using System;
using System.IO;
using System.Linq;
using System.Numerics;
using AcDream.Core.Physics;
using DatReaderWriter;
using DatReaderWriter.DBObjs;
using DatReaderWriter.Options;
using DatReaderWriter.Types;
using Xunit;
using Xunit.Abstractions;
using Env = System.Environment;
using Placement = DatReaderWriter.Enums.Placement;
namespace AcDream.Core.Tests.Physics;
///
/// #175 (2026-07-05) — read-only dat inspection for the Facility Hub door
/// (Setup 0x02000C9D, guid 0x78A020C7 in the live session). User report:
/// the door's COLLISION sits displaced to the far side of the VISUAL panel
/// (embed from one side deep enough to camera-clip; a phantom wall on the
/// other side that can push the player out of use radius).
///
/// Hypothesis under test: collision registers from the Setup's
/// PlacementFrames (ShadowShapeBuilder.FromSetup — Resting|Default|first)
/// while the rendered panel poses from the motion table's default/closed
/// state through the sequencer; retail tests the part's LIVE pose
/// (CPhysicsPart), so a door whose placement frame differs from its
/// motion-table closed pose shows exactly this offset. This test dumps both
/// poses so the divergence (or its absence) is a dat fact, not a theory.
///
/// SKIP when the dat directory is absent (CI); local runs have it.
///
public class Issue175HubDoorPoseInspectionTests
{
private readonly ITestOutputHelper _out;
public Issue175HubDoorPoseInspectionTests(ITestOutputHelper output) => _out = output;
private const uint HubDoorSetupId = 0x02000C9Du;
[Fact]
public void HubDoorSetup_PlacementVsMotionPose_DatInspection()
{
var datDir = Env.GetEnvironmentVariable("ACDREAM_DAT_DIR")
?? Path.Combine(Env.GetFolderPath(Env.SpecialFolder.UserProfile),
"Documents", "Asheron's Call");
if (!Directory.Exists(datDir))
{
_out.WriteLine($"SKIP: dat directory not found at {datDir}");
return;
}
using var dats = new DatCollection(datDir, DatAccessType.Read);
var setup = dats.Get(HubDoorSetupId);
Assert.NotNull(setup);
_out.WriteLine($"=== Setup 0x{HubDoorSetupId:X8} ===");
_out.WriteLine($" Flags = {setup!.Flags} (0x{(uint)setup.Flags:X8})");
_out.WriteLine($" Parts = {setup.Parts.Count}");
for (int i = 0; i < setup.Parts.Count; i++)
_out.WriteLine($" [{i}] gfxObj=0x{setup.Parts[i]:X8}");
_out.WriteLine($" DefaultAnimation = 0x{setup.DefaultAnimation:X8}");
_out.WriteLine($" DefaultScript = 0x{setup.DefaultScript:X8}");
_out.WriteLine($" DefaultMotionTable = 0x{setup.DefaultMotionTable:X8}");
_out.WriteLine($" CylSpheres={setup.CylSpheres.Count} Spheres={setup.Spheres.Count} Radius={setup.Radius:F3}");
foreach (var c in setup.CylSpheres)
_out.WriteLine($" cyl r={c.Radius:F3} h={c.Height:F3} origin=({c.Origin.X:F3},{c.Origin.Y:F3},{c.Origin.Z:F3})");
_out.WriteLine($" PlacementFrames = {setup.PlacementFrames.Count}");
foreach (var kv in setup.PlacementFrames)
{
_out.WriteLine($" [{kv.Key}] frames={kv.Value.Frames.Count}");
for (int i = 0; i < kv.Value.Frames.Count; i++)
{
var f = kv.Value.Frames[i];
_out.WriteLine(
$" part[{i}] pos=({f.Origin.X:F3},{f.Origin.Y:F3},{f.Origin.Z:F3}) " +
$"rot=({f.Orientation.X:F3},{f.Orientation.Y:F3},{f.Orientation.Z:F3},{f.Orientation.W:F3})");
}
}
// Part 0's physics BSP bounds — where the slab actually is in
// PART-LOCAL space (composed with the poses above for world).
