acdream/tests/AcDream.Core.Tests/Physics/Motion/MoveToMathPositionHeadingTests.cs
Erik e0d2492cbb feat(R4-V1): command-selection family + state widening (closes M2-mechanics, M11, M12, M15)
MovementParameters gains the verbatim selection family:
GetCommand 0x0052aa00 (the walk-vs-run cascade INCLUDING the CanCharge
0x10 fast-path ACE dropped - retail's default can_charge=false + the
fast-path present, the A13+A15 canceling-pair trap avoided; inclusive
threshold edge per the raw), TowardsAndAway, GetDesiredHeading per the
live Ghidra decompile (fwd-towards 0 / fwd-away 180 / back-towards 180
/ back-away 0), FromWire/FromWireTurnTo (UnPackNet semantics, all 18 A4
masks round-tripped).

New MoveToMath: HeadingDiff per the live Ghidra decompile of 0x00528fb0
(the 360-diff NOT-TurnRight mirror + F_EPSILON 0.000199999995f - the
BN "arg unused" artifact corrected), HeadingGreater (the visible
TurnRight idiom), PositionHeading/Get/SetHeading reusing the codebase's
single yaw-heading convention (P5), CylinderDistance (PDB arg order;
planar-minus-radii shape documented as the interpretation - the raw's
x87 body is garbled; seam noted).

MovementType gains Invalid + retail 6/7/8/9; MovementStruct widened
(ObjectId/TopLevelId/Pos/Radius/Height/Params, additive); WeenieError
+= 0x0B/0x36/0x37/0x38/0x3D with retail-meaning doc comments.

148 new conformance tests. Full suite: 3,860 passed.

Implemented by a dedicated agent against the V0-pinned spec; scope +
suite independently verified.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-03 11:13:15 +02:00

127 lines
4.6 KiB
C#

using System.Numerics;
using AcDream.Core.Physics;
using AcDream.Core.Physics.Motion;
using Xunit;
namespace AcDream.Core.Tests.Physics.Motion;
/// <summary>
/// R4-V1 — <c>Position::heading</c> / <c>Frame::get_heading</c> /
/// <c>Frame::set_heading</c>, per V0-pins.md §P5 (PINNED — compass degrees,
/// 0 = North (+Y), 90 = East (+X), CLOCKWISE, [0,360); identity quaternion
/// faces heading 0):
/// <code>
/// heading(from, to) = (450 - atan2Deg(dy, dx)) % 360
/// </code>
/// Golden cardinals: N(0,+1)→0, E(+1,0)→90, S(0,-1)→180, W(-1,0)→270.
///
/// <para>
/// <b>The packer-reuse trap (V0-pins §P5 correction):</b> acdream's
/// outbound packer (<c>GameWindow.YawToAcQuaternion</c>) is wire-correct at
/// the QUATERNION level but its internal scalar intermediate
/// (<c>headingDeg = 180 - yawDeg</c>) is holtburger's shifted convention,
/// NOT retail's wire convention. <see cref="MoveToMath.GetHeading"/> must
/// use the CORRECT scalar bridge from acdream yaw (yaw=0 faces +X, per
/// <c>PlayerMovementController.cs:1022-1025</c>): <c>heading = (90 -
/// yawDeg) mod 360</c> — NOT <c>180 - yawDeg</c>.
/// </para>
/// </summary>
public sealed class MoveToMathPositionHeadingTests
{
private const float Tol = 0.01f;
// ── PositionHeading: the four cardinal offsets ─────────────────────────
[Fact]
public void North_PlusY_IsZero()
{
float h = MoveToMath.PositionHeading(Vector3.Zero, new Vector3(0f, 1f, 0f));
Assert.Equal(0f, h, 2);
}
[Fact]
public void East_PlusX_Is90()
{
float h = MoveToMath.PositionHeading(Vector3.Zero, new Vector3(1f, 0f, 0f));
Assert.Equal(90f, h, 2);
}
[Fact]
public void South_MinusY_Is180()
{
float h = MoveToMath.PositionHeading(Vector3.Zero, new Vector3(0f, -1f, 0f));
Assert.Equal(180f, h, 2);
}
[Fact]
public void West_MinusX_Is270()
{
float h = MoveToMath.PositionHeading(Vector3.Zero, new Vector3(-1f, 0f, 0f));
Assert.Equal(270f, h, 2);
}
[Fact]
public void Heading_IsAlways_InZeroToThreeSixtyRange()
{
// NE diagonal
float h = MoveToMath.PositionHeading(Vector3.Zero, new Vector3(1f, 1f, 0f));
Assert.InRange(h, 0f, 360f);
Assert.Equal(45f, h, 2);
}
[Fact]
public void Heading_IgnoresZ_HorizontalOnly()
{
float h1 = MoveToMath.PositionHeading(new Vector3(0, 0, 5f), new Vector3(1f, 0f, -10f));
float h2 = MoveToMath.PositionHeading(new Vector3(0, 0, -3f), new Vector3(1f, 0f, 100f));
Assert.Equal(h1, h2, 2);
Assert.Equal(90f, h1, 2);
}
// ── GetHeading: extracts heading from a body orientation quaternion ────
[Fact]
public void GetHeading_IdentityQuaternion_FacesHeadingZero()
{
// Identity quaternion → acdream yaw = 0 → +X-facing in our
// convention, which decodes to AC heading 90 per the corrected
// scalar bridge... BUT the identity quaternion in acdream's body
// frame corresponds to yaw = -PI/2 relative to +Y-forward (see
// PlayerMovementController.cs:1025: Orientation = AxisAngle(Yaw -
// PI/2)). GetHeading must invert that exact convention: identity
// orientation (no rotation applied) means Yaw=PI/2 was baked in,
// which is heading 0 — matching P5's "identity quaternion faces
// heading 0" pin.
float h = MoveToMath.GetHeading(Quaternion.Identity);
Assert.Equal(0f, h, 1);
}
[Fact]
public void GetHeading_SetHeading_RoundTrips_Cardinals()
{
foreach (float heading in new[] { 0f, 90f, 180f, 270f, 45f, 359f })
{
var q = MoveToMath.SetHeading(Quaternion.Identity, heading);
float back = MoveToMath.GetHeading(q);
float diff = MathF.Abs(back - heading);
if (diff > 180f) diff = 360f - diff;
Assert.True(diff < 0.5f, $"heading {heading} round-tripped to {back}");
}
}
[Fact]
public void SetHeading_North_ProducesForwardVectorFacingPlusY()
{
var q = MoveToMath.SetHeading(Quaternion.Identity, 0f);
var forward = Vector3.Transform(new Vector3(0f, 1f, 0f), q);
Assert.True(forward.Y > 0.9f, $"expected +Y forward, got {forward}");
}
[Fact]
public void SetHeading_East_ProducesForwardVectorFacingPlusX()
{
var q = MoveToMath.SetHeading(Quaternion.Identity, 90f);
var forward = Vector3.Transform(new Vector3(0f, 1f, 0f), q);
Assert.True(forward.X > 0.9f, $"expected +X forward, got {forward}");
}
}