acdream/tests/AcDream.Core.Tests/Physics/PositionManagerTests.cs
Erik 4bc99fc6fd test(physics): Phase W triage — fix stale Path6/tick-gate/ComputeOffset tests (behavior changed by L.3.2/L.4/L.5)
Four tests were asserting pre-change behavior after intentional production
changes:

#2 BSPStepUpTests.C3_Path6_AirborneMoverHitsSteepSlope_SetsCollide
  b1af56e (L.4, 2026-04-30) added a steep-normal gate in Path 6 that
  fires BEFORE SetCollide. Airborne sphere hitting steep poly now returns
  Slid + Collide=false (slide-tangent interim fix). Updated assertion +
  renamed to ReturnsSlid.

#7 PlayerMovementControllerTests.Update_ForwardInput_MovesInFacingDirection
#8 DispatcherToMovementIntegrationTests.Dispatcher_W_held_produces_forward_motion
  235de33 (L.5, 2026-04-30) added _physicsAccum accumulator gate: a single
  Update(1.0f) only integrates one MaxQuantum (0.1s ~ 0.312m at walk speed),
  not the full 1s. Time is carried in accumulator (not dropped). Fixed both
  tests to loop Update(MaxQuantum) for ~11 ticks to accumulate >2m of real
  forward motion, preserving the original distance-threshold assertion intent.

#9 PositionManagerTests.ComputeOffset_BothActive_Combined
  842dfcd (L.3.2, 2026-05-03) changed ComputeOffset from additive
  (rootMotion + correction) to replace semantics: when AdjustOffset returns
  non-zero, it REPLACES root motion (retail Frame::operator= semantics).
  offset.Y = 0 (not 0.4); root motion is dropped when catch-up engages.
  Updated assertion and renamed to CorrectionReplacesRootMotion.

Suite: 9 failures → 5 (only the 5 known-bug tests remain red).

