acdream/tests/AcDream.Core.Tests/Physics/LandingBounceSeedingTests.cs
Erik 2d611b2b01 fix(physics): #265 landing-bounce family - retail check_contact seed + velocity-free landing commit
Retail jump landings BOUNCE: the floor touch records both a contact plane
(grounding) AND a collision normal (collided_with_environment), and
handle_all_collisions reflects the unmodified impact velocity off it at
5% elasticity (v += -(v.n)(elasticity+1).n, DEFAULT_ELASTICITY 0.05
@0x007c6a7c). Our transition already recorded both facts; the bounce was
suppressed by the AD-25 adaptation stack in the per-tick commit: a
Velocity.Z<=0 landing gate (needed because the resolver glued ascending
movers to the ground) plus a landing Velocity.Z=0 hand-zero whose stated
purpose was making the reflect a no-op. Downhill glided instead of
bouncing, flat-ground landings had no pop, and uphill jumps flapped
between grounded/airborne against the animation machine.

Three retail mechanisms replace the stack:
- check_contact (0x0050f5b0) seeding in ResolveWithTransition: a body in
  CONTACT seeds the transition's contact only while v.contactPlane.N <=
  0.0002; moving away seeds the last-known plane alone (get_object_info
  0x00511cc0). Ascending jumps therefore run contact-free (ballistic, no
  glue) - the gate's reason-for-being is gone. The plane requirement is
  strict: Contact-without-plane is unrepresentable in retail.
- SetPositionInternal-shaped commit (0x00515330, byte-read end-to-end,
  velocity-sign-FREE): contact purely from the transition's contact
  plane, HitGround on the airborne->walkable edge, HandleAllCollisions
  with unmodified impact velocity. Whole commit gated on Ok &&
  candidateMoved (retail pc:283657 skips SetPositionInternal entirely
  when the candidate did not move) - a standing body's contact state is
  never re-derived, which is what keeps rest bit-stable (AD-41 updated).
- Byte decodes: gate override state&0x800000=Sledding, zero branch
  state&0x20000=Inelastic, reflect strictly dot<0 - our port already had
  all three correct.

Settle: real landings (>=0.25 m/s) bounce and decay geometrically;
smaller impacts are consumed by retail's unconditional small-velocity
zero, so standing never micro-bounces. Re-baselines documented in place:
landing-survival pin measures decay post-settle; LiveCompare_Tick0/376
pin the new IsOnGround=false on zero-move ticks (captured true was the
retired seed echo; tick 376's captured body carries an 11.8 m/s grounded
velocity from the deleted get_state_velocity-overwrite era); de-overlap
fixture now carries the plane real grounded bodies always have. New
pins: LandingBounceSeedingTests (ascent no-seed, rest keeps contact,
strict plane, slope 5% reversal + tangential preservation, Sledding
override).

Investigation + implementation record:
docs/research/2026-07-30-landing-bounce-family.md. Complete Release
suite: 10,031 passed / 5 skips / 0 failures.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-07-30 20:12:06 +02:00

