Humanoid creatures/players collide as body Spheres (ShadowShapeBuilder emits Sphere-type shadows for a Setup with Spheres + no CylSpheres), so player-vs-monster crowd contact ran through Transition.SphereCollision — a hand-rolled 3-D wall-slide (register TS-45), NOT a port of retail CSphere::intersects_sphere. It shaved no eps, force-pushed each contact RADIALLY to a fixed combinedR+1cm shell, ignored the head sphere, and always returned Slid. In a crowd the opposing radial de-penetration pushes from neighbours fight each other -> the player wedges and can't wiggle free (the user's live report). Port the full CSphere family verbatim — dispatcher 0x00537A80 + step_sphere_up / slide_sphere / land_on_sphere / collide_with_point / step_sphere_down — the direct analog of the 2026-07-05 CCylSphere port (#172). The grounded slide now routes through the shared crease SlideSphere (0x00537440, #116-Ghidra-confirmed) -> tangential shuffle along the contact toward gaps, retail-faithful. isCreature (target creature/missile) gates OFF the stand-on/land-on branches (2 & 5). ACE Sphere.cs = readable oracle; pseudocode doc 2026-07-07-csphere-collision-family. Retail-faithfulness verified: CTransition::validate_transition (0x0050aa70:272593) reverts curr_pos on any non-clean-OK step, so a deep-mutual-overlap start wedges in retail too — the realistic crowd-edge graze slides free (SphereCollisionFamilyTests slide-around trajectory: player grazes a creature's SW, curves around its west side, continues N). TS-45 retired, AP-84 added (PerfectClip TOI dead in M1.5). Core 2603/0, App 741/0. Pending user visual gate. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
251 lines
11 KiB
C#
251 lines
11 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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using Xunit.Abstractions;
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using Plane = System.Numerics.Plane;
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namespace AcDream.Core.Tests.Physics;
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/// <summary>
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/// Conformance tests for the retail <c>CSphere::intersects_sphere</c> collision
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/// family port (2026-07-07) — dispatcher <c>0x00537A80</c> + <c>step_sphere_up</c>
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/// <c>0x00537900</c> + <c>slide_sphere</c> <c>0x00537440</c> +
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/// <c>land_on_sphere</c> <c>0x005379a0</c> + <c>collide_with_point</c>
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/// <c>0x00537230</c> + <c>step_sphere_down</c> <c>0x00536d20</c>. Pseudocode:
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/// docs/research/2026-07-07-csphere-collision-family-pseudocode.md.
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///
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/// <para>
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/// The driving repro: the user's live report that a player packed inside a crowd
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/// of monsters gets wedged and can't wiggle free, where retail leaves room to
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/// shuffle out. Humanoid creatures/players collide as body <b>Spheres</b>
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/// (Setup.Spheres → <see cref="ShadowShapeBuilder.FromSetup"/> emits
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/// <see cref="ShadowCollisionType.Sphere"/>), so the crowd contact runs through
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/// <c>Transition.SphereCollision</c>. Before this port that method was a
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/// hand-rolled 3-D wall-slide with a forced fixed de-penetration (register
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/// <b>TS-45</b>) — opposing radial pushes from neighbours cancelled and the
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/// player wedged. The faithful family routes the slide through the shared crease
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/// projection, restoring retail's tangential shuffle. Synthetic spheres only — no
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/// dat dependency.
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/// </para>
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/// </summary>
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public class SphereCollisionFamilyTests
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{
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private readonly ITestOutputHelper _out;
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public SphereCollisionFamilyTests(ITestOutputHelper output) => _out = output;
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private const uint TestLandblockId = 0xA9B40000u;
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private const uint TestCellId = TestLandblockId | 0x0001u; // landcell (0,0)
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private const float SphereRadius = 0.48f; // retail player capsule radius
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private const float SphereHeight = 1.20f;
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private const float StepUpHeight = 0.60f;
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private const float StepDownHeight = 0.04f;
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private const float CreatureRadius = 0.48f; // a humanoid body sphere
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/// <summary>
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/// THE headline behavior: the crease slide lets a grounded player SHUFFLE
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/// AROUND a body-sphere creature that partly blocks the path, instead of
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/// sticking to it. The creature sits slightly EAST of the player's northward
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/// line; the player walks N, grazes the creature's south-west, and must slide
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/// along it (crease = collisionNormal × ground-up) and continue past.
