acdream/tests/AcDream.Core.Tests/Physics
Erik 9e4772a8f8 fix(motion): project anim root motion onto terrain plane (slope staircase)
Grounded player remotes were showing a ~5 Hz Z staircase when running
up/down slopes — the rate of server UpdatePositions. Body Z stayed flat
between UPs, then ramped over ~100ms during the queue-active chase to
each new server position, then went flat again until the next UP.

Diagnosis (no diagnostic needed — the math is unambiguous):
PositionManager.ComputeOffset has two modes via
InterpolationManager.AdjustOffset:

  - Queue active (body chasing a waypoint): returns
    `(head − body) / dist × min(catchUpSpeed × dt, dist)`. 3D direction,
    Z follows server's reported Z naturally.
  - Queue empty / head-reached (within DESIRED_DISTANCE = 0.05m of the
    most recent UP): returns Vector3.Zero. ComputeOffset falls back to
    `seqVel × dt rotated into world` — pure animation root motion. Every
    locomotion cycle bakes Z=0 in body-local, so the world result has
    Z=0 too. XY advances at the running pace; Z stays at the last UP.

For a runner at maxSpeed ≈ 4 m/s with catchUpSpeed = 2× = 8 m/s and
server UPs at ~5 Hz, body covers ~0.8m per UP, chases for ~100ms
(queue-active 3D path, Z ramps), then sits in seqVel-only mode for
~100ms (Z flat) until the next UP. Visible as a 5 Hz Z staircase.

Fix mirrors retail's CTransition::adjust_offset contact-plane projection
(named-retail acclient_2013_pseudo_c.txt:272296-272346) for grounded
motion, applied at the queue-empty boundary instead of inside the sweep:

  PositionManager.ComputeOffset gains an optional Vector3? terrainNormal.
  When the seqVel-only fallback runs AND a non-trivial terrain normal is
  supplied, project rootMotionWorld onto the plane:

      result = rootMotionWorld − N × dot(rootMotionWorld, N)

  Anim XY motion gains a corresponding Z component proportional to slope
  angle × forward speed, so body Z follows the terrain mesh between UPs.
  No-op on flat ground (N ≈ +Z, dot ≈ 0); cannot regress L.3 M2's
  flat-ground verification.

GameWindow.TickAnimations grounded-remote path samples
PhysicsEngine.SampleTerrainNormal at the body's current XY each tick
and passes it to ComputeOffset. SampleTerrainNormal is a thin public
wrapper over the existing internal SampleTerrainWalkable that returns
just the plane normal (no need to expose the internal sample shape).

Diagnostic: ACDREAM_SLOPE_DIAG=1 prints a per-tick [SLOPE] line with
guid, body Z before/after, offset, queue active flag, and the sampled
plane Nz so we can grep before/after the fix and confirm Z changes
continuously between UPs on slopes.

Tests: PositionManagerTests gains two cases:
  - slope projection: 30° east-tilted plane, body running due east at
    4 m/s for 1s → expect (3.0, 0, −1.732) (descends along slope, not
    flat). Math: dot(seqVel, N) = 2.0 → result = (4,0,0) − (0.5,0,0.866)
    × 2.0 = (3.0, 0, −1.732).
  - flat-ground no-op: N = +Z, expect identical Y-only motion as the
    pre-fix behavior.

Build green. 357 pass / 6 pre-existing fail (same set as ec59a08;
verified by stashing this change). The pre-existing
`ComputeOffset_BothActive_Combined` failure reflects an outdated
additive-design test docstring; the M2 commit (40d88b9) deliberately
changed the implementation to REPLACE semantics to fix the prior
3×-server-pace overshoot.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-05 21:37:42 +02:00
..
AnimationCommandRouterTests.cs fix(anim): Phase L.1b route motion commands 2026-04-28 10:46:22 +02:00
AnimationHookRouterTests.cs feat(anim): Phase E.1 hook router + GameWindow wiring 2026-04-18 16:30:23 +02:00
AnimationSequencerTests.cs fix(anim): Phase L.1c sequencer cycle fallback for missing MoveTo motion 2026-04-29 10:33:48 +02:00
BSPQueryTests.cs feat(physics): PhysicsDataCache + BSP sphere query 2026-04-13 23:28:39 +02:00
BSPStepUpFixtures.cs feat(physics): Phase L.2.1+L.2.2 — BSP step-up and rooftop landing 2026-04-29 16:16:39 +02:00
BSPStepUpTests.cs fix(physics): L.4 — steep airborne hits slide-tangent (interim, deviates from retail) 2026-04-30 13:22:07 +02:00
CellSurfaceTests.cs feat(core): Phase B.3 — CellSurface (indoor floor polygon projection) 2026-04-12 09:51:22 +02:00
CollisionExemptionTests.cs feat(physics): retail PvP exemption + viewer/creature/missile gates (Commit C) 2026-04-29 13:21:36 +02:00
CollisionPrimitivesTests.cs feat(physics): port 9 collision primitives from acclient.exe (chunk_00530000.c) 2026-04-12 23:53:47 +02:00
EntityCollisionFlagsTests.cs feat(physics): live-entity collision plumbing (Commit A) 2026-04-29 13:12:56 +02:00
InterpolationManagerTests.cs feat(motion): L.3 M1 — fresh InterpolationManager port + retail spec 2026-05-05 14:56:42 +02:00
MotionCommandResolverTests.cs fix(anim): Phase L.1b route motion commands 2026-04-28 10:46:22 +02:00
MotionInterpreterTests.cs test(physics): MyRunRate fallback test for GetMaxSpeed (L.3.1 Task 2 polish) 2026-05-02 19:20:39 +02:00
PhysicsBodyTests.cs feat(core): port decompiled AC client physics — CollisionPrimitives + PhysicsBody 2026-04-12 23:54:51 +02:00
PhysicsEngineTests.cs fix(physics): #42 skip self in FindObjCollisions — airborne XY drift 2026-05-05 19:01:07 +02:00
PlayerWeenieTests.cs feat(physics): PlayerWeenie with retail Run/Jump formulas 2026-04-13 23:15:25 +02:00
PortalPlaneTests.cs feat(core): Phase B.3 — PortalPlane (plane math + crossing detection) 2026-04-12 18:17:48 +02:00
PositionManagerTests.cs fix(motion): project anim root motion onto terrain plane (slope staircase) 2026-05-05 21:37:42 +02:00
RemoteMoveToDriverTests.cs fix(anim): Phase L.1c clamp approach velocity to prevent overshoot 2026-04-29 10:14:35 +02:00
ServerControlledLocomotionTests.cs fix(anim): Phase L.1c match MoveTo run speed 2026-04-28 20:58:22 +02:00
ShadowObjectRegistryTests.cs feat(physics): live-entity collision plumbing (Commit A) 2026-04-29 13:12:56 +02:00
TerrainSurfaceTests.cs fix(physics): #32 L.2c precipice edge-slide context 2026-04-30 08:04:37 +02:00
TransitionTests.cs feat(physics): Transition.FindTransitionalPosition core algorithm 2026-04-13 23:52:45 +02:00