153 lines
5.9 KiB
C#

using System;
using System.Numerics;
using AcDream.Core.Physics;
using Xunit;
namespace AcDream.Core.Tests.Physics;
/// <summary>
/// Landing-bounce family (#265, 2026-07-30,
/// docs/research/2026-07-30-landing-bounce-family.md): the retail
/// check_contact transition seed (CPhysicsObj::get_object_info 0x00511cc0 →
/// check_contact 0x0050f5b0) plus the byte-decoded handle_all_collisions
/// gate flags. Complements HandleAllCollisionsTests (landing reflect,
/// walking no-reflect, Inelastic, fsf ladder — already pinned there).
/// </summary>
public class LandingBounceSeedingTests
{
private const uint Lb = 0x00010000u;
private const uint Cell = 0x0001u;
private static PhysicsEngine BuildFlatEngine()
{
var engine = new PhysicsEngine { DataCache = new PhysicsDataCache() };
engine.AddLandblock(Lb, new TerrainSurface(new byte[81], new float[256]),
Array.Empty<CellSurface>(), Array.Empty<PortalPlane>(), 0f, 0f);
return engine;
}
private static PhysicsBody GroundedBody(Vector3 pos, Vector3 velocity) => new()
{
Position = pos,
Orientation = Quaternion.Identity,
State = PhysicsStateFlags.Gravity,
TransientState = TransientStateFlags.Contact | TransientStateFlags.OnWalkable,
Velocity = velocity,
ContactPlaneValid = true,
ContactPlane = new Plane(Vector3.UnitZ, 0f),
GroundNormal = Vector3.UnitZ,
};
private static ResolveResult ZeroMoveResolve(PhysicsEngine engine, PhysicsBody body)
=> engine.ResolveWithTransition(
body.Position, body.Position, Cell,
sphereRadius: 0.48f, sphereHeight: 1.835f,
stepUpHeight: 0.55f, stepDownHeight: 0.55f,
isOnGround: body.OnWalkable,
body: body);
[Fact]
public void CheckContact_AtRestGroundedBody_KeepsContactOnZeroMoveResolve()
{
// v·n = 0 ≤ ε → check_contact holds → the seed carries the contact
// plane through a zero-move resolve (retail standing still).
var engine = BuildFlatEngine();
var body = GroundedBody(new Vector3(96f, 96f, 0.48f), Vector3.Zero);
var result = ZeroMoveResolve(engine, body);
Assert.True(result.IsOnGround);
Assert.True(result.InContact);
}
[Fact]
public void CheckContact_AscendingJumper_SeedsNoContact()
{
// Jump launch: v·n = +5.4 > ε (0.0002) → retail check_contact fails →
// the transition runs contact-free (no glue, ballistic ascent). The
// zero-move probe therefore reports airborne even though the body's
// transient flags still say grounded from the previous tick.
var engine = BuildFlatEngine();
var body = GroundedBody(new Vector3(96f, 96f, 0.48f), new Vector3(0f, 0f, 5.4f));
var result = ZeroMoveResolve(engine, body);
Assert.False(result.IsOnGround);
Assert.False(result.InContact);
}
[Fact]
public void CheckContact_ContactWithoutStoredPlane_SeedsNothing()
{
// A Contact body with NO stored plane is unrepresentable in retail
// (init_contact_plane always accompanies the CONTACT seed) — the
// strict seed refuses it rather than echoing the caller's flags.
var engine = BuildFlatEngine();
var body = GroundedBody(new Vector3(96f, 96f, 0.48f), Vector3.Zero);
body.ContactPlaneValid = false;
var result = ZeroMoveResolve(engine, body);
Assert.False(result.IsOnGround);
}
[Fact]
public void Reflect_DownhillSlopeLanding_FivePercentNormalReversal_TangentialKept()
{
// Slope normal 30° from vertical; impact velocity carries components
// both along and into the slope. Retail 0x0051490c-0x00514959:
// v' = v - (v·n)(elasticity+1)·n with DEFAULT_ELASTICITY 0.05
// (byte constant @0x007c6a7c) — the normal component REVERSES at 5%
// (the bounce) and the tangential component is untouched (the carry).
var n = Vector3.Normalize(new Vector3(0f, 0.5f, 0.8660254f));
var v = new Vector3(0f, 4f, -6f);
var body = new PhysicsBody
{
Velocity = v,
Elasticity = 0.05f,
FramesStationaryFall = 0,
};
PhysicsObjUpdate.HandleAllCollisions(
body,
collisionNormalValid: true, collisionNormal: n,
prevContact: false, prevOnWalkable: false, nowOnWalkable: true);
float dotBefore = Vector3.Dot(v, n);
float dotAfter = Vector3.Dot(body.Velocity, n);
Assert.True(dotBefore < 0f);
// Normal component reversed and scaled by elasticity.
Assert.True(MathF.Abs(dotAfter - (-dotBefore * 0.05f)) < 1e-5f,
$"normal component: before={dotBefore}, after={dotAfter}");
// Tangential component preserved bit-for-bit (the reflect only adds
// along n).
Vector3 tangBefore = v - n * dotBefore;
Vector3 tangAfter = body.Velocity - n * dotAfter;
Assert.True((tangAfter - tangBefore).Length() < 1e-5f);
}
[Fact]
public void Reflect_SleddingOverridesGroundedSuppression()
{
// Byte decode 0x0051479c: `test dword [esi+0xa8], 0x800000` —
// PhysicsState.Sledding forces the reflect even while grounded-to-
// grounded (the downhill sled keeps bouncing).
var n = Vector3.UnitZ;
var body = new PhysicsBody
{
Velocity = new Vector3(3f, 0f, -2f),
Elasticity = 0.05f,
State = PhysicsStateFlags.Sledding,
FramesStationaryFall = 0,
};
PhysicsObjUpdate.HandleAllCollisions(
body,
collisionNormalValid: true, collisionNormal: n,
prevContact: true, prevOnWalkable: true, nowOnWalkable: true);
Assert.True(MathF.Abs(body.Velocity.Z - 0.1f) < 1e-5f,
$"expected reflected +0.1 (=2·0.05), got {body.Velocity.Z}");
Assert.Equal(3f, body.Velocity.X, precision: 5);
}
}