fix(physics): AP-152 — dispatch collision shapes BSP-first, at emission and at the cell flood
The register row predicted "catching or stopping on a doorway sill". That
symptom could not have been occurring. `Transition.BspOnlyDispatch`
(TransitionTypes.cs:1348, landed 2026-05-25 as A6.P7) already skipped both
primitive branches (:3911, :3954) whenever the target's wire PhysicsState
carries HAS_PHYSICS_BSP_PS, and ACE sets that bit from CSetup.HasPhysicsBSP
for every affected Setup. The extra primitive was never tested for collision.
The live defect was CELL MEMBERSHIP. The same shape list feeds
`ShadowObjectRegistry.BuildFloodSpheres`, which had no such guard and
preferred Cylinders over everything whenever any Cylinder existed — retail's
SECOND priority applied ahead of its first. For the 73 CylSphere+BSP Setups
acdream therefore flooded shadow cells from the cylinder and never from the
slab: an object absent from cells it physically occupies, which is the
#98 / #168 symptom class, not the door-collision class the row named.
Retail, re-disassembled from the PDB-paired binary (v11.4186, CodeView GUID
9e847e2f-777c-4bd9-886c-22256bb87f32, check_exe_pdb.py MATCH) rather than
taken from Binary Ninja, which drops flag tests:
CPhysicsObj::FindObjCollisions @0x0050f050
0x0050f165 test dword [esi+0xa8], 0x10000
0x0050f16f je 0x50f1a2 ; clear -> primitive dispatch
0x0050f18d call 0x518180 ; CPartArray::FindObjCollisions
0x0050f19d jmp 0x50f2b0 ; UNCONDITIONAL, past BOTH primitive loops
; (CylSphere 0x50f1a2, Sphere 0x50f21d)
0x0050f1d6 jae 0x50f317 ; CylSphere loop exhausted -> RETURN
0x0050f22f je 0x50f31b ; zero Spheres -> RETURN seeded OK_TS
CPhysicsObj::calc_cross_cells @0x00515230
0x00515285 test dword [esi+0xa8], 0x10000
0x0051528f jne 0x515305 -> CPhysicsObj::find_bbox_cell_list @0x00510fc0
0x005152d1 call 0x52b9f0 ; cylsphere branch, below the jump
0x005152fb call 0x52b990 ; sorting-sphere branch, below the jump
Priority at both consumers: BSP -> CylSphere -> Sphere -> nothing. BSP wins.
Every address above was resolved back to its symbol by exact lookup in
named-retail/symbols.json.
Changes:
* `ShadowShapeBuilder.FromSetup` gains a step-0 dispatch gate. Steps 1 and 2
are skipped entirely when any part's EFFECTIVE GfxObj carries a physics
BSP. The gate and step 3 now share one `EffectivePartGfxObjId` helper, so
they cannot read different identities — a gate on `setup.Parts` would,
after an ObjDesc swap, suppress the primitives while step 3 emitted
nothing and `Build` returned null, deleting the entity's collision.
Emission order is unchanged. This also removes acdream's undeclared
reliance on the server sending the flag: the gate is derived from the
parts, exactly as CPartArray::CacheHasPhysicsBSP @0x00518110 derives it.
* `ShadowObjectRegistry.BuildFloodSpheres` now applies calc_cross_cells'
own order: BSP, else Cylinder, else everything. Given the gate above this
is a no-op for every shape list acdream produces (FromSetup is now
exclusive; both landblock-static publishers already emit homogeneous
lists), so the measured membership delta remains attributable to the
gate alone. It is kept for the same reason BspOnlyDispatch is kept: retail
genuinely dispatches here, and it guards a future additive producer.
`Transition.BspOnlyDispatch` is deliberately untouched.
Register: AP-152 RETIRED with its four false statements corrected — the risk
statement (the symptom was already inert); "small and centred at the part
origin" (max primitive is 6.714 m, and 0x0200086E's sphere origin is
(0.759, 0.165, 5.842)); the cottage door's "~14 cm base Sphere" (it is
0.100 m; 0.141 is Setup.Radius, which AP-22 proved is never collision
geometry); and naming one pinning test where two existed. AP-153/154/155
filed: retail's dispatch flag is cached once at InitPartArrayObject+0x7e
where acdream's gate is live; the query-time guard takes a client-derived
flag off the wire; and the static publishers emit Setup Spheres as
height-capped Cylinders while BuildFloodSpheres approximates retail's
bounding box with bounding spheres.
Tests. Both pinning tests corrected, neither deleted:
`FromSetup_DoorSetup_ProducesFourShapes` -> `..._EmitsBspPartsOnly`;
`FromSetup_DoorSetup_SphereAtExpectedLocalOffset` re-hosted on
`_ => false`, the DAT-real configuration for the 3,605 Sphere-only Setups.
`FromSetup_ScaleFactor_MultipliesAllRadiiAndOffsets` was the campaign's
eighth green test covering nothing — its assertions sat inside
`if (CollisionType == Cylinder)` on a fixture with zero CylSpheres, so only
`Scale == 2.0f` ever ran. Proved empirically: with the sphere radius scale
deleted, the old body passes and the corrected body fails. Three new facts:
the effective-identity gate, the App-layer CylSphere+BSP registration (no
App fixture combined the two before), and the flood-set dispatch. One new
installed-DAT sweep pins 172 affected Setups (73 CylSphere+BSP, 99
Sphere+BSP) behind external bucket controls, re-measured independently and
agreeing exactly with the filing commit's separate sweep.
All eight sabotages run and reported; every discriminating fact reddens in
the intended direction and only there. Clean Release build after deleting
every bin/obj: 0 errors. Complete suite 11,203 passed / 4 skipped / 0
failed, +5 on the 11,198 baseline at ec29a732 — exactly the five added
facts, no new skips.
Blast radius, corrected: the FromSetup half is graphical-only (its sole
production caller is LiveEntityCollisionBuilder in AcDream.App, which
AcDream.Headless cannot reference — Headless -> Runtime -> Core/Content).
The BuildFloodSpheres half lives in AcDream.Core and DOES execute in
Headless via LandblockPhysicsContentBuilder, but is behaviour-neutral there
because both of that builder's registrations pass homogeneous lists.
Headless suite green at 89/89.
