Complete Render Residual A's faithful port: PhysicsCameraCollisionProbe.SweepEye now mirrors SmartBox::update_viewer (acclient_2013_pseudo_c.txt:92761) end-to-end: - Start cell (pc:92824-92844): indoor (>=0x100) seats the sweep at the head-PIVOT via PhysicsEngine.AdjustPosition (the cellar-lip case — feet in the low connector, head up at floor level); outdoor keeps the player cell. - Sweep pivot -> sought-eye from the seated start cell (unchanged 0x5c viewer flags). - Success (pc:92870): set_viewer(curr_pos), viewer_cell = curr_cell. - Fallback 1 (pc:92878): AdjustPosition(sought_eye). - Fallback 2 / no-cell (pc:92775, 92886): snap to player, viewer_cell = null. This also makes cellId==0 faithful (was returning the desired eye; retail snaps to player_pos) and adds the playerPos arg to ICameraCollisionProbe.SweepEye. Supporting: ResolveResult.Ok surfaces FindTransitionalPosition's return (retail find_valid_position != 0, pc:273898) so SweepEye knows when to fall back. TDD: 11 new tests (FindVisibleChildCell 4, AdjustPosition 3, ResolveResult.Ok 2, SweepEye orchestration 2). The seating test's RED proved the sweep does NOT auto- advance feet->room, so the pivot-seated start cell is genuinely decisive. Core 1326 pass / 4 documented-fail / 1 skip; App 179 pass / 0 fail. No regression. Per the live-capture finding, the visible payoff is the cellar-corner (point 3); the cottage-room bluish void stays for residual C. Spec: docs/superpowers/specs/2026-06-05-residual-a-camera-collision-design.md. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
45 lines
1.6 KiB
C#
45 lines
1.6 KiB
C#
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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/// <summary>
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/// Render Residual A — <see cref="ResolveResult.Ok"/> surfaces the
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/// <c>FindTransitionalPosition</c> return (retail <c>find_valid_position != 0</c>,
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/// pc:273898) so the camera <c>SweepEye</c> can trigger <c>SmartBox::update_viewer</c>'s
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/// fallbacks when the sweep fails. Default <c>true</c> keeps every existing caller
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/// (which never reads it) unaffected.
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/// </summary>
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public class ResolveResultOkTests
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{
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[Fact]
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public void NoStartCell_ReportsNotOk()
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{
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var engine = new PhysicsEngine();
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// cellId == 0 → FindTransitionalPosition returns false at its first guard
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// (TransitionTypes.cs:665) → the sweep did not find a valid position.
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var r = engine.ResolveWithTransition(
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currentPos: Vector3.Zero, targetPos: new Vector3(1f, 0f, 0f), cellId: 0u,
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sphereRadius: 0.3f, sphereHeight: 0f, stepUpHeight: 0f, stepDownHeight: 0f,
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isOnGround: false);
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Assert.False(r.Ok);
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}
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[Fact]
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public void ZeroMovementValidCell_ReportsOk()
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{
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var engine = new PhysicsEngine();
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// Zero offset with a non-zero start cell → FindTransitionalPosition's
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// zero-step path returns true (TransitionTypes.cs:718-723), no geometry needed.
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var r = engine.ResolveWithTransition(
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currentPos: new Vector3(5f, 5f, 5f), targetPos: new Vector3(5f, 5f, 5f), cellId: 0xA9B40001u,
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sphereRadius: 0.3f, sphereHeight: 0f, stepUpHeight: 0f, stepDownHeight: 0f,
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isOnGround: false);
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Assert.True(r.Ok);
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}
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}
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