@ public sealed class TerrainSurface
float tx = fx - cx;
float ty = fy - cy;
float hBL = _z[cx, cy ];
float hBR = _z[cx + 1, cy ];
float hBL = _z[cx, cy];
float hBR = _z[cx + 1, cy];
float hTR = _z[cx + 1, cy + 1];
float hTL = _z[cx, cy + 1];
@ -418,19 +439,19 @@ public sealed class TerrainSurface
Vector3 tl = new(cx * CellSize, (cy + 1) * CellSize, hTL);
float z;
Vector3[] vertices;
TerrainTriangleVertices vertices;
if (splitSWtoNE)
{
if (tx > ty)
{
z = hBL + (hBR - hBL) * tx + (hTR - hBR) * ty;
vertices = new[] { bl, br, tr };
vertices = new TerrainTriangleVertices(bl, br, tr);
}
else
{
z = hBL + (hTR - hTL) * tx + (hTL - hBL) * ty;
vertices = new[] { bl, tr, tl };
vertices = new TerrainTriangleVertices(bl, tr, tl);
}
}
else
@ -438,12 +459,12 @@ public sealed class TerrainSurface
if (tx + ty <= 1f)
{
z = hBL + (hBR - hBL) * tx + (hTL - hBL) * ty;
vertices = new[] { bl, br, tl };
vertices = new TerrainTriangleVertices(bl, br, tl);
}
else
{
z = hTR + (hTL - hTR) * (1f - tx) + (hBR - hTR) * (1f - ty);
vertices = new[] { br, tr, tl };
vertices = new TerrainTriangleVertices(br, tr, tl);
}
}

View file

@ -0,0 +1,68 @@
using System;
using System.Threading;
namespace AcDream.Core.Physics;
/// <summary>
/// Stack-disciplined reusable transition scratch owned by one
/// <see cref="PhysicsEngine"/>.
///
/// Retail <c>CTransition::makeTransition</c> (0x0050B150) leases one of ten
/// pre-existing records by nesting depth, calls <c>CTransition::init</c>, and
/// releases it through <c>CTransition::cleanupTransition</c> (0x00509DC0).
/// This arena keeps the same ten-deep, LIFO, same-thread contract while
/// lazily constructing records that are actually used.
/// </summary>
internal sealed class TransitionScratchArena
{
internal const int Capacity = 10;
private readonly Transition?[] _records = new Transition?[Capacity];
private int _depth;
private int _ownerThreadId;
internal int ActiveDepth => _depth;
internal Transition Rent()
{
int threadId = Environment.CurrentManagedThreadId;
if (_depth != 0 && _ownerThreadId != threadId)
{
throw new InvalidOperationException(
"Physics transition scratch cannot be shared across threads.");
}
if (_depth >= Capacity)
{
throw new InvalidOperationException(
$"Physics transition nesting exceeds retail's {Capacity}-record scratch arena.");
}
if (_depth == 0)
_ownerThreadId = threadId;
Transition transition = _records[_depth] ??= new Transition();
_depth++;
transition.ResetForReuse();
return transition;
}
internal void Return(Transition transition)
{
ArgumentNullException.ThrowIfNull(transition);
int threadId = Environment.CurrentManagedThreadId;
int index = _depth - 1;
if (index < 0
|| _ownerThreadId != threadId
|| !ReferenceEquals(_records[index], transition))
{
throw new InvalidOperationException(
"Physics transition scratch must be returned in LIFO order on its owning thread.");
}
_depth = index;
if (_depth == 0)
_ownerThreadId = 0;
}
}

View file

@ -89,13 +89,13 @@ public sealed class ObjectInfo
public bool MoverHasGravity;
// Convenience flag checks
public bool Contact => State.HasFlag(ObjectInfoState.Contact);
public bool OnWalkable => State.HasFlag(ObjectInfoState.OnWalkable);
public bool IsViewer => State.HasFlag(ObjectInfoState.IsViewer);
public bool IsPlayer => State.HasFlag(ObjectInfoState.IsPlayer);
public bool EdgeSlide => State.HasFlag(ObjectInfoState.EdgeSlide);
public bool PathClipped => State.HasFlag(ObjectInfoState.PathClipped);
public bool FreeRotate => State.HasFlag(ObjectInfoState.FreeRotate);
public bool Contact => (State & ObjectInfoState.Contact) != 0;
public bool OnWalkable => (State & ObjectInfoState.OnWalkable) != 0;
public bool IsViewer => (State & ObjectInfoState.IsViewer) != 0;
public bool IsPlayer => (State & ObjectInfoState.IsPlayer) != 0;
public bool EdgeSlide => (State & ObjectInfoState.EdgeSlide) != 0;
public bool PathClipped => (State & ObjectInfoState.PathClipped) != 0;
public bool FreeRotate => (State & ObjectInfoState.FreeRotate) != 0;
/// <summary>
/// Verbatim decision tree from retail <c>OBJECTINFO::missile_ignore</c>
@ -107,20 +107,20 @@ public sealed class ObjectInfo
EntityCollisionFlags targetFlags)
{
var targetState = (PhysicsStateFlags)targetPhysicsState;
if (targetState.HasFlag(PhysicsStateFlags.Missile))
if ((targetState & PhysicsStateFlags.Missile) != 0)
return true;
if (!MoverPhysicsState.HasFlag(PhysicsStateFlags.Missile))
if ((MoverPhysicsState & PhysicsStateFlags.Missile) == 0)
return false;
if (targetEntityId == TargetId)
return false;
bool hasWeenie = targetFlags.HasFlag(EntityCollisionFlags.HasWeenie);
if (targetState.HasFlag(PhysicsStateFlags.Ethereal) && hasWeenie)
bool hasWeenie = (targetFlags & EntityCollisionFlags.HasWeenie) != 0;
if ((targetState & PhysicsStateFlags.Ethereal) != 0 && hasWeenie)
return true;
return TargetId != 0
&& hasWeenie
&& targetFlags.HasFlag(EntityCollisionFlags.IsCreature);
&& (targetFlags & EntityCollisionFlags.IsCreature) != 0;
}
/// <summary>
@ -162,6 +162,26 @@ public sealed class ObjectInfo
/// </para>
/// </summary>
public void StopVelocity() { VelocityKilled = true; }
/// <summary>
/// Restores the logical state of this reusable transition record.
/// Retail performs the equivalent reset in <c>OBJECTINFO::init</c> while
/// retaining the surrounding <c>CTransition</c> storage.
/// </summary>
public void ResetForReuse()
{
State = ObjectInfoState.None;
StepUpHeight = PhysicsGlobals.DefaultStepHeight;
StepDownHeight = 0.04f;
Ethereal = false;
StepDown = true;
Scale = 1.0f;
MoverPhysicsState = PhysicsStateFlags.None;
TargetId = 0;
SelfEntityId = 0;
MoverHasGravity = false;
VelocityKilled = false;
}
}
/// <summary>
@ -290,7 +310,7 @@ public sealed class CollisionInfo
public int FramesStationaryFall;
public Vector3 AdjustOffset;
public List<uint> CollideObjectGuids = new();
public readonly List<uint> CollideObjectGuids = new();
public uint? LastCollidedObjectGuid;
/// <summary>
@ -350,12 +370,84 @@ public sealed class CollisionInfo
CollisionNormalValid = true;
CollisionNormal = normal;
}
/// <summary>
/// Retail <c>COLLISIONINFO::init</c> reset for a retained transition
/// record. Backing fields are written directly so diagnostic setters do
/// not report initialization as gameplay state mutation.
/// </summary>
public void ResetForReuse()
{
_contactPlaneValid = false;
_contactPlane = default;
_contactPlaneCellId = 0;
_contactPlaneIsWater = false;
_lastKnownContactPlaneValid = false;
_lastKnownContactPlane = default;
_lastKnownContactPlaneCellId = 0;
_lastKnownContactPlaneIsWater = false;
SlidingNormalValid = false;
SlidingNormal = Vector3.Zero;
CollisionNormalValid = false;
CollisionNormal = Vector3.Zero;
CollidedWithEnvironment = false;
FramesStationaryFall = 0;
AdjustOffset = Vector3.Zero;
CollideObjectGuids.Clear();
LastCollidedObjectGuid = null;
ContactPlaneWriteCount = 0;
}
}
/// <summary>
/// Movement path descriptor — tracks sphere positions in multiple
/// coordinate frames during collision resolution.
