feat(physics): Task 2 — true sphere collision primitive (CSphere::intersects_sphere)

Setup.Spheres were previously coerced to short cylinders (CylHeight=2*r),
which is geometrically wrong: a cylinder has flat caps; a sphere does not.
This ported CSphere::intersects_sphere (0x00537A80) so sphere-typed shadow
entries are tested as spheres — 3-D distance, no height clamping.

Changes:
- ShadowObjectRegistry.cs: added ShadowCollisionType.Sphere (enum value 2).
  The BuildFloodSpheres anyCyl dedup at :232 is unaffected: only Cylinder
  sets anyCyl=true; Sphere shapes fall through to the BSP-fallback path
  (anyCyl=false → included), which is correct.
- ShadowShapeBuilder.cs: FromSetup now emits ShadowCollisionType.Sphere
  (CylHeight=0) for Setup.Spheres instead of a short Cylinder.
- CollisionPrimitives.cs: added SweptSphereHitsSphere — quadratic swept
  solve ported from ACE Sphere.cs::FindTimeOfCollision, which is a C# port
  of retail's CSphere::intersects_sphere @ 0x00537A80. Sign convention
  confirmed against the decomp: retail negates the root to produce a
  forward t ∈ (0,1].
- TransitionTypes.cs: added Sphere narrow-phase branch between BSP and
  Cylinder in FindObjCollisionsInCell; uses 3-D distance for overlap
  (not XY-only). Added SphereCollision() method implementing the 3-D
  wall-slide response. Updated diagnostic logging at :2734 to cover Sphere.
- Updated ShadowShapeBuilderTests for new Sphere type assertion.
- New SphereIntersectsSphereConformanceTests: 9 geometrically-anchored
  cases (head-on, tangent, perpendicular-miss, lateral-near-miss,
  sweep-away, beyond-step, degenerate-zero-sweep, already-overlapping,
  vertical-sweep).

Retail oracle: CSphere::intersects_sphere @ 0x00537A80 (named-retail);
ACE Sphere.cs::FindTimeOfCollision (C# port, cross-confirmed).
Build: 0 errors, 10 warnings (pre-existing).
Tests: 1576 pass / 0 fail / 2 skip (1578 total).

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
This commit is contained in:
Erik 2026-06-24 19:08:53 +02:00
parent 79dee342f2
commit 78e5758185
7 changed files with 609 additions and 16 deletions

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@ -0,0 +1,130 @@
# CSphere::intersects_sphere — swept-sphere-vs-sphere pseudocode
**Date:** 2026-06-24
**Task:** Task 2 — true sphere collision primitive (collision-inclusion phase)
---
## Oracles consulted
1. **Named-retail decomp** `acclient_2013_pseudo_c.txt`:
- `CSphere::collides_with_sphere` @ `0x005369E0` — static overlap test
- `CSphere::intersects_sphere` (primary) @ `0x00537A80` — the full 6-path dispatcher
- `CSphere::intersects_sphere` (Position variant) @ `0x00537FD0`
2. **ACE C# port** `references/ACE/Source/ACE.Server/Physics/Sphere.cs`:
- `CollidesWithSphere(Vector3 otherSphere, float radsum)` — static overlap
- `FindTimeOfCollision(Vector3 movement, Vector3 spherePos, float radSum)` — swept solve
- `IntersectsSphere(Vector3 center, float radius, Transition transition, bool isCreature)` — 6-path dispatcher
---
## CSphere::collides_with_sphere (static overlap test)
Retail @ `0x005369E0`:
```
collides_with_sphere(this, disp_vec3, radsum_float):
lenSq = disp_vec3.x² + disp_vec3.y² + disp_vec3.z²
if radsum² > lenSq: // i.e. lenSq < radsum²
return 1 (true — overlapping)
return 0 (false)
```
ACE equivalent: `disp.LengthSquared() <= radsum * radsum`
Note: retail uses `>` (strictly greater-than radsum²), ACE uses `<=`. These are the same predicate — the
retail FPU instruction emits "collides" when radsum² is NOT less than lenSq, which is `lenSq <= radsum²`.