foreach (uint gfxId in setup.Parts.Distinct())
{
var gfx = dats.Get(gfxId);
_out.WriteLine($"=== GfxObj 0x{gfxId:X8} ===");
if (gfx is null) { _out.WriteLine(" NULL"); continue; }
var root = gfx.PhysicsBSP?.Root;
_out.WriteLine($" PhysicsBSP.Root = {(root is null ? "NULL" : "non-null")}");
if (root?.BoundingSphere is { } bs)
_out.WriteLine($" BSP bounds = ({bs.Origin.X:F3},{bs.Origin.Y:F3},{bs.Origin.Z:F3}) r={bs.Radius:F3}");
if (gfx.PhysicsPolygons is { } pp && gfx.VertexArray?.Vertices is { } verts)
{
float minX = float.MaxValue, maxX = float.MinValue;
float minY = float.MaxValue, maxY = float.MinValue;
float minZ = float.MaxValue, maxZ = float.MinValue;
foreach (var poly in pp.Values)
foreach (var vid in poly.VertexIds)
{
if (!verts.TryGetValue((ushort)vid, out var sv)) continue;
minX = Math.Min(minX, sv.Origin.X); maxX = Math.Max(maxX, sv.Origin.X);
minY = Math.Min(minY, sv.Origin.Y); maxY = Math.Max(maxY, sv.Origin.Y);
minZ = Math.Min(minZ, sv.Origin.Z); maxZ = Math.Max(maxZ, sv.Origin.Z);
}
_out.WriteLine($" Physics AABB (part-local) = X[{minX:F3},{maxX:F3}] Y[{minY:F3},{maxY:F3}] Z[{minZ:F3},{maxZ:F3}]");
}
}
// The motion-table default (closed) pose, if the setup names one:
// frame 0 of the default style's default cycle — what the sequencer
// renders for an idle closed door.
if (setup.DefaultMotionTable != 0)
{
var mt = dats.Get(setup.DefaultMotionTable);
_out.WriteLine($"=== MotionTable 0x{setup.DefaultMotionTable:X8} ===");
if (mt is null) { _out.WriteLine(" NULL"); return; }
_out.WriteLine($" DefaultStyle = 0x{(uint)mt.DefaultStyle:X8}");
if (mt.Cycles.TryGetValue((int)mt.DefaultStyle, out var defCycle)
&& defCycle.Anims.Count > 0)
{
var animRef = defCycle.Anims[0];
_out.WriteLine($" default cycle anim[0] id=0x{animRef.AnimId:X8} lo={animRef.LowFrame} hi={animRef.HighFrame}");
var anim = dats.Get(animRef.AnimId);
if (anim is not null && anim.PartFrames.Count > 0)
{
var f0 = anim.PartFrames[Math.Clamp((int)animRef.LowFrame, 0, anim.PartFrames.Count - 1)];
for (int i = 0; i < f0.Frames.Count; i++)
{
var f = f0.Frames[i];
_out.WriteLine(
$" anim frame0 part[{i}] pos=({f.Origin.X:F3},{f.Origin.Y:F3},{f.Origin.Z:F3}) " +
$"rot=({f.Orientation.X:F3},{f.Orientation.Y:F3},{f.Orientation.Z:F3},{f.Orientation.W:F3})");
}
}
else
{
_out.WriteLine(" anim NULL or no PartFrames");
}
}
else
{
_out.WriteLine(" no default-style cycle");
}
}
else
{
_out.WriteLine("=== no DefaultMotionTable on the setup ===");
}
}
///
/// #175 derivation conformance — REAL-DAT pin for
/// .
/// The first cut of the derivation looked up Cycles[DefaultStyle]
/// with the bare style word; the dictionary is keyed by the COMBINED
/// (style << 16) | substate word (CMotionTable.cs:683), so it
/// always missed and the #175 fix silently no-oped. This pin loads the
/// human motion table (0x09000001 — guaranteed present, default state
/// NonCombat/Ready) and asserts the derivation actually resolves a pose.