/// ACE: SpherePath.
/// Retained, stack-disciplined ordering buffers for reentrant neighboring-cell
/// checks. A cell collision can enter another cell check before the outer scan
/// resumes, so each active depth needs an independent list.
/// </summary>
internal sealed class CellOrderScratchArena
{
private readonly List<List<uint>> _records = new();
private int _depth;
internal int ActiveDepth => _depth;
internal int RetainedRecordCount => _records.Count;
internal IReadOnlyList<List<uint>> RetainedRecords => _records;
internal List<uint> Rent()
{
if (_depth == _records.Count)
_records.Add(new List<uint>());
List<uint> record = _records[_depth++];
record.Clear();
return record;
}
internal void Return(List<uint> record)
{
int index = _depth - 1;
if (index < 0 || !ReferenceEquals(_records[index], record))
{
throw new InvalidOperationException(
"Cell-order scratch must be returned in LIFO order.");
}
record.Clear();
_depth = index;
}
internal void ResetForReuse()
{
foreach (List<uint> record in _records)
record.Clear();
_depth = 0;
}
}
/// <summary>
/// Movement path descriptor; tracks sphere positions in multiple coordinate
/// frames during collision resolution. ACE: SpherePath.
/// </summary>
public sealed class SpherePath
{
@ -474,6 +566,18 @@ public sealed class SpherePath
/// </summary>
public bool HitsInteriorCell;
// The logical walkable references above are cleared by ResetForReuse.
// These private exact-length buffers retain only storage identity, matching
// retail's embedded transition scratch without exposing stale vertices to
// polygon math.
private Vector3[]? _walkableVertexStorage;
private Vector3[]? _lastWalkableVertexStorage;
internal readonly CellArray CellCandidates = new();
internal readonly CellOrderScratchArena OrderedCellScratch = new();
internal Vector3[]? RetainedWalkableVertexStorage => _walkableVertexStorage;
internal Vector3[]? RetainedLastWalkableVertexStorage => _lastWalkableVertexStorage;
public void SetCheckPos(Vector3 pos, uint cellId)
{
CheckPos = pos;
@ -522,15 +626,75 @@ public sealed class SpherePath
public void SetWalkable(Plane plane, Vector3[] vertices, Vector3 up)
{
ArgumentNullException.ThrowIfNull(vertices);
WalkableValid = true;
WalkablePlane = plane;
WalkableVertices = (Vector3[])vertices.Clone();
WalkableVertices = CopyExact(vertices, ref _walkableVertexStorage);
WalkableUp = up;
WalkableAllowance = PhysicsGlobals.FloorZ;
LastWalkableValid = true;
LastWalkablePlane = plane;
LastWalkableVertices = (Vector3[])vertices.Clone();
LastWalkableVertices = CopyExact(vertices, ref _lastWalkableVertexStorage);
LastWalkableUp = up;
}
internal void SetWalkable(
Plane plane,
in TerrainTriangleVertices vertices,
Vector3 up)
{
Vector3[] walkable = RentExact(3, ref _walkableVertexStorage);
Vector3[] last = RentExact(3, ref _lastWalkableVertexStorage);
walkable[0] = last[0] = vertices.V0;
walkable[1] = last[1] = vertices.V1;
walkable[2] = last[2] = vertices.V2;
WalkableValid = true;
WalkablePlane = plane;
WalkableVertices = walkable;
WalkableUp = up;
WalkableAllowance = PhysicsGlobals.FloorZ;
LastWalkableValid = true;
LastWalkablePlane = plane;
LastWalkableVertices = last;
LastWalkableUp = up;
}
/// <summary>
/// Copies local polygon vertices directly into the retained exact-length
/// world-space buffers. This removes the former temporary transformed
/// array while preserving the same multiplication and addition order.
/// </summary>
internal void SetWalkableTransformed(
Plane plane,
ReadOnlySpan<Vector3> localVertices,
Quaternion localToWorld,
float scale,
Vector3 worldOrigin,
Vector3 up)
{
Vector3[] walkable = RentExact(localVertices.Length, ref _walkableVertexStorage);
Vector3[] last = RentExact(localVertices.Length, ref _lastWalkableVertexStorage);
for (int i = 0; i < localVertices.Length; i++)
{
Vector3 transformed =
Vector3.Transform(localVertices[i] * scale, localToWorld) + worldOrigin;
walkable[i] = transformed;
last[i] = transformed;
}
WalkableValid = true;
WalkablePlane = plane;
WalkableVertices = walkable;
WalkableUp = up;
WalkableAllowance = PhysicsGlobals.FloorZ;
LastWalkableValid = true;
LastWalkablePlane = plane;
LastWalkableVertices = last;
LastWalkableUp = up;
}
@ -547,11 +711,95 @@ public sealed class SpherePath
WalkableValid = true;
WalkablePlane = LastWalkablePlane;
WalkableVertices = (Vector3[])LastWalkableVertices.Clone();
WalkableVertices = CopyExact(LastWalkableVertices, ref _walkableVertexStorage);
WalkableUp = LastWalkableUp;
return true;
}
/// <summary>
/// Retail <c>SPHEREPATH::init</c> reset for a retained transition record.
/// Every logical value is restored; only the two private exact-length
/// vertex buffers and the fixed sphere object identities survive.
/// </summary>
public void ResetForReuse()
{
NumSphere = 1;
ResetSphereArray(LocalSphere);
ResetSphereArray(GlobalSphere);
ResetSphereArray(GlobalCurrCenter);
BeginPos = Vector3.Zero;
EndPos = Vector3.Zero;
CurPos = Vector3.Zero;
CheckPos = Vector3.Zero;
BeginOrientation = Quaternion.Identity;
EndOrientation = Quaternion.Identity;
CurOrientation = Quaternion.Identity;
CheckOrientation = Quaternion.Identity;
CurCellId = 0;
CheckCellId = 0;
CarriedBlockOrigin = null;
GlobalOffset = Vector3.Zero;
StepUp = false;
StepUpNormal = Vector3.Zero;
Collide = false;
StepDown = false;
StepDownAmt = 0f;
WalkInterp = 1.0f;
WalkableValid = false;
WalkablePlane = default;
WalkableVertices = null;
WalkableUp = Vector3.UnitZ;
WalkableAllowance = PhysicsGlobals.FloorZ;
LastWalkableValid = false;
LastWalkablePlane = default;
LastWalkableVertices = null;
LastWalkableUp = Vector3.UnitZ;
BackupCheckPos = Vector3.Zero;
BackupCheckCellId = 0;
NegPolyHit = false;
NegStepUp = false;
NegCollisionNormal = Vector3.Zero;
CheckWalkable = false;
InsertType = InsertType.Transition;
PlacementAllowsSliding = true;
ObstructionEthereal = false;
BldgCheck = false;
HitsInteriorCell = false;
if (_walkableVertexStorage is not null)
System.Array.Clear(_walkableVertexStorage);
if (_lastWalkableVertexStorage is not null)
System.Array.Clear(_lastWalkableVertexStorage);
CellCandidates.Clear();
OrderedCellScratch.ResetForReuse();
}
private static Vector3[] CopyExact(
ReadOnlySpan<Vector3> source,
ref Vector3[]? storage)
{
Vector3[] destination = RentExact(source.Length, ref storage);
source.CopyTo(destination);
return destination;
}
private static Vector3[] RentExact(int length, ref Vector3[]? storage)
{
if (storage is null || storage.Length != length)
storage = new Vector3[length];
return storage;
}
private static void ResetSphereArray(Sphere[] spheres)
{
for (int i = 0; i < spheres.Length; i++)
{
spheres[i].Origin = Vector3.Zero;
spheres[i].Radius = 0f;
}
}
/// <summary>
/// Slide fallback when step-up fails. Clears the contact-plane state that
/// caused the step-up attempt and runs the full sphere-slide computation
@ -693,9 +941,22 @@ public static class PhysicsGlobals
/// </summary>
public sealed class Transition
{
public ObjectInfo ObjectInfo = new();
public SpherePath SpherePath = new();
public CollisionInfo CollisionInfo = new();
public readonly ObjectInfo ObjectInfo = new();
public readonly SpherePath SpherePath = new();
public readonly CollisionInfo CollisionInfo = new();
/// <summary>
/// Restores this retained record to the state of a freshly constructed
/// transition. Retail <c>CTransition::makeTransition</c> calls
/// <c>CTransition::init</c> on its stack-disciplined scratch record before
/// each lease.