---
## FindTimeOfCollision (swept quadratic, from ACE)
ACE `Sphere.FindTimeOfCollision(Vector3 movement, Vector3 spherePos, float radSum)`:
Interprets "mover starts at origin, travels by `movement`; target is at `spherePos` relative to mover".
```
distSq = |movement|² // if < EPSILON: no sweep (degenerate), return -1
nonCollide = |spherePos|² - radSum² // if < EPSILON: already overlapping no forward collision needed, return -1
similar = -dot(spherePos, movement) // projection of separation onto movement direction
disc = similar² - nonCollide * distSq // discriminant of quadratic
if disc < 0: return -1 // no real intersection
cDist = sqrt(disc)
if similar - cDist < 0:
return -(cDist + similar) / distSq
else:
return -(similar - cDist) / distSq
```
This returns a time in the range [0, 1] for the first contact.
A return of -1 means no hit (miss or already overlapping).
Values > 1 mean the sweep doesn't reach the target within the movement step.
---
## SweptSphereHitsSphere — our primitive (pure function)
Wraps `FindTimeOfCollision` with a clean bool/out API for the narrow-phase dispatch:
```
SweptSphereHitsSphere(moverCenter, moverRadius, sweepDelta, targetCenter, targetRadius, out float t):
movement = sweepDelta // vector the mover travels
spherePos = targetCenter - moverCenter // target relative to mover's start
radSum = moverRadius + targetRadius
t = (float) FindTimeOfCollision(movement, spherePos, radSum)
return t > 0 && t <= 1
```
`t` is the parametric fraction of `sweepDelta` at which surfaces first touch.
`t <= 0`: target is behind or already overlapping (use static test separately).
`t > 1`: sweep misses (target too far in this step).
---
## Retail dispatch order for Sphere objects
From `CSphere::intersects_sphere @ 0x00537A80` — the same 6-path structure as for CylSpheres:
1. `obstruction_ethereal || insert_type == PLACEMENT_INSERT`:
Static overlap test only (`collides_with_sphere`). Return Collided or OK.
2. `step_down != 0`:
Delegates to `step_sphere_down` (for non-creature movers).
3. `check_walkable != 0`:
Static overlap test. Return Collided or OK.
4. `collide == 0`:
Sub-dispatch on `object_info.state & 3` (Contact/OnWalkable):
- Contact: step_sphere_up or slide_sphere
- PathClipped: collide_with_point
- Default: land_on_sphere or collide_with_point
5. `collide != 0` + `isCreature`:
Return OK (creatures don't block each other via sphere-sphere in this path).
6. `collide != 0` + not creature:
Full swept quadratic. Set contact plane, adjust check_pos.
For our narrow-phase dispatch in `FindObjCollisionsInCell`, the "narrow-phase Sphere branch"
maps directly to ACE's `IntersectsSphere` — which acdream already implements for Cylinder objects
via `CylinderCollision`. The sphere primitive just provides the swept check without the cylinder's
height clipping.
---
## Acdream adaptation note
The `SweptSphereHitsSphere` primitive is PURE (no Transition state). The actual 6-path dispatch
(step-up, land-on, slide, etc.) is handled by the existing `CylinderCollision` infrastructure —
for Sphere-typed shadow entries we call through the same dispatcher after the overlap check,
using 3-D distance for the broad-phase (not XY-only cylinder distance).
The primitive's narrow phase: `static overlap` (`CollidesWithSphere`) is the gate; the swept
quadratic from `FindTimeOfCollision` resolves the time-of-contact for the walkable landing path.
For the initial ship (Task 2), we implement the static overlap test in the dispatch
(matching the `obstruction_ethereal`/`check_walkable`/`Contact` paths that don't use the swept
form), plus `SweptSphereHitsSphere` for the swept narrow-phase. The full 6-path wiring for
sphere objects mirrors the cylinder path already in `CylinderCollision`, extended to use 3-D
distance instead of XY-only.

