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>
This commit is contained in:
Erik 2026-04-13 23:28:39 +02:00
parent 0bec5d5296
commit 874d267117
4 changed files with 462 additions and 0 deletions

View file

@ -37,6 +37,11 @@ public sealed class GameWindow : IDisposable
// Phase B.3: physics engine — populated from the streaming pipeline. // Phase B.3: physics engine — populated from the streaming pipeline.
private readonly AcDream.Core.Physics.PhysicsEngine _physicsEngine = new(); private readonly AcDream.Core.Physics.PhysicsEngine _physicsEngine = new();
// Task 4: physics data cache — BSP trees + collision shapes extracted from
// GfxObj/Setup dats during streaming. Populated on the worker thread;
// ConcurrentDictionary inside makes cross-thread access safe.
private readonly AcDream.Core.Physics.PhysicsDataCache _physicsDataCache = new();
// Step 4: portal-based interior cell visibility. // Step 4: portal-based interior cell visibility.
private readonly CellVisibility _cellVisibility = new(); private readonly CellVisibility _cellVisibility = new();
@ -212,6 +217,8 @@ public sealed class GameWindow : IDisposable
if (_dats is not null && (playerEntity.SourceGfxObjOrSetupId & 0xFF000000u) == 0x02000000u) if (_dats is not null && (playerEntity.SourceGfxObjOrSetupId & 0xFF000000u) == 0x02000000u)
{ {
var playerSetup = _dats.Get<DatReaderWriter.DBObjs.Setup>(playerEntity.SourceGfxObjOrSetupId); var playerSetup = _dats.Get<DatReaderWriter.DBObjs.Setup>(playerEntity.SourceGfxObjOrSetupId);
if (playerSetup is not null)
_physicsDataCache.CacheSetup(playerEntity.SourceGfxObjOrSetupId, playerSetup);
_playerController.StepUpHeight = (playerSetup is not null && playerSetup.StepUpHeight > 0f) _playerController.StepUpHeight = (playerSetup is not null && playerSetup.StepUpHeight > 0f)
? playerSetup.StepUpHeight ? playerSetup.StepUpHeight
: 2f; // default human step height : 2f; // default human step height
@ -581,6 +588,8 @@ public sealed class GameWindow : IDisposable
// Hydrate mesh refs from the Setup dat. This is the same code path // Hydrate mesh refs from the Setup dat. This is the same code path
// used by the static scenery pipeline (see the Setup hydration above). // used by the static scenery pipeline (see the Setup hydration above).
var setup = _dats.Get<DatReaderWriter.DBObjs.Setup>(spawn.SetupTableId.Value); var setup = _dats.Get<DatReaderWriter.DBObjs.Setup>(spawn.SetupTableId.Value);
if (setup is not null)
_physicsDataCache.CacheSetup(spawn.SetupTableId.Value, setup);
if (setup is null) if (setup is null)
{ {
_liveDropReasonSetupDatMissing++; _liveDropReasonSetupDatMissing++;
@ -683,6 +692,7 @@ public sealed class GameWindow : IDisposable
Console.WriteLine($"live: [STATUE] resolve part={pi} GfxObj 0x{parts[pi].GfxObjId:X8} missing"); Console.WriteLine($"live: [STATUE] resolve part={pi} GfxObj 0x{parts[pi].GfxObjId:X8} missing");
continue; continue;
} }
_physicsDataCache.CacheGfxObj(parts[pi].GfxObjId, partGfx);
if (isStatueDiag) if (isStatueDiag)
Console.WriteLine($"live: [STATUE] resolve part={pi} gfx=0x{parts[pi].GfxObjId:X8} surfaces={partGfx.Surfaces.Count}"); Console.WriteLine($"live: [STATUE] resolve part={pi} gfx=0x{parts[pi].GfxObjId:X8} surfaces={partGfx.Surfaces.Count}");
@ -724,6 +734,7 @@ public sealed class GameWindow : IDisposable
var mr = parts[partIdx]; var mr = parts[partIdx];
var gfx = _dats.Get<DatReaderWriter.DBObjs.GfxObj>(mr.GfxObjId); var gfx = _dats.Get<DatReaderWriter.DBObjs.GfxObj>(mr.GfxObjId);
if (gfx is null) continue; if (gfx is null) continue;
_physicsDataCache.CacheGfxObj(mr.GfxObjId, gfx);
var subMeshes = AcDream.Core.Meshing.GfxObjMesh.Build(gfx, _dats); var subMeshes = AcDream.Core.Meshing.GfxObjMesh.Build(gfx, _dats);
_staticMesh.EnsureUploaded(mr.GfxObjId, subMeshes); _staticMesh.EnsureUploaded(mr.GfxObjId, subMeshes);
@ -1147,8 +1158,11 @@ public sealed class GameWindow : IDisposable
// Single GfxObj stab — identity part transform. // Single GfxObj stab — identity part transform.
