acdream/tests/AcDream.Core.Tests
Erik 3d2d10b331 test(phys): A6.P3 #98 — harness extension: synthetic stair GfxObj + ShadowEntry
Extends the trajectory replay harness with a programmatic mini-stair
piece, reconstructed from the live capture's polydump data
(docs/research/2026-05-21-a6-captures/scen4_cottage_cellar_polydump).

NEW finding: the cellar ramp polygon is NOT in cellStruct.PhysicsPolygons.
It lives in a separate GfxObjPhysics (the cellar's stair-piece static
building) registered via ShadowObjectRegistry, queried via
FindObjCollisions → engine.DataCache.GetGfxObj. CellDumpSerializer is
CORRECT — it captures the cell's physics polygons accurately. The
ramp polygon comes from a different data source entirely.

The polydump probe at BSPQuery.AdjustSphereToPlane:402 reports
"cell=0xA9B40147 polyId=0x0008 sides=Landblock" because the SPHERE
is in that cell at hit time — but the polygon's actual source is the
building's GfxObj. Inside the cellar fixture, polyId=0x0008 happens
to be a wall (Normal=(1,0,0)); inside the building's GfxObj, polyId
=0x0008 is the ramp (Normal=(0,-0.719,0.695) local). Same ID, different
collection.

The new RegisterStairRampGfxObj() in the harness constructs the
building's ramp polygon in WORLD coordinates (translated from
local building frame + 180° yaw), wraps it in a minimal one-leaf
PhysicsBSPTree, registers via cache.RegisterGfxObjForTest, and
attaches a ShadowEntry with cellScope=CellarId so the shadow is only
queried when the sphere is in the cellar cell (matches retail's
per-cell shadow scoping for interior statics — Issue #91 family).

Verified: world plane n=(0,0.719,0.695), d=-69.5035 (matches live
cdb capture exactly to 4 sig figs). Ramp foot at world Y=8.745,
Z=90.955; ramp top at world Y=5.845, Z=93.955. 3.0 m vertical rise.

NEW blocker discovered: the sphere goes airborne at tick 1 (same
issue documented in the prior commit's Finding #2). Sphere FLOATS
at Z=91.43 over the cellar floor, never contacts the synthetic
ramp. The synthetic stair registration mechanics are validated (the
GfxObj is in the cache, the ShadowEntry is in the registry, the
BSP tree is well-formed) — but trajectory replay still blocked on
the seeded-grounded-state bug. Next session needs to diagnose
WHY the engine reports "hit=yes n=(0,0,1) walkable=False" on tick 1
for a sphere correctly seeded as grounded on the cellar floor.

Test baseline maintained: 1167 + 4 (harness) = 1171 + 8 pre-existing
failures.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-23 17:49:34 +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
Fixtures/issue98 capture(phys): A6.P3 #98 — cellar/cottage cell fixtures from live capture 2026-05-23 15:21:44 +02:00
Input fix(camera): #38 render-interpolate player motion 2026-05-06 17:53:34 +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 #C.1.5b): SetupPartTransforms helper for per-part anchor transforms 2026-05-11 23:54:33 +02:00
Physics test(phys): A6.P3 #98 — harness extension: synthetic stair GfxObj + ShadowEntry 2026-05-23 17:49:34 +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 chore(O-T7): code-review housekeeping after WB extraction 2026-05-21 17:29:06 +02:00
Selection test(picker): Cluster A #86 — screen-rect cell-occlusion tests 2026-05-19 14:56:51 +02:00
Spells fix(player): EnchantmentMask bit fix + Vitae key=0 + absolute Vitals overlay 2026-04-25 18:15:20 +02:00
Streaming feat(vfx #C.1.5b): GpuWorldState fires activator for dat-hydrated entities 2026-05-12 00:07:38 +02:00
Terrain chore(phys): A6.P3 #98 triage — revert neg-poly + bldg-check experiments 2026-05-23 15:11:49 +02:00
Textures feat(O-T2): extract pure stateless helpers to AcDream.Core.Rendering.Wb 2026-05-21 15:13:26 +02:00
Ui fix(retail): rotation rate, useability gate, retail toast strings 2026-05-16 12:17:54 +02:00
Vfx fix(vfx #56): ParticleHookSink applies CreateParticleHook.PartIndex transform 2026-05-11 23:57:20 +02:00
World chore(phys): A6.P3 #98 triage — revert neg-poly + bldg-check experiments 2026-05-23 15:11:49 +02:00
AcDream.Core.Tests.csproj fix(O-T7): actually delete SplitFormulaDivergenceTest (drop workaround) 2026-05-21 17:30:30 +02:00
SmokeTest.cs chore: phase 1 — add Core, Abstractions, App, Tests projects 2026-04-10 09:22:33 +02:00