test(physics): BSPQuery.FindCollisions writes world-space plane with translated origin

Regression test for indoor BSP world-origin fix (Bug B). Verifies that
BSPQuery.FindCollisions with path.StepDown=true and a non-zero
worldOrigin parameter writes a world-space ContactPlane to
CollisionInfo (not a cell-local-space one).

Passes before the call-site fix at TransitionTypes.cs:1442 because
BSPQuery itself is correct when called with the right args — it's the
caller that was passing the defaults. This test locks in the BSPQuery
contract so the relationship between worldOrigin/localToWorld input and
ContactPlane.D output cannot regress silently.

Spec: docs/superpowers/specs/2026-05-20-indoor-bsp-worldorigin-fix-design.md.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
This commit is contained in:
Erik 2026-05-20 07:58:37 +02:00
parent 56816fcbe4
commit 39d4e6512b

View file

@ -418,4 +418,96 @@ public class BSPQueryTests
Assert.False(found);
}
// =========================================================================
// FindCollisions — world-origin / world-rotation correctness (spec 2026-05-20)
// =========================================================================
/// <summary>
/// Build a single-leaf BSP with one horizontal floor polygon at the given
/// cell-local Z. Vertex array forms a 4x4 m square centered at cell-local
/// (0, 0).
/// </summary>
private static (PhysicsBSPNode root, Dictionary<ushort, ResolvedPolygon> resolved)
BuildSingleFloorBsp(float floorZ)
{
var verts = new[]
{
new Vector3(-2f, -2f, floorZ),
new Vector3( 2f, -2f, floorZ),
new Vector3( 2f, 2f, floorZ),
new Vector3(-2f, 2f, floorZ),
};
var root = new PhysicsBSPNode
{
Type = BSPNodeType.Leaf,
BoundingSphere = new Sphere
{
Origin = new Vector3(0f, 0f, floorZ),
Radius = 3f,
},
};
root.Polygons.Add(0);
var resolved = new Dictionary<ushort, ResolvedPolygon>
{
[0] = new ResolvedPolygon
{
Vertices = verts,
Plane = new Plane(Vector3.UnitZ, -floorZ),
NumPoints = 4,
SidesType = CullMode.None,
},
};
return (root, resolved);
}
[Fact]
public void FindCollisions_StepDown_TranslatedWorldOrigin_WritesWorldSpacePlane()
{
// Cell is translated +94 m in world Z (i.e., the cell-local floor at
// Z=0 sits at world Z=94). This mirrors the Holtburg cottage scenario
// captured in launch-cp-probe.log (cell 0xA9B40150, floor world
// Z≈94.02).
var (root, resolved) = BuildSingleFloorBsp(floorZ: 0f);
var transition = new Transition();
transition.SpherePath.WalkableAllowance = PhysicsGlobals.FloorZ;
transition.SpherePath.WalkInterp = 1.0f;
transition.SpherePath.StepDown = true;
transition.SpherePath.StepDownAmt = 0.5f;
// Foot sphere in cell-local space: overlapping the floor (Z=0.4 with
// radius 0.48 → dist 0.4 < radiusepsilon = 0.4798, so the precise
// overlap test accepts the contact).
var localSphere = new Sphere
{
Origin = new Vector3(0f, 0f, 0.4f),
Radius = 0.48f,
};
var state = BSPQuery.FindCollisions(
root,
resolved,
transition,
localSphere,
localSphere1: null,
localCurrCenter: localSphere.Origin,
localSpaceZ: Vector3.UnitZ,
scale: 1.0f,
localToWorld: Quaternion.Identity,
engine: null,
worldOrigin: new Vector3(0f, 0f, 94f));
// Path 3 step-down should fire and adjust the sphere onto the floor.
Assert.Equal(TransitionState.Adjusted, state);
// ContactPlane must be in world space: normal stays (0,0,1) since the
// cell rotation is identity; D = -world_floor_Z = -94.
Assert.True(transition.CollisionInfo.ContactPlaneValid);
Assert.Equal(1.0f, transition.CollisionInfo.ContactPlane.Normal.Z, precision: 3);
Assert.Equal(-94.0f, transition.CollisionInfo.ContactPlane.D, precision: 2);
}
}