acdream/tests/AcDream.Core.Tests/Physics/TransitionTests.cs
Erik e08a06ac5b feat(physics): Transition.FindTransitionalPosition core algorithm
Port FindTransitionalPosition, TransitionalInsert, FindEnvCollisions,
AdjustOffset, DoStepDown, ValidateTransition from transition_pseudocode.md.
Outdoor terrain collision with step-down ground contact. Indoor BSP and
object collision deferred to subsequent tasks.

Also adds PhysicsEngine.SampleTerrainZ() which dispatches the terrain Z
query to the right registered landblock by world-space XY position.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-04-13 23:52:45 +02:00

311 lines
12 KiB
C#

using System;
using System.Collections.Generic;
using System.Numerics;
using AcDream.Core.Physics;
using Xunit;
namespace AcDream.Core.Tests.Physics;
/// <summary>
/// Tests for Transition.FindTransitionalPosition (Task 6b).
/// Uses a real PhysicsEngine with simple synthetic TerrainSurfaces so we
/// can exercise the terrain-collision path without mocking internals.
/// </summary>
public class TransitionTests
{
// -----------------------------------------------------------------------
// Helpers
// -----------------------------------------------------------------------
private static float[] LinearHeightTable()
{
var t = new float[256];
for (int i = 0; i < 256; i++) t[i] = i * 1.0f;
return t;
}
/// <summary>
/// Build a flat terrain with every cell at <paramref name="terrainZ"/>.
/// All 81 height entries reference index (int)terrainZ.
/// </summary>
private static TerrainSurface FlatTerrain(float terrainZ)
{
int idx = Math.Clamp((int)terrainZ, 0, 255);
var heights = new byte[81];
Array.Fill(heights, (byte)idx);
return new TerrainSurface(heights, LinearHeightTable());
}
/// <summary>
/// Build a terrain with a linear slope: height increases by 1 for every
/// step in the +X direction (landblock-local X/24 ≈ cell index).
/// </summary>
private static TerrainSurface SlopedTerrain(float baseZ, float risePerCell)
{
var heights = new byte[81];
for (int x = 0; x < 9; x++)
for (int y = 0; y < 9; y++)
{
float z = baseZ + x * risePerCell;
int idx = Math.Clamp((int)z, 0, 255);
heights[x * 9 + y] = (byte)idx;
}
return new TerrainSurface(heights, LinearHeightTable());
}
private static PhysicsEngine MakeEngine(TerrainSurface terrain)
{
var engine = new PhysicsEngine();
engine.AddLandblock(0xA9B4FFFFu, terrain,
Array.Empty<CellSurface>(), Array.Empty<PortalPlane>(),
worldOffsetX: 0f, worldOffsetY: 0f);
return engine;
}
/// <summary>
/// Build a Transition set up for a simple one-sphere character
/// moving from <paramref name="from"/> to <paramref name="to"/>.
/// </summary>
private static Transition MakeTransition(
Vector3 from, Vector3 to,
float sphereRadius = 0.5f,
uint cellId = 0x0001)
{
var t = new Transition();
t.SpherePath.InitPath(from, to, cellId, sphereRadius);
t.ObjectInfo.State = ObjectInfoState.None; // not Contact / OnWalkable yet
return t;
}
// -----------------------------------------------------------------------
// Tests
// -----------------------------------------------------------------------
[Fact]
public void FindTransitionalPosition_FlatTerrain_MovesFullDistance()
{
// Arrange: flat terrain at Z=10, sphere starts at Z=10 (sitting on ground).
const float groundZ = 10f;
var terrain = FlatTerrain(groundZ);
var engine = MakeEngine(terrain);
Vector3 from = new(50f, 50f, groundZ);
Vector3 to = new(55f, 50f, groundZ); // 5 units forward
var transition = MakeTransition(from, to);
// Act
bool ok = transition.FindTransitionalPosition(engine);
// Assert: transition succeeded and position advanced toward the target.