NOT yet gated live: this changes shadow-cell membership for 22 Setups used
by 151 Door weenies and 38 stationary props. Needs a connected session.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
This commit is contained in:
parent
ec29a732f5
commit
4abd1b5eb7
9 changed files with 1635 additions and 85 deletions
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1057
docs/research/2026-08-06-ap152-contract.md
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docs/research/2026-08-06-ap152-contract.md
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@ -597,11 +597,35 @@ public sealed class ShadowObjectRegistry
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}
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/// <summary>
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/// Retail flood-sphere rule (CylSphere overload, Ghidra 0x0052b9f0):
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/// when the object has cylinder shapes, each contributes one sphere at
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/// its world BASE point (low_pt) with the cylinder radius, capped at 10;
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/// otherwise the BSP parts' bounding spheres are the footprint (the
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/// sorting-sphere fallback, calc_cross_cells 0x00515230 tail).
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/// Retail cross-cell dispatch, <c>CPhysicsObj::calc_cross_cells</c>
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/// @0x00515230, in retail's own priority order:
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///
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/// <list type="number">
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/// <item>BSP-bearing (<c>0x00515285 test dword [esi+0xa8],0x10000</c> /
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/// <c>0x0051528f jne 0x515305</c>) → <c>CPhysicsObj::find_bbox_cell_list</c>
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/// @0x00510fc0. The cylsphere and sorting-sphere branches are BOTH below
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/// that jump and unreachable from it. acdream approximates the bbox with
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/// the BSP parts' bounding spheres.</item>
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/// <item>else cylspheres (<c>0x00515298 GetNumCylsphere</c> non-zero) →
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/// <c>CObjCell::find_cell_list</c> @0x0052b9f0 over the cylsphere array;
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/// each contributes one sphere at its world BASE point with the cylinder
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/// radius, capped at 10.</item>
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/// <item>else the sorting sphere (<c>0x005152dc</c> →
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/// <c>CPartArray::GetSortingSphere</c> @0x00518b00 →
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/// <c>CObjCell::find_cell_list</c> @0x0052b990).</item>
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/// </list>
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///
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/// <para>
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/// The BSP-first rule is redundant for every shape list acdream produces
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/// today — <see cref="ShadowShapeBuilder.FromSetup"/> dispatches at
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/// emission (AP-152) and both landblock-static publishers emit
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/// homogeneous lists — exactly as
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/// <c>Transition.BspOnlyDispatch</c> is redundant at the query site. It is
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/// kept because retail genuinely dispatches here, and because a producer
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/// that handed this method a mixed list would otherwise flood a
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/// BSP-bearing object from its primitive and silently place it in the
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/// wrong shadow cells (the #98 / #168 symptom class).
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/// </para>
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/// </summary>
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private static List<DatReaderWriter.Types.Sphere> BuildFloodSpheres(
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Vector3 entityWorldPos,
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@ -611,15 +635,25 @@ public sealed class ShadowObjectRegistry
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const int RetailSphereCap = 10;
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var spheres = new List<DatReaderWriter.Types.Sphere>();
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bool anyBsp = false;
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bool anyCyl = false;
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foreach (var s in shapes)
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{
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if (s.CollisionType == ShadowCollisionType.Cylinder) { anyCyl = true; break; }
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if (s.CollisionType == ShadowCollisionType.BSP) anyBsp = true;
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else if (s.CollisionType == ShadowCollisionType.Cylinder) anyCyl = true;
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}
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// Retail's branch, chosen once: BSP-bbox, else cylspheres, else the
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// sorting sphere (which acdream approximates with the remaining
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// shapes' bounding spheres).
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ShadowCollisionType? only =
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anyBsp ? ShadowCollisionType.BSP
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: anyCyl ? ShadowCollisionType.Cylinder
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: null;
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foreach (var s in shapes)
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{
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if (anyCyl && s.CollisionType != ShadowCollisionType.Cylinder)
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if (only is { } required && s.CollisionType != required)
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continue;
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if (spheres.Count >= RetailSphereCap)
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break;
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@ -14,21 +14,25 @@ namespace AcDream.Core.Physics;
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/// <see cref="ShadowObjectRegistry.RegisterMultiPart"/>.
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///
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/// <para>
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/// Walks (1) every CylSphere → Cylinder shape, (2) every Sphere ONLY when no
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/// CylSpheres are present (matches retail and the existing landblock-static
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/// convention at GameWindow.cs:6034), and (3) every Part whose GfxObj has a
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/// non-null PhysicsBSP → per-part BSP shape, with local transforms from
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/// PlacementFrames[Resting | Default | first available].
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/// This is a DISPATCH, not a union. In priority order: (3) when ANY Part's
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/// effective GfxObj has a non-null PhysicsBSP, emit one BSP shape per such
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/// Part — and nothing else; otherwise (1) every CylSphere → Cylinder shape;
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/// otherwise (2) every Sphere → Sphere shape; otherwise nothing at all. Local
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/// transforms come from PlacementFrames[Resting | Default | first available].
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/// </para>
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///
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/// <para>
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/// Retail anchor: <c>CPhysicsObj::FindObjCollisions</c> (0x0050f050)
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/// dispatches EXCLUSIVELY on <c>HAS_PHYSICS_BSP_PS</c> (0x10000): it calls
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/// dispatches EXCLUSIVELY on <c>HAS_PHYSICS_BSP_PS</c> (0x10000)
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/// (<c>0x0050f165 test dword [esi+0xa8],0x10000</c> /
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/// <c>0x0050f16f je 0x50f1a2</c>): it calls
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/// <c>CPartArray::FindObjCollisions</c> (the per-part BSP walk) and returns
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/// (<c>0x0050f19d jmp</c> past the primitive branches), OR walks the Setup's
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/// CylSpheres, OR walks the Setup's Spheres, OR — with none of the three —
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/// returns the seeded <c>OK_TS</c> without synthesizing any shape
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/// (<c>0x0050f22f je 0x50f31b</c>). It is never a union.
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/// (<c>0x0050f19d jmp 0x50f2b0</c>, an UNCONDITIONAL jump past both primitive
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/// branches — the CylSphere loop starts at 0x50f1a2 and the Sphere loop at
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/// 0x50f21d), OR walks the Setup's CylSpheres and returns
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/// (<c>0x0050f1d6 jae 0x50f317</c>), OR walks the Setup's Spheres, OR — with
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/// none of the three — returns the seeded <c>OK_TS</c> without synthesizing
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/// any shape (<c>0x0050f22f je 0x50f31b</c>). BSP wins.
