using System; using System.Collections.Generic; using System.IO; using System.Linq; using System.Numerics; using AcDream.Core.Physics; using DatReaderWriter.Enums; using DatReaderWriter.Types; using Xunit; namespace AcDream.Core.Tests.Physics; /// /// A6.P3 issue #98 (2026-05-23) — deterministic TRAJECTORY replay /// harness for the cottage cellar-ascent failure. Drives /// through N physics /// ticks against pre-loaded cell fixtures, capturing a per-tick /// trajectory record. /// /// /// Unlike (which tests a SINGLE /// failing-frame's geometry against our walkable predicates), this /// harness drives MANY ticks through the full engine to reproduce the /// trajectory itself — once the fixtures support it (see below). /// /// ///

Status as of 2026-05-23 evening: harness mechanics WORK, fixtures /// INCOMPLETE.

/// /// /// The harness compiles and runs the engine through N ticks in /// < 100 ms total. Two findings during commissioning: /// /// /// /// The three issue-#98 cell fixtures /// (tests/AcDream.Core.Tests/Fixtures/issue98/0xA9B40*.json) /// contain ONLY axis-aligned polygons — cellar floor, cellar /// ceiling, four cellar walls, cottage floor, cottage walls. The /// live capture's CELLAR RAMP polygon /// (normal ≈ (0, ±0.719, 0.695)) is NOT in any of the /// fixtures. Without it the harness can't reproduce the climb /// trajectory — the sphere walks across the cellar floor /// horizontally and never encounters a slope. /// Independently: at the sphere's initial position resting on /// the cellar floor, the engine reports /// hit=yes n=(0,0,1) walkable=False on tick 1 and rejects /// the forward move. The grounded state flips off and subsequent /// ticks proceed as airborne (no Z change). This may be a real /// engine bug (touching the floor classified as non-walkable /// collision) or a fixture issue (cellar floor poly's /// containment test mis-firing). Either way, the harness /// exposes it deterministically — that's the point. /// /// /// /// Before this harness can drive issue-#98 trajectory fix attempts, /// the fixtures need a re-capture that includes: /// /// /// /// The cellar ramp polygon (whichever cell it actually lives /// in — the live capture said cellar cell 0xA9B40147, /// but our dump doesn't have it; investigate /// to see whether some /// polygons are being skipped during capture). /// Any neighboring cells the sphere may transit into during /// the climb (the live capture's /// [cell-set-summary] showed overlap with /// 0xA9B40143 and 0xA9B40146, both already in /// the fixture set — but additional cells beyond these may /// appear at tick boundaries we haven't observed). /// /// /// /// The current tests document the harness mechanics + the two /// findings above. When fixtures are re-captured, flip /// 's assertion /// to require a successful climb and add additional tests for the /// trajectory shape. /// ///
public class CellarUpTrajectoryReplayTests { // ── Cellar / cottage geometry constants ──────────────────────── private const uint CellarId = 0xA9B40147u; private const uint CottageNeighborA = 0xA9B40143u; private const uint CottageNeighborB = 0xA9B40146u; private const float CellarFloorZ = 90.95f; private const float CottageFloorZ = 94.00f; private const float SphereRadius = 0.48f; private const float SphereHeight = 1.20f; private const float StepUpHeight = 0.60f; private const float StepDownHeight = 0.04f; /// /// Sphere center starts exactly at its natural resting position on /// the cellar floor: bottom on floor, center at Z = floor + radius. /// Y=9.5 is ~0.75 m before the ramp foot at Y=8.75 (live-capture /// ramp plane: 0.719·y + 