View file

@ -634,6 +634,115 @@ public static class CollisionPrimitives
return (offset - dist) / denom;
}
// -----------------------------------------------------------------------
// 8b. SweptSphereHitsSphere — CSphere::intersects_sphere narrow-phase
// -----------------------------------------------------------------------
/// <summary>
/// Returns <see langword="true"/> when a moving sphere first intersects a
/// stationary sphere within the movement step, and the parametric contact
/// time <paramref name="t"/> is in (0, 1].
///
/// <para>
/// Ported from <c>CSphere::FindTimeOfCollision</c> in
/// <c>ACE.Server/Physics/Sphere.cs</c>, which is a line-for-line C# port
/// of retail's <c>CSphere::intersects_sphere @ 0x00537A80</c> (the
/// "collide ≠ 0, not creature" branch at <c>0x00537B8C</c>).
/// </para>
///
/// <para>
/// The retail quadratic (from the decomp):
/// <list type="bullet">
/// <item><c>distSq = |movement|²</c> — squared length of sweep vector.</item>
/// <item><c>gap = |spherePos|² radSum²</c> — positive when centers
/// are separated, negative when already overlapping.</item>
/// <item><c>similar = dot(spherePos, movement)</c> — projection of the
/// separation onto the movement direction.</item>
/// <item><c>disc = similar² gap·distSq</c> — discriminant.</item>
/// <item>Pick the earlier root, normalise by <c>distSq</c>.</item>
/// </list>
/// </para>
///
/// <para>
/// Returns <see langword="false"/> when the spheres are already overlapping
/// (<c>gap &lt; ε</c>), the discriminant is negative (miss), the movement
/// is degenerate, or the contact time is outside (0, 1].
/// </para>
/// </summary>
/// <param name="moverCenter">
/// World-space centre of the moving sphere at the START of the step.
/// </param>
/// <param name="moverRadius">Radius of the moving sphere.</param>
/// <param name="sweepDelta">
/// Movement vector: <c>checkPos currCenter</c>.
/// </param>
/// <param name="targetCenter">
/// World-space centre of the stationary target sphere.
/// </param>
/// <param name="targetRadius">Radius of the target sphere.</param>
/// <param name="t">
/// On success: parametric fraction of <paramref name="sweepDelta"/> at
/// which the sphere surfaces first touch (in (0, 1]).
/// Undefined on failure.
/// </param>
/// <returns>
/// <see langword="true"/> when the mover hits the target within this step.
/// </returns>
public static bool SweptSphereHitsSphere(
Vector3 moverCenter, float moverRadius,
Vector3 sweepDelta,
Vector3 targetCenter, float targetRadius,
out float t)
{
t = 0f;
// movement = sweepDelta (mover travels from moverCenter by this vector)
// spherePos = targetCenter moverCenter (target relative to mover start)
// radSum = combined radius for first-surface-contact
float radSum = moverRadius + targetRadius;
float mx = sweepDelta.X, my = sweepDelta.Y, mz = sweepDelta.Z;
float distSq = mx * mx + my * my + mz * mz;
if (distSq < EpsilonSq)
return false; // degenerate sweep (stationary mover)
float sx = targetCenter.X - moverCenter.X;
float sy = targetCenter.Y - moverCenter.Y;
float sz = targetCenter.Z - moverCenter.Z;
// gap = |spherePos|² radSum²
// Positive → centers are separated (the common case).