var gfx = _dats.Get<DatReaderWriter.DBObjs.GfxObj>(e.SourceGfxObjOrSetupId); var gfx = _dats.Get<DatReaderWriter.DBObjs.GfxObj>(e.SourceGfxObjOrSetupId);
if (gfx is not null) if (gfx is not null)
{
_physicsDataCache.CacheGfxObj(e.SourceGfxObjOrSetupId, gfx);
meshRefs.Add(new AcDream.Core.World.MeshRef( meshRefs.Add(new AcDream.Core.World.MeshRef(
e.SourceGfxObjOrSetupId, System.Numerics.Matrix4x4.Identity)); e.SourceGfxObjOrSetupId, System.Numerics.Matrix4x4.Identity));
}
} }
else if ((e.SourceGfxObjOrSetupId & 0xFF000000u) == 0x02000000u) else if ((e.SourceGfxObjOrSetupId & 0xFF000000u) == 0x02000000u)
{ {
@ -1156,11 +1170,13 @@ public sealed class GameWindow : IDisposable
var setup = _dats.Get<DatReaderWriter.DBObjs.Setup>(e.SourceGfxObjOrSetupId); var setup = _dats.Get<DatReaderWriter.DBObjs.Setup>(e.SourceGfxObjOrSetupId);
if (setup is not null) if (setup is not null)
{ {
_physicsDataCache.CacheSetup(e.SourceGfxObjOrSetupId, setup);
var flat = AcDream.Core.Meshing.SetupMesh.Flatten(setup); var flat = AcDream.Core.Meshing.SetupMesh.Flatten(setup);
foreach (var mr in flat) foreach (var mr in flat)
{ {
var gfx = _dats.Get<DatReaderWriter.DBObjs.GfxObj>(mr.GfxObjId); var gfx = _dats.Get<DatReaderWriter.DBObjs.GfxObj>(mr.GfxObjId);
if (gfx is null) continue; if (gfx is null) continue;
_physicsDataCache.CacheGfxObj(mr.GfxObjId, gfx);
meshRefs.Add(mr); meshRefs.Add(mr);
} }
} }
@ -1258,6 +1274,7 @@ public sealed class GameWindow : IDisposable
var gfx = _dats.Get<DatReaderWriter.DBObjs.GfxObj>(spawn.ObjectId); var gfx = _dats.Get<DatReaderWriter.DBObjs.GfxObj>(spawn.ObjectId);
if (gfx is not null) if (gfx is not null)
{ {
_physicsDataCache.CacheGfxObj(spawn.ObjectId, gfx);
// Sub-meshes pre-built CPU-side; upload deferred to ApplyLoadedTerrain. // Sub-meshes pre-built CPU-side; upload deferred to ApplyLoadedTerrain.
_ = AcDream.Core.Meshing.GfxObjMesh.Build(gfx, _dats); _ = AcDream.Core.Meshing.GfxObjMesh.Build(gfx, _dats);
meshRefs.Add(new AcDream.Core.World.MeshRef(spawn.ObjectId, scaleMat)); meshRefs.Add(new AcDream.Core.World.MeshRef(spawn.ObjectId, scaleMat));
@ -1268,11 +1285,13 @@ public sealed class GameWindow : IDisposable
var setup = _dats.Get<DatReaderWriter.DBObjs.Setup>(spawn.ObjectId); var setup = _dats.Get<DatReaderWriter.DBObjs.Setup>(spawn.ObjectId);
if (setup is not null) if (setup is not null)
{ {
_physicsDataCache.CacheSetup(spawn.ObjectId, setup);
var flat = AcDream.Core.Meshing.SetupMesh.Flatten(setup); var flat = AcDream.Core.Meshing.SetupMesh.Flatten(setup);
foreach (var mr in flat) foreach (var mr in flat)
{ {
var gfx = _dats.Get<DatReaderWriter.DBObjs.GfxObj>(mr.GfxObjId); var gfx = _dats.Get<DatReaderWriter.DBObjs.GfxObj>(mr.GfxObjId);
if (gfx is null) continue; if (gfx is null) continue;
_physicsDataCache.CacheGfxObj(mr.GfxObjId, gfx);
_ = AcDream.Core.Meshing.GfxObjMesh.Build(gfx, _dats); _ = AcDream.Core.Meshing.GfxObjMesh.Build(gfx, _dats);
// Compose: part's own transform, then the spawn's scale. // Compose: part's own transform, then the spawn's scale.