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/// <c>CPhysicsPart::find_obj_collisions</c> (0x0050d8d0) tests ONLY the
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/// GfxObj physics BSP; CylSpheres and Spheres are <c>Setup</c>-level arrays
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/// reached through <c>CPartArray::GetCylsphere</c> (0x00518090) and
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@ -36,12 +40,28 @@ namespace AcDream.Core.Physics;
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/// </para>
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///
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/// <para>
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/// KNOWN DIVERGENCE (AP-152): steps 1/2 and step 3 below are emitted
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/// ADDITIVELY here, where retail is exclusive — 172 of 5,935 installed
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/// Setups carry a primitive and a physics-BSP part. Do not cite the anchor
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/// above as justification for the additive design; it is the evidence
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/// against it. acdream's two static publication paths already implement the
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/// exclusive rule.
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/// Cell membership dispatches on the SAME flag and in the same priority:
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/// <c>CPhysicsObj::calc_cross_cells</c> (0x00515230) tests
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/// <c>0x10000</c> at <c>0x00515285</c> and routes a BSP-bearing object to
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/// <c>CPhysicsObj::find_bbox_cell_list</c> (0x00510fc0) at
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/// <c>0x0051528f jne 0x515305</c>, never reaching its cylsphere
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/// (<c>0x005152d1</c>) or sorting-sphere (<c>0x005152fb</c>) branches. That
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/// is why the exclusivity is enforced HERE, at emission, rather than only at
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/// the query-time guard <c>Transition.BspOnlyDispatch</c>: the shape list is
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/// also the input to <c>ShadowObjectRegistry.BuildFloodSpheres</c>.
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/// </para>
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///
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/// <para>
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/// AP-152 (filed and retired 2026-08-06): these three steps used to be
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/// emitted ADDITIVELY — 172 of 5,935 installed Setups carry both a primitive
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/// and a physics-BSP part. The collision half of that divergence was already
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/// inert, because <c>Transition.BspOnlyDispatch</c> skips both primitive
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/// branches whenever the wire <c>PhysicsState</c> carries 0x10000 and ACE
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/// derives that bit from the same DAT flag; the live half was CELL
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/// MEMBERSHIP, which had no such guard. Gating here also removes acdream's
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/// undeclared dependency on the server sending the bit: the gate is derived
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/// from the parts, exactly as retail's <c>CPartArray::CacheHasPhysicsBSP</c>
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/// (0x00518110) derives it.
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/// </para>
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/// </summary>
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public static class ShadowShapeBuilder
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@ -81,6 +101,31 @@ public static class ShadowShapeBuilder
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var result = new List<ShadowShape>();
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// 0. Retail dispatch gate. CPhysicsObj::FindObjCollisions tests
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// HAS_PHYSICS_BSP_PS FIRST (0x0050f165) and leaves the BSP branch
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// through an unconditional jmp past both primitive loops
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// (0x0050f19d); CPhysicsObj::calc_cross_cells tests the same flag
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// at 0x00515285 and routes to find_bbox_cell_list. Retail derives
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// the flag from the part array itself
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// (CPartArray::CacheHasPhysicsBSP 0x00518110 ORs 0x10000 on the
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// first part whose gfxobj->physics_bsp is non-null), so the gate
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// below reads the SAME effective part identities step 3 reads —
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// never setup.Parts directly. A gate keyed on a different identity
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// could suppress the primitives while step 3 emitted nothing,
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// silently deleting the entity's collision.
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bool anyPhysicsBspPart = false;
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for (int i = 0; i < setup.Parts.Count; i++)
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{
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if (hasPhysicsBsp(EffectivePartGfxObjId(setup, effectivePartGfxObjIds, i)))
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{
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anyPhysicsBspPart = true;
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break;
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}
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}
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// Steps 1 and 2 run ONLY for an object with no physics-BSP part.
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if (!anyPhysicsBspPart)
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{
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// 1. CylSpheres — each becomes a Cylinder shape.
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foreach (var cyl in setup.CylSpheres)
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{
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@ -96,10 +141,12 @@ public static class ShadowShapeBuilder
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CylHeight: baseHeight * entScale));
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}
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// 2. Spheres — only when no CylSpheres (matches landblock-static convention
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// at GameWindow.cs:6034). Each becomes a true Sphere (no height clamping).
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// Retail anchor: CSphere::intersects_sphere @ 0x00537A80 uses 3-D distance
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// for the overlap check, unlike CCylSphere which clips to [low_pt, high_pt].
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// 2. Spheres — only when no CylSpheres. Retail's CylSphere loop
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// returns rather than falling into the Sphere loop
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// (0x0050f1d6 jae 0x50f317). Each becomes a true Sphere (no
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// height clamping): CSphere::intersects_sphere @ 0x00537A80
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// uses 3-D distance for the overlap check, unlike CCylSphere
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// which clips to [low_pt, high_pt].
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if (setup.CylSpheres.Count == 0)
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{
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foreach (var sph in setup.Spheres)
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@ -115,6 +162,7 @@ public static class ShadowShapeBuilder
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CylHeight: 0f));
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}
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}
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}
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// 3. Parts — one BSP shape per part with a non-null PhysicsBSP.
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// Pose priority per part: partPoseOverride (the motion-table
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@ -126,10 +174,7 @@ public static class ShadowShapeBuilder
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// degrade array before CPartArray::FindObjCollisions reads it.
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// Keep the stable Setup part index/pose, but source collision
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// identity from that effective part when one was supplied.
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uint gfxId = effectivePartGfxObjIds is not null
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&& i < effectivePartGfxObjIds.Count
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? effectivePartGfxObjIds[i]
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: (uint)setup.Parts[i];
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uint gfxId = EffectivePartGfxObjId(setup, effectivePartGfxObjIds, i);
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if (!hasPhysicsBsp(gfxId)) continue;
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Frame partFrame;
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@ -241,6 +286,20 @@ public static class ShadowShapeBuilder
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return shapes;
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}
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/// <summary>
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/// The collision identity of part <paramref name="index"/>: the installed
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/// <c>AnimPartChanged</c> replacement when one was supplied, else the
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/// Setup's own part. Shared by the step-0 dispatch gate and the step-3
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/// emission so the two can never read different identities.
