The retail movement-manager family the R4 MoveToManager port left as do-not-invent seams (decomp §9f/§9g). Faithful C# ports of retail's PositionManager facade + StickyManager + ConstraintManager + the TargetManager voyeur system, with full conformance tests. NO wiring yet — purely additive, no behavior change. Wiring (retiring TS-39 sticky + AP-79 target adapter) is R5-V2/V3. New Core classes (src/AcDream.Core/Physics/Motion/): - StickyManager (0x00555400): follow-a-target steering. adjust_offset's dense x87 mush decoded via ACE (StickyRadius 0.3, StickyTime 1.0, follow speed ×5 / fallback 15) — speed-clamped signed-distance steer + bounded turn-to-face; 1 s watchdog; Ok→initialized / non-Ok→teardown. - ConstraintManager (0x00556090): the server-position rubber-band leash. 90% IsFullyConstrained jump gate + grounded linear brake taper. Structural only — acdream never ARMS it (retail arms from SmartBox::HandleReceivedPosition, which acdream lacks, with two x87 constants BN elided). IsFullyConstrained stays false = TS-35 behavior; leash-arming + the unknown constants are a deferred issue. - PositionManager facade (0x00555160): lazy Sticky/Constraint + fan-out. - TargetManager (0x0051a370) + TargettedVoyeurInfo: the peer-to-peer voyeur subscription system (0.5 s throttle, 10 s staleness, send-on-drift-past-radius, dead-reckon GetInterpolatedPosition). A faithful superset of the AP-79 adapter — SetTarget subscribes ON the target; the target's HandleTargetting pushes updates back. - IPhysicsObjHost: the CPhysicsObj back-pointer seam (position/velocity/ radius/contact/GetObjectA + target-tracking fan-out) the App wires per entity in V2/V3. MotionDeltaFrame: mutable retail-Frame delta accumulator. Supporting: - TargetInfo extended to the full retail 10-field struct (additive defaults keep the R4 4-arg call sites compiling). - MoveToMath: signed CylinderDistanceNoZ, NormalizeCheckSmall, GlobalToLocalVec. - Rename: the misnamed AcDream.Core.Physics.PositionManager (a remote anim+interp per-frame combiner, NOT the retail facade) → RemoteMotion Combiner, freeing the name and removing the ambiguity that breaks every file importing both Physics + Physics.Motion (GameWindow will in V2/V3). Tests: 42 new conformance cases (Sticky/Constraint/Position facade + TargetManager incl. the full cross-entity voyeur round-trip). Full suite 4006 green (+2 skipped), no regressions. Decomp + ACE cross-ref + port plan: docs/research/2026-07-03-r5-managers/. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
247 lines
9.8 KiB
C#
247 lines
9.8 KiB
C#
using System;
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using System.Numerics;
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using AcDream.Core.Physics;
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using Xunit;
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namespace AcDream.Core.Tests.Physics;
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// ─────────────────────────────────────────────────────────────────────────────
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// RemoteMotionCombinerTests — 6 tests covering ComputeOffset (class renamed R5
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// from PositionManager; see RemoteMotionCombiner's class doc).
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//
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// Mirrors retail CPhysicsObj::UpdateObjectInternal (acclient @ 0x00513730).
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// Pure-function combiner: animation root motion (seqVel × dt, rotated by
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// body orientation) + InterpolationManager.AdjustOffset correction.