0.695·z = 69.5035 → y=8.75 at z=90.95). /// X=141.5 matches the live capture's X. /// private static readonly Vector3 InitialSphereWorld = new(141.5f, 9.5f, CellarFloorZ + SphereRadius); /// /// Per-tick forward offset (−Y direction toward the ramp). /// Magnitude (~0.10 m) matches the live capture's observed per-tick /// requested offset. /// private static readonly Vector3 PerTickOffset = new(0f, -0.10f, 0f); private const int SimulationTicks = 200; // ─────────────────────────────────────────────────────────────── // Tests // ─────────────────────────────────────────────────────────────── /// /// Confirms the harness compiles, the engine runs the simulation, /// and a trajectory comes back with the expected number of points. /// Does NOT assert on trajectory CONTENT — fixture limitations /// (see class summary) make content-level assertions premature. /// [Fact] public void Harness_CompilesAndRunsSimulation() { var (engine, _) = BuildEngineWithCellarFixtures(); var body = BuildInitialBody(); var trajectory = SimulateTicks(engine, body, CellarId, SimulationTicks); Assert.Equal(SimulationTicks + 1, trajectory.Count); Assert.Equal(0, trajectory[0].Tick); Assert.Equal(SimulationTicks, trajectory[^1].Tick); } /// /// Diagnostic dump: print the first 10 trajectory points + the /// engine's resolve-probe decisions. Useful when investigating /// what the harness is actually doing. /// [Fact] public void Harness_DiagnosticDump_FirstTenTicks() { PhysicsDiagnostics.ProbeResolveEnabled = true; PhysicsDiagnostics.ProbeStepWalkEnabled = true; PhysicsDiagnostics.ProbeIndoorBspEnabled = true; PhysicsDiagnostics.ProbePolyDumpEnabled = true; try { var (engine, _) = BuildEngineWithCellarFixtures(); var body = BuildInitialBody(); var trajectory = SimulateTicks(engine, body, CellarId, 2); var msg = "Trajectory (2 ticks):\n " + string.Join("\n ", trajectory.Select(p => $"tick={p.Tick} pos=({p.Position.X:F4},{p.Position.Y:F4},{p.Position.Z:F4}) " + $"cell=0x{p.CellId:X8} onGround={p.IsOnGround} cpValid={p.CpValid}")); // Always pass — this is a diagnostic test; the probe // output appears in the test runner's captured stdout // and the trajectory in the assertion message on failure. Assert.True(true, msg); } finally { PhysicsDiagnostics.ProbeResolveEnabled = false; PhysicsDiagnostics.ProbeStepWalkEnabled = false; PhysicsDiagnostics.ProbeIndoorBspEnabled = false; PhysicsDiagnostics.ProbePolyDumpEnabled = false; } } /// /// Experiment: drive without a PhysicsBody (no CP seeding, no /// cross-tick state). Tests whether the airborne-at-tick-1 issue /// is caused by the seeded CP creating a false collision against /// the cellar floor. /// [Fact] public void Harness_DiagnosticDump_NoBodySeed() { PhysicsDiagnostics.ProbeResolveEnabled = true; try { var (engine, _) = BuildEngineWithCellarFixtures(); uint cellId = CellarId; bool isOnGround = true; Vector3 pos = InitialSphereWorld; var trajectory = new List { new(0, pos, cellId, isOnGround, false), }; for (int tick = 1; tick <= 10; tick++) { Vector3 target = pos + PerTickOffset; var result = engine.ResolveWithTransition( pos, target, cellId, SphereRadius, SphereHeight, StepUpHeight, StepDownHeight, isOnGround, body: null, // ← no body, no CP seed moverFlags: ObjectInfoState.IsPlayer | ObjectInfoState.EdgeSlide, movingEntityId: 0); pos = result.Position; cellId = result.CellId; isOnGround = result.IsOnGround; trajectory.Add(new(tick, pos, cellId, isOnGround, false)); } var msg = "No-body trajectory (10 ticks):\n " + string.Join("\n ", trajectory.Select(p => $"tick={p.Tick} pos=({p.Position.X:F4},{p.Position.Y:F4},{p.Position.Z:F4}) " + $"onGround={p.IsOnGround}")); Assert.True(true, msg); } finally { PhysicsDiagnostics.ProbeResolveEnabled = false; } } /// /// Documents the deep-investigation finding (2026-05-23 evening /// extension): the seeded grounded sphere still goes airborne at /// tick 1 with hit=(0,1,0) — a +Y wall normal that doesn't match /// any registered geometry. The hit is set by ValidateTransition /// after the inner TransitionalInsert returns Collided, but the /// source of the (0,1,0) inside TransitionalInsert is not yet /// isolated. /// /// /// Investigation excluded: /// /// Stub landblock terrain (removed; same hit) /// Synthetic stair GfxObj (removed; same hit) /// Cell BSP=null on Hydrate (attached synthetic BSP; same hit) /// WalkablePolygon NOT seeded vs seeded (seeded now: walkable=True survives, but (0,1,0) hit remains) /// Initial sphere Z lift 0.0 vs 0.05 m (same hit) /// PhysicsBody seeded vs body=null (same hit) /// /// /// /// /// Next session's investigation move: build a side-by-side /// instrumentation harness that calls the EXACT same /// ResolveWithTransition invocation as production's /// PlayerMovementController, with identical body state, and /// compare per-tick state divergence. The harness setup must be /// missing some piece of state that production carries from a /// prior live tick — find what piece. /// /// [Fact] public void Harness_Finding_SphereGoesAirborneAtTick1() { var (engine, _) = BuildEngineWithCellarFixtures(); var body = BuildInitialBody(); var trajectory = SimulateTicks(engine, body, CellarId, 3); Assert.True(trajectory[0].IsOnGround, "Tick 0 is the seeded starting state and must report grounded."); Assert.False(trajectory[1].IsOnGround, "Open finding: at tick 1 the engine reports the sphere is NOT " + "grounded, even though it started seeded with ContactPlane + " + "WalkablePolygon on the cellar floor and the cell has a " + "synthetic BSP wrapping every polygon. Hit normal is (0,1,0) — " + "doesn't match any registered geometry. Source of (0,1,0) " + "inside TransitionalInsert is not yet isolated. See the class " + "doc for the exclusion list and next investigation move."); } /// /// Perf budget for the harness: 200 ticks must complete in well /// under 500 ms. If this ever fails, the inner loop has regressed /// and the whole point of the harness — fast iteration on physics /// fixes — is at risk. /// [Fact] public void Harness_SimulationRunsInUnder500ms() { var (engine, _) = BuildEngineWithCellarFixtures(); var body = BuildInitialBody(); var sw = System.Diagnostics.Stopwatch.StartNew(); _ = SimulateTicks(engine, body, CellarId, SimulationTicks); sw.Stop(); Assert.True(sw.ElapsedMilliseconds < 500, $"200-tick simulation should complete in under 500 ms. " + $"Took: {sw.ElapsedMilliseconds} ms."); } /// /// A6.P3 #98 (2026-05-23 evening apparatus extension) — smoke-tests /// the probe. Drives 3 ticks with /// capture enabled, then reads the JSON-Lines file back and verifies: /// /// One record per call. /// Inputs round-trip (currentPos, targetPos, cellId, flags). /// Body-before and body-after snapshots are present. /// /// This proves the production probe is wire-correct before we ask the /// user to run a live capture in the cellar — if this test passes, the /// only variable left is what's different about the live run. /// [Fact] public void Capture_WritesJsonLinesRecordsWhenIsPlayerAndEnabled() { string capturePath = Path.Combine( Path.GetTempPath(), $"acdream_capture_{Guid.NewGuid():N}.jsonl"); try { PhysicsResolveCapture.CapturePath = capturePath; PhysicsResolveCapture.ResetTickCounter(); var (engine, _) = BuildEngineWithCellarFixtures(); var body = BuildInitialBody(); _ = SimulateTicks(engine, body, CellarId, 3); PhysicsResolveCapture.Close(); Assert.True(File.Exists(capturePath), "Capture file should exist."); var lines = File.ReadAllLines(capturePath); Assert.Equal(3, lines.Length); var records = lines .Select(static l => System.Text.Json.JsonSerializer.Deserialize( l, CaptureJsonOptions)) .ToList(); // Tick monotonic 0,1,2. Assert.Equal(0, records[0]!.Tick); Assert.Equal(1, records[1]!.Tick); Assert.Equal(2, records[2]!.Tick); // Inputs at tick 0 must match the harness's initial position. var firstInput = records[0]!.Input; Assert.Equal(InitialSphereWorld.X, firstInput.CurrentPos.X, 4); Assert.Equal(InitialSphereWorld.Y, firstInput.CurrentPos.Y, 4); Assert.Equal(InitialSphereWorld.Z, firstInput.CurrentPos.Z, 4); Assert.Equal(CellarId, firstInput.CellId); Assert.True(firstInput.IsOnGround, "First tick is seeded grounded."); // Body before + after snapshots present. Assert.NotNull(records[0]!.BodyBefore); Assert.NotNull(records[0]!.BodyAfter); // Body-before's ContactPlane should match the seeded floor plane. var cpBefore = records[0]!.BodyBefore!.ContactPlane; Assert.Equal(0f, cpBefore.Normal.X, 5); Assert.Equal(0f, cpBefore.Normal.Y, 5); Assert.Equal(1f, cpBefore.Normal.Z, 5); Assert.Equal(-CellarFloorZ, cpBefore.D, 3); } finally { PhysicsResolveCapture.CapturePath = null; PhysicsResolveCapture.Close(); if (File.Exists(capturePath)) File.Delete(capturePath); } } /// /// Capture is filtered to IsPlayer mover flag. Calls without /// that flag (NPC, remote dead-reckoning) must NOT pollute the /// capture file. /// [Fact] public void Capture_SkipsNonPlayerCalls() { string capturePath = Path.Combine( Path.GetTempPath(), $"acdream_capture_npc_{Guid.NewGuid():N}.jsonl"); try { PhysicsResolveCapture.CapturePath = capturePath; PhysicsResolveCapture.ResetTickCounter(); var (engine, _) = BuildEngineWithCellarFixtures(); var body = BuildInitialBody(); // Drive 3 ticks WITHOUT IsPlayer flag — simulates an NPC path. uint cellId = CellarId; bool isOnGround = true; for (int i = 0; i < 3; i++) { Vector3 target = body.Position + PerTickOffset; var result = engine.ResolveWithTransition( body.Position, target, cellId, SphereRadius, SphereHeight, StepUpHeight, StepDownHeight, isOnGround, body: body, moverFlags: ObjectInfoState.EdgeSlide, // ← no IsPlayer movingEntityId: 0); body.Position = result.Position; cellId = result.CellId; isOnGround = result.IsOnGround; } PhysicsResolveCapture.Close(); // No records written because no IsPlayer call ran. Assert.False(File.Exists(capturePath), "Capture file should NOT exist when only non-player calls ran."); } finally { PhysicsResolveCapture.CapturePath = null; PhysicsResolveCapture.Close(); if (File.Exists(capturePath)) File.Delete(capturePath); } } /// /// Shared deserialization options matching /// 's serializer. IncludeFields /// is required because Vector3/Quaternion/Plane store components as /// fields, not properties. /// public static readonly System.Text.Json.JsonSerializerOptions CaptureJsonOptions = new() { IncludeFields = true, PropertyNamingPolicy = System.Text.Json.JsonNamingPolicy.CamelCase, }; // ─────────────────────────────────────────────────────────────── // Harness internals // ─────────────────────────────────────────────────────────────── /// /// One point in the simulated trajectory. Captured per tick. /// public sealed record TrajectoryPoint( int Tick, Vector3 Position, uint CellId, bool IsOnGround, bool CpValid); /// /// Builds a with: /// /// The three issue-#98 cottage/cellar cell fixtures registered. /// A stub landblock so TryGetLandblockContext succeeds /// at the cellar XY (needed for