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/// </summary>
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private static uint EffectivePartGfxObjId(
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Setup setup,
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IReadOnlyList<uint>? effectivePartGfxObjIds,
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int index)
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=> effectivePartGfxObjIds is not null && index < effectivePartGfxObjIds.Count
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? effectivePartGfxObjIds[index]
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: (uint)setup.Parts[index];
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/// <summary>Resolve the placement frame in priority Resting → Default →
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/// first available. Mirrors <c>SetupMesh.Flatten</c>'s convention.</summary>
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private static AnimationFrame? ResolvePlacementFrame(Setup setup)
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@ -122,6 +122,49 @@ public sealed class LiveEntityCollisionBuilderTests
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Assert.Equal(part, shape.GfxObjId);
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}
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/// <summary>
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/// AP-152. Every other fixture in this file is primitive-only or BSP-only,
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/// so nothing at the App layer used to exercise the CylSphere+BSP
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/// combination — 73 of the 172 affected installed Setups.
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/// Retail's <c>CPhysicsObj::FindObjCollisions</c> @0x0050f050 tests
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/// <c>HAS_PHYSICS_BSP_PS</c> at 0x0050f165 and leaves the BSP branch
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/// through the unconditional <c>0x0050f19d jmp 0x50f2b0</c>, past both the
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/// CylSphere loop (0x50f1a2) and the Sphere loop (0x50f21d);
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/// <c>calc_cross_cells</c> @0x00515230 dispatches identically at
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/// 0x00515285. The CylSphere must not survive, and the surviving BSP shape
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/// must still receive the real scaled bounding radius.
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/// </summary>
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[Fact]
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public void CylSphereAndPhysicsBspPart_EmitsOnlyTheScaledBspShape()
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{
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const uint part = 0x0100AC01u;
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var setup = new Setup();
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setup.Parts.Add(part);
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setup.CylSpheres.Add(new CylSphere
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{
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Origin = Vector3.Zero,
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Radius = 0.4f,
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Height = 1.2f,
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});
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WorldSession.EntitySpawn spawn = Spawn(scale: 1.5f);
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var record = LiveEntityTestFixture.CreateExactProjectionRecord(spawn);
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WorldEntity entity = Entity();
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record.WorldEntity = entity;
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var builder = new LiveEntityCollisionBuilder(
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id => id == part,
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id => id == part ? 3f : null,
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PoseResolver());
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LiveEntityCollisionRegistration registration =
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Assert.IsType<LiveEntityCollisionRegistration>(builder.Build(
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entity, setup, [part], spawn, record, Vector3.Zero));
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ShadowShape shape = Assert.Single(registration.Shapes);
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Assert.Equal(ShadowCollisionType.BSP, shape.CollisionType);
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Assert.Equal(4.5f, shape.Radius); // 3 m physics-BSP radius * 1.5 scale
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Assert.Equal(part, shape.GfxObjId);
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}
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[Fact]
|
||||
public void EffectiveReplacementWithoutPhysicsBsp_RemovesBasePartCollision()
|
||||
{
|
||||
|
|
|
|||
|
|
@ -0,0 +1,159 @@
|
|||
using AcDream.Core.Physics;
|
||||
using DatReaderWriter;
|
||||
using DatReaderWriter.DBObjs;
|
||||
using DatReaderWriter.Enums;
|
||||
using DatReaderWriter.Options;
|
||||
|
||||
namespace AcDream.Content.Tests;
|
||||
|
||||
/// <summary>
|
||||
/// AP-152 population + behaviour proof over the installed client_portal.dat.
|
||||
///
|
||||
/// <para>
|
||||
/// Retail dispatches a Setup's collision geometry EXCLUSIVELY, BSP first, at
|
||||
/// both consumers: <c>CPhysicsObj::FindObjCollisions</c> @0x0050f050 tests
|
||||
/// <c>HAS_PHYSICS_BSP_PS</c> at <c>0x0050f165</c> and leaves the BSP branch
|
||||
/// through the unconditional <c>0x0050f19d jmp 0x50f2b0</c>, past both the
|
||||
/// CylSphere loop (0x50f1a2) and the Sphere loop (0x50f21d); and
|
||||
/// <c>CPhysicsObj::calc_cross_cells</c> @0x00515230 tests the same flag at
|
||||
/// <c>0x00515285</c> and routes to <c>CPhysicsObj::find_bbox_cell_list</c>
|
||||
/// @0x00510fc0 at <c>0x0051528f jne 0x515305</c>, never reaching its
|
||||
/// cylsphere (0x005152d1) or sorting-sphere (0x005152fb) branches.
|
||||
/// </para>
|
||||
///
|
||||
/// <para>
|
||||
/// This sweep pins the affected population and asserts that
|
||||
/// <see cref="ShadowShapeBuilder.FromSetup"/> emits NO primitive for any of
|
||||
/// it. Retail derives the dispatch flag from the parts themselves
|
||||
/// (<c>CPartArray::CacheHasPhysicsBSP</c> @0x00518110 ORs 0x10000 on the first
|
||||
/// part whose <c>gfxobj->physics_bsp</c> is non-null), which is exactly the
|
||||
/// predicate used here.
|
||||
/// </para>
|
||||
/// </summary>
|
||||
public sealed class InstalledSetupBspPrimitiveDispatchTests
|
||||
{
|
||||
// EXTERNAL constants. The four bucket controls are the ones already
|
||||
// committed by the AP-22 reachability sweep (measured by an independent
|
||||
// raw client_portal.dat B-tree parse that validated itself by byte
|
||||
// accounting); the affected counts were measured on 2026-08-06 by a
|
||||
// separate DatReaderWriter sweep that reproduced FromSetup's steps rather
|
||||
// than calling it.
|
||||
//
|
||||
// They are deliberately NOT derived from the predicates below. A broken
|
||||
// enumeration, a wrong dat path, or a silently-empty decode all satisfy
|
||||
// the affected-count claim vacuously and are caught only by the controls.
