Port the first retail precipice-slide slice from named retail/ACE: terrain and BSP walkable hits now preserve polygon vertices, failed step-down edges back-probe to rediscover the walkable polygon, and edge-slide can run precipice/cliff slide instead of only hard-stopping. Adds pseudocode anchors plus regression coverage for terrain polygon context and loaded-terrain boundary edge-slide. Co-authored-by: Codex <codex@openai.com>
334 lines
12 KiB
C#
334 lines
12 KiB
C#
using System;
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using System.Collections.Generic;
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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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public class PhysicsEngineTests
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{
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private static float[] LinearHeightTable()
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{
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var table = new float[256];
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for (int i = 0; i < 256; i++) table[i] = i * 1.0f;
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return table;
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}
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private static byte[] FlatHeightmap(byte value = 50)
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{
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var heights = new byte[81];
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Array.Fill(heights, value);
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return heights;
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}
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private PhysicsEngine MakeFlatEngine(float terrainZ = 50f)
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{
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var engine = new PhysicsEngine();
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var terrain = new TerrainSurface(FlatHeightmap((byte)terrainZ), LinearHeightTable());
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engine.AddLandblock(0xA9B4FFFFu, terrain, Array.Empty<CellSurface>(), Array.Empty<PortalPlane>(),
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worldOffsetX: 0f, worldOffsetY: 0f);
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return engine;
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}
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[Fact]
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public void Resolve_FlatTerrain_ZMatchesTerrain()
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{
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var engine = MakeFlatEngine(terrainZ: 50f);
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var result = engine.Resolve(
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new Vector3(96f, 96f, 50f), cellId: 0x0001, delta: new Vector3(1f, 0f, 0f),
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stepUpHeight: 2f);
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Assert.Equal(50f, result.Position.Z, precision: 1);
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Assert.True(result.IsOnGround);
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}
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[Fact]
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public void Resolve_WalkUpSmallSlope_Accepted()
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{
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// Heights slope from 50 to 52 across X — small enough for step height.
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var heights = new byte[81];
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for (int x = 0; x < 9; x++)
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for (int y = 0; y < 9; y++)
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heights[x * 9 + y] = (byte)(50 + x / 4); // gentle slope
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var engine = new PhysicsEngine();
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var terrain = new TerrainSurface(heights, LinearHeightTable());
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engine.AddLandblock(0xA9B4FFFFu, terrain, Array.Empty<CellSurface>(), Array.Empty<PortalPlane>(),
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worldOffsetX: 0f, worldOffsetY: 0f);
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var result = engine.Resolve(
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new Vector3(48f, 96f, 50f), cellId: 0x0001, delta: new Vector3(48f, 0f, 0f),
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stepUpHeight: 5f);
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Assert.True(result.IsOnGround);
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Assert.True(result.Position.Z >= 50f); // moved uphill
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}
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[Fact]
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public void Resolve_StepUpExceedsHeight_MovementBlocked()
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{
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// Heights jump sharply: left half = 50, right half = 100.
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var heights = new byte[81];
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for (int x = 0; x < 9; x++)
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for (int y = 0; y < 9; y++)
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heights[x * 9 + y] = (byte)(x < 5 ? 50 : 100);
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var engine = new PhysicsEngine();
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var terrain = new TerrainSurface(heights, LinearHeightTable());
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engine.AddLandblock(0xA9B4FFFFu, terrain, Array.Empty<CellSurface>(), Array.Empty<PortalPlane>(),
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worldOffsetX: 0f, worldOffsetY: 0f);
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// Try to walk from the low side to the high side.
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var result = engine.Resolve(
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new Vector3(96f, 96f, 50f), cellId: 0x0001, delta: new Vector3(48f, 0f, 0f),
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stepUpHeight: 2f);
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// Movement should be blocked — Z delta (50→100) exceeds step height (2).
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Assert.Equal(96f, result.Position.X, precision: 1); // didn't move
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Assert.True(result.IsOnGround);
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}
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[Fact]
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public void Resolve_OutdoorThroughPortal_TransitionsToIndoor()
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{
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var engine = new PhysicsEngine();
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var terrain = new TerrainSurface(FlatHeightmap(50), LinearHeightTable());
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// A CellSurface for the indoor cell with floor at Z=50.
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var cellVerts = new Dictionary<ushort, Vector3>
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{
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[0] = new(40f, 40f, 50f),
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[1] = new(60f, 40f, 50f),
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[2] = new(60f, 60f, 50f),
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[3] = new(40f, 60f, 50f),
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};
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var cellPolys = new List<List<short>> { new() { 0, 1, 2, 3 } };
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var cell = new CellSurface(0x0100, cellVerts, cellPolys);
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// A portal plane at X=45 (vertical plane facing +X).
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// OwnerCellId = 0x0100 (the indoor cell), TargetCellId = 0xFFFF (faces outdoor).
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// From outside, walking through this portal enters OwnerCellId.
