acdream/tests/AcDream.Core.Tests/Physics/BSPStepUpTests.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

656 lines
28 KiB
C#

using System;
using System.Collections.Generic;
using System.Numerics;
using AcDream.Core.Physics;
using DatReaderWriter.Types;
using Xunit;
namespace AcDream.Core.Tests.Physics;
/// <summary>
/// Conformance tests for BSP step-up (Path 5) and rooftop landing (Path 6) in
/// <see cref="BSPQuery.FindCollisions"/>.
///
/// <para>
/// Tests are organised in three groups corresponding to the three commits:
/// </para>
/// <list type="bullet">
/// <item><b>Group A — Baselines</b>: behaviours that should pass both before
/// and after the implementation (no-hit returns OK, fixture geometry checks).</item>
/// <item><b>Group B — Phase L.2.1 (Path 5 step-up)</b>: tests that are RED
/// because Path 5 wall-slides instead of stepping up. L.2.1 flips these
/// GREEN.</item>
/// <item><b>Group C — Phase L.2.2 (Path 6 SetCollide)</b>: tests that are RED
/// because Path 6 wall-slides instead of setting the Collide flag. L.2.2
/// flips these GREEN.</item>
/// </list>
///
/// <para>
/// Retail references:
/// BSPTREE::find_collisions Path 5 — acclient_2013_pseudo_c.txt:323849 /
/// ACE BSPTree.cs:192-196.
/// CTransition::step_up — acclient_2013_pseudo_c.txt:273099-273133 /
/// ACE Transition.cs:746-777.
/// BSPTREE::find_collisions Path 6 / SPHEREPATH::set_collide —
/// acclient_2013_pseudo_c.txt:323819 / ACE BSPTree.cs:210-219.
/// SPHEREPATH::set_collide — acclient_2013_pseudo_c.txt:321594-321607 /
/// ACE SpherePath.cs:279-286.
/// CTransition::transitional_insert Collide branch —
/// acclient_2013_pseudo_c.txt:273193-273239 / ACE Transition.cs:891-930.
/// </para>
/// </summary>
public class BSPStepUpTests
{
// =========================================================================
// Group A — Baselines (pass before AND after the implementation)
// =========================================================================
/// <summary>
/// No BSP geometry → FindCollisions returns OK with no state changes.
/// </summary>
[Fact]
public void A1_NullRoot_ReturnsOK()
{
var from = new Vector3(0f, 0f, BSPStepUpFixtures.SphereRadius);
var to = new Vector3(0.1f, 0f, BSPStepUpFixtures.SphereRadius);
var t = BSPStepUpFixtures.MakeGroundedTransition(from, to);
var localSphere = new DatReaderWriter.Types.Sphere
{
Origin = to,
Radius = BSPStepUpFixtures.SphereRadius,
};
var result = BSPQuery.FindCollisions(
null,
new Dictionary<ushort, ResolvedPolygon>(),
t, localSphere, null,
from, Vector3.UnitZ, 1.0f);
Assert.Equal(TransitionState.OK, result);
}
/// <summary>
/// Grounded mover far from the wall → no collision → OK.
/// </summary>
[Fact]
public void A2_GroundedMover_NoWallNear_ReturnsOK()
{
var (root, resolved) = BSPStepUpFixtures.LowStep();
// Moving in -X, away from the wall at x=0.5.
var from = new Vector3(-1f, 0f, BSPStepUpFixtures.SphereRadius);
var to = new Vector3(-1.5f, 0f, BSPStepUpFixtures.SphereRadius);
var t = BSPStepUpFixtures.MakeGroundedTransition(from, to);
var localSphere = new DatReaderWriter.Types.Sphere { Origin = to, Radius = BSPStepUpFixtures.SphereRadius };
var result = BSPQuery.FindCollisions(
root, resolved, t, localSphere, null,
from, Vector3.UnitZ, 1.0f);
Assert.Equal(TransitionState.OK, result);
}
/// <summary>
/// Airborne mover well above the roof → no collision → OK.