// Negative → already overlapping → treat as no forward collision (retail returns -1).
float gap = sx * sx + sy * sy + sz * sz - radSum * radSum;
if (gap < EpsilonSq)
return false; // already overlapping — use static test separately
// similar = dot(spherePos, movement)
// Positive when the sphere is in FRONT of us (moving toward it).
float similar = -(sx * mx + sy * my + sz * mz);
// discriminant = similar² gap · distSq
float disc = similar * similar - gap * distSq;
if (disc < 0f)
return false; // ray misses the combined-radius sphere entirely
float cDist = MathF.Sqrt(disc);
// Pick the nearer root. ACE mirrors retail (Sphere.cs::FindTimeOfCollision):
// if (similar cDist < 0) → return 1 × (cDist + similar) / distSq
// else → return 1 × (similar cDist) / distSq
// The 1 negation converts from ACE's "closest-approach" parameterisation
// back to a forward t ∈ (0,1] (positive = hit ahead of mover).
float root = (similar - cDist < 0f) ? -(cDist + similar) : -(similar - cDist);
// Normalise to [0, 1] scale
t = root / distSq;
// t ≤ 0: contact is behind / at the start (already handled by gap check).
// t > 1: contact is beyond this movement step — miss.
return t > 0f && t <= 1f;
}
// -----------------------------------------------------------------------
// 9. land_on_sphere — FUN_00538f50
// -----------------------------------------------------------------------

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@ -532,9 +532,10 @@ public sealed class ShadowObjectRegistry
/// <summary>
/// Collision type for a shadow entry. BSP uses full polygon collision.
/// Cylinder uses a simple cylinder-sphere intersection test.
/// Cylinder uses a cylinder-sphere intersection test (XY distance + height clamp).
/// Sphere uses a true 3-D sphere-sphere intersection test (no height clamp).
/// </summary>
public enum ShadowCollisionType : byte { BSP, Cylinder }
public enum ShadowCollisionType : byte { BSP, Cylinder, Sphere }
public readonly record struct ShadowEntry(
uint EntityId,

View file

@ -64,7 +64,9 @@ public static class ShadowShapeBuilder
}
// 2. Spheres — only when no CylSpheres (matches landblock-static convention
// at GameWindow.cs:6034). Each becomes a short Cylinder.
// at GameWindow.cs:6034). Each becomes a true Sphere (no height clamping).
// Retail anchor: CSphere::intersects_sphere @ 0x00537A80 uses 3-D distance
// for the overlap check, unlike CCylSphere which clips to [low_pt, high_pt].
if (setup.CylSpheres.Count == 0)
{
foreach (var sph in setup.Spheres)
@ -75,9 +77,9 @@ public static class ShadowShapeBuilder
LocalPosition: new Vector3(sph.Origin.X, sph.Origin.Y, sph.Origin.Z) * entScale,
LocalRotation: Quaternion.Identity,
Scale: entScale,
CollisionType: ShadowCollisionType.Cylinder,
CollisionType: ShadowCollisionType.Sphere,
Radius: sph.Radius * entScale,
CylHeight: sph.Radius * 2f * entScale));
CylHeight: 0f));
}
}

View file

@ -2604,6 +2604,28 @@ public sealed class Transition
engine,
worldOrigin: obj.Position);
}
else if (obj.CollisionType == ShadowCollisionType.Sphere)
{
// ── Sphere object: true 3-D sphere-sphere test ──────────
// Retail anchor: CSphere::intersects_sphere @ 0x00537A80.
// Unlike CCylSphere, CSphere uses 3-D distance (no height
// clamp). The broad-phase above already used 3-D Length()
// for Sphere entries (the Cylinder branch is XY-only).
//
// HAS_PHYSICS_BSP_PS dispatch (A6.P7): same rule as Cylinder —
// if the entity's state marks BSP-only, skip the sphere test.
if (BspOnlyDispatch(obj.State))
{
if (PhysicsDiagnostics.ProbeBuildingEnabled)
{
Console.WriteLine(System.FormattableString.Invariant(
$"[sph-skip-bsp] obj=0x{obj.EntityId:X8} state=0x{obj.State:X8} — HAS_PHYSICS_BSP_PS dispatches BSP-only"));
}
continue;
}
result = SphereCollision(obj, sp);
}
else
{
// ── Cylinder object: swept-sphere cylinder test ──────────
@ -2731,9 +2753,11 @@ public sealed class Transition
// a BSP hit with null side-channel indicates a BSPQuery code
// path that didn't write (a bug; we should fix it, not
// pretend the entity was a cylinder).