/// </summary>
public void ResetForReuse()
{
ObjectInfo.ResetForReuse();
SpherePath.ResetForReuse();
CollisionInfo.ResetForReuse();
}
private static bool DumpEdgeSlideEnabled =>
Environment.GetEnvironmentVariable("ACDREAM_DUMP_EDGE_SLIDE") == "1";
@ -1087,7 +1348,7 @@ public sealed class Transition
{
// COLLISIONINFO::init at retail 0x0050B052. Placement probes are
// independent; a failed compass sample must not bias the next one.
CollisionInfo = new CollisionInfo();
CollisionInfo.ResetForReuse();
}
return transitionState;
@ -1850,15 +2111,6 @@ public sealed class Transition
if (cellPhysics.BSP?.Root is null) return false;
// Build foot sphere in cell-local space. Caller passes localFootCenter
// already transformed into cell-local space and the resolver's
// foot-sphere radius.
var localSphere = new DatReaderWriter.Types.Sphere
{
Origin = localFootCenter,
Radius = sphereRadius,
};
// Save/restore WalkableAllowance: CPolygon::walkable_hits_sphere reads
// path.WalkableAllowance (acclient_2013_pseudo_c.txt:323010). For
// "standing here, find my floor" we want the walkability slope
@ -1880,7 +2132,8 @@ public sealed class Transition
cellPhysics.BSP.Root,
cellPhysics.Resolved,
this,
localSphere,
localFootCenter,
sphereRadius,
INDOOR_WALKABLE_PROBE_DISTANCE,
Vector3.UnitZ, // local Z is up for indoor cells (identity transform)
out hitPoly,
@ -1957,7 +2210,19 @@ public sealed class Transition
// Deterministic order for greppable probe logs. Skip the primary
// cell — caller has already run its BSP.
var ordered = new System.Collections.Generic.List<uint>(cellSet);
List<uint> ordered = sp.OrderedCellScratch.Rent();
try
{
if (cellSet is CellArray cellArray)
{
for (int i = 0; i < cellArray.Count; i++)
ordered.Add(cellArray.OrderedIds[i]);
}
else
{
foreach (uint id in cellSet)
ordered.Add(id);
}
ordered.Sort();
foreach (uint cellId in ordered)
@ -2043,20 +2308,13 @@ public sealed class Transition
var localCenter = Vector3.Transform(footCenter, cell.InverseWorldTransform);
var localCurrCenter = Vector3.Transform(sp.GlobalCurrCenter[0].Origin, cell.InverseWorldTransform);
var localSphere = new DatReaderWriter.Types.Sphere
{
Origin = localCenter,
Radius = sphereRadius,
};
DatReaderWriter.Types.Sphere? localSphere1 = null;
if (sp.NumSphere > 1)
{
localSphere1 = new DatReaderWriter.Types.Sphere
{
Origin = Vector3.Transform(sp.GlobalSphere[1].Origin, cell.InverseWorldTransform),
Radius = sp.GlobalSphere[1].Radius,
};
}
bool hasLocalSphere1 = sp.NumSphere > 1;
Vector3 localSphere1Center = hasLocalSphere1
? Vector3.Transform(sp.GlobalSphere[1].Origin, cell.InverseWorldTransform)
: Vector3.Zero;
float localSphere1Radius = hasLocalSphere1
? sp.GlobalSphere[1].Radius
: 0f;
System.Numerics.Quaternion cellRotation;
Vector3 cellOrigin;
@ -2074,7 +2332,12 @@ public sealed class Transition
var result = BSPQuery.FindCollisions(
cell.BSP.Root, cell.Resolved, this,
localSphere, localSphere1, localCurrCenter,
localCenter,
sphereRadius,
hasLocalSphere1,
localSphere1Center,
localSphere1Radius,
localCurrCenter,
Vector3.UnitZ, 1.0f, cellRotation, engine,
worldOrigin: cellOrigin);
@ -2123,6 +2386,11 @@ public sealed class Transition
return TransitionState.OK;
}
finally
{
sp.OrderedCellScratch.Return(ordered);
}
}
private void LogIssue98CellSetSummary(
PhysicsEngine engine,
@ -2295,7 +2563,7 @@ public sealed class Transition
{
case TransitionState.Collided:
case TransitionState.Adjusted:
if (!ObjectInfo.State.HasFlag(ObjectInfoState.Contact))
if ((ObjectInfo.State & ObjectInfoState.Contact) == 0)
CollisionInfo.CollidedWithEnvironment = true;
return true;
case TransitionState.Slid:
@ -2358,23 +2626,16 @@ public sealed class Transition
var localCenter = Vector3.Transform(footCenter, cellPhysics.InverseWorldTransform);
var localCurrCenter = Vector3.Transform(sp.GlobalCurrCenter[0].Origin, cellPhysics.InverseWorldTransform);
var localSphere = new DatReaderWriter.Types.Sphere
{
Origin = localCenter,
Radius = sphereRadius,
};
// Second sphere (head) in local space, if present.
DatReaderWriter.Types.Sphere? localSphere1 = null;
if (sp.NumSphere > 1)
{
var headCenter = sp.GlobalSphere[1].Origin;
localSphere1 = new DatReaderWriter.Types.Sphere
{
Origin = Vector3.Transform(headCenter, cellPhysics.InverseWorldTransform),
Radius = sp.GlobalSphere[1].Radius,
};
}
bool hasLocalSphere1 = sp.NumSphere > 1;
Vector3 localSphere1Center = hasLocalSphere1
? Vector3.Transform(
sp.GlobalSphere[1].Origin,
cellPhysics.InverseWorldTransform)
: Vector3.Zero;
float localSphere1Radius = hasLocalSphere1
? sp.GlobalSphere[1].Radius
: 0f;
// Indoor walking Phase 1 (2026-05-19): clear the LastBspHitPoly
// side-channel before the call so a missed write (no collision)
@ -2420,8 +2681,11 @@ public sealed class Transition
cellPhysics.BSP.Root,
cellPhysics.Resolved,
this,
localSphere,
localSphere1,
localCenter,
sphereRadius,
hasLocalSphere1,
localSphere1Center,
localSphere1Radius,
localCurrCenter,
Vector3.UnitZ, // local space Z is up
1.0f, // scale = 1.0 for cell geometry
@ -2443,7 +2707,7 @@ public sealed class Transition
if (cellState != TransitionState.OK)
{
if (!ObjectInfo.State.HasFlag(ObjectInfoState.Contact))
if ((ObjectInfo.State & ObjectInfoState.Contact) == 0)
ci.CollidedWithEnvironment = true;
return cellState;
}
@ -2553,8 +2817,13 @@ public sealed class Transition
sp.HitsInteriorCell = false;
uint containingCellId = CellTransit.FindCellSet(
engine.DataCache, sp.GlobalSphere, sp.NumSphere, sp.CheckCellId, out var cellSet,
engine.DataCache,
sp.GlobalSphere,
sp.NumSphere,
sp.CheckCellId,
sp.CellCandidates,
sp.CarriedBlockOrigin);
CellArray cellSet = sp.CellCandidates;
LogIssue98CellSetSummary(engine, containingCellId, cellSet, footCenter, sphereRadius);
if ((sp.CheckCellId & 0xFFFFu) >= 0x0100u
@ -2564,8 +2833,9 @@ public sealed class Transition
}
else
{
foreach (uint id in cellSet)
for (int i = 0; i < cellSet.Count; i++)
{
uint id = cellSet.OrderedIds[i];
if ((id & 0xFFFFu) >= 0x0100u) { sp.HitsInteriorCell = true; break; }
}
}
@ -2610,18 +2880,12 @@ public sealed class Transition
private TransitionState ValidateWalkable(Vector3 sphereCenter, float sphereRadius,
System.Numerics.Plane contactPlane,
bool isWater, float waterDepth, uint cellId,
Vector3[]? walkableVertices = null)
TerrainTriangleVertices? walkableVertices = null)
{
var sp = SpherePath;
var ci = CollisionInfo;
var oi = ObjectInfo;
void CacheWalkableContext()
{
if (walkableVertices is not null && contactPlane.Normal.Z >= PhysicsGlobals.FloorZ)
sp.SetWalkable(contactPlane, walkableVertices, Vector3.UnitZ);
}
// Low point of the sphere.
