154 lines
5.5 KiB
C#
154 lines
5.5 KiB
C#
using System.Numerics;
|
|
using AcDream.Core.Physics;
|
|
using Xunit;
|
|
using Xunit.Abstractions;
|
|
|
|
namespace AcDream.Core.Tests.Physics;
|
|
|
|
/// <summary>
|
|
/// Historical resolver-only steep-roof control retained for the original
|
|
/// half-second wedge signature. The authoritative production chronology and
|
|
/// graph/flat direction matrix live in
|
|
/// <see cref="Ts4ProductionQuantumConformanceTests"/>.
|
|
/// </summary>
|
|
public class Ts4SteepRoofWedgeCaptureTests
|
|
{
|
|
private readonly ITestOutputHelper _out;
|
|
public Ts4SteepRoofWedgeCaptureTests(ITestOutputHelper output) => _out = output;
|
|
|
|
private const uint CellId = 0xA9B40001u;
|
|
private const int TicksPerSecond = 30; // #32 L.5 retail physics tick rate
|
|
private const int MaxTicks = 3 * TicksPerSecond;
|
|
private const int WedgeTickThreshold = 15; // 0.5 s of zero motion == wedged
|
|
private const float WedgeEpsilon = 0.001f; // 1 mm
|
|
|
|
private static PhysicsEngine MakeSlopeEngine()
|
|
{
|
|
var (root, resolved) = BSPStepUpFixtures.SlopedUnwalkable();
|
|
|
|
const uint LandblockId = 0xA9B4FFFFu;
|
|
const uint SyntheticGfxId = 0xDEADBEEFu;
|
|
|
|
var heights = new byte[81];
|
|
var heightTab = new float[256];
|
|
for (int i = 0; i < 256; i++) heightTab[i] = -1000f; // terrain never interferes
|
|
|
|
var engine = new PhysicsEngine();
|
|
engine.AddLandblock(
|
|
LandblockId,
|
|
new TerrainSurface(heights, heightTab),
|
|
System.Array.Empty<CellSurface>(),
|
|
System.Array.Empty<PortalPlane>(),
|
|
worldOffsetX: 0f, worldOffsetY: 0f);
|
|
|
|
var cache = new PhysicsDataCache();
|
|
var bspTree = new DatReaderWriter.Types.PhysicsBSPTree { Root = root };
|
|
var physics = new GfxObjPhysics
|
|
{
|
|
BSP = bspTree,
|
|
PhysicsPolygons = new System.Collections.Generic.Dictionary<ushort, DatReaderWriter.Types.Polygon>(),
|
|
Vertices = new DatReaderWriter.Types.VertexArray(),
|
|
Resolved = resolved,
|
|
BoundingSphere = new DatReaderWriter.Types.Sphere { Origin = Vector3.Zero, Radius = 15f },
|
|
};
|
|
cache.RegisterGfxObjForTest(SyntheticGfxId, physics);
|
|
engine.DataCache = cache;
|
|
|
|
engine.ShadowObjects.Register(
|
|
entityId: SyntheticGfxId,
|
|
gfxObjId: SyntheticGfxId,
|
|
worldPos: Vector3.Zero,
|
|
rotation: Quaternion.Identity,
|
|
radius: 15f,
|
|
worldOffsetX: 0f,
|
|
worldOffsetY: 0f,
|
|
landblockId: LandblockId,
|
|
collisionType: ShadowCollisionType.BSP,
|
|
scale: 1.0f);
|
|
|
|
return engine;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Falls a player-flagged mover from directly above the slope and carries
|
|
/// resolver contact bits between frames. Within the original three-second
|
|
/// capture window it must keep making downhill progress and never enter
|
|
/// the reported half-second fixed point.
|
|
/// </summary>
|
|
[Fact]
|
|
public void FallOntoSteepSlope_PureVertical_NeverWedgesWithinThreeSeconds()
|
|
{
|
|
var engine = MakeSlopeEngine();
|
|
float r = BSPStepUpFixtures.SphereRadius;
|
|
const float dt = 1f / TicksPerSecond;
|
|
const float gravity = -9.8f;
|
|
|
|
var body = new PhysicsBody
|
|
{
|
|
TransientState = TransientStateFlags.Active,
|
|
};
|
|
|
|
// Start well above the slope's mid-face (slope spans x in [0,1], z in
|
|
// [0,2] at that x-range), falling straight down.
|
|
Vector3 pos = new(0.5f, 0f, 3.0f);
|
|
float fallVelocityZ = 0f;
|
|
uint cell = CellId;
|
|
|
|
Vector3 start = pos;
|
|
int frozenStreak = 0;
|
|
|
|
for (int tick = 0; tick < MaxTicks; tick++)
|
|
{
|
|
fallVelocityZ += gravity * dt;
|
|
Vector3 target = pos + new Vector3(0f, 0f, fallVelocityZ * dt);
|
|
|
|
var result = engine.ResolveWithTransition(
|
|
currentPos: pos,
|
|
targetPos: target,
|
|
cellId: cell,
|
|
sphereRadius: r,
|
|
sphereHeight: r * 2f,
|
|
stepUpHeight: 0.30f,
|
|
stepDownHeight: 0.04f,
|
|
isOnGround: body.OnWalkable,
|
|
body: body,
|
|
moverFlags: ObjectInfoState.IsPlayer | ObjectInfoState.EdgeSlide,
|
|
movingEntityId: 0x01000000u);
|
|
|
|
var newPos = result.Position;
|
|
float moved = Vector3.Distance(newPos, pos);
|
|
|
|
if (moved < WedgeEpsilon)
|
|
frozenStreak++;
|
|
else
|
|
frozenStreak = 0;
|
|
|
|
_out.WriteLine(
|
|
$"t{tick,3}: pos=({newPos.X:F3},{newPos.Y:F3},{newPos.Z:F3}) " +
|
|
$"moved={moved:F4} onGround={result.IsOnGround} onWalkable={result.OnWalkable} " +
|
|
$"contact={result.InContact} vz={fallVelocityZ:F2} frozen={frozenStreak}");
|
|
|
|
pos = newPos;
|
|
cell = result.CellId;
|
|
body.Position = pos;
|
|
|
|
if (result.IsOnGround)
|
|
fallVelocityZ = 0f;
|
|
|
|
body.TransientState &=
|
|
~(TransientStateFlags.Contact | TransientStateFlags.OnWalkable);
|
|
if (result.InContact)
|
|
body.TransientState |= TransientStateFlags.Contact;
|
|
if (result.OnWalkable)
|
|
body.TransientState |= TransientStateFlags.OnWalkable;
|
|
|
|
Assert.True(frozenStreak <= WedgeTickThreshold,
|
|
$"Body froze for {frozenStreak} ticks at {pos}.");
|
|
|
|
}
|
|
|
|
Assert.True(pos.X < start.X - 0.10f,
|
|
$"The resolver-only trace made no downhill progress within " +
|
|
$"{MaxTicks} ticks; start={start}, final={pos}.");
|
|
}
|
|
}
|