Assert.True(ok);
Assert.True(transition.SpherePath.CurPos.X > from.X,
"Sphere should have moved in +X");
Assert.InRange(transition.SpherePath.CurPos.X, from.X + 1f, to.X + 0.1f);
Assert.InRange(transition.SpherePath.CurPos.Z, groundZ - 0.1f, groundZ + 0.1f);
}
[Fact]
public void FindTransitionalPosition_NullBeginCell_ReturnsFalse()
{
// Arrange: CheckCellId == 0 means "no cell" → must return false.
var terrain = FlatTerrain(0f);
var engine = MakeEngine(terrain);
Vector3 from = new(50f, 50f, 0f);
Vector3 to = new(55f, 50f, 0f);
var transition = MakeTransition(from, to, cellId: 0); // <-- invalid cell
// Act
bool ok = transition.FindTransitionalPosition(engine);
// Assert
Assert.False(ok, "No beginning cell should abort immediately");
}
[Fact]
public void FindTransitionalPosition_NoTerrain_AllowsPassThrough()
{
// Arrange: engine has no landblocks → SampleTerrainZ returns null.
var engine = new PhysicsEngine();
var transition = MakeTransition(new(50f, 50f, 0f), new(55f, 50f, 0f));
// Act — should not throw; terrain Z is unknown so movement is accepted.
bool ok = transition.FindTransitionalPosition(engine);
// OK is fine here — no terrain means no collision, position accepted.
Assert.True(ok);
}
[Fact]
public void FindTransitionalPosition_ZeroMovement_ReturnsTrueWithUnchangedPosition()
{
// Arrange: from == to — zero-step case.
var terrain = FlatTerrain(5f);
var engine = MakeEngine(terrain);
var start = new Vector3(96f, 96f, 5f);
var transition = MakeTransition(start, start);
// Act
bool ok = transition.FindTransitionalPosition(engine);
// Assert
Assert.True(ok);
Assert.Equal(start, transition.SpherePath.CurPos);
}
[Fact]
public void FindTransitionalPosition_SphereAboveTerrain_SnapsTerrain()
{
// Arrange: sphere starts 3 units above flat terrain at Z=0.
// After one step the collision system should push it back onto terrain.
var terrain = FlatTerrain(0f);
var engine = MakeEngine(terrain);
var from = new Vector3(50f, 50f, 3f); // floating above terrain
var to = new Vector3(51f, 50f, 3f);
var transition = MakeTransition(from, to);
// Seed as "in contact" so step-down path fires.
transition.ObjectInfo.State = ObjectInfoState.Contact | ObjectInfoState.OnWalkable;
// Act
bool ok = transition.FindTransitionalPosition(engine);
// Assert: transition returned; sphere should be at or near terrain Z.
Assert.True(ok);
// The Z of CurPos should reflect terrain resolution (could be 0 or clamped).
// We just verify it's ≤ from.Z (gravity pulled it down or it stayed).
Assert.True(transition.SpherePath.CurPos.Z <= from.Z + 0.1f,
$"Expected Z <= {from.Z + 0.1f}, got {transition.SpherePath.CurPos.Z}");
}
[Fact]
public void FindTransitionalPosition_IntoHill_AdjustsOrStops()
{
// Arrange: sloped terrain rises 5 units per cell (~0.6 units per unit of X).
// A sphere with step-height 0.01 should find its movement adjusted.
var terrain = SlopedTerrain(baseZ: 0f, risePerCell: 5f);
var engine = MakeEngine(terrain);
float radius = 0.5f;
var from = new Vector3(12f, 96f, 0f + radius); // foot on terrain
var to = new Vector3(30f, 96f, 0f + radius); // moving up the slope
var transition = MakeTransition(from, to, sphereRadius: radius);
// Act — must not throw.
bool ok = transition.FindTransitionalPosition(engine);
// Assert: result is either blocked (false) or adjusted to a valid Z.
// The important invariant is we didn't crash or return a position
// far below the terrain.
if (ok)
{
float terrainAtFinal = terrain.SampleZ(
transition.SpherePath.CurPos.X, transition.SpherePath.CurPos.Y);
Assert.True(
transition.SpherePath.CurPos.Z >= terrainAtFinal - 0.1f,
$"Sphere went below terrain: posZ={transition.SpherePath.CurPos.Z}, terrainZ={terrainAtFinal}");
}
// ok == false is also acceptable (movement was too steep and blocked).