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///
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/// <para>
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/// This is the retail-faithful tangential slide the port restores. The
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/// pre-2026-07-07 hand-rolled SphereCollision force-pushed the contact
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/// RADIALLY to a fixed <c>combinedR + 1 cm</c> shell (shoving the player
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/// south-west, back along its approach) — TS-45. In a crowd those radial
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/// shoves from several neighbours fight each other and wedge the player; the
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/// tangential crease slide is what leaves "room to shuffle out". The player
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/// starts CLEAR (not penetrating) — a start deep inside overlapping spheres
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/// reverts in retail too (validate_transition restores curr_pos on a
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/// non-clean step, 0x0050aa70:272593), so that is not a valid repro.
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/// </para>
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/// </summary>
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[Fact]
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public void GroundedDiagonalApproach_SlidesPastOffsetCreature()
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{
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var engine = BuildEngine(out _);
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RegisterCreatureSphere(engine, 0xC0C0u, 10.35f, 12f); // slightly EAST of the N path
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var body = MakeGroundedBody(new Vector3(10f, 10f, 0f));
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Vector3 pos = body.Position;
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uint cellId = TestCellId;
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bool grounded = true;
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var perTick = new Vector3(0f, 0.08f, 0f); // push NORTH
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for (int tick = 0; tick < 60; tick++)
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{
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var result = engine.ResolveWithTransition(
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pos, pos + perTick, cellId,
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SphereRadius, SphereHeight, StepUpHeight, StepDownHeight,
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grounded, body: body,
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moverFlags: ObjectInfoState.IsPlayer | ObjectInfoState.EdgeSlide,
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movingEntityId: 0);
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body.Position = result.Position;
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pos = result.Position;
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cellId = result.CellId;
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grounded = result.IsOnGround;
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_out.WriteLine($"tick {tick,2}: ({pos.X:F3},{pos.Y:F3})");
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}
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_out.WriteLine($"final pos=({pos.X:F3},{pos.Y:F3},{pos.Z:F3}) grounded={grounded}");
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// The creature centre is at Y=12. If the player slid around it, it ends
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// NORTH of the creature; if it stuck, it wedges near Y≈11 (surface at
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// Y = 12 − sqrt(0.96² − 0.35²) ≈ 11.11).
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Assert.True(pos.Y > 12.5f,
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$"Player must slide around the offset creature and continue north, not stick at " +
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$"its surface; got Y={pos.Y:F3}");
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}
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/// <summary>
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/// A single body-sphere creature dead ahead: the player pushing straight into
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/// it must stop AT the surface (a head-on push has no crease tangent → the
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/// slide degenerates → Collided) and must NOT penetrate or pass through.
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/// Surface contact is at Y = 11.5 − (0.48+0.48) = 10.54.
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/// </summary>
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[Fact]
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public void GroundedSingleCreature_HeadOnPush_BlocksWithoutPenetration()
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{
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var engine = BuildEngine(out _);
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RegisterCreatureSphere(engine, 0xC0B0u, 12f, 11.5f); // due north
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var body = MakeGroundedBody(new Vector3(12f, 10f, 0f));
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Vector3 pos = body.Position;
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uint cellId = TestCellId;
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bool grounded = true;
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var perTick = new Vector3(0f, 0.08f, 0f); // straight in
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for (int tick = 0; tick < 30; tick++)
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{
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var result = engine.ResolveWithTransition(
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pos, pos + perTick, cellId,
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SphereRadius, SphereHeight, StepUpHeight, StepDownHeight,
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grounded, body: body,
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moverFlags: ObjectInfoState.IsPlayer | ObjectInfoState.EdgeSlide,
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movingEntityId: 0);
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body.Position = result.Position;
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pos = result.Position;
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cellId = result.CellId;
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grounded = result.IsOnGround;
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}
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_out.WriteLine($"final pos=({pos.X:F3},{pos.Y:F3},{pos.Z:F3})");
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Assert.True(pos.Y < 10.7f,
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$"Player must be blocked at the sphere surface (Y≈10.54), not penetrate; got Y={pos.Y:F3}");
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Assert.True(pos.Y > 10.3f,
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$"Player must actually reach the creature (not stop early); got Y={pos.Y:F3}");
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}
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/// <summary>
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/// An ETHEREAL sphere (state 0x4, non-static) is fully passable — the branch-1
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/// early-OK consume plus the caller's Layer-2 override. Guards the door/ghost
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/// passability against the family rewrite.