meshRefs.Add(new AcDream.Core.World.MeshRef(mr.GfxObjId, mr.PartTransform * scaleMat)); meshRefs.Add(new AcDream.Core.World.MeshRef(mr.GfxObjId, mr.PartTransform * scaleMat));
@ -1384,6 +1403,7 @@ public sealed class GameWindow : IDisposable
var gfx = _dats.Get<DatReaderWriter.DBObjs.GfxObj>(stab.Id); var gfx = _dats.Get<DatReaderWriter.DBObjs.GfxObj>(stab.Id);
if (gfx is not null) if (gfx is not null)
{ {
_physicsDataCache.CacheGfxObj(stab.Id, gfx);
_ = AcDream.Core.Meshing.GfxObjMesh.Build(gfx, _dats); _ = AcDream.Core.Meshing.GfxObjMesh.Build(gfx, _dats);
meshRefs.Add(new AcDream.Core.World.MeshRef(stab.Id, System.Numerics.Matrix4x4.Identity)); meshRefs.Add(new AcDream.Core.World.MeshRef(stab.Id, System.Numerics.Matrix4x4.Identity));
} }
@ -1393,11 +1413,13 @@ public sealed class GameWindow : IDisposable
var setup = _dats.Get<DatReaderWriter.DBObjs.Setup>(stab.Id); var setup = _dats.Get<DatReaderWriter.DBObjs.Setup>(stab.Id);
if (setup is not null) if (setup is not null)
{ {
_physicsDataCache.CacheSetup(stab.Id, setup);
var flat = AcDream.Core.Meshing.SetupMesh.Flatten(setup); var flat = AcDream.Core.Meshing.SetupMesh.Flatten(setup);
foreach (var mr in flat) foreach (var mr in flat)
{ {
var gfx = _dats.Get<DatReaderWriter.DBObjs.GfxObj>(mr.GfxObjId); var gfx = _dats.Get<DatReaderWriter.DBObjs.GfxObj>(mr.GfxObjId);
if (gfx is null) continue; if (gfx is null) continue;
_physicsDataCache.CacheGfxObj(mr.GfxObjId, gfx);
_ = AcDream.Core.Meshing.GfxObjMesh.Build(gfx, _dats); _ = AcDream.Core.Meshing.GfxObjMesh.Build(gfx, _dats);
meshRefs.Add(mr); meshRefs.Add(mr);
} }
@ -1720,6 +1742,7 @@ public sealed class GameWindow : IDisposable
if ((meshRef.GfxObjId & 0xFF000000u) != 0x01000000u) continue; if ((meshRef.GfxObjId & 0xFF000000u) != 0x01000000u) continue;
var gfx = _dats.Get<DatReaderWriter.DBObjs.GfxObj>(meshRef.GfxObjId); var gfx = _dats.Get<DatReaderWriter.DBObjs.GfxObj>(meshRef.GfxObjId);
if (gfx is null) continue; if (gfx is null) continue;
_physicsDataCache.CacheGfxObj(meshRef.GfxObjId, gfx);
var subMeshes = AcDream.Core.Meshing.GfxObjMesh.Build(gfx, _dats); var subMeshes = AcDream.Core.Meshing.GfxObjMesh.Build(gfx, _dats);
_staticMesh.EnsureUploaded(meshRef.GfxObjId, subMeshes); _staticMesh.EnsureUploaded(meshRef.GfxObjId, subMeshes);
} }
@ -2168,6 +2191,7 @@ public sealed class GameWindow : IDisposable
{ {
var setup = _dats.Get<DatReaderWriter.DBObjs.Setup>(pe.SourceGfxObjOrSetupId); var setup = _dats.Get<DatReaderWriter.DBObjs.Setup>(pe.SourceGfxObjOrSetupId);
if (setup is null) return; if (setup is null) return;
_physicsDataCache.CacheSetup(pe.SourceGfxObjOrSetupId, setup);
// Build a minimal part template from the entity's current MeshRefs. // Build a minimal part template from the entity's current MeshRefs.
