acdream/tests/AcDream.Core.Tests
Erik 9e4772a8f8 fix(motion): project anim root motion onto terrain plane (slope staircase)
Grounded player remotes were showing a ~5 Hz Z staircase when running
up/down slopes — the rate of server UpdatePositions. Body Z stayed flat
between UPs, then ramped over ~100ms during the queue-active chase to
each new server position, then went flat again until the next UP.

Diagnosis (no diagnostic needed — the math is unambiguous):
PositionManager.ComputeOffset has two modes via
InterpolationManager.AdjustOffset:

  - Queue active (body chasing a waypoint): returns
    `(head − body) / dist × min(catchUpSpeed × dt, dist)`. 3D direction,
    Z follows server's reported Z naturally.
  - Queue empty / head-reached (within DESIRED_DISTANCE = 0.05m of the
    most recent UP): returns Vector3.Zero. ComputeOffset falls back to
    `seqVel × dt rotated into world` — pure animation root motion. Every
    locomotion cycle bakes Z=0 in body-local, so the world result has
    Z=0 too. XY advances at the running pace; Z stays at the last UP.

For a runner at maxSpeed ≈ 4 m/s with catchUpSpeed = 2× = 8 m/s and
server UPs at ~5 Hz, body covers ~0.8m per UP, chases for ~100ms
(queue-active 3D path, Z ramps), then sits in seqVel-only mode for
~100ms (Z flat) until the next UP. Visible as a 5 Hz Z staircase.

Fix mirrors retail's CTransition::adjust_offset contact-plane projection
(named-retail acclient_2013_pseudo_c.txt:272296-272346) for grounded
motion, applied at the queue-empty boundary instead of inside the sweep:

  PositionManager.ComputeOffset gains an optional Vector3? terrainNormal.
  When the seqVel-only fallback runs AND a non-trivial terrain normal is
  supplied, project rootMotionWorld onto the plane:

      result = rootMotionWorld − N × dot(rootMotionWorld, N)

  Anim XY motion gains a corresponding Z component proportional to slope
  angle × forward speed, so body Z follows the terrain mesh between UPs.
  No-op on flat ground (N ≈ +Z, dot ≈ 0); cannot regress L.3 M2's
  flat-ground verification.

GameWindow.TickAnimations grounded-remote path samples
PhysicsEngine.SampleTerrainNormal at the body's current XY each tick
and passes it to ComputeOffset. SampleTerrainNormal is a thin public
wrapper over the existing internal SampleTerrainWalkable that returns
just the plane normal (no need to expose the internal sample shape).

Diagnostic: ACDREAM_SLOPE_DIAG=1 prints a per-tick [SLOPE] line with
guid, body Z before/after, offset, queue active flag, and the sampled
plane Nz so we can grep before/after the fix and confirm Z changes
continuously between UPs on slopes.

Tests: PositionManagerTests gains two cases:
  - slope projection: 30° east-tilted plane, body running due east at
    4 m/s for 1s → expect (3.0, 0, −1.732) (descends along slope, not
    flat). Math: dot(seqVel, N) = 2.0 → result = (4,0,0) − (0.5,0,0.866)
    × 2.0 = (3.0, 0, −1.732).
  - flat-ground no-op: N = +Z, expect identical Y-only motion as the
    pre-fix behavior.

Build green. 357 pass / 6 pre-existing fail (same set as ec59a08;
verified by stashing this change). The pre-existing
`ComputeOffset_BothActive_Combined` failure reflects an outdated
additive-design test docstring; the M2 commit (40d88b9) deliberately
changed the implementation to REPLACE semantics to fix the prior
3×-server-pace overshoot.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-05 21:37:42 +02:00
..
Allegiance feat(allegiance): Phase H.2 AllegianceRequests + AllegianceTree model 2026-04-18 17:17:45 +02:00
Audio feat(audio): Phase E.2 OpenAL engine + SoundTable cookbook + hook wiring 2026-04-18 16:38:26 +02:00
Chat fix(chat): /help client-side handler + System dedup + ThatIsNotAValidCommand template 2026-04-25 21:22:07 +02:00
Combat feat(combat): Phase L.1c wire live attack input 2026-04-28 11:58:57 +02:00
Input feat(input): #24 Phase K.2 - auto-enter player mode at login + MMB mouse-look + DebugPanel free-fly + Tab to chat-input focus 2026-04-26 09:20:17 +02:00
Items feat(items): Phase F.2 ItemRepository + AppraiseRequest round-trip 2026-04-18 16:55:36 +02:00
Lighting feat(lighting): Phase G.2 — Setup.Lights + SetLightHook wiring 2026-04-19 10:46:49 +02:00
Meshing feat(vfx): Phase C.1 — PES particle renderer + post-review fixes 2026-04-28 22:47:11 +02:00
Physics fix(motion): project anim root motion onto terrain plane (slope staircase) 2026-05-05 21:37:42 +02:00
Player feat(player): #5 PlayerDescription parser — Stam/Mana via attribute block 2026-04-25 16:42:24 +02:00
Plugins feat(core): add IGameState, IEvents, WorldEvents with replay-on-subscribe 2026-04-10 20:29:29 +02:00
Rendering feat(app): Phase B.2 — ChaseCamera (third-person follow camera) 2026-04-12 14:26:20 +02:00
Spells fix(player): EnchantmentMask bit fix + Vitae key=0 + absolute Vitals overlay 2026-04-25 18:15:20 +02:00
Streaming fix(app): Phase A.1 — pending-spawn list in GpuWorldState (proper fix) 2026-04-11 23:19:40 +02:00
Terrain fix(terrain): align per-cell triangle geometry with ACE's ConstructPolygons convention 2026-04-21 13:20:59 +02:00
Textures feat(core): SurfaceDecoder — add PFID_P8, PFID_R8G8B8, and PFID_X8R8G8B8 2026-04-11 19:23:57 +02:00
Vfx feat(vfx): Phase C.1 — PES particle renderer + post-review fixes 2026-04-28 22:47:11 +02:00
World Merge feature/animation-system-complete — Phase L.1c animation MVP 2026-04-29 10:50:59 +02:00
AcDream.Core.Tests.csproj feat(app): Phase A.1 — StreamingRegion (window set + diff with hysteresis) 2026-04-11 22:01:45 +02:00
SmokeTest.cs chore: phase 1 — add Core, Abstractions, App, Tests projects 2026-04-10 09:22:33 +02:00