FindObjCollisions to query /// the shadow registry). /// A SYNTHETIC stair-piece GfxObj containing the cellar ramp /// polygon, registered as a ShadowEntry scoped to the cellar /// cell. Reconstructed programmatically from the live-capture /// [poly-dump] data /// (docs/research/2026-05-21-a6-captures/scen4_cottage_cellar_polydump/acdream.log), /// transformed to world coordinates so the registered object /// sits at world origin with identity rotation/scale. /// /// private static (PhysicsEngine engine, PhysicsDataCache cache) BuildEngineWithCellarFixtures() { var cache = new PhysicsDataCache(); var engine = new PhysicsEngine { DataCache = cache }; // ── 1. Cell fixtures (existing) + synthetic BSP ────────────── // CellDumpSerializer.Hydrate intentionally sets BSP=null (the DAT // PhysicsBSPTree isn't in the dump format). Without a non-null BSP, // FindEnvCollisions's indoor branch (TransitionTypes.cs:1840) is // skipped — the engine falls through to outdoor terrain queries // that produce spurious wall hits. Construct a single-leaf BSP // wrapping the cell's Resolved polygons, so the indoor path fires // like production. foreach (var cellId in new[] { CellarId, CottageNeighborA, CottageNeighborB }) { var path = Path.Combine(FixtureDir, $"0x{cellId:X8}.json"); Assert.True(File.Exists(path), $"Fixture missing: {path}. Re-run cell-dump capture " + $"(commit 3f56915 captured the originals)."); var dump = CellDumpSerializer.Read(path); var cell = CellDumpSerializer.Hydrate(dump); var cellWithBsp = AttachSyntheticBsp(cell); cache.RegisterCellStructForTest(cellId, cellWithBsp); } // ── 2. NO landblock registered ────────────────────────────── // Without a landblock, SampleTerrainWalkable returns null and // FindEnvCollisions's outdoor-fallback path returns OK without // running ValidateWalkable on stub terrain. This is the right // shape for indoor-only tests — the cell's BSP would handle // collision if hydrated, and falling through to stub terrain // produces spurious (0,1,0) wall hits. FindObjCollisions also // early-returns without landblock context (line 2153 of // TransitionTypes.cs), so the synthetic stair GfxObj is also // skipped — fine for the airborne-at-tick-1 isolation. // ── 3. Synthetic stair-piece GfxObj + ShadowEntry ────────── // Temporarily disabled while debugging the airborne-at-tick-1 // issue. Re-enable once the cell-BSP-is-null + landblock-stub // interaction is understood, AND we have a way to register // the stair without needing a landblock (e.g., extend // FindObjCollisions to query cellScope-only shadows without // landblock context). // RegisterStairRampGfxObj(engine, cache); return (engine, cache); } /// /// Wraps a hydrated with a synthetic /// single-leaf that references every /// polygon in cell.Resolved. CellDumpSerializer.Hydrate /// intentionally sets BSP=null (per its xmldoc) because the dump /// format doesn't capture the DAT BSP tree. Without a non-null BSP, /// FindEnvCollisions's indoor branch is skipped — the engine then /// falls through to outdoor terrain queries that misfire. A flat /// single-leaf BSP is sufficient for the BSP query to find every /// polygon by exhaustive iteration (slower than a real BSP but /// correct). /// private static CellPhysics AttachSyntheticBsp(CellPhysics cell) { // Compute a bounding sphere that encompasses every polygon in the // cell — center at the origin of the cell's WORLD transform plus // a margin radius. The cellar fixture is ~12 m × 12 m × 3 m. var bsphereCenter = new Vector3(0f, 0f, 0f); // cell local var bsphereRadius = 15f; var leaf = new PhysicsBSPNode { Type = BSPNodeType.Leaf, BoundingSphere = new