var lowPoint = sphereCenter - new Vector3(0f, 0f, sphereRadius);
@ -2646,7 +2910,7 @@ public sealed class Transition
if (sp.StepDown || !oi.OnWalkable || walkableNormal)
{
ci.SetContactPlane(contactPlane, cellId, isWater);
CacheWalkableContext();
CacheWalkableContext(sp, contactPlane, walkableVertices);
}
if (!oi.Contact && !sp.StepDown)
@ -2669,7 +2933,7 @@ public sealed class Transition
if (sp.StepDown || !oi.OnWalkable || walkable)
{
ci.SetContactPlane(contactPlane, cellId, isWater);
CacheWalkableContext();
CacheWalkableContext(sp, contactPlane, walkableVertices);
if (sp.StepDown)
{
@ -2693,6 +2957,18 @@ public sealed class Transition
return TransitionState.Adjusted;
}
private static void CacheWalkableContext(
SpherePath spherePath,
Plane contactPlane,
TerrainTriangleVertices? walkableVertices)
{
if (walkableVertices is { } vertices
&& contactPlane.Normal.Z >= PhysicsGlobals.FloorZ)
{
spherePath.SetWalkable(contactPlane, in vertices, Vector3.UnitZ);
}
}
// -----------------------------------------------------------------------
// Object collision — static BSP objects
// -----------------------------------------------------------------------
@ -2880,23 +3156,22 @@ public sealed class Transition
var invRot = Quaternion.Inverse(obj.Rotation);
float invScale = obj.Scale > 0 ? 1.0f / obj.Scale : 1.0f;
var localSphere0 = new DatReaderWriter.Types.Sphere
{
Origin = Vector3.Transform(sp.GlobalSphere[0].Origin - obj.Position, invRot) * invScale,
Radius = sp.GlobalSphere[0].Radius * invScale,
};
Vector3 localSphere0Center =
Vector3.Transform(sp.GlobalSphere[0].Origin - obj.Position, invRot)
* invScale;
float localSphere0Radius = sp.GlobalSphere[0].Radius * invScale;
var localCurrCenter = Vector3.Transform(
sp.GlobalCurrCenter[0].Origin - obj.Position, invRot) * invScale;
DatReaderWriter.Types.Sphere? localSphere1 = null;
if (sp.NumSphere > 1)
{
localSphere1 = new DatReaderWriter.Types.Sphere
{
Origin = Vector3.Transform(sp.GlobalSphere[1].Origin - obj.Position, invRot) * invScale,
Radius = sp.GlobalSphere[1].Radius * invScale,
};
}
bool hasLocalSphere1 = sp.NumSphere > 1;
Vector3 localSphere1Center = hasLocalSphere1
? Vector3.Transform(
sp.GlobalSphere[1].Origin - obj.Position,
invRot) * invScale
: Vector3.Zero;
float localSphere1Radius = hasLocalSphere1
? sp.GlobalSphere[1].Radius * invScale
: 0f;
// Local-space Z (up direction rotated into object space).
var localSpaceZ = Vector3.Transform(Vector3.UnitZ, invRot);
@ -2908,8 +3183,11 @@ public sealed class Transition
physics.BSP.Root,
physics.Resolved,
this,
localSphere0,
localSphere1,
localSphere0Center,
localSphere0Radius,
hasLocalSphere1,
localSphere1Center,
localSphere1Radius,
localCurrCenter,
localSpaceZ,
obj.Scale, // scale for local→world offsets
@ -3212,20 +3490,16 @@ public sealed class Transition
}
var invRot = Quaternion.Inverse(bldRotation);
var localSphere0 = new DatReaderWriter.Types.Sphere
{
Origin = Vector3.Transform(sp.GlobalSphere[0].Origin - bldOrigin, invRot),
Radius = sp.GlobalSphere[0].Radius,
};
DatReaderWriter.Types.Sphere? localSphere1 = null;
if (sp.NumSphere > 1)
{
localSphere1 = new DatReaderWriter.Types.Sphere
{
Origin = Vector3.Transform(sp.GlobalSphere[1].Origin - bldOrigin, invRot),
Radius = sp.GlobalSphere[1].Radius,
};
}
Vector3 localSphere0Center =
Vector3.Transform(sp.GlobalSphere[0].Origin - bldOrigin, invRot);
float localSphere0Radius = sp.GlobalSphere[0].Radius;
bool hasLocalSphere1 = sp.NumSphere > 1;
Vector3 localSphere1Center = hasLocalSphere1
? Vector3.Transform(sp.GlobalSphere[1].Origin - bldOrigin, invRot)
: Vector3.Zero;
float localSphere1Radius = hasLocalSphere1
? sp.GlobalSphere[1].Radius
: 0f;
var localCurrCenter = Vector3.Transform(
sp.GlobalCurrCenter[0].Origin - bldOrigin, invRot);
var localSpaceZ = Vector3.Transform(Vector3.UnitZ, invRot);
@ -3239,8 +3513,11 @@ public sealed class Transition
physics.BSP.Root,
physics.Resolved,
this,
localSphere0,
localSphere1,
localSphere0Center,
localSphere0Radius,
hasLocalSphere1,
localSphere1Center,
localSphere1Radius,
localCurrCenter,
localSpaceZ,
1.0f, // buildings are unscaled
@ -3513,7 +3790,7 @@ public sealed class Transition
Vector3 gCenter = sp.GlobalCurrCenter[sphereNum].Origin;
Vector3 globalOffset = gCenter - obj.Position;
if (!ObjectInfo.State.HasFlag(ObjectInfoState.PerfectClip))
if ((ObjectInfo.State & ObjectInfoState.PerfectClip) == 0)
{
if (!NormalizeCheckSmall(ref globalOffset))
CollisionInfo.SetCollisionNormal(globalOffset);
@ -3946,7 +4223,7 @@ public sealed class Transition
if (NormalizeCheckSmall(ref n))
return TransitionState.Collided;
if (!ObjectInfo.State.HasFlag(ObjectInfoState.PerfectClip))
if ((ObjectInfo.State & ObjectInfoState.PerfectClip) == 0)
{
CollisionInfo.SetCollisionNormal(n);
return TransitionState.Collided;
@ -4564,7 +4841,7 @@ public sealed class Transition
Console.WriteLine(
$"stepup: enter normal=({collisionNormal.X:F3},{collisionNormal.Y:F3},{collisionNormal.Z:F3}) " +
$"|Z|={collisionNormal.Z:F3} vs FloorZ={floor:F3} → {verdict}, " +
$"OnWalkable={oi.State.HasFlag(ObjectInfoState.OnWalkable)}, " +
$"OnWalkable={(oi.State & ObjectInfoState.OnWalkable) != 0}, " +
$"StepUpHeight={oi.StepUpHeight:F3}, " +
$"CurPos=({sp.CurPos.X:F2},{sp.CurPos.Y:F2},{sp.CurPos.Z:F2})");
}
@ -4592,7 +4869,7 @@ public sealed class Transition
float stepDownHeight = 0.04f;
float zLandingValue = PhysicsGlobals.LandingZ;
if (oi.State.HasFlag(ObjectInfoState.OnWalkable))
if ((oi.State & ObjectInfoState.OnWalkable) != 0)
{
zLandingValue = oi.GetWalkableZ();
stepDownHeight = oi.StepUpHeight;
@ -4673,7 +4950,7 @@ public sealed class Transition
var sp = SpherePath;
var oi = ObjectInfo;
if (!oi.State.HasFlag(ObjectInfoState.OnWalkable))
if ((oi.State & ObjectInfoState.OnWalkable) == 0)
return true;
// If the current walkable entry is still valid, skip the probe.

View file

@ -134,9 +134,13 @@ public class TerrainSurfaceTests
var sample = surface.SampleSurfacePolygon(2f, 2f);
Assert.Equal(3, sample.Vertices.Length);
Assert.All(sample.Vertices, v => Assert.Equal(50f, v.Z));
for (int i = 0; i < sample.Vertices.Length; i++)
Assert.Equal(50f, sample.Vertices[i].Z);
Assert.Equal(1f, sample.Normal.Z, precision: 3);
Assert.Contains(sample.Vertices, v => v.X == 0f && v.Y == 0f);
Assert.True(
sample.Vertices.V0.X == 0f && sample.Vertices.V0.Y == 0f
|| sample.Vertices.V1.X == 0f && sample.Vertices.V1.Y == 0f
|| sample.Vertices.V2.X == 0f && sample.Vertices.V2.Y == 0f);
}
[Fact]

View file

@ -9,11 +9,11 @@ using Xunit.Abstractions;
namespace AcDream.Core.Tests.Physics;
/// <summary>
/// Slice I0 evidence harness for the four production
/// Slice I allocation gate for the four production
/// <see cref="PhysicsEngine.ResolveWithTransition"/> call shapes. This is not a
/// budget assertion: I1 deliberately changes the expected allocation from the
/// recorded graph-path baseline to zero steady transition/query-scratch bytes.
