Revert "feat(physics): A4 — wire CheckOtherCells into FindEnvCollisions"

This reverts commit 967d065141.
This commit is contained in:
Erik 2026-05-20 18:50:26 +02:00
parent 967d065141
commit 3add110449
2 changed files with 1 additions and 164 deletions

View file

@ -1,148 +0,0 @@
using System;
using System.Collections.Generic;
using System.Numerics;
using DatReaderWriter.Enums;
using DatReaderWriter.Types;
using AcDream.Core.Physics;
using Xunit;
namespace AcDream.Core.Tests.Physics;
/// <summary>
/// End-to-end test that the indoor branch of
/// <see cref="Transition.FindEnvCollisions"/> queries the cells the
/// sphere overlaps, not just the cell whose CellBSP contains the
/// sphere center. This is the core Phase A4 behaviour test — the
/// Holtburg inn vestibule (cell 0xA9B40164) bug reduced to a minimal
/// synthetic fixture.
/// </summary>
public class FindEnvCollisionsMultiCellTests
{
// Indoor cell IDs — both have low-byte ≥ 0x100 to trigger the
// indoor branch of FindEnvCollisions. Vestibule has the lower id so
// CellTransit.FindCellSet's sorted iteration encounters it first.
private const uint VestibuleCellId = 0xA9B40157u;
private const uint InteriorCellId = 0xA9B40164u;
private static CellBSPTree LeafCellBsp() => new CellBSPTree
{
Root = new CellBSPNode { Type = BSPNodeType.Leaf },
};
private static PhysicsBSPTree EmptyLeafBsp() => new PhysicsBSPTree
{
Root = new PhysicsBSPNode
{
Type = BSPNodeType.Leaf,
BoundingSphere = new Sphere { Origin = Vector3.Zero, Radius = 10f },
}
};
[Fact]
public void IndoorSphereOverlappingAdjacentCellWithWall_HaltsTransition()
{
// ── Secondary cell (interior) ─────────────────────────────────────
// Reuse BSPStepUp's TallWall fixture — proven to halt a grounded mover
// that can't scale it (test B2_GroundedMover_TallWall_BlockedOrSlides).
// Wall is at interior-local x=0.5. Translate the interior cell by
// +0.3 in world X so the wall ends up at world x=0.8, within reach
// of a sphere walking from x=0.1 toward x=0.6 (sphere radius 0.2).
var (wallRoot, wallResolved) = BSPStepUpFixtures.TallWall();
var interiorWT = Matrix4x4.CreateTranslation(new Vector3(0.3f, 0f, 0f));
Matrix4x4.Invert(interiorWT, out var interiorInv);
var interior = new CellPhysics
{
BSP = new PhysicsBSPTree { Root = wallRoot },
WorldTransform = interiorWT,
InverseWorldTransform = interiorInv,
Resolved = wallResolved,
CellBSP = LeafCellBsp(),
};
// ── Primary cell (vestibule) ──────────────────────────────────────
// Empty PhysicsBSP — no walls of its own. CellBSP contains a portal
// at world x=0.5 (vestibule-local x=0.5 since vestibule WorldTransform
// = Identity) leading to the interior cell. The sphere's foot reaches
// the portal at world x=0.5 during the sweep — that triggers
// CellTransit.FindCellSet to add the interior to the candidate set.
var portalPoly = new ResolvedPolygon
{
Vertices = new[]
{
new Vector3(0.5f, -2.5f, 0f),
new Vector3(0.5f, 2.5f, 0f),
new Vector3(0.5f, 2.5f, 5f),
new Vector3(0.5f, -2.5f, 5f),
},
Plane = new Plane(new Vector3(1f, 0f, 0f), -0.5f),
NumPoints = 4,
SidesType = CullMode.None,
};
var vestibule = new CellPhysics
{
BSP = EmptyLeafBsp(),
WorldTransform = Matrix4x4.Identity,
InverseWorldTransform = Matrix4x4.Identity,
Resolved = new Dictionary<ushort, ResolvedPolygon>(),
CellBSP = LeafCellBsp(),
PortalPolygons = new Dictionary<ushort, ResolvedPolygon> { [10] = portalPoly },
Portals = new[]
{
new PortalInfo(otherCellId: (ushort)(InteriorCellId & 0xFFFFu),
polygonId: 10, flags: 0),
},
};
// ── Engine + cache ────────────────────────────────────────────────
var engine = new PhysicsEngine();
engine.DataCache = new PhysicsDataCache();
// Provide a flat terrain strip at z=0 so FindEnvCollisions's outdoor
// fall-through has something to sample if it ever fires.
var heights = new byte[81];
Array.Fill(heights, (byte)0);
var ht = new float[256];
for (int i = 0; i < 256; i++) ht[i] = i * 1.0f;
engine.AddLandblock(0xA9B4FFFFu, new TerrainSurface(heights, ht),
Array.Empty<CellSurface>(), Array.Empty<PortalPlane>(),
worldOffsetX: 0f, worldOffsetY: 0f);
engine.DataCache.RegisterCellStructForTest(VestibuleCellId, vestibule);
engine.DataCache.RegisterCellStructForTest(InteriorCellId, interior);
// ── Transition ────────────────────────────────────────────────────
// Grounded mover, foot at world x=0.1 walking to x=0.7. The sphere
// (radius 0.2, center at foot + 0.2 in Z) ends with its center at
// world x=0.7 = interior-local x=0.4 (since interior translation is
// +0.3). The TallWall sits at interior-local x=0.5 with normal -X —
// the sphere reach (0.4 + 0.2 = 0.6) penetrates the wall by 0.1.
// StepUpHeight 0.04 means the mover can't scale the 5m TallWall.
// MakeGroundedTransition seeds Contact + OnWalkable +
// LastKnownContactPlane so Path 5 fires for any wall the BSP query
// encounters.
var from = new Vector3(0.1f, 0f, 0f);
var to = new Vector3(0.7f, 0f, 0f);
var t = BSPStepUpFixtures.MakeGroundedTransition(from, to,
stepUpHeight: 0.04f,
cellId: VestibuleCellId);
// SetCheckPos sets the candidate position FindEnvCollisions evaluates.
t.SpherePath.SetCheckPos(to, VestibuleCellId);
// ── Act ───────────────────────────────────────────────────────────
// Call FindEnvCollisions directly (now internal). Bypasses
// FindTransitionalPosition's sub-step iteration so we can assert on
// the single result.
var result = t.FindEnvCollisions(engine);
// ── Assert ────────────────────────────────────────────────────────
// Pre-A4: empty vestibule BSP returns OK, interior is never queried,
// result == OK (sphere walks through the wall).
// Post-A4: CheckOtherCells iterates the interior cell, BSPQuery on
// TallWall returns Slid (the wall-slide path matching B2), and
// FindEnvCollisions returns Slid via ApplyOtherCellResult.
Assert.NotEqual(TransitionState.OK, result);
}
}