|
||||
private const int ExpectedSetups = 5935;
|
||||
private const int ExpectedWithCylinder = 678;
|
||||
private const int ExpectedSphereOnlyNoCylinder = 3605;
|
||||
private const int ExpectedWithoutAnyPrimitive = 1652;
|
||||
|
||||
private const int ExpectedAffected = 172;
|
||||
private const int ExpectedAffectedCylinderBearing = 73;
|
||||
private const int ExpectedAffectedSphereBearing = 99;
|
||||
private const int ExpectedWithPhysicsBspPart = 530;
|
||||
|
||||
[Fact]
|
||||
public void InstalledSetups_WithBothAPrimitiveAndAPhysicsBspPart_EmitOnlyBspShapes()
|
||||
{
|
||||
string? datDir = ContentConformanceDats.ResolveDatDir();
|
||||
if (datDir is null)
|
||||
return;
|
||||
|
||||
using var dats = new DatCollection(datDir, DatAccessType.Read);
|
||||
|
||||
// Production physics-BSP predicate, FlatCollisionAssetBuilder.cs:377-380.
|
||||
var physicsBspCache = new Dictionary<uint, bool>();
|
||||
bool HasPhysicsBsp(uint gfxObjId)
|
||||
{
|
||||
if (physicsBspCache.TryGetValue(gfxObjId, out bool cached))
|
||||
return cached;
|
||||
bool result =
|
||||
dats.Portal.TryGet<GfxObj>(gfxObjId, out GfxObj? gfx)
|
||||
&& gfx is not null
|
||||
&& gfx.Flags.HasFlag(GfxObjFlags.HasPhysics)
|
||||
&& gfx.PhysicsBSP?.Root is not null
|
||||
&& gfx.VertexArray is not null;
|
||||
physicsBspCache[gfxObjId] = result;
|
||||
return result;
|
||||
}
|
||||
|
||||
int total = 0;
|
||||
int withCylinder = 0;
|
||||
int sphereOnly = 0;
|
||||
int withoutPrimitive = 0;
|
||||
int withPhysicsBspPart = 0;
|
||||
int affected = 0;
|
||||
int affectedCylinderBearing = 0;
|
||||
int affectedSphereBearing = 0;
|
||||
var affectedThatStillEmitAPrimitive = new List<uint>();
|
||||
|
||||
foreach (uint id in dats.GetAllIdsOfType<Setup>())
|
||||
{
|
||||
if (!dats.Portal.TryGet<Setup>(id, out Setup? setup) || setup is null)
|
||||
continue;
|
||||
total++;
|
||||
|
||||
bool hasCylinder = false;
|
||||
foreach (var cyl in setup.CylSpheres)
|
||||
{
|
||||
if (cyl.Radius > 0f) { hasCylinder = true; break; }
|
||||
}
|
||||
bool hasSphere = false;
|
||||
foreach (var sph in setup.Spheres)
|
||||
{
|
||||
if (sph.Radius > 0f) { hasSphere = true; break; }
|
||||
}
|
||||
// FromSetup step 2 is gated on CylSpheres.Count == 0, so a Setup
|
||||
// with both only ever emitted Cylinders.
|
||||
bool emitsSphere = setup.CylSpheres.Count == 0 && hasSphere;
|
||||
|
||||
if (hasCylinder) withCylinder++;
|
||||
else if (emitsSphere) sphereOnly++;
|
||||
else withoutPrimitive++;
|
||||
|
||||
bool hasBspPart = false;
|
||||
foreach (uint partId in setup.Parts)
|
||||
{
|
||||
if (HasPhysicsBsp(partId)) { hasBspPart = true; break; }
|
||||
}
|
||||
if (hasBspPart) withPhysicsBspPart++;
|
||||
|
||||
if (!hasBspPart || !(hasCylinder || emitsSphere))
|
||||
continue;
|
||||
|
||||
affected++;
|
||||
if (hasCylinder) affectedCylinderBearing++;
|
||||
else affectedSphereBearing++;
|
||||
|
||||
// The behaviour: for every affected Setup the production builder
|
||||
// must emit BSP shapes only.
|
||||
IReadOnlyList<ShadowShape> shapes =
|
||||
ShadowShapeBuilder.FromSetup(setup, 1f, HasPhysicsBsp);
|
||||
bool clean = shapes.Count > 0;
|
||||
foreach (ShadowShape shape in shapes)
|
||||
{
|
||||
if (shape.CollisionType != ShadowCollisionType.BSP)
|
||||
{
|
||||
clean = false;
|
||||
break;
|
||||
}
|
||||
}
|
||||
if (!clean)
|
||||
affectedThatStillEmitAPrimitive.Add(id);
|
||||
}
|
||||
|
||||
// Positive controls first — without these the claim below is
|
||||
// satisfiable by an empty enumeration.
|
||||
Assert.Equal(ExpectedSetups, total);
|
||||
Assert.Equal(ExpectedWithCylinder, withCylinder);
|
||||
Assert.Equal(ExpectedSphereOnlyNoCylinder, sphereOnly);
|
||||
Assert.Equal(ExpectedWithoutAnyPrimitive, withoutPrimitive);
|
||||
Assert.Equal(ExpectedWithPhysicsBspPart, withPhysicsBspPart);
|
||||
|
||||
Assert.Equal(ExpectedAffected, affected);
|
||||
Assert.Equal(ExpectedAffectedCylinderBearing, affectedCylinderBearing);
|
||||
Assert.Equal(ExpectedAffectedSphereBearing, affectedSphereBearing);
|
||||
|
||||
Assert.Empty(affectedThatStillEmitAPrimitive);
|
||||
}
|
||||
}
|
||||
|
|
@ -217,4 +217,113 @@ public class ShadowObjectRegistryMultiPartTests
|
|||
|
||||
Assert.Equal(0, reg.TotalRegistered);
|
||||
}
|
||||
|
||||
// ---------------------------------------------------------------------
|
||||
// AP-152 — cross-cell dispatch. CPhysicsObj::calc_cross_cells @0x00515230
|
||||
// tests HAS_PHYSICS_BSP_PS at 0x00515285 and routes a BSP-bearing object
|
||||
// to CPhysicsObj::find_bbox_cell_list @0x00510fc0 through
|
||||
// 0x0051528f jne 0x515305. The cylsphere branch (0x005152d1
|
||||
// CObjCell::find_cell_list @0x0052b9f0) and the sorting-sphere branch
|
||||
// (0x005152fb ... @0x0052b990) are BOTH below that jump and unreachable
|
||||
// from it. BuildFloodSpheres used to prefer Cylinders over everything
|
||||
// whenever any Cylinder was present, which is retail's SECOND priority
|
||||
// applied ahead of its first.