///
[Fact]
public void MotionTablePose_DefaultState_ResolvesOnRealTable()
{
var datDir = Env.GetEnvironmentVariable("ACDREAM_DAT_DIR")
?? Path.Combine(Env.GetFolderPath(Env.SpecialFolder.UserProfile),
"Documents", "Asheron's Call");
if (!Directory.Exists(datDir))
{
_out.WriteLine($"SKIP: dat directory not found at {datDir}");
return;
}
using var dats = new DatCollection(datDir, DatAccessType.Read);
var mt = dats.Get(0x09000001u);
Assert.NotNull(mt);
var pose = AcDream.Core.Physics.Motion.MotionTablePose.DefaultStatePartFrames(
mt!, id => dats.Get(id));
Assert.NotNull(pose);
_out.WriteLine($"human MT default pose parts={pose!.Count} " +
$"part0=({pose[0].Origin.X:F3},{pose[0].Origin.Y:F3},{pose[0].Origin.Z:F3})");
Assert.True(pose.Count >= 1);
}
// ── #175 fix pins: ShadowShapeBuilder partPoseOverride ──────────────
private static Setup MakeTwoPartSetup()
{
var setup = new Setup();
setup.Parts.Add(0x01000001u);
setup.Parts.Add(0x01000002u);
var placement = new AnimationFrame(2);
placement.Frames.Clear();
placement.Frames.Add(new Frame { Origin = new Vector3(0.88f, -0.44f, 1.37f),
Orientation = new Quaternion(0f, 0f, -0.966f, 0.259f) });
placement.Frames.Add(new Frame { Origin = new Vector3(-0.88f, -0.44f, 1.37f),
Orientation = new Quaternion(0f, 0f, -0.259f, 0.966f) });
setup.PlacementFrames[Placement.Default] = placement;
return setup;
}
///
/// With a motion-table pose override, the BSP part shapes must use it —
/// the closed pose, not the ajar placement pose (the #175 offset).
///
[Fact]
public void FromSetup_PartPoseOverride_ReplacesPlacementFrames()
{
var setup = MakeTwoPartSetup();
var closed = new[]
{
new Frame { Origin = new Vector3(0.85f, 0f, 1.37f), Orientation = Quaternion.Identity },
new Frame { Origin = new Vector3(-0.85f, 0f, 1.37f), Orientation = Quaternion.Identity },
};
var shapes = ShadowShapeBuilder.FromSetup(
setup, entScale: 1f, hasPhysicsBsp: _ => true, partPoseOverride: closed);
Assert.Equal(2, shapes.Count);
Assert.Equal(new Vector3(0.85f, 0f, 1.37f), shapes[0].LocalPosition);
Assert.Equal(Quaternion.Identity, shapes[0].LocalRotation);
Assert.Equal(new Vector3(-0.85f, 0f, 1.37f), shapes[1].LocalPosition);
}
///
/// Null override (no motion table) keeps the pre-#175 placement-frame
/// behavior — landblock statics and table-less entities unchanged.
///
[Fact]
public void FromSetup_NoOverride_KeepsPlacementFrames()
{
var setup = MakeTwoPartSetup();
var shapes = ShadowShapeBuilder.FromSetup(
setup, entScale: 1f, hasPhysicsBsp: _ => true);
Assert.Equal(2, shapes.Count);
Assert.Equal(new Vector3(0.88f, -0.44f, 1.37f), shapes[0].LocalPosition);
Assert.Equal(new Quaternion(0f, 0f, -0.966f, 0.259f), shapes[0].LocalRotation);
}
///
/// A short override (fewer frames than parts) falls back to placement
/// frames — a mismatched motion table must not misplace collision.
///
[Fact]
public void FromSetup_ShortOverride_FallsBackPerPart()
{
var setup = MakeTwoPartSetup();
var shortOverride = new[]
{
new Frame { Origin = new Vector3(0.85f, 0f, 1.37f), Orientation = Quaternion.Identity },
};
var shapes = ShadowShapeBuilder.FromSetup(
setup, entScale: 1f, hasPhysicsBsp: _ => true, partPoseOverride: shortOverride);
Assert.Equal(2, shapes.Count);
Assert.Equal(new Vector3(0.85f, 0f, 1.37f), shapes[0].LocalPosition); // override
Assert.Equal(new Vector3(-0.88f, -0.44f, 1.37f), shapes[1].LocalPosition); // placement fallback
}
}