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var portal = PortalPlane.FromVertices(
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new Vector3(45f, 40f, 45f),
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new Vector3(45f, 60f, 45f),
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new Vector3(45f, 60f, 55f),
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targetCellId: 0xFFFF, ownerCellId: 0x0100, flags: 0);
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engine.AddLandblock(0xA9B4FFFFu, terrain, new[] { cell }, new[] { portal },
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worldOffsetX: 0f, worldOffsetY: 0f);
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// Walk from X=40 (outdoor) through X=45 (portal) to X=50 (indoor).
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var result = engine.Resolve(
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new Vector3(40f, 50f, 50f), cellId: 0x0001, delta: new Vector3(10f, 0f, 0f),
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stepUpHeight: 5f);
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// Should have transitioned to indoor cell 0x0100.
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Assert.Equal(0x0100u, result.CellId & 0xFFFFu);
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Assert.True(result.IsOnGround);
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}
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[Fact]
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public void Resolve_IndoorThroughExitPortal_TransitionsToOutdoor()
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{
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var engine = new PhysicsEngine();
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var terrain = new TerrainSurface(FlatHeightmap(50), LinearHeightTable());
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var cellVerts = new Dictionary<ushort, Vector3>
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{
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[0] = new(40f, 40f, 50f),
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[1] = new(60f, 40f, 50f),
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[2] = new(60f, 60f, 50f),
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[3] = new(40f, 60f, 50f),
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};
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var cellPolys = new List<List<short>> { new() { 0, 1, 2, 3 } };
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var cell = new CellSurface(0x0100, cellVerts, cellPolys);
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// Same portal geometry — OwnerCellId = 0x0100, TargetCellId = 0xFFFF (outdoor exit).
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var portal = PortalPlane.FromVertices(
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new Vector3(45f, 40f, 45f),
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new Vector3(45f, 60f, 45f),
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new Vector3(45f, 60f, 55f),
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targetCellId: 0xFFFF, ownerCellId: 0x0100, flags: 0);
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engine.AddLandblock(0xA9B4FFFFu, terrain, new[] { cell }, new[] { portal },
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worldOffsetX: 0f, worldOffsetY: 0f);
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// Walk from X=50 (indoor) through X=45 (portal) to X=40 (outdoor).
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var result = engine.Resolve(
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new Vector3(50f, 50f, 50f), cellId: 0x0100, delta: new Vector3(-10f, 0f, 0f),
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stepUpHeight: 5f);
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// Should have transitioned to outdoor.
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Assert.True((result.CellId & 0xFFFFu) < 0x0100u);
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Assert.True(result.IsOnGround);
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}
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[Fact]
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public void Resolve_LandblockBoundary_PicksAdjacentTerrain()
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{
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var engine = new PhysicsEngine();
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// Landblock A: flat at Z=50, offset at X=0.
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var terrainA = new TerrainSurface(FlatHeightmap(50), LinearHeightTable());
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engine.AddLandblock(0xA9B4FFFFu, terrainA, Array.Empty<CellSurface>(),
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Array.Empty<PortalPlane>(), worldOffsetX: 0f, worldOffsetY: 0f);
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// Landblock B: flat at Z=60, offset at X=192 (adjacent east).
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var terrainB = new TerrainSurface(FlatHeightmap(60), LinearHeightTable());
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engine.AddLandblock(0xAAB4FFFFu, terrainB, Array.Empty<CellSurface>(),
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Array.Empty<PortalPlane>(), worldOffsetX: 192f, worldOffsetY: 0f);
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// Walk from X=190 (landblock A) across to X=194 (landblock B).
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var result = engine.Resolve(
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new Vector3(190f, 96f, 50f), cellId: 0x0001, delta: new Vector3(4f, 0f, 0f),
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stepUpHeight: 15f);
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// Should be at Z=60 (landblock B's terrain) and position X≈194.
