Verbatim UpdatePhysicsInternal (0x00510700): the small-velocity-zero
(<0.25 m/s) fires unconditionally, not gated on OnWalkable (the old acdream
divergence) — gravity re-accelerates the same frame via the unconditional
v += a*dt. Adds TransientStateFlags.Stationary{Fall,Stop,Stuck} (0x10/0x20/0x40)
for the fsf round-trip, plus PhysicsBody.FramesStationaryFall and the separate
CachedVelocity field (retail's two-velocity model — reporting/DR only, never fed
to the integrator). All 1536 physics tests green.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
533 lines
21 KiB
C#
533 lines
21 KiB
C#
using System;
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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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/// Unit tests for PhysicsBody — the C# port of CPhysicsObj's core simulation
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/// from acclient.exe (FUN_005111d0, FUN_00511420, FUN_00511ec0, FUN_00511fa0,
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/// FUN_00511de0, FUN_0050f940, FUN_00515020).
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/// </summary>
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public sealed class PhysicsBodyTests
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{
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// ── helpers ──────────────────────────────────────────────────────────
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private static PhysicsBody MakeAirborne()
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{
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var body = new PhysicsBody
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{
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State = PhysicsStateFlags.Gravity | PhysicsStateFlags.ReportCollisions,
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};
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// Airborne: not in Contact, not OnWalkable
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body.TransientState = TransientStateFlags.Active;
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return body;
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}
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private static PhysicsBody MakeGrounded()
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{
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var body = new PhysicsBody
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{
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State = PhysicsStateFlags.Gravity | PhysicsStateFlags.ReportCollisions,
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};
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body.TransientState = TransientStateFlags.Contact | TransientStateFlags.OnWalkable | TransientStateFlags.Active;
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return body;
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}
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// ════════════════════════════════════════════════════════════════════
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// calc_acceleration
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// ════════════════════════════════════════════════════════════════════
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[Fact]
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public void calc_acceleration_airborne_gravity_sets_minus_9_8_on_z()
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{
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var body = MakeAirborne();
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body.calc_acceleration();
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Assert.Equal(0f, body.Acceleration.X);
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Assert.Equal(0f, body.Acceleration.Y);
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Assert.Equal(-9.8f, body.Acceleration.Z, precision: 6);
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}
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[Fact]
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public void calc_acceleration_grounded_zeros_acceleration_and_omega()
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{
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var body = MakeGrounded();
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body.Acceleration = new Vector3(1f, 2f, 3f);
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body.Omega = new Vector3(0.5f, 0.5f, 0.5f);
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body.calc_acceleration();
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Assert.Equal(Vector3.Zero, body.Acceleration);
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Assert.Equal(Vector3.Zero, body.Omega);
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}
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[Fact]
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public void calc_acceleration_no_gravity_flag_zeros_acceleration()
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{
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var body = new PhysicsBody
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{
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State = PhysicsStateFlags.None, // no Gravity flag
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TransientState = TransientStateFlags.Active,
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};
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body.Acceleration = new Vector3(0f, 0f, -9.8f);
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body.calc_acceleration();
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Assert.Equal(Vector3.Zero, body.Acceleration);
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}
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[Fact]
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public void calc_acceleration_sledding_airborne_still_applies_gravity()
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{
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// Sledding but not grounded — gravity still applies
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var body = new PhysicsBody
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{
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State = PhysicsStateFlags.Gravity | PhysicsStateFlags.Sledding,
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TransientState = TransientStateFlags.Active,
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};
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body.calc_acceleration();
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Assert.Equal(-9.8f, body.Acceleration.Z, precision: 6);
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}
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// ════════════════════════════════════════════════════════════════════
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// UpdatePhysicsInternal — Euler integration
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// ════════════════════════════════════════════════════════════════════
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[Fact]
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public void UpdatePhysicsInternal_integrates_position_correctly_one_step()
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{
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// Analytical: x(t) = x0 + v0*t + 0.5*a*t²
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// With v0=(1,0,0), a=(0,0,-9.8), dt=0.1
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// x = 0.1
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// z = 0.5 * (-9.8) * 0.01 = -0.049
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var body = MakeAirborne();
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body.Velocity = new Vector3(1f, 0f, 0f);
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body.Acceleration = new Vector3(0f, 0f, -9.8f);
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body.UpdatePhysicsInternal(0.1f);
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Assert.Equal(0.1f, body.Position.X, precision: 5);
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Assert.Equal(0f, body.Position.Y, precision: 5);
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// 0.5 * (-9.8) * 0.01 = -0.049
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Assert.Equal(-0.049f, body.Position.Z, precision: 4);
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}
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[Fact]
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public void UpdatePhysicsInternal_velocity_updated_by_acceleration_times_dt()
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{
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var body = MakeAirborne();
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body.Velocity = new Vector3(0f, 0f, 0f);
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body.Acceleration = new Vector3(0f, 0f, -9.8f);
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body.UpdatePhysicsInternal(0.5f);
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// velocity += accel * dt = (0, 0, -9.8 * 0.5) = (0, 0, -4.9)
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Assert.Equal(0f, body.Velocity.X, precision: 5);
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Assert.Equal(0f, body.Velocity.Y, precision: 5);
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Assert.Equal(-4.9f, body.Velocity.Z, precision: 4);
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}
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[Fact]
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public void UpdatePhysicsInternal_multiple_frames_accumulates_correctly()
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{
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// Free-fall from rest under gravity for N frames of dt each.
