feat(B.4b): WorldPicker.Pick — ray-sphere entity pick

Adds Pick(origin, direction, candidates, skipServerGuid, maxDistance)
to AcDream.Core.Selection.WorldPicker. Iterates candidates, skips
entities with ServerGuid==0 (atlas/dat-hydrated statics — no server
identity) and the caller's skipServerGuid (the player self).
Geometric ray-sphere intersection at 5m radius (matches
WorldEntity.DefaultAabbRadius). Returns the nearest hit's ServerGuid
within maxDistance (50m default), or null on miss.

6 xUnit tests added: hit, miss, two-in-line-returns-closer, skip-guid,
skip-zero-server-guid, beyond-max-distance.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
This commit is contained in:
Erik 2026-05-13 17:47:05 +02:00
parent f0b3bd9aa2
commit 221b64186d
2 changed files with 151 additions and 0 deletions

View file

@ -1,3 +1,5 @@
using System;
using System.Collections.Generic;
using System.Numerics;
using AcDream.Core.World;
@ -52,4 +54,55 @@ public static class WorldPicker
return (Vector3.Zero, Vector3.Zero);
return (nearWorld, Vector3.Normalize(dir));
}
/// <summary>
/// Ray-sphere intersection against each candidate's <see cref="WorldEntity.Position"/>
/// using a fixed 5m sphere radius. Returns the <see cref="WorldEntity.ServerGuid"/>
/// of the closest hit within <paramref name="maxDistance"/>, or null on miss.
/// </summary>
/// <remarks>
/// Entities with <c>ServerGuid == 0</c> (atlas-tier scenery, dat-hydrated
/// statics) are skipped — they have no server-side identity and can't be
/// the target of a Use packet. The player's own guid is skipped via
/// <paramref name="skipServerGuid"/>.
/// </remarks>
public static uint? Pick(
Vector3 origin, Vector3 direction,
IEnumerable<WorldEntity> candidates,
uint skipServerGuid,
float maxDistance = 50f)
{
const float Radius = 5f;
const float Radius2 = Radius * Radius;
if (direction.LengthSquared() < 1e-10f) return null;
uint? bestGuid = null;
float bestT = float.PositiveInfinity;
foreach (var entity in candidates)
{
if (entity.ServerGuid == 0u) continue;
if (entity.ServerGuid == skipServerGuid) continue;
// Geometric ray-sphere: oc = origin - center, b = dot(oc, dir),
// c = |oc|^2 - r^2, discriminant = b^2 - c. If discriminant < 0
// the ray misses the sphere. Otherwise nearest intersection is
// t = -b - sqrt(discriminant).
var oc = origin - entity.Position;
float b = Vector3.Dot(oc, direction);
float c = Vector3.Dot(oc, oc) - Radius2;
float d = b * b - c;
if (d < 0f) continue;
float t = -b - MathF.Sqrt(d);
if (t < 0f) continue; // ray points away or origin inside
if (t >= maxDistance) continue;
if (t < bestT)
{
bestT = t;
bestGuid = entity.ServerGuid;
}
}
return bestGuid;
}
}

View file

@ -1,6 +1,7 @@
using System;
using System.Numerics;
using AcDream.Core.Selection;
using AcDream.Core.World;
using Xunit;
namespace AcDream.Core.Tests.Selection;
@ -51,4 +52,101 @@ public class WorldPickerTests
Assert.True(direction.X > 0.1f, $"direction.X = {direction.X} (expected > 0.1)");
}
private static WorldEntity MakeEntity(uint serverGuid, Vector3 position) => new()
{
Id = serverGuid == 0u ? 1u : serverGuid,
ServerGuid = serverGuid,
SourceGfxObjOrSetupId = 0u,
Position = position,
Rotation = Quaternion.Identity,
MeshRefs = Array.Empty<MeshRef>(),
};
[Fact]
public void Pick_RayThroughEntity_ReturnsServerGuid()
{
var entity = MakeEntity(0xABCDu, new Vector3(0, 0, -10));
var result = WorldPicker.Pick(
origin: Vector3.Zero,
direction: -Vector3.UnitZ,
candidates: new[] { entity },
skipServerGuid: 0u);
Assert.Equal(0xABCDu, result);
}
[Fact]
public void Pick_RayMisses_ReturnsNull()
{
var entity = MakeEntity(0xABCDu, new Vector3(0, 0, -10));
var result = WorldPicker.Pick(
origin: Vector3.Zero,
direction: Vector3.UnitX,
candidates: new[] { entity },
skipServerGuid: 0u);
Assert.Null(result);
}
[Fact]
public void Pick_TwoEntitiesInLine_ReturnsCloser()
{
var near = MakeEntity(0x1111u, new Vector3(0, 0, -5));
var far = MakeEntity(0x2222u, new Vector3(0, 0, -20));
var result = WorldPicker.Pick(
origin: Vector3.Zero,
direction: -Vector3.UnitZ,
candidates: new[] { far, near }, // iteration order shouldn't matter
skipServerGuid: 0u);
Assert.Equal(0x1111u, result);
}
[Fact]
public void Pick_SkipsSkipGuid()
{
var entity = MakeEntity(0xABCDu, new Vector3(0, 0, -10));
var result = WorldPicker.Pick(
origin: Vector3.Zero,
direction: -Vector3.UnitZ,
candidates: new[] { entity },
skipServerGuid: 0xABCDu);
Assert.Null(result);
}
[Fact]
public void Pick_SkipsZeroServerGuid()
{
// Atlas-tier scenery / dat-hydrated statics carry ServerGuid=0
// and aren't valid Use targets — server would reject guid=0.
var entity = MakeEntity(0u, new Vector3(0, 0, -10));
var result = WorldPicker.Pick(
origin: Vector3.Zero,
direction: -Vector3.UnitZ,
candidates: new[] { entity },
skipServerGuid: 0xDEADu);
Assert.Null(result);
}
[Fact]
public void Pick_BeyondMaxDistance_ReturnsNull()
{
var entity = MakeEntity(0xABCDu, new Vector3(0, 0, -100));
var result = WorldPicker.Pick(
origin: Vector3.Zero,
direction: -Vector3.UnitZ,
candidates: new[] { entity },
skipServerGuid: 0u); // default maxDistance = 50f
Assert.Null(result);
}
}