if (obj.CollisionType == ShadowCollisionType.Cylinder)
if (obj.CollisionType == ShadowCollisionType.Cylinder ||
obj.CollisionType == ShadowCollisionType.Sphere)
{
sb.Append("\n hitPoly: n/a (cylinder)");
sb.Append(System.FormattableString.Invariant(
$"\n hitPoly: n/a ({obj.CollisionType.ToString().ToLowerInvariant()})"));
}
else if (poly is null)
{
@ -2884,6 +2908,108 @@ public sealed class Transition
return result;
}
/// <summary>
/// Sphere collision test for <see cref="ShadowCollisionType.Sphere"/> objects.
/// Uses a true 3-D sphere-sphere overlap test — no height clamp, no XY-only
/// distance — matching retail's <c>CSphere::intersects_sphere @ 0x00537A80</c>.
///
/// <para>
/// Implements the subset of the 6-path dispatcher needed for static/placed
/// Sphere objects: static overlap check (obstruction_ethereal / check_walkable /
/// Contact-grounded paths), plus a 3-D outward push-back for the slide response.
/// The swept quadratic from <see cref="CollisionPrimitives.SweptSphereHitsSphere"/>
/// is used for the narrow-phase; the slide response mirrors the cylinder's
/// wall-slide but pushes outward in 3-D (not XY-only).
/// </para>
///
/// <para>
/// ACE oracle: <c>Sphere.IntersectsSphere</c> in
/// <c>ACE.Server/Physics/Sphere.cs</c> — particularly the
/// <c>ObstructionEthereal/Placement</c>, <c>CheckWalkable</c>, and
/// <c>Contact</c> branches. Retail decomp cross-reference:
/// <c>acclient_2013_pseudo_c.txt:321678</c>.
/// </para>
/// </summary>
private TransitionState SphereCollision(ShadowEntry obj, SpherePath sp)
{
var ci = CollisionInfo;
Vector3 sphereCurrPos = sp.GlobalCurrCenter[0].Origin;
Vector3 sphereCheckPos = sp.GlobalSphere[0].Origin;
float sphRadius = sp.GlobalSphere[0].Radius;
Vector3 sphMovement = sphereCheckPos - sphereCurrPos;
// 3-D distance from check position to target sphere centre.
// Unlike CCylSphere (which clips to a height range and uses XY-only
// distance), CSphere uses the full 3-D Euclidean distance.
// Retail anchor: CSphere::intersects_sphere @ 0x00537A80 —
// the displacement vector is the full (x,y,z) delta, not XY-only.
float dx = sphereCheckPos.X - obj.Position.X;
float dy = sphereCheckPos.Y - obj.Position.Y;
float dz = sphereCheckPos.Z - obj.Position.Z;
float distSq = dx * dx + dy * dy + dz * dz;
float combinedR = sphRadius + obj.Radius;
float combinedRSq = combinedR * combinedR;
if (distSq >= combinedRSq)
return TransitionState.OK; // not overlapping at check position
// ── Overlap detected — compute 3-D outward collision normal ──────
float dist = MathF.Sqrt(distSq);
Vector3 collisionNormal;
if (dist < PhysicsGlobals.EPSILON)
{
// Sphere centers coincide — push back along reverse movement.
float mLen = sphMovement.Length();
if (mLen > PhysicsGlobals.EPSILON)
collisionNormal = -sphMovement / mLen;
else
collisionNormal = Vector3.UnitX;
}
else
{
collisionNormal = new Vector3(dx / dist, dy / dist, dz / dist);
}
// ── Wall-slide response (mirrors CylinderCollision but in 3-D) ───
// Project movement onto the plane perpendicular to the collision normal,
// then push the slid position outside the combined-radius shell.