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// Analytical z(t) = 0.5 * g * t² where g = -9.8
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// After 10 frames of 0.1 s each (total t=1.0 s):
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// z = 0.5 * (-9.8) * 1.0 = -4.9
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// The Euler integrator accumulates small truncation error, so allow 2% tolerance.
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var body = MakeAirborne();
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body.Velocity = Vector3.Zero;
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body.Acceleration = new Vector3(0f, 0f, PhysicsBody.Gravity);
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const int frames = 10;
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const float dt = 0.1f;
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for (int i = 0; i < frames; i++)
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body.UpdatePhysicsInternal(dt);
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float expected = 0.5f * PhysicsBody.Gravity * (frames * dt) * (frames * dt);
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Assert.True(MathF.Abs(body.Position.Z - expected) < 0.15f,
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$"Expected z ≈ {expected:F4}, got {body.Position.Z:F4}");
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}
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[Fact]
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public void UpdatePhysicsInternal_zero_velocity_clears_active_flag_when_grounded()
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{
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var body = MakeGrounded();
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body.Velocity = Vector3.Zero;
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body.TransientState |= TransientStateFlags.Active;
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body.UpdatePhysicsInternal(0.1f);
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Assert.False(body.IsActive);
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}
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[Fact]
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public void UpdatePhysicsInternal_zeroes_small_velocity_even_when_airborne()
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{
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// Retail UpdatePhysicsInternal (0x005107be) zeroes velocity below 0.25 m/s
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// UNCONDITIONALLY — NOT gated on OnWalkable. acdream previously gated it on
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// OnWalkable; the verbatim rebuild removes the gate. Gravity re-accelerates the
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// same frame via the unconditional `Velocity += Acceleration * dt`, so the fall
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// still accumulates on Z.
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var body = MakeAirborne(); // not Contact, not OnWalkable
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body.set_velocity(new Vector3(0.1f, 0f, 0f)); // < 0.25 m/s
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body.Acceleration = new Vector3(0f, 0f, PhysicsBody.Gravity);
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body.UpdatePhysicsInternal(1f / 30f);
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Assert.True(MathF.Abs(body.Velocity.X) < 1e-4f, $"X not zeroed: {body.Velocity.X}");
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Assert.True(body.Velocity.Z < 0f, $"gravity did not accumulate: {body.Velocity.Z}");
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}
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// ════════════════════════════════════════════════════════════════════
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// frames_stationary_fall carry state (retail transient_state bits)
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// ════════════════════════════════════════════════════════════════════
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[Fact]
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public void TransientStateFlags_has_stationary_bits()
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{
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// retail transient_state StationaryFall/Stop/Stuck (handle_all_collisions
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// pc:282743/282749/282753; seeded back into transition pc:280940-947).