/// The harness stays in-tree so the before/after figure is reproducible.
/// broad frame-allocation budget: it isolates transition/query scratch and
/// requires zero steady bytes after all retained buffers and tiered code paths
/// have warmed.
/// </summary>
public sealed class TransitionAllocationBaselineTests
{
@ -27,32 +27,33 @@ public sealed class TransitionAllocationBaselineTests
=> _output = output;
[Fact]
public void GraphPath_RecordsPerResolveAllocationForEveryMoverFamily()
public void ReusedScratch_AllocatesZeroBytesPerResolveForEveryMoverFamily()
{
var (root, resolved) = BSPStepUpFixtures.TallWall();
var engine = BuildEngine(root, resolved);
var groundEngine = BuildGroundEngine();
long player = Measure(() => ResolvePlayer(engine));
long groundedPublication = Measure(
() => ResolveGroundedPublication(groundEngine));
long remote = Measure(() => ResolveRemote(engine));
long projectile = Measure(() => ResolveProjectile(engine));
long camera = Measure(() => ResolveCamera(engine));
_output.WriteLine(
$"Slice I0 graph-path allocation baseline ({MeasuredIterations:N0} resolves/profile):");
$"Slice I1 steady scratch gate ({MeasuredIterations:N0} resolves/profile):");
_output.WriteLine($" player: {player,8:N0} B/resolve");
_output.WriteLine(
$" grounded: {groundedPublication,8:N0} B/resolve");
_output.WriteLine($" remote: {remote,8:N0} B/resolve");
_output.WriteLine($" projectile: {projectile,8:N0} B/resolve");
_output.WriteLine($" camera: {camera,8:N0} B/resolve");
// The current graph path constructs a Transition object graph and
// CollisionSphere helpers on every resolve. I1 replaces that lifetime
// shape; this lower bound merely proves the baseline capture actually
// observed those allocations instead of an optimized-away call.
Assert.All(
new[] { player, remote, projectile, camera },
bytes => Assert.True(
bytes > 0,
"The I0 baseline must observe the current per-resolve allocation."));
Assert.Equal(0, player);
Assert.Equal(0, groundedPublication);
Assert.Equal(0, remote);
Assert.Equal(0, projectile);
Assert.Equal(0, camera);
}
private static long Measure(Func<ResolveResult> resolve)
@ -106,6 +107,24 @@ public sealed class TransitionAllocationBaselineTests
movingEntityId: 0x80000001u);
}
private static ResolveResult ResolveGroundedPublication(PhysicsEngine engine)
{
var body = Bodies.Grounded;
ResetBody(body, PhysicsStateFlags.Gravity);
return engine.ResolveWithTransition(
currentPos: new Vector3(8f, 8f, 0f),
targetPos: new Vector3(8.12f, 8f, 0f),
cellId: CellId,
sphereRadius: BSPStepUpFixtures.SphereRadius,
sphereHeight: 1.20f,
stepUpHeight: 0.40f,
stepDownHeight: 1.50f,
isOnGround: true,
body: body,
moverFlags: ObjectInfoState.IsPlayer | ObjectInfoState.EdgeSlide,
movingEntityId: 0x5000000Bu);
}
private static ResolveResult ResolveProjectile(PhysicsEngine engine)
{
var body = Bodies.Projectile;
@ -197,9 +216,25 @@ public sealed class TransitionAllocationBaselineTests
return engine;
}
private static PhysicsEngine BuildGroundEngine()
{
var heights = new byte[81];
var heightTable = new float[256];
var engine = new PhysicsEngine();
engine.AddLandblock(
0xA9B4FFFFu,
new TerrainSurface(heights, heightTable),
Array.Empty<CellSurface>(),
Array.Empty<PortalPlane>(),
0f,
0f);
return engine;
}
private static class Bodies
{
internal static readonly PhysicsBody Player = new();
internal static readonly PhysicsBody Grounded = new();
internal static readonly PhysicsBody Remote = new();
internal static readonly PhysicsBody Projectile = new();
}

View file

@ -0,0 +1,646 @@
using System.Collections.Generic;
using System.Numerics;
using System.Reflection;
using AcDream.Core.Physics;
using DatReaderWriter.Types;
namespace AcDream.Core.Tests.Physics;
/// <summary>
/// Differential referee for Slice I1. The fresh engine constructs a new
/// transition graph for every call; the production engine leases retained
/// scratch. Every deterministic result bit and every public body side effect
/// must remain identical while hostile mover shapes alternate.
/// </summary>
public sealed class TransitionScratchDifferentialTests
{
private const uint Landblock = 0xA9B40000u;
private const uint Cell = Landblock | 0x0001u;
private const uint GfxObjId = 0x0100F100u;
[Fact]
public void ReusedScratch_MatchesFreshAcrossTransitionFamilies()
{
RunSequence(
reuse => BuildBspEngine(reuse, BSPStepUpFixtures.TallWall, 0f),
new ResolveSpec(
"grounded two-sphere wall",
new Vector3(0.10f, 0f, 0f),
new Vector3(0.60f, 0f, 0f),
BSPStepUpFixtures.SphereRadius,
1.20f,
0.04f,
0.40f,
true,
GroundedBody,
ObjectInfoState.IsPlayer | ObjectInfoState.EdgeSlide,
0x50000001u,
Coverage: CoverageKind.WallBlock),
new ResolveSpec(
"airborne wall collision",
new Vector3(0.10f, 0f, 2.00f),
new Vector3(0.60f, 0f, 1.50f),
BSPStepUpFixtures.SphereRadius,
0f,
0.04f,
0.04f,
false,
AirborneBody,
ObjectInfoState.EdgeSlide,
0x80000001u,
Coverage: CoverageKind.AirborneDescent),
new ResolveSpec(
"carried sliding normal",
new Vector3(0.10f, 0f, 2.00f),
new Vector3(0.60f, 0.12f, 1.50f),
BSPStepUpFixtures.SphereRadius,
1.20f,
0.04f,
0.40f,
false,
SlidingBody,
ObjectInfoState.EdgeSlide,
0x80000002u,
Coverage: CoverageKind.AirborneDescent),
new ResolveSpec(
"projectile single sphere",
new Vector3(0.10f, 0f, 2.00f),
new Vector3(0.60f, 0f, 2.00f),
0.05f,
0f,
0f,
0f,
false,
ProjectileBody,
ObjectInfoState.None,
0x80000003u,
BeginOrientation: Quaternion.Identity,
EndOrientation: Quaternion.CreateFromAxisAngle(
Vector3.UnitZ,
0.25f),
DesignatedTargetId: 0x50000099u,
Coverage: CoverageKind.Success),
new ResolveSpec(
"viewer camera",
new Vector3(0.10f, 0f, 2.00f),
new Vector3(0.60f, 0f, 2.00f),
0.30f,
0f,
0f,
0f,
false,
static () => null,
ObjectInfoState.IsViewer
| ObjectInfoState.PathClipped
| ObjectInfoState.FreeRotate
| ObjectInfoState.PerfectClip,
0u,
Coverage: CoverageKind.Success));
RunSequence(
reuse => BuildBspEngine(reuse, BSPStepUpFixtures.LowStep, 0f),
new ResolveSpec(
"step up",
new Vector3(0.10f, 0f, 0f),
new Vector3(0.60f, 0f, 0f),
BSPStepUpFixtures.SphereRadius,
1.20f,
0.35f,
0.60f,
true,
GroundedBody,
ObjectInfoState.IsPlayer | ObjectInfoState.EdgeSlide,
0x50000011u,
Coverage: CoverageKind.StepUp),
new ResolveSpec(
"step down",
new Vector3(0.80f, 0f, 0.25f),
new Vector3(0.10f, 0f, 0.25f),
BSPStepUpFixtures.SphereRadius,
1.20f,
0.35f,
0.60f,
true,
UpperGroundedBody,
ObjectInfoState.IsPlayer | ObjectInfoState.EdgeSlide,
0x50000012u,
Coverage: CoverageKind.Success));
RunSequence(
reuse => BuildBspEngine(reuse, BSPStepUpFixtures.FlatRoof, -50f),
new ResolveSpec(
"airborne roof landing",
new Vector3(0f, 0f, 3.10f),
new Vector3(0f, 0f, 2.75f),
BSPStepUpFixtures.SphereRadius,
1.20f,
0.04f,
0.40f,
false,
AirborneBody,
ObjectInfoState.IsPlayer | ObjectInfoState.EdgeSlide,
0x50000021u,
Coverage: CoverageKind.RoofLanding));
RunSequence(
reuse => BuildOpenEngine(reuse, includeLandblock: true),
new ResolveSpec(
"open outdoor success",
new Vector3(8f, 8f, 0f),
new Vector3(8.25f, 8f, 0f),
BSPStepUpFixtures.SphereRadius,
1.20f,
0.40f,
1.50f,
true,
GroundedBody,
ObjectInfoState.IsPlayer | ObjectInfoState.EdgeSlide,
0x50000031u,
Coverage: CoverageKind.Success));
RunSequence(
reuse => BuildOpenEngine(reuse, includeLandblock: false),
new ResolveSpec(
"missing-cell failure",
new Vector3(8f, 8f, 2f),
new Vector3(8.25f, 8f, 2f),
BSPStepUpFixtures.SphereRadius,
1.20f,
0.40f,
1.50f,
false,
AirborneBody,
ObjectInfoState.IsPlayer | ObjectInfoState.EdgeSlide,
0x50000032u,
CellId: 0u,
Coverage: CoverageKind.Failure));
}
[Fact]
public void ReusedScratch_MatchesFreshPlacementSearch()
{
PhysicsEngine fresh = BuildPlacementEngine(reuse: false);
PhysicsEngine reused = BuildPlacementEngine(reuse: true);
ResolveResult expected = fresh.ResolvePlacement(
new Vector3(10f, 10f, 0f),
Cell,
0.48f,
1.835f,
0.40f,
0.40f,
ObjectInfoState.IsPlayer | ObjectInfoState.EdgeSlide,
0x50000101u);
ResolveResult actual = reused.ResolvePlacement(
new Vector3(10f, 10f, 0f),
Cell,
0.48f,
1.835f,
0.40f,
0.40f,
ObjectInfoState.IsPlayer | ObjectInfoState.EdgeSlide,
0x50000101u);
AssertResolveBitwise(expected, actual, "placement");
// A second placement with a different self identity proves that the
// previous mover and collision-GUID list cannot leak through the lease.