|
||||
// ---------------------------------------------------------------------
|
||||
|
||||
/// <summary>Cells of the landblock that hold at least one row for owner.</summary>
|
||||
private static List<uint> OutdoorCellsHolding(ShadowObjectRegistry reg, uint ownerId)
|
||||
{
|
||||
var cells = new List<uint>();
|
||||
for (uint index = 1u; index <= 64u; index++)
|
||||
{
|
||||
uint cellId = LbId | index;
|
||||
if (reg.GetObjectsInCell(cellId).Any(e => e.EntityId == ownerId))
|
||||
cells.Add(cellId);
|
||||
}
|
||||
return cells;
|
||||
}
|
||||
|
||||
private static ShadowShape Cyl(float radius) => new(
|
||||
GfxObjId: 0u, LocalPosition: Vector3.Zero, LocalRotation: Quaternion.Identity,
|
||||
Scale: 1f, CollisionType: ShadowCollisionType.Cylinder,
|
||||
Radius: radius, CylHeight: radius * 2f);
|
||||
|
||||
private static ShadowShape Bsp(float radius) => new(
|
||||
GfxObjId: 0x010044B5u, LocalPosition: Vector3.Zero, LocalRotation: Quaternion.Identity,
|
||||
Scale: 1f, CollisionType: ShadowCollisionType.BSP,
|
||||
Radius: radius, CylHeight: 0f);
|
||||
|
||||
private static List<uint> FloodCellsFor(params ShadowShape[] shapes)
|
||||
{
|
||||
var reg = new ShadowObjectRegistry();
|
||||
const uint ownerId = 0xBEEF01u;
|
||||
// Centre of the landblock's cell (1,1) so a 14 m footprint stays
|
||||
// inside the block's own 8x8 outdoor grid on every side.
|
||||
reg.RegisterMultiPart(
|
||||
ownerId, new Vector3(36f, 36f, 50f), Quaternion.Identity,
|
||||
shapes, 0x10008u, EntityCollisionFlags.None, OffX, OffY, LbId);
|
||||
return OutdoorCellsHolding(reg, ownerId);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void BuildFloodSpheres_BspBearingOwner_FloodsFromBspNotFromCylinder()
|
||||
{
|
||||
List<uint> cylinderOnly = FloodCellsFor(Cyl(0.5f));
|
||||
List<uint> bspOnly = FloodCellsFor(Bsp(14f));
|
||||
List<uint> mixed = FloodCellsFor(Cyl(0.5f), Bsp(14f));
|
||||
|
||||
// Controls: the two footprints must actually differ, or the fact below
|
||||
// is satisfiable by any dispatch rule at all.
|
||||
Assert.Equal([LbId | 10u], cylinderOnly);
|
||||
Assert.True(bspOnly.Count > 1,
|
||||
$"BSP footprint control failed: expected >1 cell, got {bspOnly.Count}");
|
||||
|
||||
// The fact: a mixed list floods from the BSP shapes, exactly as if the
|
||||
// cylinder were not there. Retail 0x0051528f.
|
||||
Assert.Equal(bspOnly, mixed);
|
||||
Assert.NotEqual(cylinderOnly, mixed);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// The AP-152 delta end-to-end: a CylSphere+BSP Setup (73 of the 172
|
||||
/// affected installed Setups are this shape) registered through the
|
||||
/// production builder. Before the fix the emitted list carried both, and
|
||||
/// BuildFloodSpheres' cylinder preference confined the owner to the
|
||||
/// cylinder's cell while its slab BSP reached further — an object absent
|
||||
/// from shadow cells it physically occupies, the #98 / #168 symptom class.
|
||||
/// </summary>
|
||||
[Fact]
|
||||
public void FromSetup_CylSphereAndBspSetup_FloodsTheBspFootprint()
|
||||
{
|
||||
const uint part = 0x010044B5u;
|
||||
var setup = new DatReaderWriter.DBObjs.Setup
|
||||
{
|
||||
Parts = { part },
|
||||
CylSpheres = { new DatReaderWriter.Types.CylSphere
|
||||
{ Radius = 0.5f, Height = 1f, Origin = Vector3.Zero } },
|
||||
};
|
||||
|
||||
IReadOnlyList<ShadowShape> raw =
|
||||
ShadowShapeBuilder.FromSetup(setup, entScale: 1f, hasPhysicsBsp: id => id == part);
|
||||
// Production substitutes the real BSP bounding radius at registration
|
||||
// time (LiveEntityCollisionBuilder.Build); 14 m stands in for a slab
|
||||
// wide enough to leave its own landcell.
|
||||
var shapes = raw.Select(s => s.CollisionType == ShadowCollisionType.BSP
|
||||
? s with { Radius = 14f }
|
||||
: s).ToList();
|
||||
|
||||
ShadowShape only = Assert.Single(shapes);
|
||||
Assert.Equal(ShadowCollisionType.BSP, only.CollisionType);
|
||||
|
||||
var reg = new ShadowObjectRegistry();
|
||||
const uint ownerId = 0xBEEF02u;
|
||||
reg.RegisterMultiPart(
|
||||
ownerId, new Vector3(36f, 36f, 50f), Quaternion.Identity,
|
||||
shapes, 0x10008u, EntityCollisionFlags.None, OffX, OffY, LbId);
|
||||
|
||||
List<uint> cells = OutdoorCellsHolding(reg, ownerId);
|
||||
Assert.Contains(LbId | 10u, cells);
|
||||
Assert.True(cells.Count > 1,
|
||||
$"Expected the slab footprint to span more than its own landcell; got {cells.Count}");
|
||||
}
|
||||
}
|
||||
|
|
|
|||
|
|
@ -49,10 +49,20 @@ public class ShadowShapeBuilderShapeSourceTests
|
|||
// BEFORE ShadowShapeBuilder ran and discarded these entities entirely.
|
||||
//
|
||||
// Retail oracle: CPhysicsPart::find_obj_collisions@0x0050D8D0 -- when
|
||||
// physics_bsp is non-null the part IS tested; the outer loop in
|
||||
// CPartArray::FindObjCollisions iterates all parts regardless of
|
||||
// CylSpheres/Spheres. ShadowShapeBuilder.FromSetup mirrors this by emitting
|
||||
// one BSP shape per part that `hasPhysicsBsp` returns true for.