var template = new (uint, IReadOnlyDictionary<uint, uint>?)[pe.MeshRefs.Count]; var template = new (uint, IReadOnlyDictionary<uint, uint>?)[pe.MeshRefs.Count];

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@ -0,0 +1,151 @@
using System.Numerics;
using DatReaderWriter.Enums;
using DatReaderWriter.Types;
namespace AcDream.Core.Physics;
/// <summary>
/// BSP tree traversal for sphere-polygon collision detection.
///
/// <para>
/// Ported from decompiled FUN_00539270 (chunk_00539000.c), cross-referenced
/// against ACE's <c>BSPNode.sphere_intersects_poly()</c> in
/// <c>Source/ACE.Server/Physics/BSP/BSPNode.cs</c>.
/// </para>
///
/// <para>
/// The algorithm is a recursive descent through the BSP tree:
/// <list type="number">
/// <item>Broad phase: discard the subtree if the sphere cannot reach the
/// node's bounding sphere.</item>
/// <item>Leaf: test each polygon using the existing retail-ported
/// <see cref="CollisionPrimitives.SphereIntersectsPoly"/>.</item>
/// <item>Internal: classify the sphere against the splitting plane and
/// recurse into the positive half, the negative half, or both when the
/// sphere straddles the plane.</item>
/// </list>
/// </para>
/// </summary>
public static class BSPQuery
{
/// <summary>
/// Test if a sphere intersects any polygon in the physics BSP tree.
/// Returns <see langword="true"/> on the first hit, populating
/// <paramref name="hitPolyId"/> and <paramref name="hitNormal"/>.
///
/// <para>
/// Ported from FUN_00539270; cross-ref ACE BSPNode.sphere_intersects_poly.
/// </para>
/// </summary>
/// <param name="node">Current BSP node (null-safe).</param>
/// <param name="polygons">Physics polygon dictionary from the GfxObj.</param>
/// <param name="vertices">Vertex array from the GfxObj.</param>
/// <param name="sphereCenter">Sphere centre in object-local space.</param>
/// <param name="sphereRadius">Sphere radius.</param>
/// <param name="hitPolyId">Polygon id of the first intersecting polygon (0 on miss).</param>
/// <param name="hitNormal">Outward normal at the hit point (zero on miss).</param>
/// <returns><see langword="true"/> if any polygon is hit.</returns>
public static bool SphereIntersectsPoly(
PhysicsBSPNode? node,
Dictionary<ushort, Polygon> polygons,
VertexArray vertices,
Vector3 sphereCenter,
float sphereRadius,
out ushort hitPolyId,
out Vector3 hitNormal)
{
hitPolyId = 0;
hitNormal = Vector3.Zero;
if (node is null) return false;
// ----------------------------------------------------------------
// Broad phase: reject the whole subtree when the sphere cannot
// reach the node's bounding sphere. Both Leaf and internal nodes
// carry a BoundingSphere in the retail format.
// ----------------------------------------------------------------
{
float dist = Vector3.Distance(sphereCenter, node.BoundingSphere.Origin);
if (dist > sphereRadius + node.BoundingSphere.Radius + CollisionPrimitives.Epsilon)
return false;
}
// ----------------------------------------------------------------
// Leaf node: test each referenced polygon against the sphere using
// the retail-ported CollisionPrimitives.SphereIntersectsPoly.
// ----------------------------------------------------------------
if (node.Type == BSPNodeType.Leaf)
{
foreach (var polyIdx in node.Polygons)
{
if (!polygons.TryGetValue(polyIdx, out var poly)) continue;
if (poly.VertexIds.Count < 3) continue;
// Gather polygon vertices from the vertex array.
var polyVerts = new Vector3[poly.VertexIds.Count];
bool allFound = true;
for (int i = 0; i < poly.VertexIds.Count; i++)
{
ushort vid = (ushort)poly.VertexIds[i];
if (vertices.Vertices.TryGetValue(vid, out var sv))
polyVerts[i] = sv.Origin;
else { allFound = false; break; }
}
if (!allFound) continue;
// Compute the polygon plane using the retail CalcNormal port.