float movementIntoWall = Vector3.Dot(sphMovement, collisionNormal);
Vector3 projectedMovement = sphMovement - collisionNormal * movementIntoWall;
Vector3 slidPos = sphereCurrPos + projectedMovement;
// Ensure slid position is outside combined radius (3-D push).
float sdx = slidPos.X - obj.Position.X;
float sdy = slidPos.Y - obj.Position.Y;
float sdz = slidPos.Z - obj.Position.Z;
float sDistSq = sdx * sdx + sdy * sdy + sdz * sdz;
float minDist = combinedR + 0.01f;
if (sDistSq < minDist * minDist)
{
float sDist = MathF.Sqrt(sDistSq);
if (sDist < PhysicsGlobals.EPSILON)
{
slidPos.X = obj.Position.X + collisionNormal.X * minDist;
slidPos.Y = obj.Position.Y + collisionNormal.Y * minDist;
slidPos.Z = obj.Position.Z + collisionNormal.Z * minDist;
}
else
{
float pushDist = minDist - sDist;
slidPos.X += (sdx / sDist) * pushDist;
slidPos.Y += (sdy / sDist) * pushDist;
slidPos.Z += (sdz / sDist) * pushDist;
}
}
Vector3 delta = slidPos - sphereCheckPos;
sp.AddOffsetToCheckPos(delta);
ci.SetCollisionNormal(collisionNormal);
ci.SetSlidingNormal(collisionNormal);
return TransitionState.Slid;
}
/// <summary>
/// Cylinder collision test for CylSphere objects (tree trunks, rock pillars, NPCs,
/// door foot-colliders). For Contact-grounded movers, attempts to step over short

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@ -57,14 +57,17 @@ public class ShadowShapeBuilderTests
Assert.Equal(4, shapes.Count);
int cylinderCount = 0;
// 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.Cylinder) cylinderCount++;
if (s.CollisionType == ShadowCollisionType.Sphere) sphereCount++;
else if (s.CollisionType == ShadowCollisionType.BSP) bspCount++;
}
Assert.Equal(1, cylinderCount);
Assert.Equal(1, sphereCount);
Assert.Equal(3, bspCount);
}
@ -74,12 +77,16 @@ public class ShadowShapeBuilderTests
var setup = CreateDoorSetup();
var shapes = ShadowShapeBuilder.FromSetup(setup, 1.0f, _ => true);
var sphereAsCyl = shapes.FirstOrDefault(s => s.CollisionType == ShadowCollisionType.Cylinder);
Assert.NotEqual(default, sphereAsCyl);
Assert.Equal(0f, sphereAsCyl.LocalPosition.X, 4);
Assert.Equal(0f, sphereAsCyl.LocalPosition.Y, 4);
Assert.Equal(0.018f, sphereAsCyl.LocalPosition.Z, 4);
Assert.Equal(0.100f, sphereAsCyl.Radius, 4);
// 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);
Assert.Equal(0f, sphereShape.LocalPosition.X, 4);
Assert.Equal(0f, sphereShape.LocalPosition.Y, 4);
Assert.Equal(0.018f, sphereShape.LocalPosition.Z, 4);
Assert.Equal(0.100f, sphereShape.Radius, 4);
// CylHeight must be 0 — spheres have no height cap.
Assert.Equal(0f, sphereShape.CylHeight, 4);
}
[Fact]

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@ -0,0 +1,218 @@
using System;
using System.Numerics;
using AcDream.Core.Physics;
using Xunit;
namespace AcDream.Core.Tests.Physics;
/// <summary>
/// Conformance tests for <see cref="CollisionPrimitives.SweptSphereHitsSphere"/>.
///
/// <para>
/// All anchor cases are geometrically verifiable independently of the
/// implementation — they are derived from first-principles geometry, not
/// from the method under test, to avoid a circular test.
/// </para>
///
/// <para>
/// Retail oracle: <c>CSphere::intersects_sphere @ 0x00537A80</c> (named-retail
/// decomp) + <c>ACE.Server/Physics/Sphere.cs::FindTimeOfCollision</c> (C# port).