/// </summary>
[Fact]
public void A3_AirborneMover_AboveRoof_ReturnsOK()
{
var (root, resolved) = BSPStepUpFixtures.FlatRoof();
// Mover at z=6 (well above the roof at z=3) with tiny downward step.
float highZ = 6f;
var from = new Vector3(0f, 0f, highZ + BSPStepUpFixtures.SphereRadius);
var to = new Vector3(0f, 0f, highZ + BSPStepUpFixtures.SphereRadius - 0.01f);
var t = BSPStepUpFixtures.MakeAirborneTransition(from, to);
var localSphere = new DatReaderWriter.Types.Sphere { Origin = to, Radius = BSPStepUpFixtures.SphereRadius };
var result = BSPQuery.FindCollisions(
root, resolved, t, localSphere, null,
from, Vector3.UnitZ, 1.0f);
Assert.Equal(TransitionState.OK, result);
}
/// <summary>
/// The slope fixture's polygon must have normal.Z below FloorZ (confirms
/// the fixture geometry is set up correctly as a non-walkable surface).
/// </summary>
[Fact]
public void A4_SlopedFixture_NormalBelowFloorZ()
{
var (_, resolved) = BSPStepUpFixtures.SlopedUnwalkable();
var slope = resolved[BSPStepUpFixtures.SlopedUnwalkable_SlopeId];
Assert.True(slope.Plane.Normal.Z < PhysicsGlobals.FloorZ,
$"Slope normal.Z ({slope.Plane.Normal.Z:F4}) must be < FloorZ ({PhysicsGlobals.FloorZ:F4})");
Assert.True(slope.Plane.Normal.Z > 0f,
$"Slope normal.Z ({slope.Plane.Normal.Z:F4}) must be > 0 (upward-facing)");
}
/// <summary>
/// Low-step upper-floor polygon has normal.Z >= FloorZ (it IS walkable).
/// </summary>
[Fact]
public void A5_LowStepUpperFloor_NormalAboveFloorZ()
{
var (_, resolved) = BSPStepUpFixtures.LowStep();
var upper = resolved[BSPStepUpFixtures.LowStep_UpperFloorId];
Assert.True(upper.Plane.Normal.Z >= PhysicsGlobals.FloorZ,
$"Upper floor normal.Z ({upper.Plane.Normal.Z:F4}) must be >= FloorZ ({PhysicsGlobals.FloorZ:F4})");
}
/// <summary>
/// Roof polygon has normal.Z >= LandingZ (it can be landed on).
/// </summary>
[Fact]
public void A6_FlatRoofPolygon_NormalAboveLandingZ()
{
var (_, resolved) = BSPStepUpFixtures.FlatRoof();
var roof = resolved[BSPStepUpFixtures.FlatRoof_RoofId];
Assert.True(roof.Plane.Normal.Z >= PhysicsGlobals.LandingZ,
$"Roof normal.Z ({roof.Plane.Normal.Z:F4}) must be >= LandingZ ({PhysicsGlobals.LandingZ:F4})");
}
// =========================================================================
// Group B — Phase L.2.1 (Path 5 step-up)
//
// RED before L.2.1, GREEN after.
// Each test documents the CURRENT wrong behaviour and EXPECTED correct one.
// =========================================================================
/// <summary>
/// Grounded mover (Contact + OnWalkable) walking toward the low step (25 cm):
/// should step up onto the upper floor, not slide sideways.
///
/// <para>
/// Current (wrong): Path 5 applies wall-slide → CurPos.X stays left of wall;
/// Z stays at floor level.
/// </para>
/// <para>
/// Expected after L.2.1: Path 5 calls StepUp → DoStepDown finds upper floor
/// → sphere lifts to z ≥ 0.25 + SphereRadius and X advances past the wall.
/// </para>
///
/// <para>Retail: BSPTREE::step_sphere_up / CTransition::step_up
/// acclient_2013_pseudo_c.txt:323849, 273099.</para>
/// </summary>
[Fact]
public void B1_GroundedMover_LowStep_StepsUp()
{
var (root, resolved) = BSPStepUpFixtures.LowStep();
const float stepUpHeight = 0.30f; // larger than step (0.25), so step-up succeeds
// CurPos (foot position) starts at z=0 (on the terrain / BSP floor at z=0).