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Assert.Equal(60f, result.Position.Z, precision: 1);
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Assert.True(result.Position.X > 192f);
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}
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[Fact]
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public void ResolveWithTransition_OutdoorCellBoundary_UpdatesLowCellId()
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{
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var engine = MakeFlatEngine(terrainZ: 50f);
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var result = engine.ResolveWithTransition(
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currentPos: new Vector3(23f, 10f, 50f),
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targetPos: new Vector3(25f, 10f, 50f),
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cellId: 0x0001u,
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sphereRadius: 0.5f,
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sphereHeight: 1.2f,
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stepUpHeight: 0.4f,
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stepDownHeight: 0.4f,
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isOnGround: true);
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Assert.True(result.IsOnGround);
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Assert.InRange(result.Position.X, 24.9f, 25.1f);
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Assert.Equal(0x0009u, result.CellId);
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}
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[Fact]
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public void ResolveWithTransition_EdgeSlideFlag_AllowsNormalFlatMovement()
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{
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var engine = MakeFlatEngine(terrainZ: 50f);
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var result = engine.ResolveWithTransition(
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currentPos: new Vector3(96f, 96f, 50f),
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targetPos: new Vector3(98f, 96f, 50f),
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cellId: 0x0025u,
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sphereRadius: 0.5f,
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sphereHeight: 1.2f,
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stepUpHeight: 0.4f,
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stepDownHeight: 0.4f,
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isOnGround: true,
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moverFlags: ObjectInfoState.EdgeSlide);
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Assert.True(result.IsOnGround);
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Assert.InRange(result.Position.X, 97.9f, 98.1f);
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Assert.Equal(0x0025u, result.CellId);
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}
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[Fact]
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public void ResolveWithTransition_EdgeSlideStopsAtLoadedTerrainBoundary()
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{
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var engine = MakeFlatEngine(terrainZ: 50f);
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var body = new PhysicsBody
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{
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Position = new Vector3(191.25f, 96f, 50f),
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TransientState = TransientStateFlags.Contact | TransientStateFlags.OnWalkable,
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ContactPlaneValid = true,
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ContactPlane = new Plane(Vector3.UnitZ, -50f),
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ContactPlaneCellId = 0x003Du,
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};
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var result = engine.ResolveWithTransition(
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currentPos: new Vector3(191.25f, 96f, 50f),
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targetPos: new Vector3(193f, 96f, 50f),
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cellId: 0x003Du,
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sphereRadius: 0.5f,
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sphereHeight: 1.2f,
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stepUpHeight: 0.4f,
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stepDownHeight: 0.4f,
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isOnGround: true,
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body: body,
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moverFlags: ObjectInfoState.EdgeSlide);
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Assert.True(result.IsOnGround);
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Assert.InRange(result.Position.X, 190.75f, 192.0001f);
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Assert.Equal(50f, result.Position.Z, precision: 2);
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}
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[Fact]
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public void ResolveWithTransition_LandblockBoundary_UpdatesFullOutdoorCellId()
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{
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var engine = new PhysicsEngine();
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var terrainA = new TerrainSurface(FlatHeightmap(50), LinearHeightTable());
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engine.AddLandblock(0xA9B4FFFFu, terrainA, Array.Empty<CellSurface>(),
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Array.Empty<PortalPlane>(), worldOffsetX: 0f, worldOffsetY: 0f);
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var terrainB = new TerrainSurface(FlatHeightmap(50), LinearHeightTable());
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engine.AddLandblock(0xAAB4FFFFu, terrainB, Array.Empty<CellSurface>(),
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Array.Empty<PortalPlane>(), worldOffsetX: 192f, worldOffsetY: 0f);
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var result = engine.ResolveWithTransition(
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currentPos: new Vector3(191f, 10f, 50f),
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targetPos: new Vector3(193f, 10f, 50f),
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cellId: 0xA9B40039u,
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sphereRadius: 0.5f,
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sphereHeight: 1.2f,
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stepUpHeight: 0.4f,
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stepDownHeight: 0.4f,
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isOnGround: true);
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Assert.True(result.IsOnGround);
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Assert.InRange(result.Position.X, 192.9f, 193.1f);
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Assert.Equal(0xAAB40001u, result.CellId);
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}
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[Fact]
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public void Resolve_LeaveIndoorCell_TransitionsToOutdoor()
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{
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var engine = new PhysicsEngine();
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var terrain = new TerrainSurface(FlatHeightmap(50), LinearHeightTable());
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var cellVerts = new Dictionary<ushort, Vector3>
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{
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[0] = new(40f, 40f, 55f),
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[1] = new(60f, 40f, 55f),
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[2] = new(60f, 60f, 55f),
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[3] = new(40f, 60f, 55f),
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};
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var cellPolys = new List<List<short>> { new() { 0, 1, 2, 3 } };
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var cell = new CellSurface(0x0100, cellVerts, cellPolys);
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engine.AddLandblock(0xA9B4FFFFu, terrain, new[] { cell }, Array.Empty<PortalPlane>(),
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worldOffsetX: 0f, worldOffsetY: 0f);
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// Start inside the cell, walk out.
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var result = engine.Resolve(
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new Vector3(50f, 50f, 55f), cellId: 0x0100, delta: new Vector3(-20f, 0f, 0f),
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stepUpHeight: 10f);
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// Should transition back to outdoor.
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Assert.True(result.CellId < 0x0100u);
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Assert.Equal(50f, result.Position.Z, precision: 1);
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Assert.True(result.IsOnGround);
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}
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[Fact]
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public void Resolve_NoSurfaceUnderEntity_NotOnGround()
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{
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var engine = new PhysicsEngine();
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// No landblocks loaded — entity is floating in void.
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var result = engine.Resolve(
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new Vector3(0f, 0f, 100f), cellId: 0x0001, delta: Vector3.Zero,
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stepUpHeight: 2f);
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Assert.False(result.IsOnGround);
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}
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}
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