expected = fresh.ResolvePlacement(
new Vector3(11f, 10f, 0f),
Cell,
0.48f,
1.835f,
0.40f,
0.40f,
ObjectInfoState.EdgeSlide,
0x80000102u);
actual = reused.ResolvePlacement(
new Vector3(11f, 10f, 0f),
Cell,
0.48f,
1.835f,
0.40f,
0.40f,
ObjectInfoState.EdgeSlide,
0x80000102u);
AssertResolveBitwise(expected, actual, "placement after hostile identity");
}
private static void RunSequence(
Func<bool, PhysicsEngine> buildEngine,
params ResolveSpec[] specs)
{
PhysicsEngine fresh = buildEngine(false);
PhysicsEngine reused = buildEngine(true);
// Repeat in alternating directions. This leaves every retained field
// exposed to a materially different next mover and branch family.
for (int pass = 0; pass < 4; pass++)
{
for (int index = 0; index < specs.Length; index++)
{
int specIndex = (pass & 1) == 0
? index
: specs.Length - 1 - index;
ResolveSpec spec = specs[specIndex];
PhysicsBody? expectedBody = spec.BodyFactory();
PhysicsBody? actualBody = spec.BodyFactory();
ResolveResult expected = spec.Resolve(fresh, expectedBody);
ResolveResult actual = spec.Resolve(reused, actualBody);
AssertCoverage(spec, expected);
AssertResolveBitwise(expected, actual, spec.Name);
AssertBodyBitwise(expectedBody, actualBody, spec.Name);
}
}
}
private static PhysicsEngine BuildBspEngine(
bool reuse,
Func<(PhysicsBSPNode Root, Dictionary<ushort, ResolvedPolygon> Resolved)> fixture,
float terrainZ)
{
var (root, resolved) = fixture();
PhysicsEngine engine = BuildOpenEngine(reuse, includeLandblock: true, terrainZ);
var cache = new PhysicsDataCache();
cache.RegisterGfxObjForTest(GfxObjId, new GfxObjPhysics
{
BSP = new PhysicsBSPTree { Root = root },
PhysicsPolygons = new Dictionary<ushort, Polygon>(),
Vertices = new VertexArray(),
Resolved = resolved,
BoundingSphere = new Sphere
{
Origin = new Vector3(0f, 0f, 2.5f),
Radius = 15f,
},
});
engine.DataCache = cache;
engine.ShadowObjects.Register(
entityId: GfxObjId,
gfxObjId: GfxObjId,
worldPos: Vector3.Zero,
rotation: Quaternion.Identity,
radius: 15f,
worldOffsetX: 0f,
worldOffsetY: 0f,
landblockId: Landblock,
collisionType: ShadowCollisionType.BSP,
scale: 1f);
return engine;
}
private static PhysicsEngine BuildOpenEngine(
bool reuse,
bool includeLandblock,
float terrainZ = 0f)
{
var engine = new PhysicsEngine(reuse);
if (!includeLandblock)
return engine;
var heights = new byte[81];
var heightTable = new float[256];
Array.Fill(heightTable, terrainZ);
engine.AddLandblock(
Landblock | 0xFFFFu,
new TerrainSurface(heights, heightTable),
Array.Empty<CellSurface>(),
Array.Empty<PortalPlane>(),
0f,
0f);
return engine;
}
private static PhysicsEngine BuildPlacementEngine(bool reuse)
{
PhysicsEngine engine = BuildOpenEngine(reuse, includeLandblock: true);
engine.DataCache = new PhysicsDataCache();
RegisterSphere(
engine,
0x50000101u,
new Vector3(10f, 10f, 0.48f),
EntityCollisionFlags.IsPlayer | EntityCollisionFlags.IsCreature);
RegisterSphere(
engine,
0x50000102u,
new Vector3(10.10f, 10f, 0.48f),
EntityCollisionFlags.IsCreature);
return engine;
}
private static void RegisterSphere(
PhysicsEngine engine,
uint entityId,
Vector3 center,
EntityCollisionFlags flags)
{
engine.ShadowObjects.Register(
entityId,
gfxObjId: 0u,
worldPos: center,
rotation: Quaternion.Identity,
radius: 0.48f,
worldOffsetX: 0f,
worldOffsetY: 0f,
landblockId: Landblock,
collisionType: ShadowCollisionType.Sphere,
cylHeight: 0f,
scale: 1f,
state: 0u,
flags: flags,
seedCellId: Cell,
isStatic: false);
}
private static PhysicsBody GroundedBody()
=> new()
{
State = PhysicsStateFlags.Gravity,
TransientState = TransientStateFlags.Active
| TransientStateFlags.Contact
| TransientStateFlags.OnWalkable,
ContactPlaneValid = true,
ContactPlane = new Plane(Vector3.UnitZ, 0f),
ContactPlaneCellId = Cell,
WalkablePolygonValid = true,
WalkablePlane = new Plane(Vector3.UnitZ, 0f),
WalkableVertices =
[
new(-2f, -2f, 0f),
new(2f, -2f, 0f),
new(2f, 2f, 0f),
new(-2f, 2f, 0f),
],
WalkableUp = Vector3.UnitZ,
Velocity = new Vector3(0.25f, 0.125f, 0f),
};
private static PhysicsBody UpperGroundedBody()
{
PhysicsBody body = GroundedBody();
body.ContactPlane = new Plane(Vector3.UnitZ, -0.25f);
body.WalkablePlane = new Plane(Vector3.UnitZ, -0.25f);
body.WalkableVertices =
[
new(0.2f, -2f, 0.25f),
new(2f, -2f, 0.25f),
new(2f, 2f, 0.25f),
new(0.2f, 2f, 0.25f),
];
return body;
}
private static PhysicsBody AirborneBody()
=> new()
{
State = PhysicsStateFlags.Gravity,
TransientState = TransientStateFlags.Active,
Velocity = new Vector3(0.25f, 0f, -0.08f),
};
private static PhysicsBody SlidingBody()
=> new()
{
State = PhysicsStateFlags.Gravity,
TransientState = TransientStateFlags.Active
| TransientStateFlags.Sliding
| TransientStateFlags.StationaryFall,
SlidingNormal = Vector3.UnitY,
Velocity = new Vector3(0.25f, 0.125f, -0.08f),
};
private static PhysicsBody ProjectileBody()
=> new()
{
State = PhysicsStateFlags.Missile
| PhysicsStateFlags.PathClipped
| PhysicsStateFlags.Inelastic,
TransientState = TransientStateFlags.Active,
Velocity = new Vector3(20f, 0f, 0f),
};
private static void AssertResolveBitwise(
ResolveResult expected,
ResolveResult actual,
string context)
{
AssertVectorBitwise(expected.Position, actual.Position, context);
Assert.Equal(expected.CellId, actual.CellId);
Assert.Equal(expected.IsOnGround, actual.IsOnGround);
Assert.Equal(expected.CollisionNormalValid, actual.CollisionNormalValid);
AssertVectorBitwise(expected.CollisionNormal, actual.CollisionNormal, context);
Assert.Equal(expected.Ok, actual.Ok);
AssertQuaternionBitwise(expected.Orientation, actual.Orientation, context);
Assert.Equal(expected.InContact, actual.InContact);
Assert.Equal(expected.OnWalkable, actual.OnWalkable);
AssertPlaneBitwise(expected.ContactPlane, actual.ContactPlane, context);
Assert.Equal(expected.ContactPlaneCellId, actual.ContactPlaneCellId);
Assert.Equal(expected.ContactPlaneIsWater, actual.ContactPlaneIsWater);
}
private static void AssertCoverage(ResolveSpec spec, ResolveResult result)
{
switch (spec.Coverage)
{
case CoverageKind.None:
return;
case CoverageKind.Success:
Assert.True(result.Ok, $"{spec.Name} did not reach a successful transition.");