|
||||
// physics_bsp is non-null the part IS tested, and the outer loop in
|
||||
// CPartArray::FindObjCollisions@0x00518180 iterates ALL parts.
|
||||
// ShadowShapeBuilder.FromSetup mirrors this by emitting one BSP shape per
|
||||
// part that `hasPhysicsBsp` returns true for.
|
||||
//
|
||||
// AP-152 correction (2026-08-06): that "regardless of CylSpheres/Spheres"
|
||||
// used to be stated here and was then used to justify emitting the BSP
|
||||
// shapes IN ADDITION TO the primitives. It does not support that. The
|
||||
// per-part loop is reached only from the BSP branch of
|
||||
// CPhysicsObj::FindObjCollisions@0x0050f050, which is entered on
|
||||
// HAS_PHYSICS_BSP_PS (0x0050f165 test / 0x0050f16f je) and left by the
|
||||
// UNCONDITIONAL 0x0050f19d jmp 0x50f2b0 — past both primitive loops. The
|
||||
// dispatch is exclusive and BSP wins; this fixture's Setup simply has no
|
||||
// primitive to lose.
|
||||
[Fact]
|
||||
public void Setup_WithBspPart_NoCylSpheres_EmitsBspShape()
|
||||
{
|
||||
|
|
|
|||
|
|
@ -47,40 +47,57 @@ public class ShadowShapeBuilderTests
|
|||
return setup;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// AP-152, corrected 2026-08-06 (was <c>FromSetup_DoorSetup_ProducesFourShapes</c>,
|
||||
/// which pinned the additive emission as intended).
|
||||
///
|
||||
/// <para>
|
||||
/// Retail dispatches EXCLUSIVELY and BSP wins.
|
||||
/// <c>CPhysicsObj::FindObjCollisions</c> @0x0050f050 tests
|
||||
/// <c>HAS_PHYSICS_BSP_PS</c> first (<c>0x0050f165
|
||||
/// test dword [esi+0xa8],0x10000</c> / <c>0x0050f16f je 0x50f1a2</c>) and
|
||||
/// leaves the BSP branch through the UNCONDITIONAL
|
||||
/// <c>0x0050f19d jmp 0x50f2b0</c>, which is past both the CylSphere loop
|
||||
/// (0x50f1a2) and the Sphere loop (0x50f21d).
|
||||
/// <c>CPhysicsObj::calc_cross_cells</c> @0x00515230 tests the same flag at
|
||||
/// 0x00515285 and routes to <c>find_bbox_cell_list</c> @0x00510fc0.
|
||||
/// So the cottage door's 0.100 m base Sphere is neither tested for
|
||||
/// collision nor used for cell membership — only the three slab BSP parts.
|
||||
/// </para>
|
||||
/// </summary>
|
||||
[Fact]
|
||||
public void FromSetup_DoorSetup_ProducesFourShapes()
|
||||
public void FromSetup_DoorSetup_EmitsBspPartsOnly()
|
||||
{
|
||||
var setup = CreateDoorSetup();
|
||||
Func<uint, bool> hasBsp = id => id == 0x010044B5u || id == 0x010044B6u;
|
||||
|
||||
var shapes = ShadowShapeBuilder.FromSetup(setup, entScale: 1.0f, hasBsp);
|
||||
|
||||
Assert.Equal(4, shapes.Count);
|
||||
|
||||
// Task 2 (2026-06-24): Setup.Spheres now emit ShadowCollisionType.Sphere,
|
||||
// not Cylinder. A door's Sphere entry contributes the Sphere-typed shape;
|
||||
// the 3 parts (all with physics BSP) contribute the 3 BSP shapes.
|
||||
int sphereCount = 0;
|
||||
int bspCount = 0;
|
||||
foreach (var s in shapes)
|
||||
{
|
||||
if (s.CollisionType == ShadowCollisionType.Sphere) sphereCount++;
|
||||
else if (s.CollisionType == ShadowCollisionType.BSP) bspCount++;
|
||||
}
|
||||
Assert.Equal(1, sphereCount);
|
||||
Assert.Equal(3, bspCount);
|
||||
Assert.Equal(3, shapes.Count);
|
||||
Assert.All(shapes, s => Assert.Equal(ShadowCollisionType.BSP, s.CollisionType));
|
||||
Assert.DoesNotContain(shapes, s => s.CollisionType == ShadowCollisionType.Sphere);
|
||||
Assert.DoesNotContain(shapes, s => s.CollisionType == ShadowCollisionType.Cylinder);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// AP-152, re-hosted 2026-08-06 on <c>hasPhysicsBsp: _ => false</c> — the
|
||||
/// DAT-real configuration for the 3,605 Sphere-only Setups. The fact
|
||||
/// itself is unchanged and still live: a Setup Sphere emits a TRUE
|
||||
/// <see cref="ShadowCollisionType.Sphere"/> (not a height-capped
|
||||
/// Cylinder), passing its local offset and radius through.
|
||||
/// <c>ShadowCollisionType.Sphere</c> is produced at exactly one site in
|
||||
/// <c>src/</c>, and it is the premise of the whole CSphere family port.
|
||||
/// Retail: <c>CSphere::intersects_sphere</c> @0x00537A80 uses 3-D
|
||||
/// distance, so there is no height cap.
|
||||
/// </summary>
|
||||
[Fact]
|
||||
public void FromSetup_DoorSetup_SphereAtExpectedLocalOffset()
|
||||
{
|
||||
var setup = CreateDoorSetup();
|
||||
var shapes = ShadowShapeBuilder.FromSetup(setup, 1.0f, _ => true);
|
||||
var shapes = ShadowShapeBuilder.FromSetup(setup, 1.0f, _ => false);
|
||||
|
||||
// Task 2 (2026-06-24): Spheres emit ShadowCollisionType.Sphere (not Cylinder).
|
||||
// Retail: CSphere::intersects_sphere @ 0x00537A80 uses 3-D distance; no height cap.