// The sphere center is at CurPos + (0, 0, SphereRadius) = (x, 0, 0.2).
// lowPoint = sphere_center - (0,0,r) = (x, 0, 0) → on terrain → contact.
var from = new Vector3(0.1f, 0f, 0f);
// to.X = 0.6 → offset = (0.5, 0, 0), 3 sub-steps of 0.1667 each.
// Step 2: CurPos ≈ (0.433, 0, 0), sphere center x ≈ 0.433.
// Wall: dist = 0.5 - 0.433 = 0.067 < rad = 0.198 → HIT Path 5 ✓
var to = new Vector3(0.6f, 0f, 0f); // foot stays at z=0, crosses wall at x=0.5
var t = BSPStepUpFixtures.MakeGroundedTransition(from, to, stepUpHeight);
// terrainZ=0f: terrain at z=0 keeps the step-down probe grounded between
// steps, preserving Contact/OnWalkable across the sub-step boundary.
var engine = MakeTestEngine(root, resolved, terrainZ: 0f);
bool ok = t.FindTransitionalPosition(engine);
// After step-up, the character's foot (CurPos.Z) must be at or above the
// upper floor (z=0.25). CurPos stores the foot origin; the sphere center is
// CurPos.Z + SphereRadius. The lower bound is the upper-floor Z minus a
// small epsilon to tolerate floating-point rounding in AdjustSphereToPlane.
float expectedMinZ = 0.25f - PhysicsGlobals.EPSILON * 10f;
Assert.True(t.SpherePath.CurPos.Z >= expectedMinZ,
$"Expected Z >= {expectedMinZ:F4} (stepped up to upper floor at z=0.25), " +
$"got CurPos.Z = {t.SpherePath.CurPos.Z:F4}. " +
"Path 5 must call StepUp (L.2.1) instead of wall-sliding.");
}
/// <summary>
/// Grounded mover walking into the too-tall wall (5 m) should NOT step up —
/// the wall is taller than StepUpHeight.
///
/// <para>
/// Expected: StepUp is called, DoStepDown finds no walkable surface within
/// 0.04 m (no upper floor exists), StepUpSlide applies → mover stays
/// left of the wall.
/// </para>
///
/// <para>Retail: SPHEREPATH::step_up_slide
/// ACE SpherePath.cs:309-316.</para>
/// </summary>
[Fact]
public void B2_GroundedMover_TallWall_BlockedOrSlides()
{
var (root, resolved) = BSPStepUpFixtures.TallWall();
const float stepUpHeight = 0.04f; // default — cannot scale 5 m wall
// Foot at z=0 (on terrain). Same reasoning as B1.
var from = new Vector3(0.1f, 0f, 0f);
var to = new Vector3(0.6f, 0f, 0f);
var t = BSPStepUpFixtures.MakeGroundedTransition(from, to, stepUpHeight);
// terrainZ=0f: keep grounded between steps (same as B1).
var engine = MakeTestEngine(root, resolved, terrainZ: 0f);
t.FindTransitionalPosition(engine);
// The mover should NOT have crossed the wall at x=0.5.
float wallFace = 0.5f - BSPStepUpFixtures.SphereRadius;
Assert.True(t.SpherePath.CurPos.X <= wallFace + PhysicsGlobals.EPSILON * 20f,
$"Expected mover blocked before wall (x <= {wallFace:F3}), " +
$"got CurPos.X = {t.SpherePath.CurPos.X:F4}");
}
/// <summary>
/// Direct Path 5 invocation: Contact mover sphere just overlapping the low
/// wall should NOT return Slid after L.2.1.
///
/// <para>
/// Current: returns Slid (wall-slide).
/// Expected after L.2.1: returns OK (step-up succeeded) with Z lifted.
