Revert "feat(physics): A4 — wire CheckOtherCells into FindEnvCollisions"
This reverts commit 967d065141.
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967d065141
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2 changed files with 1 additions and 164 deletions
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@ -1,148 +0,0 @@
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using System;
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using System.Collections.Generic;
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using System.Numerics;
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using DatReaderWriter.Enums;
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using DatReaderWriter.Types;
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using AcDream.Core.Physics;
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using Xunit;
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namespace AcDream.Core.Tests.Physics;
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/// <summary>
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/// End-to-end test that the indoor branch of
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/// <see cref="Transition.FindEnvCollisions"/> queries the cells the
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/// sphere overlaps, not just the cell whose CellBSP contains the
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/// sphere center. This is the core Phase A4 behaviour test — the
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/// Holtburg inn vestibule (cell 0xA9B40164) bug reduced to a minimal
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/// synthetic fixture.
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/// </summary>
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public class FindEnvCollisionsMultiCellTests
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{
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// Indoor cell IDs — both have low-byte ≥ 0x100 to trigger the
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// indoor branch of FindEnvCollisions. Vestibule has the lower id so
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// CellTransit.FindCellSet's sorted iteration encounters it first.
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private const uint VestibuleCellId = 0xA9B40157u;
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private const uint InteriorCellId = 0xA9B40164u;
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private static CellBSPTree LeafCellBsp() => new CellBSPTree
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{
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Root = new CellBSPNode { Type = BSPNodeType.Leaf },
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};
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private static PhysicsBSPTree EmptyLeafBsp() => new PhysicsBSPTree
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{
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Root = new PhysicsBSPNode
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{
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Type = BSPNodeType.Leaf,
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BoundingSphere = new Sphere { Origin = Vector3.Zero, Radius = 10f },
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}
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};
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[Fact]
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public void IndoorSphereOverlappingAdjacentCellWithWall_HaltsTransition()
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{
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// ── Secondary cell (interior) ─────────────────────────────────────
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// Reuse BSPStepUp's TallWall fixture — proven to halt a grounded mover
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// that can't scale it (test B2_GroundedMover_TallWall_BlockedOrSlides).
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// Wall is at interior-local x=0.5. Translate the interior cell by
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// +0.3 in world X so the wall ends up at world x=0.8, within reach
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// of a sphere walking from x=0.1 toward x=0.6 (sphere radius 0.2).
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var (wallRoot, wallResolved) = BSPStepUpFixtures.TallWall();
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var interiorWT = Matrix4x4.CreateTranslation(new Vector3(0.3f, 0f, 0f));
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Matrix4x4.Invert(interiorWT, out var interiorInv);
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var interior = new CellPhysics
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{
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BSP = new PhysicsBSPTree { Root = wallRoot },
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WorldTransform = interiorWT,
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InverseWorldTransform = interiorInv,
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Resolved = wallResolved,
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CellBSP = LeafCellBsp(),
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};
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// ── Primary cell (vestibule) ──────────────────────────────────────
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// Empty PhysicsBSP — no walls of its own. CellBSP contains a portal
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// at world x=0.5 (vestibule-local x=0.5 since vestibule WorldTransform
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// = Identity) leading to the interior cell. The sphere's foot reaches
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// the portal at world x=0.5 during the sweep — that triggers
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// CellTransit.FindCellSet to add the interior to the candidate set.
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var portalPoly = new ResolvedPolygon
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{
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Vertices = new[]
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{
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new Vector3(0.5f, -2.5f, 0f),
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new Vector3(0.5f, 2.5f, 0f),
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new Vector3(0.5f, 2.5f, 5f),
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new Vector3(0.5f, -2.5f, 5f),
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},
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Plane = new Plane(new Vector3(1f, 0f, 0f), -0.5f),
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NumPoints = 4,
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SidesType = CullMode.None,
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};
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var vestibule = new CellPhysics
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{
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BSP = EmptyLeafBsp(),
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WorldTransform = Matrix4x4.Identity,
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InverseWorldTransform = Matrix4x4.Identity,
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Resolved = new Dictionary<ushort, ResolvedPolygon>(),
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CellBSP = LeafCellBsp(),
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PortalPolygons = new Dictionary<ushort, ResolvedPolygon> { [10] = portalPoly },
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Portals = new[]
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{
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new PortalInfo(otherCellId: (ushort)(InteriorCellId & 0xFFFFu),
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polygonId: 10, flags: 0),
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},
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};
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// ── Engine + cache ────────────────────────────────────────────────
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var engine = new PhysicsEngine();
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engine.DataCache = new PhysicsDataCache();
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// Provide a flat terrain strip at z=0 so FindEnvCollisions's outdoor
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// fall-through has something to sample if it ever fires.
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var heights = new byte[81];
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Array.Fill(heights, (byte)0);
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var ht = new float[256];
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for (int i = 0; i < 256; i++) ht[i] = i * 1.0f;
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engine.AddLandblock(0xA9B4FFFFu, new TerrainSurface(heights, ht),
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Array.Empty<CellSurface>(), Array.Empty<PortalPlane>(),
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worldOffsetX: 0f, worldOffsetY: 0f);
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engine.DataCache.RegisterCellStructForTest(VestibuleCellId, vestibule);
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engine.DataCache.RegisterCellStructForTest(InteriorCellId, interior);
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// ── Transition ────────────────────────────────────────────────────
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// Grounded mover, foot at world x=0.1 walking to x=0.7. The sphere
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// (radius 0.2, center at foot + 0.2 in Z) ends with its center at
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// world x=0.7 = interior-local x=0.4 (since interior translation is
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// +0.3). The TallWall sits at interior-local x=0.5 with normal -X —
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// the sphere reach (0.4 + 0.2 = 0.6) penetrates the wall by 0.1.
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// StepUpHeight 0.04 means the mover can't scale the 5m TallWall.
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// MakeGroundedTransition seeds Contact + OnWalkable +
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// LastKnownContactPlane so Path 5 fires for any wall the BSP query
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// encounters.
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var from = new Vector3(0.1f, 0f, 0f);
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var to = new Vector3(0.7f, 0f, 0f);
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var t = BSPStepUpFixtures.MakeGroundedTransition(from, to,
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stepUpHeight: 0.04f,
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cellId: VestibuleCellId);
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// SetCheckPos sets the candidate position FindEnvCollisions evaluates.
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t.SpherePath.SetCheckPos(to, VestibuleCellId);
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// ── Act ───────────────────────────────────────────────────────────
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// Call FindEnvCollisions directly (now internal). Bypasses
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// FindTransitionalPosition's sub-step iteration so we can assert on
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// the single result.
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var result = t.FindEnvCollisions(engine);
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// ── Assert ────────────────────────────────────────────────────────
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// Pre-A4: empty vestibule BSP returns OK, interior is never queried,
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// result == OK (sphere walks through the wall).
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// Post-A4: CheckOtherCells iterates the interior cell, BSPQuery on
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// TallWall returns Slid (the wall-slide path matching B2), and
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// FindEnvCollisions returns Slid via ApplyOtherCellResult.
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Assert.NotEqual(TransitionState.OK, result);
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}
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}
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