Code review flagged two latent correctness bugs in Pick: 1. The single t = -b - sqrt(d) intersection skipped entities whose 5m bounding sphere contained the ray origin. Realistic at point-blank range — if the player stands within ~5m of a door, the near-plane sits inside the door's bounding sphere and the door becomes unpickable. Standard fix: when t_near < 0 fall through to t_far = -b + sqrt(d) (the sphere exit point). 2. The discriminant formula assumes |direction| = 1. BuildRay currently normalizes so the assumption holds at the wire, but the contract wasn't documented. Added an explicit <param name="direction"> note. New test Pick_RayOriginInsideEntitySphere_StillReturnsServerGuid covers the inside-sphere case. Suite: 9/9 WorldPicker tests pass. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
169 lines
5.1 KiB
C#
169 lines
5.1 KiB
C#
using System;
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using System.Numerics;
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using AcDream.Core.Selection;
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using AcDream.Core.World;
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using Xunit;
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namespace AcDream.Core.Tests.Selection;
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public class WorldPickerTests
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{
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private const float Epsilon = 0.01f;
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private static (Matrix4x4 View, Matrix4x4 Projection) MakeIdentityCamera()
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{
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var view = Matrix4x4.Identity;
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var proj = Matrix4x4.CreatePerspectiveFieldOfView(
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fieldOfView: MathF.PI / 3f,
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aspectRatio: 16f / 9f,
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nearPlaneDistance: 0.1f,
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farPlaneDistance: 100f);
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return (view, proj);
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}
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[Fact]
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public void BuildRay_CenterOfViewport_ReturnsForwardRay()
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{
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var (view, proj) = MakeIdentityCamera();
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const float vpW = 1920f, vpH = 1080f;
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var (_, direction) = WorldPicker.BuildRay(
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mouseX: vpW / 2f, mouseY: vpH / 2f,
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viewportW: vpW, viewportH: vpH,
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view, proj);
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// Right-handed perspective + identity view -> camera looks down -Z.
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// Center pixel ray = (0, 0, -1) within float epsilon.
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Assert.True(MathF.Abs(direction.X) < Epsilon, $"direction.X = {direction.X}");
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Assert.True(MathF.Abs(direction.Y) < Epsilon, $"direction.Y = {direction.Y}");
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Assert.True(direction.Z < -0.99f, $"direction.Z = {direction.Z}");
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}
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[Fact]
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public void BuildRay_OffsetMouseRight_DeflectsRayPositiveX()
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{
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var (view, proj) = MakeIdentityCamera();
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const float vpW = 1920f, vpH = 1080f;
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var (_, direction) = WorldPicker.BuildRay(
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mouseX: vpW * 0.75f, mouseY: vpH / 2f,
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viewportW: vpW, viewportH: vpH,
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view, proj);
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Assert.True(direction.X > 0.1f, $"direction.X = {direction.X} (expected > 0.1)");
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}
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private static WorldEntity MakeEntity(uint serverGuid, Vector3 position) => new()
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{
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Id = serverGuid == 0u ? 1u : serverGuid,
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ServerGuid = serverGuid,
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SourceGfxObjOrSetupId = 0u,
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Position = position,
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Rotation = Quaternion.Identity,
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MeshRefs = Array.Empty<MeshRef>(),
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};
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[Fact]
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public void Pick_RayThroughEntity_ReturnsServerGuid()
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{
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var entity = MakeEntity(0xABCDu, new Vector3(0, 0, -10));
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var result = WorldPicker.Pick(
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origin: Vector3.Zero,
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direction: -Vector3.UnitZ,
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candidates: new[] { entity },
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skipServerGuid: 0u);
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Assert.Equal(0xABCDu, result);
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}
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[Fact]
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public void Pick_RayMisses_ReturnsNull()
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{
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var entity = MakeEntity(0xABCDu, new Vector3(0, 0, -10));
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var result = WorldPicker.Pick(
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origin: Vector3.Zero,
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direction: Vector3.UnitX,
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candidates: new[] { entity },
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skipServerGuid: 0u);
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Assert.Null(result);
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}
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[Fact]
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public void Pick_TwoEntitiesInLine_ReturnsCloser()
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{
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var near = MakeEntity(0x1111u, new Vector3(0, 0, -5));
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var far = MakeEntity(0x2222u, new Vector3(0, 0, -20));
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var result = WorldPicker.Pick(
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origin: Vector3.Zero,
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direction: -Vector3.UnitZ,
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candidates: new[] { far, near }, // iteration order shouldn't matter
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skipServerGuid: 0u);
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Assert.Equal(0x1111u, result);
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}
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[Fact]
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public void Pick_SkipsSkipGuid()
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{
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var entity = MakeEntity(0xABCDu, new Vector3(0, 0, -10));
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var result = WorldPicker.Pick(
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origin: Vector3.Zero,
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direction: -Vector3.UnitZ,
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candidates: new[] { entity },
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skipServerGuid: 0xABCDu);
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Assert.Null(result);
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}
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[Fact]
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public void Pick_SkipsZeroServerGuid()
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{
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// Atlas-tier scenery / dat-hydrated statics carry ServerGuid=0
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// and aren't valid Use targets — server would reject guid=0.
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var entity = MakeEntity(0u, new Vector3(0, 0, -10));
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var result = WorldPicker.Pick(
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origin: Vector3.Zero,
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direction: -Vector3.UnitZ,
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candidates: new[] { entity },
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skipServerGuid: 0xDEADu);
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Assert.Null(result);
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}
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[Fact]
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public void Pick_BeyondMaxDistance_ReturnsNull()
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{
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var entity = MakeEntity(0xABCDu, new Vector3(0, 0, -100));
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var result = WorldPicker.Pick(
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origin: Vector3.Zero,
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direction: -Vector3.UnitZ,
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candidates: new[] { entity },
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skipServerGuid: 0u); // default maxDistance = 50f
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Assert.Null(result);
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}
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[Fact]
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public void Pick_RayOriginInsideEntitySphere_StillReturnsServerGuid()
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{
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// Player ~3m from a door -> camera near-plane sits INSIDE the door's
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// 5m bounding sphere. Naive t_near < 0 guard would skip; correct
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// behavior is to fall through to t_far (the sphere exit point).
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var entity = MakeEntity(0xABCDu, new Vector3(0, 0, -3));
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var result = WorldPicker.Pick(
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origin: Vector3.Zero,
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direction: -Vector3.UnitZ,
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candidates: new[] { entity },
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skipServerGuid: 0u);
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Assert.Equal(0xABCDu, result);
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}
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}
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