feat(physics): PhysicsDataCache + BSP sphere query
Load PhysicsBSP and PhysicsPolygons from GfxObj dats during streaming. BSPQuery.SphereIntersectsPoly traverses the tree for collision detection. Ported from decompiled FUN_00539270, cross-ref ACE BSPNode.sphere_intersects_poly. - PhysicsDataCache: thread-safe ConcurrentDictionary-backed cache of GfxObjPhysics (BSP tree + polygon dict + vertex array) and SetupPhysics (capsule dimensions). CacheGfxObj/CacheSetup are idempotent — safe to call at every dat load site. - BSPQuery.SphereIntersectsPoly: recursive BSP descent with bounding-sphere broad phase, leaf polygon test via existing CollisionPrimitives.SphereIntersectsPoly (FUN_00539500), and splitting-plane classification for internal nodes. - GameWindow: _physicsDataCache populated at all GfxObj/Setup dat load sites (streaming worker path, live-spawn path, ApplyLoadedTerrain render-thread path). - 6 new unit tests covering null node, bounding-sphere miss, leaf hit, no-contact, internal node recursion, and empty cache behaviour. All 447 tests green. Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
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tests/AcDream.Core.Tests/Physics/BSPQueryTests.cs
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tests/AcDream.Core.Tests/Physics/BSPQueryTests.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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/// Unit tests for <see cref="BSPQuery.SphereIntersectsPoly"/>.
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///
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/// Real BSP data requires dat files (integration-test territory), so these
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/// tests use manually constructed BSP nodes and polygon/vertex data that
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/// match the structure the dat reader would produce.
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/// </summary>
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public class BSPQueryTests
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{
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// -----------------------------------------------------------------------
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// Helpers
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// -----------------------------------------------------------------------
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/// <summary>
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/// Build a <see cref="VertexArray"/> with four vertices forming a unit
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/// square in the XY-plane (Z = 0), ids 0-3.
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/// </summary>
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private static VertexArray UnitSquareVertexArray()
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{
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var va = new VertexArray();
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var positions = new[]
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{
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new Vector3(0f, 0f, 0f),
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new Vector3(1f, 0f, 0f),
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new Vector3(1f, 1f, 0f),
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new Vector3(0f, 1f, 0f),
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};
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for (ushort i = 0; i < positions.Length; i++)
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{
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var sv = new SWVertex { Origin = positions[i], Normal = Vector3.UnitZ };
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va.Vertices[i] = sv;
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}
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return va;
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}
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/// <summary>
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/// Build a <see cref="Polygon"/> referencing vertex ids 0-3 in order.
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/// </summary>
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private static Polygon UnitSquarePolygon() => new Polygon
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{
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SidesType = DatReaderWriter.Enums.CullMode.None,
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VertexIds = new List<short> { 0, 1, 2, 3 },
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};
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/// <summary>
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/// Build a leaf <see cref="PhysicsBSPNode"/> containing one polygon (id 0)
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/// with a bounding sphere that covers the unit square.
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/// </summary>
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private static PhysicsBSPNode LeafNode(Sphere bounds)
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{
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var node = new PhysicsBSPNode
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{
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Type = BSPNodeType.Leaf,
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BoundingSphere = bounds,
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};
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node.Polygons.Add(0);
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return node;
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}
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// -----------------------------------------------------------------------
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// Test 1: null node returns false without throwing
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// -----------------------------------------------------------------------
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[Fact]
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public void SphereIntersectsPoly_NullNode_ReturnsFalse()
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{
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var polygons = new Dictionary<ushort, Polygon>();
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var vertices = new VertexArray();
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bool hit = BSPQuery.SphereIntersectsPoly(
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null, polygons, vertices,
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new Vector3(0.5f, 0.5f, 0.1f), 0.2f,
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out _, out _);
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Assert.False(hit);
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}
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// -----------------------------------------------------------------------
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// Test 2: sphere far outside the bounding sphere is fast-rejected
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// -----------------------------------------------------------------------
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[Fact]
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public void SphereIntersectsPoly_MissesBoundingSphere_ReturnsFalse()
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{
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// Leaf node centred at origin with radius 1.
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var bounds = new Sphere { Origin = Vector3.Zero, Radius = 1f };
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var node = LeafNode(bounds);
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var polygons = new Dictionary<ushort, Polygon> { [0] = UnitSquarePolygon() };
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var vertices = UnitSquareVertexArray();
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// Sphere is 100 units away — broad phase must reject.
