using System;
using System.Collections.Generic;
using System.Numerics;
using AcDream.App.Rendering;
using AcDream.Core.Physics;
using DatReaderWriter.Enums;
using DatReaderWriter.Types;
using Xunit;
namespace AcDream.App.Tests.Rendering;
///
/// Render Residual A — the verbatim SmartBox::update_viewer
/// (acclient_2013_pseudo_c.txt:92761) orchestration in
/// : seat the sweep's start
/// cell at the head-PIVOT when indoor (via AdjustPosition →
/// find_visible_child_cell), and snap the eye to the player when there is
/// no start cell / the sweep fails.
///
public class CameraCollisionUpdateViewerTests
{
private const uint FeetCellId = 0xA9B40174u; // cellar (low ≥ 0x0100 → indoor), interior Z ≤ 94
private const uint RoomCellId = 0xA9B40171u; // cottage floor above, interior Z ≥ 94, in feet cell's stab list
private const uint LandblockId = 0xA9B40000u;
///
/// The cellar-lip case (user point 3): the player's FEET are in the low cellar
/// cell, but the head-PIVOT is up at cottage-floor level in a different cell.
/// Retail seats the sweep at the pivot's cell (AdjustPosition, pc:92832),
/// so the viewer cell is the room above — NOT the feet cell. Without the start-cell
/// port the sweep stays in the feet cell.
///
[Fact]
public void SweepEye_IndoorPivotInCellAboveFeet_SeatsStartAtPivotCell()
{
var engine = BuildTwoCellEngine();
var probe = new PhysicsCameraCollisionProbe(engine);
var feet = new Vector3(0f, 0f, 93f); // in the feet cell (Z ≤ 94)
var pivot = new Vector3(0f, 0f, 94.5f); // head, up in the room cell (Z ≥ 94)
var eye = new Vector3(0f, 3f, 95.5f); // behind + up, still in the room region, no wall
var result = probe.SweepEye(pivot, eye, cellId: FeetCellId, selfEntityId: 0u, playerPos: feet);
Assert.Equal(RoomCellId, result.ViewerCellId);
}
///
/// Retail update_viewer snaps the viewer to the player position when the
/// player has no cell (pc:92775) and as fallback 2 when the sweep fails
/// (pc:92886): set_viewer(player_pos); viewer_cell = null.
///
[Fact]
public void SweepEye_NoStartCell_SnapsToPlayer()
{
var probe = new PhysicsCameraCollisionProbe(new PhysicsEngine());
var player = new Vector3(7f, 8f, 9f);
var result = probe.SweepEye(
pivot: new Vector3(7f, 8f, 10.5f), desiredEye: new Vector3(7f, 13f, 11f),
cellId: 0u, selfEntityId: 0u, playerPos: player);
Assert.Equal(player, result.Eye);
Assert.Equal(0u, result.ViewerCellId);
}
// ── fixture ────────────────────────────────────────────────────────────
private static PhysicsEngine BuildTwoCellEngine()
{
var cache = new PhysicsDataCache();
var engine = new PhysicsEngine { DataCache = cache };
// Feet cell: interior Z ≤ 94, in its stab list the room cell above. No portals
// (so the collision sweep cannot transit to the room — the start cell is decisive).
cache.RegisterCellStructForTest(FeetCellId, MakeCell(InteriorZAtMost(94f), new uint[] { RoomCellId }));
// Room cell: interior Z ≥ 94, no walls, no portals.
cache.RegisterCellStructForTest(RoomCellId, MakeCell(InteriorZAtLeast(94f), Array.Empty()));
var heights = new byte[81];
var heightTable = new float[256];
for (int i = 0; i < 256; i++) heightTable[i] = -1000f;
engine.AddLandblock(
landblockId: LandblockId,
terrain: new TerrainSurface(heights, heightTable),
cells: Array.Empty(),
portals: Array.Empty(),
worldOffsetX: 0f,
worldOffsetY: 0f);
return engine;
}
private static CellBSPNode InteriorZAtMost(float boundary) => new()
{
SplittingPlane = new Plane(new Vector3(0f, 0f, -1f), boundary), // dist = boundary − Z ≥ 0 ⇔ Z ≤ boundary
PosNode = new CellBSPNode { Type = BSPNodeType.Leaf },
};
private static CellBSPNode InteriorZAtLeast(float boundary) => new()
{
SplittingPlane = new Plane(new Vector3(0f, 0f, 1f), -boundary), // dist = Z − boundary ≥ 0 ⇔ Z ≥ boundary
PosNode = new CellBSPNode { Type = BSPNodeType.Leaf },
};
private static CellPhysics MakeCell(CellBSPNode cellBspRoot, uint[] visibleCellIds) => new()
{
BSP = new PhysicsBSPTree { Root = new PhysicsBSPNode { Type = BSPNodeType.Leaf } },
WorldTransform = Matrix4x4.Identity,
InverseWorldTransform = Matrix4x4.Identity,
Resolved = new Dictionary(),
CellBSP = new CellBSPTree { Root = cellBspRoot },
Portals = Array.Empty(),
PortalPolygons = new Dictionary(),
VisibleCellIds = new HashSet(visibleCellIds),
};
}