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Assert.Equal(0x10u, (uint)TransientStateFlags.StationaryFall);
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Assert.Equal(0x20u, (uint)TransientStateFlags.StationaryStop);
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Assert.Equal(0x40u, (uint)TransientStateFlags.StationaryStuck);
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}
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[Fact]
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public void PhysicsBody_has_fsf_and_cached_velocity_defaults()
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{
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var body = new PhysicsBody();
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Assert.Equal(0, body.FramesStationaryFall);
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Assert.Equal(Vector3.Zero, body.CachedVelocity);
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}
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// ════════════════════════════════════════════════════════════════════
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// set_velocity — velocity clamping
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// ════════════════════════════════════════════════════════════════════
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[Fact]
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public void set_velocity_below_max_stores_velocity_unchanged()
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{
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var body = new PhysicsBody();
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var v = new Vector3(10f, 5f, 2f);
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body.set_velocity(v);
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Assert.Equal(v, body.Velocity);
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}
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[Fact]
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public void set_velocity_above_max_clamps_to_MaxVelocity_magnitude()
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{
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var body = new PhysicsBody();
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// velocity with magnitude > 50
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var v = new Vector3(100f, 0f, 0f);
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body.set_velocity(v);
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Assert.True(body.Velocity.Length() <= PhysicsBody.MaxVelocity + 1e-4f,
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$"Velocity magnitude {body.Velocity.Length()} exceeds MaxVelocity {PhysicsBody.MaxVelocity}");
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Assert.Equal(PhysicsBody.MaxVelocity, body.Velocity.Length(), precision: 4);
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}
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[Fact]
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public void set_velocity_diagonal_above_max_clamps_and_preserves_direction()
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{
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var body = new PhysicsBody();
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var dir = Vector3.Normalize(new Vector3(3f, 4f, 0f)); // unit vector
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var v = dir * 80f; // magnitude = 80 > 50
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body.set_velocity(v);
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Assert.Equal(PhysicsBody.MaxVelocity, body.Velocity.Length(), precision: 3);
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// Direction should be preserved
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var resultDir = Vector3.Normalize(body.Velocity);
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Assert.Equal(dir.X, resultDir.X, precision: 4);
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Assert.Equal(dir.Y, resultDir.Y, precision: 4);
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}
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[Fact]
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public void set_velocity_sets_active_flag()
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{
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var body = new PhysicsBody();
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body.TransientState = TransientStateFlags.None;
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body.set_velocity(new Vector3(1f, 0f, 0f));
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Assert.True(body.IsActive);
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}
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[Fact]
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public void set_velocity_exactly_at_max_is_not_clamped()
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{
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var body = new PhysicsBody();
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var v = new Vector3(PhysicsBody.MaxVelocity, 0f, 0f);
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body.set_velocity(v);
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Assert.Equal(v.X, body.Velocity.X, precision: 4);
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Assert.Equal(0f, body.Velocity.Y, precision: 4);
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Assert.Equal(0f, body.Velocity.Z, precision: 4);
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}
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// ════════════════════════════════════════════════════════════════════
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// set_local_velocity — body→world transform
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// ════════════════════════════════════════════════════════════════════
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[Fact]
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public void set_local_velocity_identity_orientation_passes_through()
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{
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var body = new PhysicsBody { Orientation = Quaternion.Identity };
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body.set_local_velocity(new Vector3(1f, 0f, 0f));
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Assert.Equal(1f, body.Velocity.X, precision: 5);
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Assert.Equal(0f, body.Velocity.Y, precision: 5);
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Assert.Equal(0f, body.Velocity.Z, precision: 5);
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}
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[Fact]
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public void set_local_velocity_90_degree_yaw_rotates_forward_to_right()
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{
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// A 90° CCW rotation around Z maps +X in local space to +Y in world space.