return;
case CoverageKind.Failure:
Assert.False(result.Ok, $"{spec.Name} did not reach the failure branch.");
return;
case CoverageKind.WallBlock:
Assert.True(
result.CollisionNormalValid
|| result.Position.X < spec.TargetPos.X,
$"{spec.Name} did not exercise wall collision/blocking.");
return;
case CoverageKind.AirborneDescent:
Assert.True(
result.Position.Z < spec.CurrentPos.Z,
$"{spec.Name} did not preserve airborne descent.");
return;
case CoverageKind.StepUp:
Assert.True(
result.Position.Z >= 0.25f - PhysicsGlobals.EPSILON * 10f,
$"{spec.Name} did not reach the upper floor.");
return;
case CoverageKind.RoofLanding:
Assert.True(
result.InContact || result.IsOnGround,
$"{spec.Name} did not reach the roof contact branch.");
return;
default:
throw new ArgumentOutOfRangeException();
}
}
private static void AssertBodyBitwise(
PhysicsBody? expected,
PhysicsBody? actual,
string context)
{
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,
}
}

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@ -0,0 +1,417 @@
using System.Collections.Generic;
using System.Numerics;
using System.Reflection;
using System.Threading;
using AcDream.Core.Physics;
using DatReaderWriter.Types;
namespace AcDream.Core.Tests.Physics;
/// <summary>
/// Structural proof for the retained transition lifetime introduced by Slice
/// I1. Reflection deliberately makes a newly added state field fail this test
/// until its poison/reset representation is defined.
/// </summary>
public sealed class TransitionScratchResetTests
{
[Fact]
public void ResetForReuse_PoisonsEveryStoredMemberAndMatchesFreshState()
{
var transition = new Transition();
PoisonStoredState(transition);
ObjectInfo objectInfo = transition.ObjectInfo;
SpherePath path = transition.SpherePath;
CollisionInfo collision = transition.CollisionInfo;
Sphere[] localSpheres = path.LocalSphere;
Sphere[] globalSpheres = path.GlobalSphere;
Sphere[] currentSpheres = path.GlobalCurrCenter;
Sphere[] allSpheres =
[
.. localSpheres,
.. globalSpheres,
.. currentSpheres,
];
Vector3[] retainedWalkable = Assert.IsType<Vector3[]>(
path.RetainedWalkableVertexStorage);
Vector3[] retainedLastWalkable = Assert.IsType<Vector3[]>(
path.RetainedLastWalkableVertexStorage);
CellArray retainedCells = path.CellCandidates;
CellOrderScratchArena retainedOrder = path.OrderedCellScratch;
List<uint>[] retainedOrderRecords =
retainedOrder.RetainedRecords.ToArray();
List<uint> retainedCollisions = collision.CollideObjectGuids;
transition.ResetForReuse();
Assert.Same(objectInfo, transition.ObjectInfo);
Assert.Same(path, transition.SpherePath);
Assert.Same(collision, transition.CollisionInfo);
Assert.Same(localSpheres, path.LocalSphere);
Assert.Same(globalSpheres, path.GlobalSphere);
Assert.Same(currentSpheres, path.GlobalCurrCenter);
Assert.Same(retainedWalkable, path.RetainedWalkableVertexStorage);
Assert.Same(retainedLastWalkable, path.RetainedLastWalkableVertexStorage);
Assert.Same(retainedCells, path.CellCandidates);
Assert.Same(retainedOrder, path.OrderedCellScratch);
Assert.Equal(0, retainedOrder.ActiveDepth);
Assert.Equal(retainedOrderRecords.Length, retainedOrder.RetainedRecordCount);
for (int i = 0; i < retainedOrderRecords.Length; i++)
{
Assert.Same(
retainedOrderRecords[i],
retainedOrder.RetainedRecords[i]);
Assert.Empty(retainedOrderRecords[i]);
}
Assert.Same(retainedCollisions, collision.CollideObjectGuids);
Sphere[] resetSpheres =
[
.. path.LocalSphere,
.. path.GlobalSphere,
.. path.GlobalCurrCenter,
];
for (int i = 0; i < allSpheres.Length; i++)
Assert.Same(allSpheres[i], resetSpheres[i]);
Assert.All(retainedWalkable, value => AssertBitwise(Vector3.Zero, value));
Assert.All(retainedLastWalkable, value => AssertBitwise(Vector3.Zero, value));
AssertFreshState(new Transition(), transition);
}
[Fact]
public void WalkableStorage_ReusesOnlyAnExactLogicalLength()
{
var path = new SpherePath();
var first = new[]
{
new Vector3(1f, 2f, 3f),
new Vector3(4f, 5f, 6f),
new Vector3(7f, 8f, 9f),
};
var second = new[]
{
new Vector3(-1f, -2f, -3f),
new Vector3(-4f, -5f, -6f),
new Vector3(-7f, -8f, -9f),
};
path.SetWalkable(new Plane(Vector3.UnitZ, -3f), first, Vector3.UnitZ);
Vector3[] firstStorage = Assert.IsType<Vector3[]>(path.WalkableVertices);
Vector3[] firstLastStorage = Assert.IsType<Vector3[]>(path.LastWalkableVertices);
path.ResetForReuse();
path.SetWalkable(new Plane(Vector3.UnitZ, 3f), second, Vector3.UnitZ);
Assert.Same(firstStorage, path.WalkableVertices);
Assert.Same(firstLastStorage, path.LastWalkableVertices);
AssertVectorsBitwise(second, Assert.IsType<Vector3[]>(path.WalkableVertices));
AssertVectorsBitwise(second, Assert.IsType<Vector3[]>(path.LastWalkableVertices));
Vector3[] fourVertices =
[
.. second,
new Vector3(10f, 11f, 12f),
];
path.SetWalkable(new Plane(Vector3.UnitZ, 0f), fourVertices, Vector3.UnitZ);
Assert.NotSame(firstStorage, path.WalkableVertices);
Assert.NotSame(firstLastStorage, path.LastWalkableVertices);
Assert.Equal(4, path.WalkableVertices!.Length);
Assert.Equal(4, path.LastWalkableVertices!.Length);
AssertVectorsBitwise(fourVertices, path.WalkableVertices);
AssertVectorsBitwise(fourVertices, path.LastWalkableVertices);
}
[Fact]
public void PhysicsBodyWalkablePublication_RetainsOnlyAnExactLength()
{
var body = new PhysicsBody();
Vector3[] triangle =
[
new(1f, 2f, 3f),
new(4f, 5f, 6f),
new(7f, 8f, 9f),
];
body.SetWalkableVerticesExact(triangle);
Vector3[] first = Assert.IsType<Vector3[]>(body.WalkableVertices);
body.WalkableVertices = null;
body.SetWalkableVerticesExact(triangle);
Assert.Same(first, body.WalkableVertices);
body.SetWalkableVerticesExact(
[
.. triangle,
new Vector3(10f, 11f, 12f),
]);
Assert.NotSame(first, body.WalkableVertices);
Assert.Equal(4, body.WalkableVertices!.Length);
}
[Fact]
public void Arena_IsTenDeepDistinctAndReusesRecordsInLifoOrder()
{
var arena = new TransitionScratchArena();
var leased = new Transition[TransitionScratchArena.Capacity];
for (int i = 0; i < leased.Length; i++)
{
leased[i] = arena.Rent();
Assert.Equal(i + 1, arena.ActiveDepth);
Assert.DoesNotContain(
leased[i],
leased.AsSpan(0, i).ToArray());
}