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/// </summary>
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[Fact]
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public void GroundedEtherealSphere_IsFullyPassable()
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{
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var engine = BuildEngine(out _);
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RegisterCreatureSphere(engine, 0xC0E0u, 12f, 11.5f,
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state: 0x4u, isCreatureFlag: false); // ETHEREAL_PS, non-static
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var body = MakeGroundedBody(new Vector3(12f, 10f, 0f));
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Vector3 pos = body.Position;
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uint cellId = TestCellId;
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bool grounded = true;
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var perTick = new Vector3(0f, 0.08f, 0f);
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for (int tick = 0; tick < 45; tick++)
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{
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var result = engine.ResolveWithTransition(
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pos, pos + perTick, cellId,
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SphereRadius, SphereHeight, StepUpHeight, StepDownHeight,
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grounded, body: body,
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moverFlags: ObjectInfoState.IsPlayer | ObjectInfoState.EdgeSlide,
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movingEntityId: 0);
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body.Position = result.Position;
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pos = result.Position;
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cellId = result.CellId;
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grounded = result.IsOnGround;
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}
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_out.WriteLine($"final pos=({pos.X:F3},{pos.Y:F3},{pos.Z:F3})");
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Assert.True(pos.Y > 12.5f,
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$"Ethereal sphere must not block (walked from 10 past the axis); got Y={pos.Y:F3}");
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}
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// ───────────────────────────────────────────────────────────────
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// Harness (mirrors CylSphereFamilyTests)
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// ───────────────────────────────────────────────────────────────
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private static PhysicsEngine BuildEngine(out PhysicsDataCache cache)
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{
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cache = new PhysicsDataCache();
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var engine = new PhysicsEngine { DataCache = cache };
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var heights = new byte[81];
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var heightTable = new float[256]; // all zero → terrain Z = 0
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engine.AddLandblock(
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landblockId: TestLandblockId,
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terrain: new TerrainSurface(heights, heightTable),
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cells: Array.Empty<CellSurface>(),
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portals: Array.Empty<PortalPlane>(),
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worldOffsetX: 0f,
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worldOffsetY: 0f);
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return engine;
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}
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/// <summary>
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/// Register a humanoid body sphere at foot height (Z = SphereRadius) so the
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/// player's foot sphere overlaps it horizontally. Flagged as a creature by
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/// default (the crowd case), mimicking a live monster's body-sphere shadow.
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/// </summary>
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private static void RegisterCreatureSphere(PhysicsEngine engine, uint entityId,
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float x, float y, float radius = CreatureRadius, uint state = 0u,
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bool isCreatureFlag = true)
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{
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engine.ShadowObjects.Register(
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entityId, gfxObjId: 0u,
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new Vector3(x, y, SphereRadius), Quaternion.Identity, radius,
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worldOffsetX: 0f, worldOffsetY: 0f, landblockId: TestLandblockId,
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collisionType: ShadowCollisionType.Sphere,
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cylHeight: 0f, scale: 1f,
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state: state,
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flags: isCreatureFlag ? EntityCollisionFlags.IsCreature : EntityCollisionFlags.None,
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isStatic: false);
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}
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private static PhysicsBody MakeGroundedBody(Vector3 position)
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{
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var floorPlane = new Plane(Vector3.UnitZ, 0f);
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var floorVerts = new[]
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{
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new Vector3(-100f, -100f, 0f),
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new Vector3( 100f, -100f, 0f),
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new Vector3( 100f, 100f, 0f),
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new Vector3(-100f, 100f, 0f),
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};
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return new PhysicsBody
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{
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Position = position,
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Orientation = Quaternion.Identity,
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ContactPlaneValid = true,
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ContactPlane = floorPlane,
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ContactPlaneCellId = TestCellId,
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WalkablePolygonValid = true,
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WalkablePlane = floorPlane,
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WalkableVertices = floorVerts,
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WalkableUp = Vector3.UnitZ,
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TransientState = TransientStateFlags.Contact | TransientStateFlags.OnWalkable,
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};
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}
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}
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