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// ─────────────────────────────────────────────────────────────────────────────
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public sealed class RemoteMotionCombinerTests
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{
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// ── helpers ───────────────────────────────────────────────────────────────
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private static RemoteMotionCombiner Make() => new();
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private static InterpolationManager EmptyInterp() => new();
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// =========================================================================
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// Test 1: stationary remote — both sources zero, no motion
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// =========================================================================
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[Fact]
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public void ComputeOffset_StationaryRemote_BothSourcesZero_NoMotion()
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{
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var pm = Make();
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var interp = EmptyInterp();
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Vector3 offset = pm.ComputeOffset(
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dt: 0.1,
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currentBodyPosition: Vector3.Zero,
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seqVel: Vector3.Zero,
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ori: Quaternion.Identity,
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interp: interp,
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maxSpeed: 4f);
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Assert.Equal(Vector3.Zero, offset);
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}
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// =========================================================================
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// Test 2: animation only, identity orientation, forward velocity
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// =========================================================================
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[Fact]
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public void ComputeOffset_AnimationOnly_Forward_BodyAdvances()
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{
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var pm = Make();
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var interp = EmptyInterp();
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// seqVel = (0, 4, 0), dt = 0.1 → rootMotion = (0, 0.4, 0)
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Vector3 offset = pm.ComputeOffset(
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dt: 0.1,
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currentBodyPosition: Vector3.Zero,
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seqVel: new Vector3(0f, 4f, 0f),
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ori: Quaternion.Identity,
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interp: interp,
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maxSpeed: 0f);
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Assert.Equal(0f, offset.X, precision: 4);
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Assert.Equal(0.4f, offset.Y, precision: 4);
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Assert.Equal(0f, offset.Z, precision: 4);
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}
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// =========================================================================
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// Test 3: animation only, 180° yaw around Z — body moves south (-Y)
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// =========================================================================
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[Fact]
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public void ComputeOffset_AnimationOnly_OrientedSouth_BodyMovesSouth()
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{
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var pm = Make();
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var interp = EmptyInterp();
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// 180° around Z flips +Y → -Y
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Quaternion ori = Quaternion.CreateFromAxisAngle(Vector3.UnitZ, MathF.PI);
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Vector3 offset = pm.ComputeOffset(
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dt: 0.1,
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currentBodyPosition: Vector3.Zero,
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seqVel: new Vector3(0f, 4f, 0f),
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ori: ori,
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interp: interp,
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maxSpeed: 0f);
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Assert.Equal(0f, offset.X, precision: 4);
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Assert.Equal(-0.4f, offset.Y, precision: 4);
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}
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// =========================================================================
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// Test 4: interp only, no animation — body chases queue
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// =========================================================================
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[Fact]
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public void ComputeOffset_InterpOnly_NoAnimation_BodyChasesQueue()
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{
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var pm = Make();
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var interp = new InterpolationManager();
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// Enqueue target 1m ahead on +X; body starts at origin
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interp.Enqueue(new Vector3(1f, 0f, 0f), heading: 0f, isMovingTo: false);
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// Expected catch-up: catchUpSpeed = maxSpeed × 2 = 4 × 2 = 8 m/s
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// step = 8 × 0.1 = 0.8m (< dist = 1m so no overshoot clamp)
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Vector3 offset = pm.ComputeOffset(
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dt: 0.1,
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currentBodyPosition: Vector3.Zero,
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seqVel: Vector3.Zero,
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ori: Quaternion.Identity,
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interp: interp,
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maxSpeed: 4f);
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Assert.Equal(0.8f, offset.X, precision: 3);
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Assert.Equal(0f, offset.Y, precision: 3);
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Assert.Equal(0f, offset.Z, precision: 3);
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}
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// =========================================================================
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// Test 5: both sources active — correction REPLACES root motion
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//
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// retail-faithful semantics (842dfcd, L.3.2, 2026-05-03):
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// when InterpolationManager.AdjustOffset returns a non-zero correction,
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// ComputeOffset returns the correction alone — it does NOT add root
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// motion on top. Mirrors retail's PositionManager::adjust_offset
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// (acclient @ 0x00555190) which calls Frame::operator= to OVERWRITE
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// the rootOffset frame when catch-up engages.
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// =========================================================================
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[Fact]
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public void ComputeOffset_BothActive_CorrectionReplacesRootMotion()
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{
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var pm = Make();
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var interp = new InterpolationManager();
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// Enqueue target 1m ahead on +X
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interp.Enqueue(new Vector3(1f, 0f, 0f), heading: 0f, isMovingTo: false);
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// correction ≈ (0.8, 0, 0) — replaces root motion (0, 0.4, 0).
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// retail-faithful: correction overwrites root motion, Y is dropped.