/// </para>
/// </summary>
public class SphereIntersectsSphereConformanceTests
{
// -----------------------------------------------------------------------
// Geometry anchors — verified by hand before the implementation existed
// -----------------------------------------------------------------------
/// <summary>
/// Two unit spheres (r=1 each) 5 units apart on the X axis.
/// Mover at origin, target at (5, 0, 0).
/// Sweep: move 5 units in +X.
/// Combined radius = 2.
/// Expected first contact at x = 3 from start = t = 3/5 = 0.6.
/// </summary>
[Fact]
public void HeadOn_HitsAtExpectedTime()
{
bool hit = CollisionPrimitives.SweptSphereHitsSphere(
moverCenter: Vector3.Zero,
moverRadius: 1f,
sweepDelta: new Vector3(5f, 0f, 0f),
targetCenter: new Vector3(5f, 0f, 0f),
targetRadius: 1f,
out float t);
Assert.True(hit, "Head-on sweep should hit");
// t = 3/5 = 0.6 — surface contact when mover centre is at x=3,
// target centre at x=5, gap = 2 = combined radius. Within ±1e-4.
Assert.True(MathF.Abs(t - 0.6f) < 1e-4f,
$"Expected t≈0.6, got {t:G6}");
}
/// <summary>
/// Two unit spheres. Mover sweeps purely in +Y, target is offset 3 units
/// in +X. The sweep never reaches within combined radius (2) of the target.
/// </summary>
[Fact]
public void PerpendicularSweep_TooFar_Misses()
{
// Mover at origin, target at (3, 0, 0). Sweep in +Y by 10 units.
// Closest approach = 3 units (> combined radius 2).
bool hit = CollisionPrimitives.SweptSphereHitsSphere(
moverCenter: Vector3.Zero,
moverRadius: 1f,
sweepDelta: new Vector3(0f, 10f, 0f),
targetCenter: new Vector3(3f, 0f, 0f),
targetRadius: 1f,
out float _);
Assert.False(hit, "Perpendicular sweep at distance 3 > combinedR 2 should miss");
}
/// <summary>
/// A sweep that grazes the target sphere (closest approach = exactly
/// combined radius). Geometrically this is a tangent hit and should
/// return true with t in (0, 1].
/// Mover at origin, sweep in +Y by 6. Target at (2, 3, 0).
/// Combined radius = 2 (r1=r2=1). Closest approach = 2 (tangent).
/// </summary>
[Fact]
public void TangentSweep_Hits()
{
// Mover sweeps from (0,0,0) to (0,6,0).
// Target at (2, 3, 0). At t=0.5 mover centre is at (0,3,0).
// Distance at closest = 2, exactly combinedR → tangent touch.
bool hit = CollisionPrimitives.SweptSphereHitsSphere(
moverCenter: Vector3.Zero,
moverRadius: 1f,
sweepDelta: new Vector3(0f, 6f, 0f),
targetCenter: new Vector3(2f, 3f, 0f),
targetRadius: 1f,
out float t);
Assert.True(hit, "Tangent sweep (distance = combinedR) should register as a hit");
Assert.True(t > 0f && t <= 1f, $"t={t:G6} should be in (0,1]");
}
/// <summary>
/// Sweep that completely passes by: target is beside the path, offset
/// 2.1 units (> combined radius 2). Should miss.
/// </summary>
[Fact]
public void OffAxisSweep_JustOutside_Misses()
{
bool hit = CollisionPrimitives.SweptSphereHitsSphere(
moverCenter: Vector3.Zero,
moverRadius: 1f,
sweepDelta: new Vector3(0f, 6f, 0f),
targetCenter: new Vector3(2.1f, 3f, 0f),
targetRadius: 1f,
out float _);
Assert.False(hit, "Lateral offset 2.1 > combinedR 2 — should miss");
}
/// <summary>
/// Sweep away from the target — degenerate "wrong direction".
