fix(physics): #90 — sphere-overlap cell stickiness at doorway threshold
ResolveCellId's indoor-seed fall-through was point-only: when the indoor BSP push-back moved the foot-sphere CENTER a few cm outside the indoor CellBSP volume, the resolver flipped CellId back to outdoor. Next tick re-promoted via CheckBuildingTransit. The ping-pong caused most ticks to be classified outdoor, bypassing indoor BSP wall checks entirely and producing the user-reported "walls walk through everywhere in the inn" symptom. Fix: port retail's BSPTREE::sphere_intersects_cell_bsp (acclient_2013_pseudo_c.txt:323267 → BSPNODE variant at :325546) as BSPQuery.SphereIntersectsCellBsp(node, center, radius). Replace the point-only check at PhysicsEngine.ResolveCellId:285 with the radius- aware overlap test. Player stays classified indoor as long as ANY part of the foot-sphere still overlaps the indoor cell volume; only flips to outdoor when the sphere is FULLY outside. Retail uses a 0.01 m epsilon on the radius (acclient :325551); ported verbatim. 8 new unit tests cover null/leaf/inside/on-plane/straddling/ fully-outside/tangent-boundary cases plus a regression-anchor test that proves the old PointInsideCellBsp would have returned false for the same straddling input. 1147 + 8 baseline maintained (was 1139 + 8 before #90 fix). Closes #90. A4 multi-cell iteration (shipped earlier today) should now actually exercise in production since the player can stably remain in indoor cells. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
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tests/AcDream.Core.Tests/Physics/SphereIntersectsCellBspTests.cs
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tests/AcDream.Core.Tests/Physics/SphereIntersectsCellBspTests.cs
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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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/// Tests for <see cref="BSPQuery.SphereIntersectsCellBsp"/> — the radius-
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/// aware sibling of PointInsideCellBsp. Pins issue #90's fix semantics:
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/// a sphere whose center is JUST outside the cell volume but whose
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/// radius extends back into the cell should still register as
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/// overlapping.
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///
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/// Retail oracle: BSPTREE::sphere_intersects_cell_bsp at
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/// acclient_2013_pseudo_c.txt:323267 / BSPNODE::sphere_intersects_cell_bsp
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/// at :325546.
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/// </summary>
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public class SphereIntersectsCellBspTests
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{
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/// <summary>
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/// One splitting plane at x=0 with positive normal +X (so the
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/// "inside" half-space is x ≥ 0). Pos-leaf representing the cell
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/// interior.
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/// </summary>
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private static CellBSPNode SinglePlaneTree()
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{
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var leaf = new CellBSPNode { Type = BSPNodeType.Leaf };
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// Internal nodes don't set Type (default is non-Leaf). The production
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// PointInsideCellBsp / SphereIntersectsCellBsp both only branch on
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// `Type == Leaf` and otherwise treat the node as internal.
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return new CellBSPNode
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{
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SplittingPlane = new Plane(new Vector3(1f, 0f, 0f), 0f), // x ≥ 0 is inside
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PosNode = leaf,
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};
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}
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[Fact]
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public void NullRoot_ReturnsTrue()
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{
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Assert.True(BSPQuery.SphereIntersectsCellBsp(null, Vector3.Zero, 0.5f));
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}
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[Fact]
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public void Leaf_ReturnsTrue()
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{
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var leaf = new CellBSPNode { Type = BSPNodeType.Leaf };
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Assert.True(BSPQuery.SphereIntersectsCellBsp(leaf, Vector3.Zero, 0.5f));
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}
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[Fact]
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public void SphereCenterInsideHalfSpace_ReturnsTrue()
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{
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var root = SinglePlaneTree();
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// Sphere center at x=0.5 (inside).
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Assert.True(BSPQuery.SphereIntersectsCellBsp(root, new Vector3(0.5f, 0f, 0f), 0.5f));
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}
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[Fact]
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public void SphereCenterOnPlane_ReturnsTrue()
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{
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var root = SinglePlaneTree();
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// Sphere center exactly at x=0 (on the plane).
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Assert.True(BSPQuery.SphereIntersectsCellBsp(root, new Vector3(0f, 0f, 0f), 0.5f));
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}
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[Fact]
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public void SphereCenterOutside_ButRadiusReachesIn_ReturnsTrue()
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{
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// Issue #90's core case. Sphere center at x=-0.3 (outside the
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// x≥0 cell), but radius 0.5 → reach to x=+0.2 (inside). The
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// sphere STRADDLES the splitting plane — must return true.
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// Pre-#90, PointInsideCellBsp would have returned false here,
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// causing CellId to flip out → wall ping-pong.
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var root = SinglePlaneTree();
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Assert.True(BSPQuery.SphereIntersectsCellBsp(root, new Vector3(-0.3f, 0f, 0f), 0.5f));
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}
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[Fact]
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public void SphereFullyOutside_ReturnsFalse()
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{
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var root = SinglePlaneTree();
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// Sphere center at x=-1.0 with radius 0.5 → reach to x=-0.5.
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// Fully behind the splitting plane (with the 0.01 retail epsilon
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// accounted for, still fully outside).
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Assert.False(BSPQuery.SphereIntersectsCellBsp(root, new Vector3(-1.0f, 0f, 0f), 0.5f));
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}
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[Fact]
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public void SphereTangentToPlane_ReturnsTrue()
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{
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// Tangent boundary: sphere center at x=-0.5, radius=0.5 →
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// reaches exactly x=0 (touches the plane). Retail's +0.01 epsilon
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// applied to the radius means -0.5 > -(0.5+0.01) → returns true.
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var root = SinglePlaneTree();
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Assert.True(BSPQuery.SphereIntersectsCellBsp(root, new Vector3(-0.5f, 0f, 0f), 0.5f));
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}
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[Fact]
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public void PointInsideCellBsp_PointJustOutside_ReturnsFalse_ProvesRegression()
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{
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// Confirms the OLD point-only behavior would have returned false
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// for the same input that SphereIntersectsCellBsp returns true
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// for above. This is the "ping-pong cause" pin.
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var root = SinglePlaneTree();
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Assert.False(BSPQuery.PointInsideCellBsp(root, new Vector3(-0.3f, 0f, 0f)));
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}
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}
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