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// (842dfcd, 2026-05-03: switched from additive to replace semantics)
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Vector3 offset = pm.ComputeOffset(
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dt: 0.1,
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currentBodyPosition: Vector3.Zero,
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seqVel: new Vector3(0f, 4f, 0f),
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ori: Quaternion.Identity,
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interp: interp,
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maxSpeed: 4f);
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Assert.Equal(0.8f, offset.X, precision: 3);
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Assert.Equal(0f, offset.Y, precision: 3); // root motion dropped — correction replaces
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Assert.Equal(0f, offset.Z, precision: 3);
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}
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// =========================================================================
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// Test 6: local-to-world rotation — +90° yaw around Z
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// =========================================================================
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[Fact]
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public void ComputeOffset_LocalToWorldRotation_Yaw90()
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{
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var pm = Make();
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var interp = EmptyInterp();
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// +90° CCW around Z in right-handed coordinates:
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// body-local +Y → world -X
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Quaternion ori = Quaternion.CreateFromAxisAngle(Vector3.UnitZ, MathF.PI / 2f);
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// seqVel = (0, 1, 0), dt = 1 → rootMotionLocal = (0, 1, 0)
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// after Transform by ori → (-1, 0, 0) approximately
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Vector3 offset = pm.ComputeOffset(
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dt: 1.0,
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currentBodyPosition: Vector3.Zero,
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seqVel: new Vector3(0f, 1f, 0f),
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ori: ori,
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interp: interp,
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maxSpeed: 0f);
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Assert.Equal(-1f, offset.X, precision: 4);
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Assert.Equal(0f, offset.Y, precision: 4);
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Assert.Equal(0f, offset.Z, precision: 4);
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}
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// =========================================================================
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// Test 7: slope projection — anim root motion gains Z proportional to slope
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//
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// Lock-the-fix for the "remote running on a slope shows ~5 Hz Z staircase"
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// bug: the queue-empty fallback was returning a flat (Z=0) world motion
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// because animation cycles bake Z=0 in body-local. Projecting onto the
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// local terrain plane gives the motion a Z component matching slope angle
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// × forward speed.
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// =========================================================================
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[Fact]
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public void ComputeOffset_SeqVelFallback_SlopedTerrainNormal_ProjectsZOntoSlope()
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{
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var pm = Make();
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var interp = EmptyInterp(); // queue empty → fallback path runs
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// Slope tilted 30° eastward (+X is downhill). Plane normal points
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// up-and-east-of-vertical: (sin 30°, 0, cos 30°) = (0.5, 0, 0.866).
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Vector3 N = Vector3.Normalize(new Vector3(0.5f, 0f, MathF.Sqrt(3f) / 2f));
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// Body running due east at 4 m/s, dt = 1s → rootMotionWorld initially
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// (4, 0, 0). After projection onto the plane:
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// into = dot((4,0,0), (0.5,0,0.866)) = 2.0
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// result = (4,0,0) - (0.5,0,0.866) * 2.0 = (3.0, 0, -1.732)
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// i.e. body moves east AND descends ~1.73m for the second.
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Vector3 offset = pm.ComputeOffset(
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dt: 1.0,
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currentBodyPosition: Vector3.Zero,
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seqVel: new Vector3(4f, 0f, 0f),
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ori: Quaternion.Identity,
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interp: interp,
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maxSpeed: 0f,
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terrainNormal: N);
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Assert.Equal( 3.000f, offset.X, precision: 3);
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Assert.Equal( 0.000f, offset.Y, precision: 3);
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Assert.Equal(-1.732f, offset.Z, precision: 3);
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}
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[Fact]
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public void ComputeOffset_SeqVelFallback_FlatTerrainNormal_NoZChange()
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{
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var pm = Make();
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var interp = EmptyInterp();
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// Flat ground: normal = +Z. Projection should be a no-op.
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Vector3 offset = pm.ComputeOffset(
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dt: 0.1,
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currentBodyPosition: Vector3.Zero,
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seqVel: new Vector3(0f, 4f, 0f),
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ori: Quaternion.Identity,
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interp: interp,
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maxSpeed: 0f,
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terrainNormal: Vector3.UnitZ);
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Assert.Equal(0f, offset.X, precision: 4);
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Assert.Equal(0.4f, offset.Y, precision: 4);
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Assert.Equal(0f, offset.Z, precision: 4);
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}
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}
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