/// </para>
/// </summary>
[Fact]
public void B3_Path5_DirectCall_ContactHitsLowWall_NotSlid()
{
var (root, resolved) = BSPStepUpFixtures.LowStep();
// Sphere center overlaps the wall (x=0.5) by half-radius.
float r = BSPStepUpFixtures.SphereRadius;
var checkPos = new Vector3(0.5f - r * 0.5f, 0f, r);
var currPos = new Vector3(0.1f, 0f, r);
var t = new Transition();
t.SpherePath.InitPath(currPos, checkPos, 0xA9B40001u, r);
t.SpherePath.SetCheckPos(checkPos, 0xA9B40001u);
t.ObjectInfo.State = ObjectInfoState.Contact | ObjectInfoState.OnWalkable;
t.ObjectInfo.StepUpHeight = 0.30f;
t.ObjectInfo.StepDownHeight = 0.04f;
t.CollisionInfo.LastKnownContactPlane = new Plane(Vector3.UnitZ, 0f);
t.CollisionInfo.LastKnownContactPlaneValid = true;
var localSphere = new DatReaderWriter.Types.Sphere { Origin = checkPos, Radius = r };
// Pass engine so Path 5 can call DoStepUp → DoStepDown (L.2.1).
// Without engine the fallback wall-slide would return Slid.
var engine = MakeTestEngine(root, resolved);
var result = BSPQuery.FindCollisions(
root, resolved, t, localSphere, null,
currPos, Vector3.UnitZ, 1.0f, Quaternion.Identity, engine);
// After L.2.1 this assertion flips from failing (Slid) to passing.
Assert.NotEqual(TransitionState.Slid, result);
}
// =========================================================================
// Group C — Phase L.2.2 (Path 6 SetCollide)
//
// RED before L.2.2, GREEN after.
// =========================================================================
/// <summary>
/// Airborne mover hitting the flat roof from above should set Collide flag
/// and return Adjusted (not Slid with wall-slide offset).
///
/// <para>
/// Current (wrong): Path 6 computes a wall-slide offset and returns Slid.
/// </para>
/// <para>
/// Expected after L.2.2: Path 6 calls path.SetCollide(worldNormal), sets
/// WalkableAllowance = LandingZ, returns Adjusted.
/// </para>
///
/// <para>Retail: SPHEREPATH::set_collide
/// acclient_2013_pseudo_c.txt:321594 / ACE BSPTree.cs:210-219.</para>
/// </summary>
[Fact]
public void C1_Path6_AirborneMoverHitsRoof_SetsCollideFlagAndAdjusted()
{
var (root, resolved) = BSPStepUpFixtures.FlatRoof();
// Sphere center just penetrating the roof polygon (z=3) from above.
float r = BSPStepUpFixtures.SphereRadius;
var checkPos = new Vector3(0f, 0f, 3f + r * 0.5f); // half-radius above roof
var currPos = new Vector3(0f, 0f, 3f + r + 0.1f); // clearly above
var t = new Transition();
t.SpherePath.InitPath(currPos, checkPos, 0xA9B40001u, r);
t.SpherePath.SetCheckPos(checkPos, 0xA9B40001u);
t.ObjectInfo.State = ObjectInfoState.None; // airborne — no Contact
var localSphere = new DatReaderWriter.Types.Sphere { Origin = checkPos, Radius = r };
var result = BSPQuery.FindCollisions(
root, resolved, t, localSphere, null,
currPos, Vector3.UnitZ, 1.0f);
// After L.2.2: result = Adjusted, Collide = true, WalkableAllowance = LandingZ.
// Currently: result = Slid (wall-slide path).
Assert.Equal(TransitionState.Adjusted, result);
Assert.True(t.SpherePath.Collide,
"Expected SpherePath.Collide = true after Path 6 hit (L.2.2)");
Assert.Equal(PhysicsGlobals.LandingZ, t.SpherePath.WalkableAllowance,
precision: 5);
}
/// <summary>
/// Full integration: airborne mover drops onto the 3 m flat roof.
///
/// <para>
/// After L.2.2: TransitionalInsert sees Collide flag, re-tests as Placement,
/// finds walkable polygon at z=3, sets ContactPlane with normal.Z ≈ 1.
/// </para>
/// <para>
/// Current: mover slides sideways off the roof (never lands).
