acdream/tests/AcDream.Core.Tests/Physics/CellTransitFindCellSetTests.cs
Erik e6369e266f feat(physics): A4 — CellTransit.FindCellSet overload exposes candidate set
Refactors FindCellList to delegate to a private helper
(BuildCellSetAndPickContaining) that returns BOTH the containing cell
id AND the full candidate HashSet. Public surface gains a new
FindCellSet overload; existing FindCellList behavior is unchanged.

Used by the upcoming Transition.CheckOtherCells (Phase A4) to iterate
every cell the sphere overlaps for per-cell BSP collision. Mirrors
retail's CObjCell::find_cell_list filling both cell_array AND var_4c
at acclient_2013_pseudo_c.txt:272725.

Three new unit tests cover sphere-fully-inside-primary,
sphere-straddling-portal, and outdoor-seed-neighbour-landcells cases.

Spec: docs/superpowers/specs/2026-05-20-phase-a4-multi-cell-bsp-design.md
Plan: docs/superpowers/plans/2026-05-20-phase-a4-multi-cell-bsp.md

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-20 16:11:31 +02:00

137 lines
5.7 KiB
C#

using System.Collections.Generic;
using System.Linq;
using System.Numerics;
using DatReaderWriter.Enums;
using DatReaderWriter.Types;
using AcDream.Core.Physics;
using Xunit;
namespace AcDream.Core.Tests.Physics;
public class CellTransitFindCellSetTests
{
// ──────────────────────────────────────────────────────────────────
// Helpers — mirror CellTransitFindTransitCellsSphereTests.cs pattern
// ──────────────────────────────────────────────────────────────────
private static CellPhysics MakeCellWithPortalAtRightWall(
Matrix4x4 worldTransform, uint otherCellId, ushort flags)
{
var portalPoly = new ResolvedPolygon
{
Vertices = new[]
{
new Vector3(2.5f, -2.5f, 0f),
new Vector3(2.5f, 2.5f, 0f),
new Vector3(2.5f, 2.5f, 5f),
new Vector3(2.5f, -2.5f, 5f),
},
Plane = new Plane(new Vector3(1, 0, 0), -2.5f), // x = 2.5
NumPoints = 4,
SidesType = CullMode.None,
};
Matrix4x4.Invert(worldTransform, out var inv);
return new CellPhysics
{
WorldTransform = worldTransform,
InverseWorldTransform = inv,
Resolved = new Dictionary<ushort, ResolvedPolygon>(),
PortalPolygons = new Dictionary<ushort, ResolvedPolygon> { [10] = portalPoly },
Portals = new[]
{
new PortalInfo(otherCellId: (ushort)otherCellId, polygonId: 10, flags: flags),
},
CellBSP = new CellBSPTree
{
Root = new CellBSPNode { Type = BSPNodeType.Leaf },
}
};
}
// ──────────────────────────────────────────────────────────────────
// Tests
// ──────────────────────────────────────────────────────────────────
[Fact]
public void Sphere_FullyInsidePrimaryCell_ReturnsOnlyPrimary()
{
var cellA = MakeCellWithPortalAtRightWall(Matrix4x4.Identity, otherCellId: 0x0101, flags: 0);
var cache = new PhysicsDataCache();
cache.RegisterCellStructForTest(0xA9B40100u, cellA);
// Sphere far from any portal — local x=-1, reach to x=-0.5; portal at x=2.5.
var sphereCenter = new Vector3(-1.0f, 0f, 2.5f);
uint containing = CellTransit.FindCellSet(
cache, sphereCenter, sphereRadius: 0.5f,
currentCellId: 0xA9B40100u,
out var cellSet);
Assert.Equal(0xA9B40100u, containing);
Assert.Single(cellSet);
Assert.Contains(0xA9B40100u, cellSet);
}
[Fact]
public void Sphere_StraddlingPortal_ReturnsBothCells()
{
var cellA = MakeCellWithPortalAtRightWall(Matrix4x4.Identity, otherCellId: 0x0101, flags: 0);
var cellBT = Matrix4x4.CreateTranslation(new Vector3(5f, 0f, 0f));
Matrix4x4.Invert(cellBT, out var cellBInv);
var cellB = new CellPhysics
{
WorldTransform = cellBT,
InverseWorldTransform = cellBInv,
Resolved = new Dictionary<ushort, ResolvedPolygon>(),
CellBSP = new CellBSPTree
{
Root = new CellBSPNode { Type = BSPNodeType.Leaf },
}
};
var cache = new PhysicsDataCache();
cache.RegisterCellStructForTest(0xA9B40100u, cellA);
cache.RegisterCellStructForTest(0xA9B40101u, cellB);
// Sphere center at local x=2.0, radius=0.5 → reaches x=2.5 = portal plane.
var sphereCenter = new Vector3(2.0f, 0f, 2.5f);
uint containing = CellTransit.FindCellSet(
cache, sphereCenter, sphereRadius: 0.5f,
currentCellId: 0xA9B40100u,
out var cellSet);
Assert.Contains(0xA9B40100u, cellSet);
Assert.Contains(0xA9B40101u, cellSet);
}
[Fact]
public void FindCellSet_OutdoorSeed_IncludesNeighbourLandcells()
{
var cache = new PhysicsDataCache();
// Outdoor seed near a cell boundary — expand to neighbours via
// AddAllOutsideCells. Landcells have no CellPhysics in cache, so
// they appear in the set but the containing-cell loop falls back
// to currentCellId. The point of this test: the SET captures
// them even though FindCellList's single-uint return cannot.
//
// World coords for landblock 0xA9B4FFFF: origin at
// (0xA9*192, 0xB4*192) = (32448, 34560). Cell grid(0,0) covers
// world XY in [(32448,34560), (32472,34584)). Place the sphere
// center near the east boundary of grid(0,0) so AddAllOutsideCells
// adds the east neighbour grid(1,0).
uint lbPrefix = 0xA9B40000u;
float lbX = ((lbPrefix >> 24) & 0xFFu) * 192f;
float lbY = ((lbPrefix >> 16) & 0xFFu) * 192f;
var sphereCenter = new Vector3(lbX + 23.8f, lbY + 12f, 0f);
uint containing = CellTransit.FindCellSet(
cache, sphereCenter, sphereRadius: 0.5f,
currentCellId: 0xA9B40001u, // outdoor cell, low byte < 0x100
out var cellSet);
Assert.Equal(0xA9B40001u, containing);
Assert.True(cellSet.Count >= 2, $"Expected ≥2 cells in set (primary + east neighbour), got {cellSet.Count}");
}
}