CollisionPrimitives.CalcNormal(polyVerts, out var normal, out float planeD);
if (normal.LengthSquared() < CollisionPrimitives.EpsilonSq) continue;
var polyPlane = new Plane(normal, planeD);
if (CollisionPrimitives.SphereIntersectsPoly(
polyPlane, polyVerts, sphereCenter, sphereRadius, out _))
{
hitPolyId = polyIdx;
hitNormal = normal;
return true;
}
}
return false;
}
// ----------------------------------------------------------------
// Internal node: classify sphere against splitting plane and
// recurse into the positive side, negative side, or both.
//
// System.Numerics.Plane convention: dot(N, p) + D = 0 on the
// surface, so signed distance = dot(N, center) + D.
// FUN_00539270 uses the same sign convention.
// ----------------------------------------------------------------
float splitDist = Vector3.Dot(node.SplittingPlane.Normal, sphereCenter)
+ node.SplittingPlane.D;
float reach = sphereRadius - CollisionPrimitives.Epsilon;
if (splitDist >= reach)
{
// Sphere entirely on the positive side.
return SphereIntersectsPoly(
node.PosNode, polygons, vertices,
sphereCenter, sphereRadius,
out hitPolyId, out hitNormal);
}
if (splitDist <= -reach)
{
// Sphere entirely on the negative side.
return SphereIntersectsPoly(
node.NegNode, polygons, vertices,
sphereCenter, sphereRadius,
out hitPolyId, out hitNormal);
}
// Sphere straddles the plane — check both sides, return on first hit.
if (SphereIntersectsPoly(node.PosNode, polygons, vertices,
sphereCenter, sphereRadius, out hitPolyId, out hitNormal))
return true;
return SphereIntersectsPoly(node.NegNode, polygons, vertices,
sphereCenter, sphereRadius, out hitPolyId, out hitNormal);
}
}

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@ -0,0 +1,80 @@
using System.Collections.Concurrent;
using DatReaderWriter.DBObjs;
using DatReaderWriter.Enums;
using DatReaderWriter.Types;
namespace AcDream.Core.Physics;
/// <summary>
/// Thread-safe cache of physics-relevant data extracted from GfxObj and Setup
/// dat objects during streaming. Populated by the streaming worker thread;
/// read by the physics engine on the game/render thread. ConcurrentDictionary
/// makes cross-thread access safe without a global lock.
/// </summary>
public sealed class PhysicsDataCache
{
private readonly ConcurrentDictionary<uint, GfxObjPhysics> _gfxObj = new();
private readonly ConcurrentDictionary<uint, SetupPhysics> _setup = new();
/// <summary>
/// Extract and cache the physics BSP + polygon data from a GfxObj.
/// No-ops if the id is already cached or the GfxObj has no physics data.
/// </summary>
public void CacheGfxObj(uint gfxObjId, GfxObj gfxObj)
{
if (_gfxObj.ContainsKey(gfxObjId)) return;
if (!gfxObj.Flags.HasFlag(GfxObjFlags.HasPhysics)) return;
if (gfxObj.PhysicsBSP?.Root is null) return;
_gfxObj[gfxObjId] = new GfxObjPhysics
{
BSP = gfxObj.PhysicsBSP,
PhysicsPolygons = gfxObj.PhysicsPolygons,
BoundingSphere = gfxObj.PhysicsBSP.Root.BoundingSphere,
Vertices = gfxObj.VertexArray,
};
}
/// <summary>
/// Extract and cache the collision shape data from a Setup.
/// No-ops if the id is already cached.
/// </summary>
public void CacheSetup(uint setupId, Setup setup)
{
if (_setup.ContainsKey(setupId)) return;
_setup[setupId] = new SetupPhysics
{
CylSpheres = setup.CylSpheres ?? new(),
Spheres = setup.Spheres ?? new(),
Height = setup.Height,
Radius = setup.Radius,
StepUpHeight = setup.StepUpHeight,
StepDownHeight = setup.StepDownHeight,
};
}
public GfxObjPhysics? GetGfxObj(uint id) => _gfxObj.TryGetValue(id, out var p) ? p : null;
public SetupPhysics? GetSetup(uint id) => _setup.TryGetValue(id, out var p) ? p : null;
public int GfxObjCount => _gfxObj.Count;
public int SetupCount => _setup.Count;
}
/// <summary>Cached physics data for a single GfxObj part.</summary>
public sealed class GfxObjPhysics
{
public required PhysicsBSPTree BSP { get; init; }
public required Dictionary<ushort, Polygon> PhysicsPolygons { get; init; }
public Sphere? BoundingSphere { get; init; }
public required VertexArray Vertices { get; init; }
}
/// <summary>Cached collision shape data for a Setup (character/creature capsule).</summary>
public sealed class SetupPhysics
{
public List<CylSphere> CylSpheres { get; init; } = new();
public List<Sphere> Spheres { get; init; } = new();
public float Height { get; init; }
public float Radius { get; init; }
public float StepUpHeight { get; init; }
public float StepDownHeight { get; init; }
}

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@ -0,0 +1,207 @@
using System.Numerics;
using DatReaderWriter.Enums;
using DatReaderWriter.Types;
using AcDream.Core.Physics;
using Xunit;
namespace AcDream.Core.Tests.Physics;
/// <summary>
/// Unit tests for <see cref="BSPQuery.SphereIntersectsPoly"/>.
///
/// Real BSP data requires dat files (integration-test territory), so these
/// tests use manually constructed BSP nodes and polygon/vertex data that
/// match the structure the dat reader would produce.
/// </summary>
public class BSPQueryTests
{
// -----------------------------------------------------------------------
// Helpers
// -----------------------------------------------------------------------
/// <summary>
/// Build a <see cref="VertexArray"/> with four vertices forming a unit
/// square in the XY-plane (Z = 0), ids 0-3.
/// </summary>
private static VertexArray UnitSquareVertexArray()
{
var va = new VertexArray();
var positions = new[]
{
new Vector3(0f, 0f, 0f),
new Vector3(1f, 0f, 0f),
new Vector3(1f, 1f, 0f),
new Vector3(0f, 1f, 0f),
};
for (ushort i = 0; i < positions.Length; i++)
{
var sv = new SWVertex { Origin = positions[i], Normal = Vector3.UnitZ };
va.Vertices[i] = sv;
}
return va;
}
/// <summary>
/// Build a <see cref="Polygon"/> referencing vertex ids 0-3 in order.
/// </summary>
private static Polygon UnitSquarePolygon() => new Polygon
{
SidesType = DatReaderWriter.Enums.CullMode.None,
VertexIds = new List<short> { 0, 1, 2, 3 },
};
/// <summary>
/// Build a leaf <see cref="PhysicsBSPNode"/> containing one polygon (id 0)
/// with a bounding sphere that covers the unit square.
/// </summary>
private static PhysicsBSPNode LeafNode(Sphere bounds)
{
var node = new PhysicsBSPNode
{
Type = BSPNodeType.Leaf,
BoundingSphere = bounds,
};
node.Polygons.Add(0);
return node;
}
// -----------------------------------------------------------------------
// Test 1: null node returns false without throwing
// -----------------------------------------------------------------------
[Fact]
public void SphereIntersectsPoly_NullNode_ReturnsFalse()
{
var polygons = new Dictionary<ushort, Polygon>();
var vertices = new VertexArray();
bool hit = BSPQuery.SphereIntersectsPoly(
null, polygons, vertices,
new Vector3(0.5f, 0.5f, 0.1f), 0.2f,
out _, out _);
Assert.False(hit);
}
// -----------------------------------------------------------------------
// Test 2: sphere far outside the bounding sphere is fast-rejected
// -----------------------------------------------------------------------
[Fact]
public void SphereIntersectsPoly_MissesBoundingSphere_ReturnsFalse()
{
// Leaf node centred at origin with radius 1.
var bounds = new Sphere { Origin = Vector3.Zero, Radius = 1f };
var node = LeafNode(bounds);
var polygons = new Dictionary<ushort, Polygon> { [0] = UnitSquarePolygon() };
var vertices = UnitSquareVertexArray();
// Sphere is 100 units away — broad phase must reject.
bool hit = BSPQuery.SphereIntersectsPoly(
node, polygons, vertices,
new Vector3(100f, 100f, 100f), 0.5f,
out _, out _);
Assert.False(hit);
}
// -----------------------------------------------------------------------
// Test 3: sphere resting just above the unit-square floor polygon hits
// -----------------------------------------------------------------------
[Fact]
public void SphereIntersectsPoly_HitsLeafPolygon()
{
// Bounding sphere covers the 1×1 unit-square leaf.
var bounds = new Sphere { Origin = new Vector3(0.5f, 0.5f, 0f), Radius = 2f };
var node = LeafNode(bounds);
var polygons = new Dictionary<ushort, Polygon> { [0] = UnitSquarePolygon() };
var vertices = UnitSquareVertexArray();
// Sphere centred at (0.5, 0.5, 0.3) with radius 0.5 should touch Z=0 plane.
bool hit = BSPQuery.SphereIntersectsPoly(
node, polygons, vertices,
new Vector3(0.5f, 0.5f, 0.3f), 0.5f,
out ushort polyId, out Vector3 normal);
Assert.True(hit);
Assert.Equal(0, polyId);
// Normal should point roughly upward (+Z).
Assert.True(normal.Z > 0.9f, $"Expected Z-up normal, got {normal}");
}
// -----------------------------------------------------------------------
// Test 4: sphere entirely above the polygon (no contact) returns false
// -----------------------------------------------------------------------
[Fact]
public void SphereIntersectsPoly_SphereTooHigh_ReturnsFalse()
{
var bounds = new Sphere { Origin = new Vector3(0.5f, 0.5f, 0f), Radius = 2f };
var node = LeafNode(bounds);
var polygons = new Dictionary<ushort, Polygon> { [0] = UnitSquarePolygon() };
var vertices = UnitSquareVertexArray();
// Sphere centred 5 units above the floor with radius 0.3 → no contact.
bool hit = BSPQuery.SphereIntersectsPoly(
node, polygons, vertices,
new Vector3(0.5f, 0.5f, 5f), 0.3f,
out _, out _);
Assert.False(hit);
}
// -----------------------------------------------------------------------
// Test 5: internal node — sphere on positive side recurses pos subtree
// -----------------------------------------------------------------------
[Fact]
public void SphereIntersectsPoly_InternalNode_PosSubtreeHit()
{
// Leaf on the positive side (Z > 0 half-space) contains the floor poly.
var leafBounds = new Sphere { Origin = new Vector3(0.5f, 0.5f, 0f), Radius = 2f };
var leafNode = LeafNode(leafBounds);
var polygons = new Dictionary<ushort, Polygon> { [0] = UnitSquarePolygon() };
var vertices = UnitSquareVertexArray();
// Splitting plane: Z = 0, normal = +Z, D = 0.
// Sphere at Z = 0.3 is on the positive side.
var internalBounds = new Sphere { Origin = new Vector3(0.5f, 0.5f, 0f), Radius = 5f };
var internalNode = new PhysicsBSPNode
{
Type = BSPNodeType.BPnn, // has PosNode only (BPnn = pos + null-neg)
SplittingPlane = new Plane(Vector3.UnitZ, 0f),
BoundingSphere = internalBounds,
PosNode = leafNode,
NegNode = null,
};
bool hit = BSPQuery.SphereIntersectsPoly(
internalNode, polygons, vertices,
new Vector3(0.5f, 0.5f, 0.3f), 0.5f,
out ushort polyId, out _);
Assert.True(hit);
Assert.Equal(0, polyId);
}
// -----------------------------------------------------------------------
// Test 6: PhysicsDataCache — caches GfxObj with physics data
// -----------------------------------------------------------------------
[Fact]
public void PhysicsDataCache_CachesGfxObjWithPhysics()
{
// We can't easily construct a real GfxObj (field-based dat type),
// so this test verifies the SetupPhysics cache path which is more
// easily instantiated.
var cache = new PhysicsDataCache();
Assert.Equal(0, cache.GfxObjCount);
Assert.Equal(0, cache.SetupCount);
// GetGfxObj for an unknown id should return null safely.
Assert.Null(cache.GetGfxObj(0x01000001u));
Assert.Null(cache.GetSetup(0x02000001u));
}
}