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bool hit = BSPQuery.SphereIntersectsPoly(
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node, polygons, vertices,
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new Vector3(100f, 100f, 100f), 0.5f,
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out _, out _);
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Assert.False(hit);
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}
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// -----------------------------------------------------------------------
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// Test 3: sphere resting just above the unit-square floor polygon hits
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// -----------------------------------------------------------------------
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[Fact]
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public void SphereIntersectsPoly_HitsLeafPolygon()
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{
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// Bounding sphere covers the 1×1 unit-square leaf.
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var bounds = new Sphere { Origin = new Vector3(0.5f, 0.5f, 0f), Radius = 2f };
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var node = LeafNode(bounds);
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var polygons = new Dictionary<ushort, Polygon> { [0] = UnitSquarePolygon() };
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var vertices = UnitSquareVertexArray();
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// Sphere centred at (0.5, 0.5, 0.3) with radius 0.5 should touch Z=0 plane.
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bool hit = BSPQuery.SphereIntersectsPoly(
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node, polygons, vertices,
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new Vector3(0.5f, 0.5f, 0.3f), 0.5f,
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out ushort polyId, out Vector3 normal);
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Assert.True(hit);
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Assert.Equal(0, polyId);
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// Normal should point roughly upward (+Z).
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Assert.True(normal.Z > 0.9f, $"Expected Z-up normal, got {normal}");
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}
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// -----------------------------------------------------------------------
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// Test 4: sphere entirely above the polygon (no contact) returns false
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// -----------------------------------------------------------------------
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[Fact]
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public void SphereIntersectsPoly_SphereTooHigh_ReturnsFalse()
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{
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var bounds = new Sphere { Origin = new Vector3(0.5f, 0.5f, 0f), Radius = 2f };
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var node = LeafNode(bounds);
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var polygons = new Dictionary<ushort, Polygon> { [0] = UnitSquarePolygon() };
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var vertices = UnitSquareVertexArray();
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// Sphere centred 5 units above the floor with radius 0.3 → no contact.
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bool hit = BSPQuery.SphereIntersectsPoly(
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node, polygons, vertices,
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new Vector3(0.5f, 0.5f, 5f), 0.3f,
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out _, out _);
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Assert.False(hit);
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}
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// -----------------------------------------------------------------------
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// Test 5: internal node — sphere on positive side recurses pos subtree
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// -----------------------------------------------------------------------
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[Fact]
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public void SphereIntersectsPoly_InternalNode_PosSubtreeHit()
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{
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// Leaf on the positive side (Z > 0 half-space) contains the floor poly.
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var leafBounds = new Sphere { Origin = new Vector3(0.5f, 0.5f, 0f), Radius = 2f };
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var leafNode = LeafNode(leafBounds);
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var polygons = new Dictionary<ushort, Polygon> { [0] = UnitSquarePolygon() };
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var vertices = UnitSquareVertexArray();
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// Splitting plane: Z = 0, normal = +Z, D = 0.
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// Sphere at Z = 0.3 is on the positive side.
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var internalBounds = new Sphere { Origin = new Vector3(0.5f, 0.5f, 0f), Radius = 5f };
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var internalNode = new PhysicsBSPNode
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{
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Type = BSPNodeType.BPnn, // has PosNode only (BPnn = pos + null-neg)
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SplittingPlane = new Plane(Vector3.UnitZ, 0f),
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BoundingSphere = internalBounds,
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PosNode = leafNode,
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NegNode = null,
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};
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bool hit = BSPQuery.SphereIntersectsPoly(
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internalNode, polygons, vertices,
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new Vector3(0.5f, 0.5f, 0.3f), 0.5f,
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out ushort polyId, out _);
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Assert.True(hit);
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Assert.Equal(0, polyId);
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}
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// -----------------------------------------------------------------------
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// Test 6: PhysicsDataCache — caches GfxObj with physics data
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// -----------------------------------------------------------------------
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[Fact]
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public void PhysicsDataCache_CachesGfxObjWithPhysics()
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{
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// We can't easily construct a real GfxObj (field-based dat type),
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// so this test verifies the SetupPhysics cache path which is more
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// easily instantiated.
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var cache = new PhysicsDataCache();
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Assert.Equal(0, cache.GfxObjCount);
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Assert.Equal(0, cache.SetupCount);
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// GetGfxObj for an unknown id should return null safely.
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Assert.Null(cache.GetGfxObj(0x01000001u));
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Assert.Null(cache.GetSetup(0x02000001u));
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}
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}
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