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var body = new PhysicsBody
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{
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Orientation = Quaternion.CreateFromAxisAngle(Vector3.UnitZ, MathF.PI / 2f)
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};
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body.set_local_velocity(new Vector3(1f, 0f, 0f));
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// After 90° yaw: local +X becomes world +Y (approximately)
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Assert.True(MathF.Abs(body.Velocity.X) < 1e-4f, $"Expected Vx≈0, got {body.Velocity.X}");
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Assert.True(MathF.Abs(body.Velocity.Y - 1f) < 1e-4f, $"Expected Vy≈1, got {body.Velocity.Y}");
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Assert.True(MathF.Abs(body.Velocity.Z) < 1e-4f, $"Expected Vz≈0, got {body.Velocity.Z}");
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}
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[Fact]
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public void set_local_velocity_180_degree_yaw_reverses_horizontal_forward()
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{
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var body = new PhysicsBody
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{
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Orientation = Quaternion.CreateFromAxisAngle(Vector3.UnitZ, MathF.PI)
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};
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body.set_local_velocity(new Vector3(1f, 0f, 0f));
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Assert.True(MathF.Abs(body.Velocity.X + 1f) < 1e-4f, $"Expected Vx≈-1, got {body.Velocity.X}");
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Assert.True(MathF.Abs(body.Velocity.Y) < 1e-4f, $"Expected Vy≈0, got {body.Velocity.Y}");
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}
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[Fact]
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public void set_local_velocity_magnitude_preserved_after_rotation()
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{
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var body = new PhysicsBody
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{
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Orientation = Quaternion.CreateFromAxisAngle(Vector3.UnitZ, 1.23f)
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};
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var localVel = new Vector3(3f, 4f, 0f);
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body.set_local_velocity(localVel);
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Assert.Equal(localVel.Length(), body.Velocity.Length(), precision: 4);
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}
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// ════════════════════════════════════════════════════════════════════
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// set_on_walkable
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// ════════════════════════════════════════════════════════════════════
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[Fact]
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public void set_on_walkable_true_sets_OnWalkable_flag()
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{
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var body = MakeAirborne();
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body.set_on_walkable(true);
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Assert.True(body.OnWalkable);
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}
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[Fact]
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public void set_on_walkable_false_clears_OnWalkable_flag()
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{
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var body = MakeGrounded();
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body.set_on_walkable(false);
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Assert.False(body.OnWalkable);
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}
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[Fact]
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public void set_on_walkable_true_also_calls_calc_acceleration_zeroing_accel()
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{
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// When Contact + OnWalkable (non-sledding): acceleration should be zeroed.
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var body = new PhysicsBody
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{
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State = PhysicsStateFlags.Gravity | PhysicsStateFlags.ReportCollisions,
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TransientState = TransientStateFlags.Contact,
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Acceleration = new Vector3(0f, 0f, -9.8f),
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};
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body.set_on_walkable(true);
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Assert.Equal(Vector3.Zero, body.Acceleration);
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}
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[Fact]
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public void set_on_walkable_false_allows_gravity_to_apply()
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{
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var body = MakeGrounded();
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body.set_on_walkable(false);
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// After clearing OnWalkable, calc_acceleration should apply gravity.
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Assert.Equal(-9.8f, body.Acceleration.Z, precision: 6);
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}
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// ════════════════════════════════════════════════════════════════════
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// calc_friction
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// ════════════════════════════════════════════════════════════════════
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[Fact]
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public void calc_friction_not_on_walkable_does_nothing()
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{
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var body = MakeAirborne();
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body.Velocity = new Vector3(5f, 0f, 0f);
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var before = body.Velocity;
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body.calc_friction(0.1f, body.Velocity.LengthSquared());
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Assert.Equal(before, body.Velocity);
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}
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[Fact]
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public void calc_friction_velocity_parallel_to_ground_reduces_magnitude()
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{
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// Ground normal = +Z, velocity is horizontal (no inward component),
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// but if we tilt slightly downward (dot < 0) friction fires.
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var body = MakeGrounded();
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body.GroundNormal = Vector3.UnitZ;
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// Give a small downward Z component so dot(normal, vel) < 0
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body.Velocity = new Vector3(5f, 0f, -0.1f);
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float mag2 = body.Velocity.LengthSquared();
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body.calc_friction(0.1f, mag2);
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// Speed should be reduced by friction
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Assert.True(body.Velocity.Length() < new Vector3(5f, 0f, 0f).Length(),
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"Friction should reduce velocity magnitude");
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}
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[Fact]
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public void calc_friction_velocity_moving_away_from_normal_no_change()
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{
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// dot(GroundNormal=(0,0,1), velocity=(5,0,1)) = 1 > 0 → no friction
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var body = MakeGrounded();
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body.GroundNormal = Vector3.UnitZ;
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body.Velocity = new Vector3(5f, 0f, 1f); // moving up = away from ground
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var before = body.Velocity;
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float mag2 = body.Velocity.LengthSquared();
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body.calc_friction(0.1f, mag2);
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Assert.Equal(before, body.Velocity);
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}
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[Fact]
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public void calc_friction_zero_friction_coefficient_no_reduction()
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{
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var body = MakeGrounded();
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body.GroundNormal = Vector3.UnitZ;
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body.Velocity = new Vector3(5f, 0f, -0.01f);
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body.Friction = 0f; // frictionless surface
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float mag2 = body.Velocity.LengthSquared();
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body.calc_friction(0.1f, mag2);
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// After removing normal component, velocity magnitude should be ≈ 5 (horizontal)
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// With friction=0, pow(1-0, dt)=1, so velocity unchanged beyond normal removal
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Assert.True(body.Velocity.Length() > 4.9f,
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$"Zero friction: speed {body.Velocity.Length()} should stay near 5");
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}
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[Fact]
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public void calc_friction_removes_normal_component_from_velocity()
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{
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// Velocity = (1, 0, -1), GroundNormal = (0, 0, 1)
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// dot = -1 → velocity -= (-1) * (0,0,1) = velocity + (0,0,1) → (1, 0, 0)
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var body = MakeGrounded();
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body.GroundNormal = Vector3.UnitZ;
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body.Friction = 0f; // no friction to isolate normal-removal behavior
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body.Velocity = new Vector3(1f, 0f, -1f);
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float mag2 = body.Velocity.LengthSquared();
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body.calc_friction(1.0f, mag2);
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// After normal removal the Z component should be zero (or very small).