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-02 16:43:02 +02:00

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using System;
using System.Numerics;
using AcDream.Core.Physics;
using Xunit;
namespace AcDream.Core.Tests.Physics;
// ─────────────────────────────────────────────────────────────────────────────
// PositionManagerTests — 6 tests covering ComputeOffset.
//
// Mirrors retail CPhysicsObj::UpdateObjectInternal (acclient @ 0x00513730).
// Pure-function combiner: animation root motion (seqVel × dt, rotated by
// body orientation) + InterpolationManager.AdjustOffset correction.
// ─────────────────────────────────────────────────────────────────────────────
public sealed class PositionManagerTests
{
// ── helpers ───────────────────────────────────────────────────────────────
private static PositionManager Make() => new();
private static InterpolationManager EmptyInterp() => new();
// =========================================================================
// Test 1: stationary remote — both sources zero, no motion
// =========================================================================
[Fact]
public void ComputeOffset_StationaryRemote_BothSourcesZero_NoMotion()
{
var pm = Make();
var interp = EmptyInterp();
Vector3 offset = pm.ComputeOffset(
dt: 0.1,
currentBodyPosition: Vector3.Zero,
seqVel: Vector3.Zero,
ori: Quaternion.Identity,
interp: interp,
maxSpeed: 4f);
Assert.Equal(Vector3.Zero, offset);
}
// =========================================================================
// Test 2: animation only, identity orientation, forward velocity
// =========================================================================
[Fact]
public void ComputeOffset_AnimationOnly_Forward_BodyAdvances()
{
var pm = Make();
var interp = EmptyInterp();
// seqVel = (0, 4, 0), dt = 0.1 → rootMotion = (0, 0.4, 0)
Vector3 offset = pm.ComputeOffset(
dt: 0.1,
currentBodyPosition: Vector3.Zero,
seqVel: new Vector3(0f, 4f, 0f),
ori: Quaternion.Identity,
interp: interp,
maxSpeed: 0f);
Assert.Equal(0f, offset.X, precision: 4);
Assert.Equal(0.4f, offset.Y, precision: 4);
Assert.Equal(0f, offset.Z, precision: 4);
}
// =========================================================================
// Test 3: animation only, 180° yaw around Z — body moves south (-Y)
// =========================================================================
[Fact]
public void ComputeOffset_AnimationOnly_OrientedSouth_BodyMovesSouth()
{
var pm = Make();
var interp = EmptyInterp();
// 180° around Z flips +Y → -Y
Quaternion ori = Quaternion.CreateFromAxisAngle(Vector3.UnitZ, MathF.PI);
Vector3 offset = pm.ComputeOffset(
dt: 0.1,
currentBodyPosition: Vector3.Zero,
seqVel: new Vector3(0f, 4f, 0f),
ori: ori,
interp: interp,
maxSpeed: 0f);
Assert.Equal(0f, offset.X, precision: 4);
Assert.Equal(-0.4f, offset.Y, precision: 4);
}
// =========================================================================
// Test 4: interp only, no animation — body chases queue
// =========================================================================
[Fact]
public void ComputeOffset_InterpOnly_NoAnimation_BodyChasesQueue()
{
var pm = Make();
var interp = new InterpolationManager();
// Enqueue target 1m ahead on +X; body starts at origin
interp.Enqueue(new Vector3(1f, 0f, 0f), heading: 0f, isMovingTo: false);
// Expected catch-up: catchUpSpeed = maxSpeed × 2 = 4 × 2 = 8 m/s
// step = 8 × 0.1 = 0.8m (< dist = 1m so no overshoot clamp)
Vector3 offset = pm.ComputeOffset(
dt: 0.1,
currentBodyPosition: Vector3.Zero,
seqVel: Vector3.Zero,
ori: Quaternion.Identity,
interp: interp,
maxSpeed: 4f);
Assert.Equal(0.8f, offset.X, precision: 3);
Assert.Equal(0f, offset.Y, precision: 3);
Assert.Equal(0f, offset.Z, precision: 3);
}
// =========================================================================
// Test 5: both sources active — correction REPLACES root motion
//
// retail-faithful semantics (842dfcd, L.3.2, 2026-05-03):
// when InterpolationManager.AdjustOffset returns a non-zero correction,
// ComputeOffset returns the correction alone — it does NOT add root
// motion on top. Mirrors retail's PositionManager::adjust_offset
// (acclient @ 0x00555190) which calls Frame::operator= to OVERWRITE
// the rootOffset frame when catch-up engages.
// =========================================================================
[Fact]
public void ComputeOffset_BothActive_CorrectionReplacesRootMotion()
{
var pm = Make();
var interp = new InterpolationManager();
// Enqueue target 1m ahead on +X
interp.Enqueue(new Vector3(1f, 0f, 0f), heading: 0f, isMovingTo: false);
// correction ≈ (0.8, 0, 0) — replaces root motion (0, 0.4, 0).
// retail-faithful: correction overwrites root motion, Y is dropped.
// (842dfcd, 2026-05-03: switched from additive to replace semantics)
Vector3 offset = pm.ComputeOffset(
dt: 0.1,
currentBodyPosition: Vector3.Zero,
seqVel: new Vector3(0f, 4f, 0f),
ori: Quaternion.Identity,
interp: interp,
maxSpeed: 4f);
Assert.Equal(0.8f, offset.X, precision: 3);
Assert.Equal(0f, offset.Y, precision: 3); // root motion dropped — correction replaces
Assert.Equal(0f, offset.Z, precision: 3);
}
// =========================================================================
// Test 6: local-to-world rotation — +90° yaw around Z
// =========================================================================
[Fact]
public void ComputeOffset_LocalToWorldRotation_Yaw90()
{
var pm = Make();
var interp = EmptyInterp();
// +90° CCW around Z in right-handed coordinates:
// body-local +Y → world -X
Quaternion ori = Quaternion.CreateFromAxisAngle(Vector3.UnitZ, MathF.PI / 2f);
// seqVel = (0, 1, 0), dt = 1 → rootMotionLocal = (0, 1, 0)
// after Transform by ori → (-1, 0, 0) approximately
Vector3 offset = pm.ComputeOffset(
dt: 1.0,
currentBodyPosition: Vector3.Zero,
seqVel: new Vector3(0f, 1f, 0f),
ori: ori,
interp: interp,
maxSpeed: 0f);
Assert.Equal(-1f, offset.X, precision: 4);
Assert.Equal(0f, offset.Y, precision: 4);
Assert.Equal(0f, offset.Z, precision: 4);
}
// =========================================================================
// Test 7: slope projection — anim root motion gains Z proportional to slope
//
// Lock-the-fix for the "remote running on a slope shows ~5 Hz Z staircase"
// bug: the queue-empty fallback was returning a flat (Z=0) world motion
// because animation cycles bake Z=0 in body-local. Projecting onto the
// local terrain plane gives the motion a Z component matching slope angle
// × forward speed.
// =========================================================================
[Fact]
public void ComputeOffset_SeqVelFallback_SlopedTerrainNormal_ProjectsZOntoSlope()
{
var pm = Make();
var interp = EmptyInterp(); // queue empty → fallback path runs
// Slope tilted 30° eastward (+X is downhill). Plane normal points
// up-and-east-of-vertical: (sin 30°, 0, cos 30°) = (0.5, 0, 0.866).
Vector3 N = Vector3.Normalize(new Vector3(0.5f, 0f, MathF.Sqrt(3f) / 2f));
// Body running due east at 4 m/s, dt = 1s → rootMotionWorld initially
// (4, 0, 0). After projection onto the plane:
// into = dot((4,0,0), (0.5,0,0.866)) = 2.0
// result = (4,0,0) - (0.5,0,0.866) * 2.0 = (3.0, 0, -1.732)
// i.e. body moves east AND descends ~1.73m for the second.
Vector3 offset = pm.ComputeOffset(
dt: 1.0,
currentBodyPosition: Vector3.Zero,
seqVel: new Vector3(4f, 0f, 0f),
ori: Quaternion.Identity,
interp: interp,
maxSpeed: 0f,
terrainNormal: N);
Assert.Equal( 3.000f, offset.X, precision: 3);
Assert.Equal( 0.000f, offset.Y, precision: 3);
Assert.Equal(-1.732f, offset.Z, precision: 3);
}
[Fact]
public void ComputeOffset_SeqVelFallback_FlatTerrainNormal_NoZChange()
{
var pm = Make();
var interp = EmptyInterp();
// Flat ground: normal = +Z. Projection should be a no-op.
Vector3 offset = pm.ComputeOffset(
dt: 0.1,
currentBodyPosition: Vector3.Zero,
seqVel: new Vector3(0f, 4f, 0f),
ori: Quaternion.Identity,
interp: interp,
maxSpeed: 0f,
terrainNormal: Vector3.UnitZ);
Assert.Equal(0f, offset.X, precision: 4);
Assert.Equal(0.4f, offset.Y, precision: 4);
Assert.Equal(0f, offset.Z, precision: 4);
}
}