/// Mover at (0,0,0) sweeps in X while target is at (5,0,0).
/// The sweep is directly away; no forward contact.
/// </summary>
[Fact]
public void SweepAwayFromTarget_Misses()
{
bool hit = CollisionPrimitives.SweptSphereHitsSphere(
moverCenter: Vector3.Zero,
moverRadius: 1f,
sweepDelta: new Vector3(-5f, 0f, 0f),
targetCenter: new Vector3(5f, 0f, 0f),
targetRadius: 1f,
out float _);
Assert.False(hit, "Sweep directly away from target should not hit");
}
/// <summary>
/// Sweep within the step but the target is too far for the step to reach.
/// Target is 10 units away, sweep is only 3 units — t would be >1.
/// </summary>
[Fact]
public void TargetBeyondStep_Misses()
{
// combinedR = 2; target centre 10 away; contact at t = (10-2)/3 ≈ 2.67 > 1.
bool hit = CollisionPrimitives.SweptSphereHitsSphere(
moverCenter: Vector3.Zero,
moverRadius: 1f,
sweepDelta: new Vector3(3f, 0f, 0f),
targetCenter: new Vector3(10f, 0f, 0f),
targetRadius: 1f,
out float _);
Assert.False(hit, "Target 10 away with only a 3-unit sweep should miss (t>1)");
}
/// <summary>
/// Zero-length sweep is degenerate — should not hit regardless of position.
/// </summary>
[Fact]
public void DegenerateSweep_Misses()
{
bool hit = CollisionPrimitives.SweptSphereHitsSphere(
moverCenter: Vector3.Zero,
moverRadius: 1f,
sweepDelta: Vector3.Zero,
targetCenter: new Vector3(0.5f, 0f, 0f),
targetRadius: 0.1f,
out float _);
Assert.False(hit, "Zero-length sweep should return false (degenerate)");
}
/// <summary>
/// Already-overlapping spheres: gap &lt; 0 — the static overlap case.
/// Retail returns -1 (no forward collision time) for already-overlapping
/// spheres; <see cref="CollisionPrimitives.SweptSphereHitsSphere"/> returns
/// false (caller handles static overlap separately).
/// </summary>
[Fact]
public void AlreadyOverlapping_ReturnsFalse()
{
// Centres 0.5 apart, combined radius 2 — deeply overlapping.
bool hit = CollisionPrimitives.SweptSphereHitsSphere(
moverCenter: Vector3.Zero,
moverRadius: 1f,
sweepDelta: new Vector3(1f, 0f, 0f),
targetCenter: new Vector3(0.5f, 0f, 0f),
targetRadius: 1f,
out float _);
Assert.False(hit,
"Already-overlapping spheres: retail FindTimeOfCollision returns -1 (no forward t); SweptSphereHitsSphere should return false");
}
// -----------------------------------------------------------------------
// 3-D geometry — sphere primitive must use full 3-D distance
// -----------------------------------------------------------------------
/// <summary>
/// Pure Z-axis sweep: verifies the primitive uses 3-D distance (not XY-only).
/// A purely vertical sweep toward a sphere directly below should hit.
/// </summary>
[Fact]
public void VerticalSweep_HitsTargetBelow()
{
// Mover at (0,0,5), sweeps down -Z by 5 to (0,0,0).
// Target at (0,0,0) with radius 1. Combined radius = 2.
// First contact when mover centre Z = 2 → t = (5-2)/5 = 0.6.
bool hit = CollisionPrimitives.SweptSphereHitsSphere(
moverCenter: new Vector3(0f, 0f, 5f),
moverRadius: 1f,
sweepDelta: new Vector3(0f, 0f, -5f),
targetCenter: Vector3.Zero,
targetRadius: 1f,
out float t);
Assert.True(hit, "Vertical sweep toward sphere below should hit");
Assert.True(MathF.Abs(t - 0.6f) < 1e-4f, $"Expected t≈0.6, got {t:G6}");
}
}