}
[Fact]
public void StepDown_MaintainsGroundContact()
{
// Arrange: flat terrain at Z=10. The sphere starts in contact with the
// surface and moves horizontally. Because the terrain stays flat the
// Contact flag should persist and no step-down is needed.
// Movement distance is kept < MaxTransitionSteps * radius to avoid the
// retail 30-step safety cap. With radius=1.0 and 15 units: 15 steps < 30.
const float groundZ = 10f;
var terrain = FlatTerrain(groundZ);
var engine = MakeEngine(terrain);
float radius = 1.0f; // larger radius → fewer steps needed for same distance
var from = new Vector3(50f, 96f, groundZ + radius); // foot on terrain
var to = new Vector3(65f, 96f, groundZ + radius); // 15 units → 15 steps
var transition = MakeTransition(from, to, sphereRadius: radius);
transition.ObjectInfo.State = ObjectInfoState.Contact | ObjectInfoState.OnWalkable;
// Act
bool ok = transition.FindTransitionalPosition(engine);
// Assert: movement accepted and sphere stayed on the surface.
Assert.True(ok);
float finalBottom = transition.SpherePath.CurPos.Z - radius;
Assert.True(
finalBottom >= groundZ - PhysicsGlobals.EPSILON,
$"Sphere fell below terrain: bottom={finalBottom:F4}, terrainZ={groundZ}");
Assert.True(
transition.SpherePath.CurPos.X > from.X,
"Sphere should have advanced in +X");
}
[Fact]
public void AdjustOffset_ContactPlanePresent_RemovesIntoPlaneComponent()
{
// White-box check: once a contact plane has been established, the
// AdjustOffset method should prevent the sphere from re-entering the
// surface on subsequent steps.
//
// We verify this by running two successive FindTransitionalPosition calls:
// first to land the sphere on terrain, then to confirm lateral movement
// does not push the sphere below terrain.
var terrain = FlatTerrain(10f);
var engine = MakeEngine(terrain);
const float groundZ = 10f;
const float radius = 0.5f;
// First transition: move from above onto terrain (sphere sits on ground).
var from1 = new Vector3(50f, 50f, groundZ + radius);
var to1 = new Vector3(51f, 50f, groundZ + radius);
var t1 = MakeTransition(from1, to1, radius);
bool ok1 = t1.FindTransitionalPosition(engine);
Assert.True(ok1);
// Second transition: continue moving laterally from the landed position.
var from2 = t1.SpherePath.CurPos;
var to2 = from2 + new Vector3(2f, 0f, 0f);
var t2 = MakeTransition(from2, to2, radius);
// Seed as on-walkable (as if we just landed).
t2.ObjectInfo.State = ObjectInfoState.Contact | ObjectInfoState.OnWalkable;
bool ok2 = t2.FindTransitionalPosition(engine);
Assert.True(ok2);
float bottom = t2.SpherePath.CurPos.Z - radius;
Assert.True(bottom >= groundZ - PhysicsGlobals.EPSILON,
$"Sphere bottom {bottom:F4} should be >= terrain {groundZ}");
}
[Fact]
public void SampleTerrainZ_FindsCorrectLandblock()
{
// Ensure SampleTerrainZ dispatches to the right landblock.
var engine = new PhysicsEngine();
var terrain1 = FlatTerrain(10f);
var terrain2 = FlatTerrain(20f);
// Two landblocks side by side (each covers [0,192) in world space).
engine.AddLandblock(0xAAAA0000u, terrain1,
Array.Empty<CellSurface>(), Array.Empty<PortalPlane>(),
worldOffsetX: 0f, worldOffsetY: 0f);
engine.AddLandblock(0xAAAB0000u, terrain2,
Array.Empty<CellSurface>(), Array.Empty<PortalPlane>(),
worldOffsetX: 192f, worldOffsetY: 0f);
float? z1 = engine.SampleTerrainZ(96f, 96f); // inside lb1
float? z2 = engine.SampleTerrainZ(288f, 96f); // inside lb2
Assert.NotNull(z1);
Assert.NotNull(z2);
Assert.Equal(10f, z1!.Value, precision: 0);
Assert.Equal(20f, z2!.Value, precision: 0);
}
}