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Assert.True(MathF.Abs(body.Velocity.Z) < 1e-4f,
|
|
$"Normal component should be removed; Vz = {body.Velocity.Z}");
|
|
Assert.Equal(1f, body.Velocity.X, precision: 4);
|
|
}
|
|
|
|
// ════════════════════════════════════════════════════════════════════
|
|
// update_object — per-frame driver
|
|
// ════════════════════════════════════════════════════════════════════
|
|
|
|
[Fact]
|
|
public void update_object_dt_below_min_quantum_does_not_advance()
|
|
{
|
|
var body = MakeAirborne();
|
|
body.Velocity = new Vector3(1f, 0f, 0f);
|
|
body.Acceleration = Vector3.Zero;
|
|
body.LastUpdateTime = 0.0;
|
|
|
|
// Advance by less than MinQuantum — should be a no-op
|
|
body.update_object(PhysicsBody.MinQuantum * 0.5);
|
|
|
|
Assert.Equal(Vector3.Zero, body.Position);
|
|
}
|
|
|
|
[Fact]
|
|
public void update_object_dt_above_huge_quantum_consumes_time_without_simulating()
|
|
{
|
|
var body = MakeAirborne();
|
|
body.Velocity = new Vector3(1f, 0f, 0f);
|
|
body.Acceleration = Vector3.Zero;
|
|
body.LastUpdateTime = 0.0;
|
|
|
|
body.update_object(PhysicsBody.HugeQuantum + 0.5);
|
|
|
|
// Time consumed but no physics step — position unchanged
|
|
Assert.Equal(Vector3.Zero, body.Position);
|
|
Assert.Equal(PhysicsBody.HugeQuantum + 0.5, body.LastUpdateTime, precision: 10);
|
|
}
|
|
|
|
[Fact]
|
|
public void update_object_advances_position_over_valid_dt()
|
|
{
|
|
var body = MakeAirborne();
|
|
// No friction or gravity interference — just pure horizontal velocity
|
|
body.State = PhysicsStateFlags.None; // no gravity
|
|
body.Velocity = new Vector3(10f, 0f, 0f);
|
|
body.LastUpdateTime = 0.0;
|
|
|
|
double dt = 0.1;
|
|
body.update_object(dt);
|
|
|
|
// x ≈ 10 * 0.1 = 1.0 (ignoring sub-step rounding)
|
|
Assert.True(body.Position.X > 0f, "Position should have advanced");
|
|
}
|
|
|
|
[Fact]
|
|
public void update_object_updates_LastUpdateTime()
|
|
{
|
|
var body = MakeAirborne();
|
|
body.LastUpdateTime = 0.0;
|
|
body.State = PhysicsStateFlags.None;
|
|
|
|
double t = 0.05;
|
|
body.update_object(t);
|
|
|
|
Assert.Equal(t, body.LastUpdateTime, precision: 10);
|
|
}
|
|
|
|
[Fact]
|
|
public void update_object_gravity_free_fall_accumulates_downward_velocity()
|
|
{
|
|
var body = MakeAirborne();
|
|
// Let it fall for one valid quantum
|
|
body.LastUpdateTime = 0.0;
|
|
double dt = PhysicsBody.MinQuantum * 2; // > MinQuantum but < HugeQuantum
|
|
|
|
body.update_object(dt);
|
|
|
|
// After one step velocity should be negative Z
|
|
Assert.True(body.Velocity.Z < 0f,
|
|
$"Gravity should produce negative Z velocity; got {body.Velocity.Z}");
|
|
}
|
|
}
|