Sphere { Origin = bsphereCenter, Radius = bsphereRadius }, }; foreach (var kv in cell.Resolved) leaf.Polygons.Add(kv.Key); var bspTree = new PhysicsBSPTree { Root = leaf }; // CellPhysics has init-only properties; rebuild a new instance // with BSP set, copying every other field unchanged. return new CellPhysics { BSP = bspTree, PhysicsPolygons = cell.PhysicsPolygons, Vertices = cell.Vertices, WorldTransform = cell.WorldTransform, InverseWorldTransform = cell.InverseWorldTransform, Resolved = cell.Resolved, CellBSP = cell.CellBSP, Portals = cell.Portals, PortalPolygons = cell.PortalPolygons, VisibleCellIds = cell.VisibleCellIds, }; } /// /// Constructs a synthetic GfxObj containing the cellar ramp polygon /// in WORLD coordinates and registers it as a ShadowEntry scoped to /// the cellar cell. The polygon's vertices + normal are reproduced /// from the live capture's [poly-dump] data (commit pre-3f56915), /// transformed to world frame so the GfxObj can sit at world origin /// with identity rotation/scale (simplifies the /// FindObjCollisions local-to-world transform). /// /// /// Live capture's local polygon vertices (in building frame): /// (0.8,-1.59,-1.5), (0.8,1.31,1.5), (-0.8,1.31,1.5), (-0.8,-1.59,-1.5). /// Building's world transform: origin (141.5, 7.155, 92.455), 180° yaw /// around Z. After applying yaw + translation, world vertices are: /// (140.7, 8.745, 90.955), (140.7, 5.845, 93.955), /// (142.3, 5.845, 93.955), (142.3, 8.745, 90.955). /// World normal = (0, 0.719, 0.695), world d = -69.5035 — matches /// the live cdb capture exactly. /// /// private static void RegisterStairRampGfxObj(PhysicsEngine engine, PhysicsDataCache cache) { const ushort RampPolyId = 0x0008; const uint StairGfxId = 0xDEADBEEFu; const uint StairEntityId = 0xC0FFEE00u; // World-frame vertices (winding order preserved from live capture). var v0 = new Vector3(140.7f, 8.745f, 90.955f); // ramp foot, X=-side var v1 = new Vector3(140.7f, 5.845f, 93.955f); // ramp top, X=-side var v2 = new Vector3(142.3f, 5.845f, 93.955f); // ramp top, X=+side var v3 = new Vector3(142.3f, 8.745f, 90.955f); // ramp foot, X=+side var verts = new[] { v0, v1, v2, v3 }; // Compute normal from cross(v1-v0, v3-v0). var edge0 = v1 - v0; var edge1 = v3 - v0; var normal = Vector3.Normalize(Vector3.Cross(edge0, edge1)); // Plane equation: N·p + d = 0 → d = -N·v0. float d = -Vector3.Dot(normal, v0); var resolved = new Dictionary { [RampPolyId] = new ResolvedPolygon { Vertices = verts, Plane = new System.Numerics.Plane(normal, d), NumPoints = 4, SidesType = CullMode.Landblock, }, }; // Minimal one-leaf BSP containing the ramp poly. Bounding sphere // encompasses the polygon (center at poly centroid). var leaf = new PhysicsBSPNode { Type = BSPNodeType.Leaf, BoundingSphere = new Sphere { Origin = new Vector3(141.5f, 7.295f, 92.455f), Radius = 3.0f, }, }; leaf.Polygons.Add(RampPolyId); var bspTree = new PhysicsBSPTree { Root = leaf }; var gfxPhysics = new GfxObjPhysics { BSP = bspTree, PhysicsPolygons = new Dictionary(), Vertices = new VertexArray(), Resolved = resolved, BoundingSphere = leaf.BoundingSphere, }; cache.RegisterGfxObjForTest(StairGfxId, gfxPhysics); // ShadowEntry: object at world origin (0,0,0), identity rotation, // scale 1.0 — keeps the polygon's WORLD-frame vertices intact // through the FindObjCollisions local-transform math. // cellScope = CellarId so the entry is only queried when the sphere // is in cellar cell (matches retail's per-cell shadow scoping for // interior statics — Issue #91 family). engine.ShadowObjects.Register( entityId: StairEntityId, gfxObjId: StairGfxId, worldPos: Vector3.Zero, rotation: Quaternion.Identity, radius: 5.0f, worldOffsetX: 0f, worldOffsetY: 0f, landblockId: 0xA9B40000u, collisionType: ShadowCollisionType.BSP, scale: 1.0f, cellScope: CellarId); } /// /// Sphere on the cellar floor with BOTH a seeded ContactPlane AND a /// seeded WalkablePolygon. Both are required by the engine to treat /// the body as truly grounded: /// /// ContactPlaneValid + ContactPlane: copied into /// CollisionInfo.ContactPlane via the body parameter /// seeding in . /// WalkablePolygonValid + WalkablePlane + /// WalkableVertices: read by /// lines /// 665-673 to call SpherePath.SetWalkable(...), which /// sets HasWalkablePolygon=true. Without this, the /// engine treats the sphere as "grounded but with no walkable /// polygon anchor" — a contradictory state that fires step-down /// probes which reject and clear the grounded flag. /// /// private static PhysicsBody BuildInitialBody() => new() { Position = InitialSphereWorld, Orientation = Quaternion.Identity, // ContactPlane: cellar floor at world Z=90.95. ContactPlaneValid = true, ContactPlane = new System.Numerics.Plane(0f, 0f, 1f, -CellarFloorZ), ContactPlaneCellId = CellarId, // WalkablePolygon: cellar floor poly 24 (the cellar quad under // sphere XY=(141.5, 9.5)), transformed to world coordinates via // the cell's 180° yaw + origin (130.5, 11.5, 94.0). Local verts // [(-11.6, 0, -3.05), (-11.6, 3.1, -3.05), (-9.6, 3.1, -3.05), // (-9.6, 0, -3.05)] → world [(142.1, 11.5, 90.95), // (142.1, 8.4, 90.95), (140.1, 8.4, 90.95), (140.1, 11.5, 90.95)]. WalkablePolygonValid = true, WalkablePlane = new System.Numerics.Plane(0f, 0f, 1f, -CellarFloorZ), WalkableVertices = new[] { new Vector3(142.1f, 11.5f, 90.95f), new Vector3(142.1f, 8.4f, 90.95f), new Vector3(140.1f, 8.4f, 90.95f), new Vector3(140.1f, 11.5f, 90.95f), }, WalkableUp = Vector3.UnitZ, TransientState = TransientStateFlags.Contact | TransientStateFlags.OnWalkable, }; /// /// Drives physics ticks. Each tick /// applies as the requested forward /// motion, calls , /// writes the result back to , and records /// a . /// /// /// Cross-tick ContactPlane persistence is via /// — the engine writes its final CP back to the body, then reads /// it as the seed for the next tick. This mirrors the production /// pattern in PlayerMovementController. /// /// private static List SimulateTicks( PhysicsEngine engine, PhysicsBody body, uint initialCellId, int tickCount) { uint cellId = initialCellId; bool isOnGround = true; var trajectory = new List(tickCount + 1) { new(0, body.Position, cellId, isOnGround, body.ContactPlaneValid), }; for (int tick = 1; tick <= tickCount; tick++) { Vector3 target = body.Position + PerTickOffset; var result = engine.ResolveWithTransition( currentPos: body.Position, targetPos: target, cellId: cellId, sphereRadius: SphereRadius, sphereHeight: SphereHeight, stepUpHeight: StepUpHeight, stepDownHeight: StepDownHeight, isOnGround: isOnGround, body: body, moverFlags: ObjectInfoState.IsPlayer | ObjectInfoState.EdgeSlide, movingEntityId: 0); body.Position = result.Position; cellId = result.CellId; isOnGround = result.IsOnGround; trajectory.Add(new( tick, body.Position, cellId, isOnGround, body.ContactPlaneValid)); } return trajectory; } private static string FixtureDir => Path.Combine(SolutionRoot(), "tests", "AcDream.Core.Tests", "Fixtures", "issue98"); private static string SolutionRoot() { var dir = AppContext.BaseDirectory; while (!string.IsNullOrEmpty(dir)) { if (File.Exists(Path.Combine(dir, "AcDream.slnx"))) return dir; dir = Path.GetDirectoryName(dir); } throw new InvalidOperationException( "Could not locate AcDream.slnx from " + AppContext.BaseDirectory); } }