acdream/tests/AcDream.Content.Tests/LandblockPhysicsContentBuilderStaticSphereTests.cs
Erik 9671af0273
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fix(physics): S2 — static publication emits authored Spheres as Spheres (AP-155 narrowed)
Both static sites (LandblockPhysicsPublisher, the headless-only
LandblockPhysicsContentBuilder) emitted an authored Setup Sphere as a
base-anchored Cylinder of radius r and height 2r. The live path emits a
Sphere for the same data, so the same object collided differently by
arrival route, and the narrow phase met a flat cap where retail meets a
curved surface. Both sites now mirror ShadowShapeBuilder.FromSetup's
Sphere block exactly.

Combined Opus review: PASS. Its numeric verification of the dispatch
test's geometry (head-sphere clearance 0.201 m for the true sphere; the
cylinder counterfactual inside by 0.10 m XY with the Z band overlapping)
is what makes the discrimination claim more than a sabotage anecdote,
and its F8 finding is applied: the test now carries a POSITIVE control —
aiming straight through the boulder's centre must block — so a
membership/seed regression can no longer masquerade as a curve-hit
pass. F4 applied: CylHeight is asserted, not inferred (the C4 lesson).
F3 applied: the deleted Quaternion.Inverse base composition is recorded
as internally coherent for the old cylinder's world-Z axis — the defect
was the shape TYPE, not that rotation math.

The review also verified the deleted-cylinder blast radius: the F2
overlay's drawn span is IDENTICAL for both shapes (old [c-r, c+r], new
[c-r, c+r]); the flood sphere's centre rises by exactly r, which cannot
change outdoor membership (XY rectangle) and lands the indoor half on
Session B's dungeon gate alongside S1B; and the sphere-branch flood is
now pinned uncapped by a genuine eleventh-shape A/B test.
PublishStaticCollision — the headless static path — gains its first
test ever.

AP-155 is NARROWED, not deleted (review F13): the has-BSP source split
(entity.MeshRefs vs setup.Parts + AnimPartChanged) survives and keeps
the row active. The shared-primitive-emitter refactor that would make
route independence a compile-time property is the filed follow-up
(review F20).

Population: 3,506 of 5,935 installed Setups, structurally equal to
AP-157's third-branch count (byte-identical classifier — three
independent routes agree: 3,605 - 99 = 3,506).

Clean-room suite at implementation: 11,253 passed / 6 skipped / 0
failed on landed S1B. Post-review-hardening: Publisher tests 25/25,
Content tests 2/2, both green.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-07 08:07:02 +02:00

111 lines
4.8 KiB
C#

using System.Collections.Immutable;
using System.Linq;
using System.Numerics;
using AcDream.Content;
using AcDream.Core.Physics;
using AcDream.Core.World;
using DatReaderWriter.DBObjs;
using DatReaderWriter.Types;
namespace AcDream.Content.Tests;
/// <summary>
/// AP-155 parity (route independence) for the second static publication site,
/// <see cref="LandblockPhysicsContentBuilder.PublishStaticCollision"/>. A
/// Setup carrying only authored Spheres (no CylSpheres) must register the
/// SAME shapes — type, local position, radius, scale — as
/// <see cref="ShadowShapeBuilder.FromSetup"/>, the LIVE path. Before the fix
/// this site emitted a height-capped Cylinder instead (base = origin - r*ẑ,
/// height = 2r), identically to <c>LandblockPhysicsPublisher</c>'s copy of
/// the same bug — see that class's tests
/// (<c>LandblockPhysicsPublisherTests.CompletePublication_SphereOnlySetup_*</c>)
/// for the dispatch-level (Cylinder-vs-Sphere narrow phase) proof; the two
/// sites share the SAME <c>ShadowObjectRegistry</c>/<c>TransitionTypes</c>
/// query code; this class only needs to prove ITS emission is correct.
/// </summary>
public sealed class LandblockPhysicsContentBuilderStaticSphereTests
{
private const uint LandblockId = 0xA9B40000u;
private const uint SetupId = 0x02000042u;
[Fact]
public void PublishStaticCollision_SphereOnlySetup_MatchesFromSetupShapeForShape()
{
var setup = new Setup();
setup.Spheres.Add(new Sphere
{
Origin = new Vector3(0.3f, -0.2f, 0.9f),
Radius = 0.55f,
});
setup.Spheres.Add(new Sphere
{
Origin = new Vector3(-0.1f, 0.4f, 1.4f),
Radius = 0.25f,
});
FlatSetupCollision flatSetup = FlatCollisionAssetBuilder.FlattenSetup(setup);
const float entScale = 1.3f;
var entity = new WorldEntity
{
Id = 0x80A9B401u,
SourceGfxObjOrSetupId = SetupId,
Position = Vector3.Zero,
Rotation = Quaternion.Identity,
Scale = entScale,
MeshRefs = Array.Empty<MeshRef>(),
};
var landblock = new LoadedLandblock(
LandblockId,
new LandBlock { Terrain = new TerrainInfo[81], Height = new byte[81] },
new[] { entity });
var collisions = new LandblockCollisionBuild(
ImmutableDictionary<uint, FlatGfxObjCollisionAsset>.Empty,
ImmutableDictionary<uint, FlatSetupCollision>.Empty.Add(SetupId, flatSetup),
ImmutableDictionary<uint, FlatCellStructureCollisionAsset>.Empty,
ImmutableDictionary<uint, FlatEnvCellTopology>.Empty,
ImmutableArray<uint>.Empty,
ImmutableArray.Create(SetupId),
ImmutableArray<uint>.Empty);
var engine = new PhysicsEngine();
var cache = new PhysicsDataCache();
LandblockPhysicsContentBuilder.CachePreparedObjects(cache, collisions);
LandblockPhysicsContentBuilder.StaticCollisionPublication publication =
LandblockPhysicsContentBuilder.PublishStaticCollision(
engine, cache, landblock, collisions, origin: Vector3.Zero);
Assert.Equal(1, publication.SetupOwnerCount);
Assert.Equal(0, publication.BspOwnerCount);
Assert.Equal(0, publication.NoCollisionCount);
// The LIVE-path oracle for the SAME Setup/scale.
var expected = ShadowShapeBuilder.FromSetup(setup, entScale, _ => false);
Assert.Equal(2, expected.Count);
Assert.All(
expected,
shape => Assert.Equal(ShadowCollisionType.Sphere, shape.CollisionType));
ShadowShape[] expectedOrdered = expected.OrderBy(shape => shape.Radius).ToArray();
// Entity registered at world origin with identity rotation, so
// RegisterMultiPart's world composition (entityWorldPos +
// Transform(shape.LocalPosition, entityWorldRot)) reduces to exactly
// shape.LocalPosition — the static entry's world Position is directly
// comparable to FromSetup's LocalPosition.
ShadowEntry[] entries = engine.ShadowObjects.AllEntriesForDebug()
.Where(entry => entry.EntityId == entity.Id)
.OrderBy(entry => entry.Radius)
.ToArray();
Assert.Equal(expectedOrdered.Length, entries.Length);
for (int i = 0; i < entries.Length; i++)
{
Assert.Equal(ShadowCollisionType.Sphere, entries[i].CollisionType);
Assert.Equal(expectedOrdered[i].LocalPosition, entries[i].Position);
Assert.Equal(expectedOrdered[i].Radius, entries[i].Radius);
Assert.Equal(expectedOrdered[i].Scale, entries[i].Scale);
// Review F4 (2026-08-07): assert, don't infer — the C4 lesson.
Assert.Equal(expectedOrdered[i].CylHeight, entries[i].CylHeight);
}
}
}