Assert.Throws<InvalidOperationException>(() => arena.Rent());
for (int i = leased.Length - 1; i >= 0; i--)
{
arena.Return(leased[i]);
Assert.Equal(i, arena.ActiveDepth);
}
Transition reused = arena.Rent();
Assert.Same(leased[0], reused);
reused.ObjectInfo.State = ObjectInfoState.IsPlayer;
arena.Return(reused);
reused = arena.Rent();
Assert.Equal(ObjectInfoState.None, reused.ObjectInfo.State);
arena.Return(reused);
}
[Fact]
public void Arena_RejectsOutOfOrderAndCrossThreadUse()
{
var arena = new TransitionScratchArena();
Transition outer = arena.Rent();
Transition inner = arena.Rent();
Assert.Throws<InvalidOperationException>(() => arena.Return(outer));
arena.Return(inner);
Exception? crossThreadError = null;
var thread = new Thread(() =>
{
try
{
arena.Rent();
}
catch (Exception error)
{
crossThreadError = error;
}
});
thread.Start();
thread.Join();
Assert.IsType<InvalidOperationException>(crossThreadError);
Assert.Equal(1, arena.ActiveDepth);
arena.Return(outer);
Assert.Equal(0, arena.ActiveDepth);
}
private static void PoisonStoredState(object instance)
{
foreach (FieldInfo field in instance.GetType().GetFields(
BindingFlags.Instance
| BindingFlags.Public
| BindingFlags.NonPublic
| BindingFlags.DeclaredOnly))
{
object? current = field.GetValue(instance);
if (field.IsInitOnly)
{
switch (current)
{
case ObjectInfo objectInfo:
PoisonStoredState(objectInfo);
break;
case SpherePath path:
PoisonStoredState(path);
break;
case CollisionInfo collision:
PoisonStoredState(collision);
break;
case Sphere[] spheres:
foreach (Sphere sphere in spheres)
{
sphere.Origin = new Vector3(11f, 12f, 13f);
sphere.Radius = 14f;
}
break;
case CellArray cells:
cells.Add(0xA9B40001u);
break;
case CellOrderScratchArena orderScratch:
orderScratch.Rent().Add(0xA9B40001u);
orderScratch.Rent().Add(0xA9B40100u);
break;
case List<uint> values:
values.Add(0xDEADBEEFu);
break;
default:
throw new InvalidOperationException(
$"No retained-state poison rule for "
+ $"{instance.GetType().Name}.{field.Name} "
+ $"({field.FieldType.Name}).");
}
continue;
}
field.SetValue(instance, PoisonValue(field.FieldType));
}
}
private static object PoisonValue(Type type)
{
if (type == typeof(bool))
return true;
if (type == typeof(int))
return 37;
if (type == typeof(uint))
return 0xC0FFEEu;
if (type == typeof(float))
return 17.25f;
if (type == typeof(Vector3))
return new Vector3(1.25f, -2.5f, 3.75f);
if (type == typeof(Quaternion))
return new Quaternion(1f, 2f, 3f, 4f);
if (type == typeof(Plane))
return new Plane(new Vector3(5f, 6f, 7f), 8f);
if (type == typeof(Vector3[]))
{
return new[]
{
new Vector3(1f, 2f, 3f),
new Vector3(4f, 5f, 6f),
new Vector3(7f, 8f, 9f),
};
}
if (type == typeof(Vector3?))
return (Vector3?)new Vector3(9f, 8f, 7f);
if (type == typeof(uint?))
return (uint?)0xBADF00Du;
if (type.IsEnum)
return Enum.ToObject(type, uint.MaxValue);
throw new InvalidOperationException(
$"No poison value for stored type {type.FullName}.");
}
private static void AssertFreshState(object expected, object actual)
{
Assert.Equal(expected.GetType(), actual.GetType());
foreach (FieldInfo field in expected.GetType().GetFields(
BindingFlags.Instance
| BindingFlags.Public
| BindingFlags.NonPublic
| BindingFlags.DeclaredOnly))
{
object? expectedValue = field.GetValue(expected);
object? actualValue = field.GetValue(actual);
if (field.Name is "_walkableVertexStorage"
or "_lastWalkableVertexStorage")
{
Vector3[] retained = Assert.IsType<Vector3[]>(actualValue);
Assert.All(retained, value => AssertBitwise(Vector3.Zero, value));
continue;
}
switch (expectedValue)
{
case ObjectInfo expectedObject:
AssertFreshState(expectedObject, Assert.IsType<ObjectInfo>(actualValue));
break;
case SpherePath expectedPath:
AssertFreshState(expectedPath, Assert.IsType<SpherePath>(actualValue));
break;
case CollisionInfo expectedCollision:
AssertFreshState(
expectedCollision,
Assert.IsType<CollisionInfo>(actualValue));
break;
case Sphere[] expectedSpheres:
{
Sphere[] actualSpheres = Assert.IsType<Sphere[]>(actualValue);
Assert.Equal(expectedSpheres.Length, actualSpheres.Length);
for (int i = 0; i < expectedSpheres.Length; i++)
{
AssertBitwise(expectedSpheres[i].Origin, actualSpheres[i].Origin);
AssertBitwise(expectedSpheres[i].Radius, actualSpheres[i].Radius);
}
break;
}
case CellArray expectedCells:
Assert.Equal(expectedCells.OrderedIds, Assert.IsType<CellArray>(actualValue).OrderedIds);
break;
case CellOrderScratchArena:
{
CellOrderScratchArena actualScratch =
Assert.IsType<CellOrderScratchArena>(actualValue);
Assert.Equal(0, actualScratch.ActiveDepth);
Assert.All(actualScratch.RetainedRecords, Assert.Empty);
break;
}
case List<uint> expectedValues:
Assert.Equal(expectedValues, Assert.IsType<List<uint>>(actualValue));
break;
case Vector3 expectedVector:
AssertBitwise(expectedVector, Assert.IsType<Vector3>(actualValue));
break;
case Quaternion expectedRotation:
AssertBitwise(expectedRotation, Assert.IsType<Quaternion>(actualValue));
break;
case Plane expectedPlane:
AssertBitwise(expectedPlane, Assert.IsType<Plane>(actualValue));
break;
case null:
Assert.Null(actualValue);
break;
default:
Assert.Equal(expectedValue, actualValue);
break;
}
}
}
private static void AssertVectorsBitwise(
IReadOnlyList<Vector3> expected,
IReadOnlyList<Vector3> actual)
{
Assert.Equal(expected.Count, actual.Count);
for (int i = 0; i < expected.Count; i++)
AssertBitwise(expected[i], actual[i]);
}
private static void AssertBitwise(Vector3 expected, Vector3 actual)
{
AssertBitwise(expected.X, actual.X);
AssertBitwise(expected.Y, actual.Y);
AssertBitwise(expected.Z, actual.Z);
}
private static void AssertBitwise(Quaternion expected, Quaternion actual)
{
AssertBitwise(expected.X, actual.X);
AssertBitwise(expected.Y, actual.Y);
AssertBitwise(expected.Z, actual.Z);
AssertBitwise(expected.W, actual.W);
}
private static void AssertBitwise(Plane expected, Plane actual)
{
AssertBitwise(expected.Normal, actual.Normal);
AssertBitwise(expected.D, actual.D);
}
private static void AssertBitwise(float expected, float actual)
=> Assert.Equal(
BitConverter.SingleToInt32Bits(expected),
BitConverter.SingleToInt32Bits(actual));
}