|
||||
var sphereShape = shapes.FirstOrDefault(s => s.CollisionType == ShadowCollisionType.Sphere);
|
||||
Assert.NotEqual(default, sphereShape);
|
||||
var sphereShape = Assert.Single(shapes);
|
||||
Assert.Equal(ShadowCollisionType.Sphere, sphereShape.CollisionType);
|
||||
Assert.Equal(0f, sphereShape.LocalPosition.X, 4);
|
||||
Assert.Equal(0f, sphereShape.LocalPosition.Y, 4);
|
||||
Assert.Equal(0.018f, sphereShape.LocalPosition.Z, 4);
|
||||
|
|
@ -89,6 +106,43 @@ public class ShadowShapeBuilderTests
|
|||
Assert.Equal(0f, sphereShape.CylHeight, 4);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// AP-152 trap 1. The step-0 dispatch gate and the step-3 emission must
|
||||
/// read the SAME part identities. If the gate read <c>setup.Parts</c>
|
||||
/// while step 3 read the installed <c>AnimPartChanged</c> replacements,
|
||||
/// a swap could suppress the primitives while step 3 emitted nothing —
|
||||
/// <c>LiveEntityCollisionBuilder.Build</c> would then return null and the
|
||||
/// entity's collision would disappear entirely.
|
||||
/// </summary>
|
||||
[Fact]
|
||||
public void FromSetup_DispatchGateReadsTheEffectivePartIdentities()
|
||||
{
|
||||
const uint basePart = 0x010044B5u;
|
||||
const uint replacementWithBsp = 0x0100AA01u;
|
||||
var setup = new Setup
|
||||
{
|
||||
Parts = { basePart },
|
||||
CylSpheres = { new CylSphere { Radius = 0.4f, Height = 1.2f, Origin = Vector3.Zero } },
|
||||
};
|
||||
Func<uint, bool> hasBsp = id => id == replacementWithBsp;
|
||||
|
||||
var swapped = ShadowShapeBuilder.FromSetup(
|
||||
setup, 1.0f, hasBsp, effectivePartGfxObjIds: [replacementWithBsp]);
|
||||
var unswapped = ShadowShapeBuilder.FromSetup(setup, 1.0f, hasBsp);
|
||||
|
||||
// Replacement carries the BSP -> BSP wins, the CylSphere is suppressed.
|
||||
ShadowShape swappedShape = Assert.Single(swapped);
|
||||
Assert.Equal(ShadowCollisionType.BSP, swappedShape.CollisionType);
|
||||
Assert.Equal(replacementWithBsp, swappedShape.GfxObjId);
|
||||
|
||||
// Base identity has no BSP -> no BSP shape exists, so the CylSphere
|
||||
// must survive. A gate reading setup.Parts would agree here and
|
||||
// disagree above; a gate reading nothing at all would disagree here.
|
||||
ShadowShape unswappedShape = Assert.Single(unswapped);
|
||||
Assert.Equal(ShadowCollisionType.Cylinder, unswappedShape.CollisionType);
|
||||
Assert.Equal(0.4f, unswappedShape.Radius, 4);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void FromSetup_PartWithoutBsp_SkipsBspShape()
|
||||
{
|
||||
|
|
@ -147,22 +201,44 @@ public class ShadowShapeBuilderTests
|
|||
Assert.Equal(1.20f, shapes[0].CylHeight, 3);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Corrected 2026-08-06 (AP-152 §11.5). This test used to run
|
||||
/// <c>CreateDoorSetup()</c> — which has ZERO CylSpheres — and then assert
|
||||
/// radius/offset scaling inside
|
||||
/// <c>if (s.CollisionType == ShadowCollisionType.Cylinder)</c>. That
|
||||
/// branch had been unreachable since Setup Spheres started emitting
|
||||
/// <see cref="ShadowCollisionType.Sphere"/> (2026-06-24), so the only
|
||||
/// assertion that ever executed was <c>Scale == 2.0f</c>: the name
|
||||
/// promised radius and offset scaling and pinned neither. Both primitive
|
||||
/// kinds are now asserted unconditionally, on fixtures that actually
|
||||
/// emit them.
|
||||
/// </summary>
|
||||
[Fact]
|
||||
public void FromSetup_ScaleFactor_MultipliesAllRadiiAndOffsets()
|
||||
{
|
||||
var setup = CreateDoorSetup();
|
||||
var sphereShape = Assert.Single(
|
||||
ShadowShapeBuilder.FromSetup(CreateDoorSetup(), entScale: 2.0f, _ => false));
|
||||
Assert.Equal(ShadowCollisionType.Sphere, sphereShape.CollisionType);
|
||||
Assert.Equal(2.0f, sphereShape.Scale, 3);
|
||||
Assert.Equal(0.200f, sphereShape.Radius, 3); // 0.100 * 2
|
||||
Assert.Equal(0.036f, sphereShape.LocalPosition.Z, 3); // 0.018 * 2
|
||||
|
||||
var shapes = ShadowShapeBuilder.FromSetup(setup, entScale: 2.0f, _ => true);
|
||||
|
||||
foreach (var s in shapes)
|
||||
var cylSetup = new Setup
|
||||
{
|
||||
Assert.Equal(2.0f, s.Scale, 3);
|
||||
if (s.CollisionType == ShadowCollisionType.Cylinder)
|
||||
CylSpheres =
|
||||
{
|
||||
Assert.Equal(0.200f, s.Radius, 3);
|
||||
Assert.Equal(0.036f, s.LocalPosition.Z, 3);
|
||||
}
|
||||
new CylSphere { Radius = 0.40f, Height = 1.20f, Origin = new Vector3(0.1f, 0.2f, 0.6f) }
|
||||
}
|
||||
};
|
||||
var cylShape = Assert.Single(
|
||||
ShadowShapeBuilder.FromSetup(cylSetup, entScale: 2.0f, _ => false));
|
||||
Assert.Equal(ShadowCollisionType.Cylinder, cylShape.CollisionType);
|
||||
Assert.Equal(2.0f, cylShape.Scale, 3);
|
||||
Assert.Equal(0.800f, cylShape.Radius, 3); // 0.40 * 2
|
||||
Assert.Equal(2.400f, cylShape.CylHeight, 3); // 1.20 * 2
|
||||
Assert.Equal(0.200f, cylShape.LocalPosition.X, 3);
|
||||
Assert.Equal(0.400f, cylShape.LocalPosition.Y, 3);
|
||||
Assert.Equal(1.200f, cylShape.LocalPosition.Z, 3);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue