test(physics): conformance fixtures for BSP step-up + roof-landing (Phase L.2.0)
Adds two files under tests/:
BSPStepUpFixtures.cs — synthetic PhysicsBSPNode trees for four canonical
collision shapes: low step (25 cm), too-tall wall (5 m), flat roof (3 m),
and steep slope (60deg). Pre-builds ResolvedPolygon dicts with correct
polygon_hits_sphere_precise winding (CCW relative to outward normal).
BSPStepUpTests.cs — 11 conformance tests:
A1-A6: baselines that pass before and after implementation (no-hit, geometry
fixture sanity checks).
B1-B3: Phase L.2.1 targets, currently RED (Path 5 wall-slides).
C1-C3: Phase L.2.2 targets, currently RED (Path 6 wall-slides).
Retail refs in test docstrings:
BSPTREE::find_collisions Path 5 acclient_2013_pseudo_c.txt:323849 /
ACE BSPTree.cs:192-196.
CTransition::step_up acclient_2013_pseudo_c.txt:273099-273133 /
ACE Transition.cs:746-777.
SPHEREPATH::set_collide acclient_2013_pseudo_c.txt:321594-321607 /
ACE SpherePath.cs:279-286.
CTransition::transitional_insert Collide branch
acclient_2013_pseudo_c.txt:273193-273239 / ACE Transition.cs:891-930.
Also adds PhysicsDataCache.RegisterGfxObjForTest() for test-only GfxObjPhysics
injection without real DAT content.
Test delta: 811 -> 823 (+12). 6 passing (A1-A6 + B2), 5 intentionally failing.
Pre-flight: object-translation plane D is in object-local space. Bug is dormant
for outdoor movement where terrain sets the world-space ContactPlane. Tagged TODO.
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
This commit is contained in:
parent
7d6fe90607
commit
b0c29454d0
3 changed files with 846 additions and 0 deletions
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@ -209,6 +209,14 @@ public sealed class PhysicsDataCache
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public int GfxObjCount => _gfxObj.Count;
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public int SetupCount => _setup.Count;
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public int CellStructCount => _cellStruct.Count;
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/// <summary>
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/// Register a pre-built <see cref="GfxObjPhysics"/> directly.
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/// Intended for unit-test fixtures that construct synthetic BSP trees
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/// without needing real DAT content.
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/// </summary>
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public void RegisterGfxObjForTest(uint gfxObjId, GfxObjPhysics physics)
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=> _gfxObj[gfxObjId] = physics;
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}
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/// <summary>
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363
tests/AcDream.Core.Tests/Physics/BSPStepUpFixtures.cs
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363
tests/AcDream.Core.Tests/Physics/BSPStepUpFixtures.cs
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@ -0,0 +1,363 @@
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using System.Collections.Generic;
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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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namespace AcDream.Core.Tests.Physics;
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/// <summary>
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/// Synthetic BSP tree fixtures for step-up and roof-landing conformance tests.
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///
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/// <para>
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/// These fixtures construct minimal <see cref="PhysicsBSPNode"/> trees plus
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/// matching <see cref="ResolvedPolygon"/> dictionaries that represent canonical
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/// AC collision shapes without needing real DAT content. The shapes cover every
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/// interesting branch in <see cref="BSPQuery.FindCollisions"/> Path 5 and Path 6.
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/// </para>
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///
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/// <para>
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/// Coordinate convention: +Z is up, all geometry is expressed in object-local
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/// space (identity rotation, scale = 1.0) with objects at world origin so that
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/// <c>localSphere.Origin == worldPosition</c>.
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/// </para>
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///
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/// <para>
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/// Retail references:
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/// BSPTREE::find_collisions Path 5 — acclient_2013_pseudo_c.txt:323849 /
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/// ACE BSPTree.cs:192-196.
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/// BSPTREE::find_collisions Path 6 / set_collide —
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/// acclient_2013_pseudo_c.txt:323819 / ACE BSPTree.cs:210-219.
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/// CTransition::step_up — acclient_2013_pseudo_c.txt:273099-273133 /
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/// ACE Transition.cs:746-777.
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/// SPHEREPATH::set_collide — acclient_2013_pseudo_c.txt:321594-321607 /
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/// ACE SpherePath.cs:279-286.
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/// </para>
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/// </summary>
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public static class BSPStepUpFixtures
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{
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// -------------------------------------------------------------------------
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// Polygon ID constants — each fixture uses a distinct range so the
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// resolved-polygon dictionary is unambiguous when fixtures are composed.
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// -------------------------------------------------------------------------
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public const ushort LowStep_FloorId = 10;
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public const ushort LowStep_WallId = 11;
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public const ushort LowStep_UpperFloorId = 12;
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public const ushort TallWall_FloorId = 20;
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public const ushort TallWall_WallId = 21;
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public const ushort FlatRoof_FloorId = 30;
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public const ushort FlatRoof_RoofId = 31;
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public const ushort SlopedUnwalkable_FloorId = 40;
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public const ushort SlopedUnwalkable_SlopeId = 41;
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// -------------------------------------------------------------------------
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// Sphere radius used in every test.
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// -------------------------------------------------------------------------
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public const float SphereRadius = 0.2f;
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// =========================================================================
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// Fixture 1 — Low step (25 cm)
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//
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// Schema (side view, XZ plane):
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//
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// +X ──────────────────►
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// Z
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// 0.5 ┆ ┌─────── ← UpperFloor at z=0.25 (vert 8..11)
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// 0.25├───────────┤
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// ┆ Wall ┆ (x=0.5, z=[0,0.25])
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// 0.0 ┆═══════════┘
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// ← Floor at z=0 (vert 0..3)
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//
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// The mover starts grounded at x=-0.5, z=SphereRadius and walks toward +X.
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// Expected: step-up succeeds when Contact is set; sphere lifts to z=0.25+eps.
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// =========================================================================
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/// <summary>
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/// Constructs a BSP tree and resolved-polygon dict representing a 25 cm step.
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///
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/// <para>Geometry (object-local space):</para>
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/// <list type="bullet">
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/// <item>Floor polygon at z = 0, x ∈ [-2, 0.5], y ∈ [-1, 1].</item>
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/// <item>Vertical wall polygon at x = 0.5, z ∈ [0, 0.25], y ∈ [-1, 1], facing -X.</item>
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/// <item>Upper floor polygon at z = 0.25, x ∈ [0.5, 2], y ∈ [-1, 1].</item>
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/// </list>
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/// </summary>
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public static (PhysicsBSPNode Root, Dictionary<ushort, ResolvedPolygon> Resolved)
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LowStep()
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{
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var resolved = new Dictionary<ushort, ResolvedPolygon>();
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// Lower floor: z=0, x∈[-2,0.5], y∈[-1,1], normal = +Z
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resolved[LowStep_FloorId] = MakeFloor(
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new Vector3(-2f, -1f, 0f), new Vector3(0.5f, -1f, 0f),
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new Vector3(0.5f, 1f, 0f), new Vector3(-2f, 1f, 0f));
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// Vertical wall facing -X at x=0.5, z∈[0,0.25], normal = -X
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// For normal=(-1,0,0), the winding that makes cross(normal,edge)·disp > 0
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// for interior points is: (y=-1,z=0)→(y=-1,z=0.25)→(y=1,z=0.25)→(y=1,z=0).
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resolved[LowStep_WallId] = MakeQuad(
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new Vector3(0.5f, -1f, 0f),
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new Vector3(0.5f, -1f, 0.25f),
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new Vector3(0.5f, 1f, 0.25f),
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new Vector3(0.5f, 1f, 0f),
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expectedNormal: new Vector3(-1f, 0f, 0f));
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// Upper floor at z=0.25, x∈[0.5,2], y∈[-1,1], normal = +Z
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resolved[LowStep_UpperFloorId] = MakeFloor(
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new Vector3(0.5f, -1f, 0.25f), new Vector3(2f, -1f, 0.25f),
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new Vector3(2f, 1f, 0.25f), new Vector3(0.5f, 1f, 0.25f));
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// Build a flat BSP tree: one internal node with all three polys in a leaf.
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// The bounding sphere covers everything.
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var leaf = new PhysicsBSPNode
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{
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Type = BSPNodeType.Leaf,
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BoundingSphere = new Sphere { Origin = Vector3.Zero, Radius = 10f },
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};
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leaf.Polygons.Add(LowStep_FloorId);
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leaf.Polygons.Add(LowStep_WallId);
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leaf.Polygons.Add(LowStep_UpperFloorId);
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return (leaf, resolved);
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}
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// =========================================================================
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// Fixture 2 — Too-tall wall (5 m)
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//
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// A floor at z=0 and a 5 m wall at x=0.5 with no floor on the other side.
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// Expected: step-up fails (wall too tall), mover slides along wall.
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// =========================================================================
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/// <summary>
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/// Constructs a BSP tree and resolved-polygon dict representing a wall that
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/// is too tall to step over (5 m), so step-up should fail.
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/// </summary>
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public static (PhysicsBSPNode Root, Dictionary<ushort, ResolvedPolygon> Resolved)
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TallWall()
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{
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var resolved = new Dictionary<ushort, ResolvedPolygon>();
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// Floor at z=0
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resolved[TallWall_FloorId] = MakeFloor(
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new Vector3(-2f, -1f, 0f), new Vector3(0.5f, -1f, 0f),
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new Vector3(0.5f, 1f, 0f), new Vector3(-2f, 1f, 0f));
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// Tall wall at x=0.5, z∈[0,5], normal = -X
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// Winding for normal=(-1,0,0): (y=-1,z=0)→(y=-1,z=5)→(y=1,z=5)→(y=1,z=0).
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resolved[TallWall_WallId] = MakeQuad(
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new Vector3(0.5f, -1f, 0f),
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new Vector3(0.5f, -1f, 5f),
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new Vector3(0.5f, 1f, 5f),
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new Vector3(0.5f, 1f, 0f),
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expectedNormal: new Vector3(-1f, 0f, 0f));
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var leaf = new PhysicsBSPNode
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{
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Type = BSPNodeType.Leaf,
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BoundingSphere = new Sphere { Origin = new Vector3(0f, 0f, 2.5f), Radius = 10f },
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};
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leaf.Polygons.Add(TallWall_FloorId);
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leaf.Polygons.Add(TallWall_WallId);
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return (leaf, resolved);
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}
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// =========================================================================
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// Fixture 3 — Flat roof (3 m)
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//
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// A horizontal polygon at z=3 representing a building rooftop.
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// The mover is airborne (no Contact flag) descending toward the roof.
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// Expected (after L.2.2): Path 6 sets Collide flag; the Collide-flag handler
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// re-tests as Placement; ContactPlane is set; OnWalkable is established.
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// =========================================================================
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/// <summary>
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/// Constructs a BSP tree and resolved-polygon dict representing a 3 m flat roof.
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/// </summary>
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public static (PhysicsBSPNode Root, Dictionary<ushort, ResolvedPolygon> Resolved)
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FlatRoof()
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{
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var resolved = new Dictionary<ushort, ResolvedPolygon>();
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// Ground floor for reference (not involved in landing test)
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resolved[FlatRoof_FloorId] = MakeFloor(
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new Vector3(-2f, -1f, 0f), new Vector3(2f, -1f, 0f),
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new Vector3(2f, 1f, 0f), new Vector3(-2f, 1f, 0f));
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// Roof at z=3.0, x∈[-2,2], y∈[-1,1], normal = +Z
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resolved[FlatRoof_RoofId] = MakeFloor(
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new Vector3(-2f, -1f, 3f), new Vector3(2f, -1f, 3f),
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new Vector3(2f, 1f, 3f), new Vector3(-2f, 1f, 3f));
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var leaf = new PhysicsBSPNode
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{
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Type = BSPNodeType.Leaf,
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BoundingSphere = new Sphere { Origin = new Vector3(0f, 0f, 1.5f), Radius = 10f },
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};
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leaf.Polygons.Add(FlatRoof_FloorId);
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leaf.Polygons.Add(FlatRoof_RoofId);
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return (leaf, resolved);
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}
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// =========================================================================
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// Fixture 4 — Sloped unwalkable surface (60°)
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//
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// A flat reference floor plus an angled slope at ~60° from horizontal.
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// normal.Z = cos(60°) ≈ 0.5 < PhysicsGlobals.FloorZ (0.6642).
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// Expected: no contact plane set; mover slides off.
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// =========================================================================
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/// <summary>
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/// Constructs a BSP tree and resolved-polygon dict representing a steep (60°)
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/// slope whose normal.Z is below the walkable threshold.
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/// </summary>
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public static (PhysicsBSPNode Root, Dictionary<ushort, ResolvedPolygon> Resolved)
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SlopedUnwalkable()
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{
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var resolved = new Dictionary<ushort, ResolvedPolygon>();
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// Reference floor at z=0
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resolved[SlopedUnwalkable_FloorId] = MakeFloor(
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new Vector3(-2f, -1f, 0f), new Vector3(0f, -1f, 0f),
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new Vector3(0f, 1f, 0f), new Vector3(-2f, 1f, 0f));
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// Steep slope: rises 2 m over 1 m horizontal run (63.4° from horizontal).
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// Vertices: (0,-1,0), (1,-1,2), (1,1,2), (0,1,0)
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// Normal direction: cross((1,0,2)-(0,0,0), (0,1,0)-(0,0,0)) ∝ (-2,0,1) normalised
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// After normalisation: (-0.894, 0, 0.447) — normal.Z ≈ 0.447 < FloorZ.
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// We point the normal outward (-X side) so it represents a wall-like slope.
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var v0 = new Vector3(0f, -1f, 0f);
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var v1 = new Vector3(1f, -1f, 2f);
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var v2 = new Vector3(1f, 1f, 2f);
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var v3 = new Vector3(0f, 1f, 0f);
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var raw = Vector3.Cross(v1 - v0, v3 - v0);
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var slopeNormal = Vector3.Normalize(raw);
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// Ensure the normal faces away from the approach side (-X direction).
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if (slopeNormal.X > 0) slopeNormal = -slopeNormal;
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var vertices = new[] { v0, v1, v2, v3 };
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float dotSum = 0f;
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foreach (var v in vertices) dotSum += Vector3.Dot(slopeNormal, v);
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float d = -(dotSum / vertices.Length);
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resolved[SlopedUnwalkable_SlopeId] = new ResolvedPolygon
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{
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Vertices = vertices,
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Plane = new Plane(slopeNormal, d),
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NumPoints = 4,
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SidesType = CullMode.None,
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};
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var leaf = new PhysicsBSPNode
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{
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Type = BSPNodeType.Leaf,
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BoundingSphere = new Sphere { Origin = new Vector3(0.5f, 0f, 1f), Radius = 10f },
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};
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leaf.Polygons.Add(SlopedUnwalkable_FloorId);
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leaf.Polygons.Add(SlopedUnwalkable_SlopeId);
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return (leaf, resolved);
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}
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// =========================================================================
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// Transition builder helpers
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// =========================================================================
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/// <summary>
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/// Build a <see cref="Transition"/> for a grounded mover (Contact + OnWalkable set).
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///
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/// <para>
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/// The mover's foot sphere starts at <paramref name="from"/> and is headed
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/// toward <paramref name="to"/>. <see cref="ObjectInfo.StepUpHeight"/> is
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/// set to <paramref name="stepUpHeight"/> so the test can control which step
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/// heights succeed.
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/// </para>
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/// </summary>
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public static Transition MakeGroundedTransition(
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Vector3 from,
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Vector3 to,
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float stepUpHeight = 0.30f,
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uint cellId = 0xA9B40001u)
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{
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var t = new Transition();
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t.SpherePath.InitPath(from, to, cellId, SphereRadius);
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t.ObjectInfo.State = ObjectInfoState.Contact | ObjectInfoState.OnWalkable;
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t.ObjectInfo.StepUpHeight = stepUpHeight;
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t.ObjectInfo.StepDownHeight = 0.04f;
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t.ObjectInfo.StepDown = true;
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// Seed LastKnownContactPlane so the mover is "on the floor".
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t.CollisionInfo.LastKnownContactPlane = new Plane(Vector3.UnitZ, 0f);
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t.CollisionInfo.LastKnownContactPlaneValid = true;
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return t;
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}
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/// <summary>
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/// Build a <see cref="Transition"/> for an airborne mover (no Contact, no OnWalkable).
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///
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/// <para>
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/// Represents a character that has just jumped or fallen and is now moving
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/// downward to land on a surface.
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/// </para>
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/// </summary>
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public static Transition MakeAirborneTransition(
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Vector3 from,
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Vector3 to,
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uint cellId = 0xA9B40001u)
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{
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var t = new Transition();
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t.SpherePath.InitPath(from, to, cellId, SphereRadius);
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t.ObjectInfo.State = ObjectInfoState.None;
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t.ObjectInfo.StepUpHeight = 0.04f;
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t.ObjectInfo.StepDownHeight = 0.04f;
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t.ObjectInfo.StepDown = false;
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return t;
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}
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// =========================================================================
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// Internal polygon builders
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// =========================================================================
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// Build a horizontal floor polygon (normal = +Z) from four CCW vertices
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// (as viewed from above).
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private static ResolvedPolygon MakeFloor(
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Vector3 v0, Vector3 v1, Vector3 v2, Vector3 v3)
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{
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var verts = new[] { v0, v1, v2, v3 };
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var normal = Vector3.UnitZ;
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float dotSum = 0f;
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foreach (var v in verts) dotSum += Vector3.Dot(normal, v);
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float d = -(dotSum / verts.Length);
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return new ResolvedPolygon
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{
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Vertices = verts,
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Plane = new Plane(normal, d),
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NumPoints = 4,
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SidesType = CullMode.None,
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};
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}
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// Build a quad polygon with a specified outward normal.
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// Vertices should be ordered so that the cross-product of two edges aligns
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// with expectedNormal; we explicitly override the computed plane so the test
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// is deterministic regardless of winding order.
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private static ResolvedPolygon MakeQuad(
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Vector3 v0, Vector3 v1, Vector3 v2, Vector3 v3,
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Vector3 expectedNormal)
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{
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var verts = new[] { v0, v1, v2, v3 };
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float dotSum = 0f;
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foreach (var v in verts) dotSum += Vector3.Dot(expectedNormal, v);
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float d = -(dotSum / verts.Length);
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return new ResolvedPolygon
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{
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Vertices = verts,
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Plane = new Plane(expectedNormal, d),
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NumPoints = 4,
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SidesType = CullMode.None,
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};
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}
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}
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475
tests/AcDream.Core.Tests/Physics/BSPStepUpTests.cs
Normal file
475
tests/AcDream.Core.Tests/Physics/BSPStepUpTests.cs
Normal file
|
|
@ -0,0 +1,475 @@
|
|||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Numerics;
|
||||
using AcDream.Core.Physics;
|
||||
using DatReaderWriter.Types;
|
||||
using Xunit;
|
||||
|
||||
namespace AcDream.Core.Tests.Physics;
|
||||
|
||||
/// <summary>
|
||||
/// Conformance tests for BSP step-up (Path 5) and rooftop landing (Path 6) in
|
||||
/// <see cref="BSPQuery.FindCollisions"/>.
|
||||
///
|
||||
/// <para>
|
||||
/// Tests are organised in three groups corresponding to the three commits:
|
||||
/// </para>
|
||||
/// <list type="bullet">
|
||||
/// <item><b>Group A — Baselines</b>: behaviours that should pass both before
|
||||
/// and after the implementation (no-hit returns OK, fixture geometry checks).</item>
|
||||
/// <item><b>Group B — Phase L.2.1 (Path 5 step-up)</b>: tests that are RED
|
||||
/// because Path 5 wall-slides instead of stepping up. L.2.1 flips these
|
||||
/// GREEN.</item>
|
||||
/// <item><b>Group C — Phase L.2.2 (Path 6 SetCollide)</b>: tests that are RED
|
||||
/// because Path 6 wall-slides instead of setting the Collide flag. L.2.2
|
||||
/// flips these GREEN.</item>
|
||||
/// </list>
|
||||
///
|
||||
/// <para>
|
||||
/// Retail references:
|
||||
/// BSPTREE::find_collisions Path 5 — acclient_2013_pseudo_c.txt:323849 /
|
||||
/// ACE BSPTree.cs:192-196.
|
||||
/// CTransition::step_up — acclient_2013_pseudo_c.txt:273099-273133 /
|
||||
/// ACE Transition.cs:746-777.
|
||||
/// BSPTREE::find_collisions Path 6 / SPHEREPATH::set_collide —
|
||||
/// acclient_2013_pseudo_c.txt:323819 / ACE BSPTree.cs:210-219.
|
||||
/// SPHEREPATH::set_collide — acclient_2013_pseudo_c.txt:321594-321607 /
|
||||
/// ACE SpherePath.cs:279-286.
|
||||
/// CTransition::transitional_insert Collide branch —
|
||||
/// acclient_2013_pseudo_c.txt:273193-273239 / ACE Transition.cs:891-930.
|
||||
/// </para>
|
||||
/// </summary>
|
||||
public class BSPStepUpTests
|
||||
{
|
||||
// =========================================================================
|
||||
// Group A — Baselines (pass before AND after the implementation)
|
||||
// =========================================================================
|
||||
|
||||
/// <summary>
|
||||
/// No BSP geometry → FindCollisions returns OK with no state changes.
|
||||
/// </summary>
|
||||
[Fact]
|
||||
public void A1_NullRoot_ReturnsOK()
|
||||
{
|
||||
var from = new Vector3(0f, 0f, BSPStepUpFixtures.SphereRadius);
|
||||
var to = new Vector3(0.1f, 0f, BSPStepUpFixtures.SphereRadius);
|
||||
var t = BSPStepUpFixtures.MakeGroundedTransition(from, to);
|
||||
|
||||
var localSphere = new DatReaderWriter.Types.Sphere
|
||||
{
|
||||
Origin = to,
|
||||
Radius = BSPStepUpFixtures.SphereRadius,
|
||||
};
|
||||
|
||||
var result = BSPQuery.FindCollisions(
|
||||
null,
|
||||
new Dictionary<ushort, ResolvedPolygon>(),
|
||||
t, localSphere, null,
|
||||
from, Vector3.UnitZ, 1.0f);
|
||||
|
||||
Assert.Equal(TransitionState.OK, result);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Grounded mover far from the wall → no collision → OK.
|
||||
/// </summary>
|
||||
[Fact]
|
||||
public void A2_GroundedMover_NoWallNear_ReturnsOK()
|
||||
{
|
||||
var (root, resolved) = BSPStepUpFixtures.LowStep();
|
||||
|
||||
// Moving in -X, away from the wall at x=0.5.
|
||||
var from = new Vector3(-1f, 0f, BSPStepUpFixtures.SphereRadius);
|
||||
var to = new Vector3(-1.5f, 0f, BSPStepUpFixtures.SphereRadius);
|
||||
var t = BSPStepUpFixtures.MakeGroundedTransition(from, to);
|
||||
|
||||
var localSphere = new DatReaderWriter.Types.Sphere { Origin = to, Radius = BSPStepUpFixtures.SphereRadius };
|
||||
|
||||
var result = BSPQuery.FindCollisions(
|
||||
root, resolved, t, localSphere, null,
|
||||
from, Vector3.UnitZ, 1.0f);
|
||||
|
||||
Assert.Equal(TransitionState.OK, result);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Airborne mover well above the roof → no collision → OK.
|
||||
/// </summary>
|
||||
[Fact]
|
||||
public void A3_AirborneMover_AboveRoof_ReturnsOK()
|
||||
{
|
||||
var (root, resolved) = BSPStepUpFixtures.FlatRoof();
|
||||
|
||||
// Mover at z=6 (well above the roof at z=3) with tiny downward step.
|
||||
float highZ = 6f;
|
||||
var from = new Vector3(0f, 0f, highZ + BSPStepUpFixtures.SphereRadius);
|
||||
var to = new Vector3(0f, 0f, highZ + BSPStepUpFixtures.SphereRadius - 0.01f);
|
||||
var t = BSPStepUpFixtures.MakeAirborneTransition(from, to);
|
||||
|
||||
var localSphere = new DatReaderWriter.Types.Sphere { Origin = to, Radius = BSPStepUpFixtures.SphereRadius };
|
||||
|
||||
var result = BSPQuery.FindCollisions(
|
||||
root, resolved, t, localSphere, null,
|
||||
from, Vector3.UnitZ, 1.0f);
|
||||
|
||||
Assert.Equal(TransitionState.OK, result);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// The slope fixture's polygon must have normal.Z below FloorZ (confirms
|
||||
/// the fixture geometry is set up correctly as a non-walkable surface).
|
||||
/// </summary>
|
||||
[Fact]
|
||||
public void A4_SlopedFixture_NormalBelowFloorZ()
|
||||
{
|
||||
var (_, resolved) = BSPStepUpFixtures.SlopedUnwalkable();
|
||||
var slope = resolved[BSPStepUpFixtures.SlopedUnwalkable_SlopeId];
|
||||
|
||||
Assert.True(slope.Plane.Normal.Z < PhysicsGlobals.FloorZ,
|
||||
$"Slope normal.Z ({slope.Plane.Normal.Z:F4}) must be < FloorZ ({PhysicsGlobals.FloorZ:F4})");
|
||||
Assert.True(slope.Plane.Normal.Z > 0f,
|
||||
$"Slope normal.Z ({slope.Plane.Normal.Z:F4}) must be > 0 (upward-facing)");
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Low-step upper-floor polygon has normal.Z >= FloorZ (it IS walkable).
|
||||
/// </summary>
|
||||
[Fact]
|
||||
public void A5_LowStepUpperFloor_NormalAboveFloorZ()
|
||||
{
|
||||
var (_, resolved) = BSPStepUpFixtures.LowStep();
|
||||
var upper = resolved[BSPStepUpFixtures.LowStep_UpperFloorId];
|
||||
|
||||
Assert.True(upper.Plane.Normal.Z >= PhysicsGlobals.FloorZ,
|
||||
$"Upper floor normal.Z ({upper.Plane.Normal.Z:F4}) must be >= FloorZ ({PhysicsGlobals.FloorZ:F4})");
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Roof polygon has normal.Z >= LandingZ (it can be landed on).
|
||||
/// </summary>
|
||||
[Fact]
|
||||
public void A6_FlatRoofPolygon_NormalAboveLandingZ()
|
||||
{
|
||||
var (_, resolved) = BSPStepUpFixtures.FlatRoof();
|
||||
var roof = resolved[BSPStepUpFixtures.FlatRoof_RoofId];
|
||||
|
||||
Assert.True(roof.Plane.Normal.Z >= PhysicsGlobals.LandingZ,
|
||||
$"Roof normal.Z ({roof.Plane.Normal.Z:F4}) must be >= LandingZ ({PhysicsGlobals.LandingZ:F4})");
|
||||
}
|
||||
|
||||
// =========================================================================
|
||||
// Group B — Phase L.2.1 (Path 5 step-up)
|
||||
//
|
||||
// RED before L.2.1, GREEN after.
|
||||
// Each test documents the CURRENT wrong behaviour and EXPECTED correct one.
|
||||
// =========================================================================
|
||||
|
||||
/// <summary>
|
||||
/// Grounded mover (Contact + OnWalkable) walking toward the low step (25 cm):
|
||||
/// should step up onto the upper floor, not slide sideways.
|
||||
///
|
||||
/// <para>
|
||||
/// Current (wrong): Path 5 applies wall-slide → CurPos.X stays left of wall;
|
||||
/// Z stays at floor level.
|
||||
/// </para>
|
||||
/// <para>
|
||||
/// Expected after L.2.1: Path 5 calls StepUp → DoStepDown finds upper floor
|
||||
/// → sphere lifts to z ≥ 0.25 + SphereRadius and X advances past the wall.
|
||||
/// </para>
|
||||
///
|
||||
/// <para>Retail: BSPTREE::step_sphere_up / CTransition::step_up
|
||||
/// acclient_2013_pseudo_c.txt:323849, 273099.</para>
|
||||
/// </summary>
|
||||
[Fact]
|
||||
public void B1_GroundedMover_LowStep_StepsUp()
|
||||
{
|
||||
var (root, resolved) = BSPStepUpFixtures.LowStep();
|
||||
const float stepUpHeight = 0.30f; // larger than step (0.25), so step-up succeeds
|
||||
|
||||
float startZ = BSPStepUpFixtures.SphereRadius;
|
||||
var from = new Vector3(0.1f, 0f, startZ);
|
||||
var to = new Vector3(0.7f, 0f, startZ); // crosses the wall at x=0.5
|
||||
|
||||
var t = BSPStepUpFixtures.MakeGroundedTransition(from, to, stepUpHeight);
|
||||
var engine = MakeTestEngine(root, resolved);
|
||||
|
||||
bool ok = t.FindTransitionalPosition(engine);
|
||||
|
||||
// After step-up, the character's Z must be at or above the upper floor + radius.
|
||||
float expectedMinZ = 0.25f + BSPStepUpFixtures.SphereRadius - PhysicsGlobals.EPSILON * 10f;
|
||||
Assert.True(t.SpherePath.CurPos.Z >= expectedMinZ,
|
||||
$"Expected Z >= {expectedMinZ:F4} (stepped up to upper floor at z=0.25), " +
|
||||
$"got CurPos.Z = {t.SpherePath.CurPos.Z:F4}. " +
|
||||
"Path 5 must call StepUp (L.2.1) instead of wall-sliding.");
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Grounded mover walking into the too-tall wall (5 m) should NOT step up —
|
||||
/// the wall is taller than StepUpHeight.
|
||||
///
|
||||
/// <para>
|
||||
/// Expected: StepUp is called, DoStepDown finds no walkable surface within
|
||||
/// 0.04 m (no upper floor exists), StepUpSlide applies → mover stays
|
||||
/// left of the wall.
|
||||
/// </para>
|
||||
///
|
||||
/// <para>Retail: SPHEREPATH::step_up_slide
|
||||
/// ACE SpherePath.cs:309-316.</para>
|
||||
/// </summary>
|
||||
[Fact]
|
||||
public void B2_GroundedMover_TallWall_BlockedOrSlides()
|
||||
{
|
||||
var (root, resolved) = BSPStepUpFixtures.TallWall();
|
||||
const float stepUpHeight = 0.04f; // default — cannot scale 5 m wall
|
||||
|
||||
float startZ = BSPStepUpFixtures.SphereRadius;
|
||||
var from = new Vector3(0.1f, 0f, startZ);
|
||||
var to = new Vector3(0.7f, 0f, startZ);
|
||||
|
||||
var t = BSPStepUpFixtures.MakeGroundedTransition(from, to, stepUpHeight);
|
||||
var engine = MakeTestEngine(root, resolved);
|
||||
|
||||
t.FindTransitionalPosition(engine);
|
||||
|
||||
// The mover should NOT have crossed the wall at x=0.5.
|
||||
float wallFace = 0.5f - BSPStepUpFixtures.SphereRadius;
|
||||
Assert.True(t.SpherePath.CurPos.X <= wallFace + PhysicsGlobals.EPSILON * 20f,
|
||||
$"Expected mover blocked before wall (x <= {wallFace:F3}), " +
|
||||
$"got CurPos.X = {t.SpherePath.CurPos.X:F4}");
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Direct Path 5 invocation: Contact mover sphere just overlapping the low
|
||||
/// wall should NOT return Slid after L.2.1.
|
||||
///
|
||||
/// <para>
|
||||
/// Current: returns Slid (wall-slide).
|
||||
/// Expected after L.2.1: returns OK (step-up succeeded) with Z lifted.
|
||||
/// </para>
|
||||
/// </summary>
|
||||
[Fact]
|
||||
public void B3_Path5_DirectCall_ContactHitsLowWall_NotSlid()
|
||||
{
|
||||
var (root, resolved) = BSPStepUpFixtures.LowStep();
|
||||
|
||||
// Sphere center overlaps the wall (x=0.5) by half-radius.
|
||||
float r = BSPStepUpFixtures.SphereRadius;
|
||||
var checkPos = new Vector3(0.5f - r * 0.5f, 0f, r);
|
||||
var currPos = new Vector3(0.1f, 0f, r);
|
||||
|
||||
var t = new Transition();
|
||||
t.SpherePath.InitPath(currPos, checkPos, 0xA9B40001u, r);
|
||||
t.SpherePath.SetCheckPos(checkPos, 0xA9B40001u);
|
||||
t.ObjectInfo.State = ObjectInfoState.Contact | ObjectInfoState.OnWalkable;
|
||||
t.ObjectInfo.StepUpHeight = 0.30f;
|
||||
t.ObjectInfo.StepDownHeight = 0.04f;
|
||||
t.CollisionInfo.LastKnownContactPlane = new Plane(Vector3.UnitZ, 0f);
|
||||
t.CollisionInfo.LastKnownContactPlaneValid = true;
|
||||
|
||||
var localSphere = new DatReaderWriter.Types.Sphere { Origin = checkPos, Radius = r };
|
||||
|
||||
// NOTE: After L.2.1 this call gains an optional PhysicsEngine
|
||||
// parameter. Until then, the step-up flag is set but DoStepDown
|
||||
// cannot recurse (returns Slid). After L.2.1 result should be OK.
|
||||
var result = BSPQuery.FindCollisions(
|
||||
root, resolved, t, localSphere, null,
|
||||
currPos, Vector3.UnitZ, 1.0f);
|
||||
|
||||
// After L.2.1 this assertion flips from failing (Slid) to passing.
|
||||
Assert.NotEqual(TransitionState.Slid, result);
|
||||
}
|
||||
|
||||
// =========================================================================
|
||||
// Group C — Phase L.2.2 (Path 6 SetCollide)
|
||||
//
|
||||
// RED before L.2.2, GREEN after.
|
||||
// =========================================================================
|
||||
|
||||
/// <summary>
|
||||
/// Airborne mover hitting the flat roof from above should set Collide flag
|
||||
/// and return Adjusted (not Slid with wall-slide offset).
|
||||
///
|
||||
/// <para>
|
||||
/// Current (wrong): Path 6 computes a wall-slide offset and returns Slid.
|
||||
/// </para>
|
||||
/// <para>
|
||||
/// Expected after L.2.2: Path 6 calls path.SetCollide(worldNormal), sets
|
||||
/// WalkableAllowance = LandingZ, returns Adjusted.
|
||||
/// </para>
|
||||
///
|
||||
/// <para>Retail: SPHEREPATH::set_collide
|
||||
/// acclient_2013_pseudo_c.txt:321594 / ACE BSPTree.cs:210-219.</para>
|
||||
/// </summary>
|
||||
[Fact]
|
||||
public void C1_Path6_AirborneMoverHitsRoof_SetsCollideFlagAndAdjusted()
|
||||
{
|
||||
var (root, resolved) = BSPStepUpFixtures.FlatRoof();
|
||||
|
||||
// Sphere center just penetrating the roof polygon (z=3) from above.
|
||||
float r = BSPStepUpFixtures.SphereRadius;
|
||||
var checkPos = new Vector3(0f, 0f, 3f + r * 0.5f); // half-radius above roof
|
||||
var currPos = new Vector3(0f, 0f, 3f + r + 0.1f); // clearly above
|
||||
|
||||
var t = new Transition();
|
||||
t.SpherePath.InitPath(currPos, checkPos, 0xA9B40001u, r);
|
||||
t.SpherePath.SetCheckPos(checkPos, 0xA9B40001u);
|
||||
t.ObjectInfo.State = ObjectInfoState.None; // airborne — no Contact
|
||||
|
||||
var localSphere = new DatReaderWriter.Types.Sphere { Origin = checkPos, Radius = r };
|
||||
|
||||
var result = BSPQuery.FindCollisions(
|
||||
root, resolved, t, localSphere, null,
|
||||
currPos, Vector3.UnitZ, 1.0f);
|
||||
|
||||
// After L.2.2: result = Adjusted, Collide = true, WalkableAllowance = LandingZ.
|
||||
// Currently: result = Slid (wall-slide path).
|
||||
Assert.Equal(TransitionState.Adjusted, result);
|
||||
Assert.True(t.SpherePath.Collide,
|
||||
"Expected SpherePath.Collide = true after Path 6 hit (L.2.2)");
|
||||
Assert.Equal(PhysicsGlobals.LandingZ, t.SpherePath.WalkableAllowance,
|
||||
precision: 5);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Full integration: airborne mover drops onto the 3 m flat roof.
|
||||
///
|
||||
/// <para>
|
||||
/// After L.2.2: TransitionalInsert sees Collide flag, re-tests as Placement,
|
||||
/// finds walkable polygon at z=3, sets ContactPlane with normal.Z ≈ 1.
|
||||
/// </para>
|
||||
/// <para>
|
||||
/// Current: mover slides sideways off the roof (never lands).
|
||||
/// Expected after L.2.2: ContactPlane is set with Normal.Z >= LandingZ.
|
||||
/// </para>
|
||||
/// </summary>
|
||||
[Fact]
|
||||
public void C2_AirborneMover_LandsOnFlatRoof_ContactPlaneSet()
|
||||
{
|
||||
var (root, resolved) = BSPStepUpFixtures.FlatRoof();
|
||||
|
||||
float roofZ = 3f;
|
||||
float r = BSPStepUpFixtures.SphereRadius;
|
||||
var from = new Vector3(0f, 0f, roofZ + r + 0.1f);
|
||||
var to = new Vector3(0f, 0f, roofZ + r - 0.05f); // sphere foot at z~3.0
|
||||
|
||||
var t = BSPStepUpFixtures.MakeAirborneTransition(from, to);
|
||||
var engine = MakeTestEngine(root, resolved);
|
||||
|
||||
t.FindTransitionalPosition(engine);
|
||||
|
||||
// After L.2.2: at least one of ContactPlane / LastKnownContactPlane is set.
|
||||
bool planeSet = t.CollisionInfo.ContactPlaneValid
|
||||
|| t.CollisionInfo.LastKnownContactPlaneValid;
|
||||
|
||||
Assert.True(planeSet,
|
||||
"Expected a contact plane after landing on roof (L.2.2). " +
|
||||
"Currently Path 6 wall-slides and never sets ContactPlane.");
|
||||
|
||||
if (planeSet)
|
||||
{
|
||||
var plane = t.CollisionInfo.ContactPlaneValid
|
||||
? t.CollisionInfo.ContactPlane
|
||||
: t.CollisionInfo.LastKnownContactPlane;
|
||||
|
||||
Assert.True(plane.Normal.Z >= PhysicsGlobals.LandingZ,
|
||||
$"Contact plane normal.Z ({plane.Normal.Z:F4}) must be >= LandingZ ({PhysicsGlobals.LandingZ:F4})");
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Airborne mover descending toward a steep slope (normal.Z < FloorZ):
|
||||
/// Path 6 should still set the Collide flag (it fires for any polygon hit,
|
||||
/// walkable or not).
|
||||
///
|
||||
/// <para>Retail: set_collide fires unconditionally when sphere_intersects_poly
|
||||
/// hits; the walkable check happens later in the Collide-flag handler.</para>
|
||||
/// </summary>
|
||||
[Fact]
|
||||
public void C3_Path6_AirborneMoverHitsSteepSlope_SetsCollide()
|
||||
{
|
||||
var (root, resolved) = BSPStepUpFixtures.SlopedUnwalkable();
|
||||
|
||||
float r = BSPStepUpFixtures.SphereRadius;
|
||||
// Approach the slope mid-face from above.
|
||||
var checkPos = new Vector3(0.5f, 0f, 1.0f + r * 0.5f);
|
||||
var currPos = new Vector3(0.5f, 0f, 1.0f + r + 0.1f);
|
||||
|
||||
var t = new Transition();
|
||||
t.SpherePath.InitPath(currPos, checkPos, 0xA9B40001u, r);
|
||||
t.SpherePath.SetCheckPos(checkPos, 0xA9B40001u);
|
||||
t.ObjectInfo.State = ObjectInfoState.None; // airborne
|
||||
|
||||
var localSphere = new DatReaderWriter.Types.Sphere { Origin = checkPos, Radius = r };
|
||||
|
||||
var result = BSPQuery.FindCollisions(
|
||||
root, resolved, t, localSphere, null,
|
||||
currPos, Vector3.UnitZ, 1.0f);
|
||||
|
||||
// After L.2.2: Collide flag set, Adjusted returned.
|
||||
// Currently: Slid (wall-slide).
|
||||
Assert.Equal(TransitionState.Adjusted, result);
|
||||
Assert.True(t.SpherePath.Collide,
|
||||
"Expected Collide flag set when airborne sphere hits slope (L.2.2)");
|
||||
}
|
||||
|
||||
// =========================================================================
|
||||
// Helpers
|
||||
// =========================================================================
|
||||
|
||||
/// <summary>
|
||||
/// Build a <see cref="PhysicsEngine"/> that serves one synthetic BSP object
|
||||
/// without any interfering terrain. The terrain is set 50 m underground
|
||||
/// so it never fires during test geometry at z ≥ 0.
|
||||
/// </summary>
|
||||
private static PhysicsEngine MakeTestEngine(
|
||||
PhysicsBSPNode root,
|
||||
Dictionary<ushort, ResolvedPolygon> resolved,
|
||||
Vector3? objectPosition = null)
|
||||
{
|
||||
const uint LandblockId = 0xA9B4FFFFu;
|
||||
const uint SyntheticGfxId = 0xDEADBEEFu;
|
||||
|
||||
// Terrain 50 m underground so FindEnvCollisions never fires push-ups.
|
||||
var heights = new byte[81]; // all zero → uses index 0 from heightTable
|
||||
var heightTab = new float[256];
|
||||
for (int i = 0; i < 256; i++) heightTab[i] = -50f;
|
||||
|
||||
var engine = new PhysicsEngine();
|
||||
engine.AddLandblock(
|
||||
LandblockId,
|
||||
new TerrainSurface(heights, heightTab),
|
||||
Array.Empty<CellSurface>(),
|
||||
Array.Empty<PortalPlane>(),
|
||||
worldOffsetX: 0f, worldOffsetY: 0f);
|
||||
|
||||
// Register the BSP physics into the data cache.
|
||||
var cache = new PhysicsDataCache();
|
||||
var bspTree = new DatReaderWriter.Types.PhysicsBSPTree { Root = root };
|
||||
var physics = new GfxObjPhysics
|
||||
{
|
||||
BSP = bspTree,
|
||||
PhysicsPolygons = new Dictionary<ushort, DatReaderWriter.Types.Polygon>(),
|
||||
Vertices = new DatReaderWriter.Types.VertexArray(),
|
||||
Resolved = resolved,
|
||||
BoundingSphere = new DatReaderWriter.Types.Sphere { Origin = Vector3.Zero, Radius = 15f },
|
||||
};
|
||||
cache.RegisterGfxObjForTest(SyntheticGfxId, physics);
|
||||
engine.DataCache = cache;
|
||||
|
||||
// Register the object in the shadow registry so FindObjCollisions picks it up.
|
||||
Vector3 pos = objectPosition ?? Vector3.Zero;
|
||||
engine.ShadowObjects.Register(
|
||||
entityId: SyntheticGfxId,
|
||||
gfxObjId: SyntheticGfxId,
|
||||
worldPos: pos,
|
||||
rotation: Quaternion.Identity,
|
||||
radius: 15f,
|
||||
worldOffsetX: 0f,
|
||||
worldOffsetY: 0f,
|
||||
landblockId: LandblockId,
|
||||
collisionType: ShadowCollisionType.BSP,
|
||||
scale: 1.0f);
|
||||
|
||||
return engine;
|
||||
}
|
||||
}
|
||||
Loading…
Add table
Add a link
Reference in a new issue