/// Expected after L.2.2: ContactPlane is set with Normal.Z >= LandingZ.
/// </para>
/// </summary>
[Fact]
public void C2_AirborneMover_LandsOnFlatRoof_ContactPlaneSet()
{
var (root, resolved) = BSPStepUpFixtures.FlatRoof();
float roofZ = 3f;
float r = BSPStepUpFixtures.SphereRadius;
// CurPos = foot position. Sphere center = CurPos + (0,0,r).
// from: foot at z = roofZ - r + 0.3f → sphere center at roofZ + 0.3 = 3.3 (above roof)
// to: foot at z = roofZ - r - 0.05f → sphere center at roofZ - 0.05 = 2.95 (into roof by 0.05)
// Roof polygon at z=roofZ, normal=+Z: dist = sphere_center.z - roofZ.
// At to: dist = -0.05; |dist| = 0.05 < rad=0.198 → roof hit ✓
var from = new Vector3(0f, 0f, roofZ - r + 0.3f);
var to = new Vector3(0f, 0f, roofZ - r - 0.05f); // sphere bottom at z ≈ 2.95 (into roof)
var t = BSPStepUpFixtures.MakeAirborneTransition(from, to);
// terrainZ=-50f: airborne mover — terrain must not interfere with roof landing.
var engine = MakeTestEngine(root, resolved, terrainZ: -50f);
t.FindTransitionalPosition(engine);
// After L.2.2: at least one of ContactPlane / LastKnownContactPlane is set.
bool planeSet = t.CollisionInfo.ContactPlaneValid
|| t.CollisionInfo.LastKnownContactPlaneValid;
Assert.True(planeSet,
"Expected a contact plane after landing on roof (L.2.2). " +
"Currently Path 6 wall-slides and never sets ContactPlane.");
if (planeSet)
{
var plane = t.CollisionInfo.ContactPlaneValid
? t.CollisionInfo.ContactPlane
: t.CollisionInfo.LastKnownContactPlane;
Assert.True(plane.Normal.Z >= PhysicsGlobals.LandingZ,
$"Contact plane normal.Z ({plane.Normal.Z:F4}) must be >= LandingZ ({PhysicsGlobals.LandingZ:F4})");
}
}
/// <summary>
/// Airborne mover descending toward a steep slope (normal.Z &lt; FloorZ):
/// Path 6 returns <see cref="TransitionState.Slid"/> and does NOT set
/// the Collide flag — the steep-normal slide-tangent branch (L.4,
/// commit b1af56e, 2026-04-30) intercepts the hit before SetCollide is
/// called and projects the move along the steep face instead, keeping the
/// body airborne with the falling animation.
///
/// <para>This is a documented intentional deviation from retail (retail calls
/// set_collide unconditionally; our interim port uses slide-tangent while
/// the retail step_up_slide / cliff_slide chain port is completed).</para>
/// </summary>
[Fact]
public void C3_Path6_AirborneMoverHitsSteepSlope_ReturnsSlid()
{
var (root, resolved) = BSPStepUpFixtures.SlopedUnwalkable();
float r = BSPStepUpFixtures.SphereRadius;
// Approach the slope mid-face from above.
var checkPos = new Vector3(0.5f, 0f, 1.0f + r * 0.5f);
var currPos = new Vector3(0.5f, 0f, 1.0f + r + 0.1f);
var t = new Transition();
t.SpherePath.InitPath(currPos, checkPos, 0xA9B40001u, r);
t.SpherePath.SetCheckPos(checkPos, 0xA9B40001u);
t.ObjectInfo.State = ObjectInfoState.None; // airborne
var localSphere = new DatReaderWriter.Types.Sphere { Origin = checkPos, Radius = r };
var result = BSPQuery.FindCollisions(
root, resolved, t, localSphere, null,
currPos, Vector3.UnitZ, 1.0f);
// L.4 slide-tangent (b1af56e, 2026-04-30): steep polygon hit by
// airborne sphere returns Slid (not Adjusted) and does NOT set
// the Collide flag — the into-wall displacement is removed and
// CollisionNormal/SlidingNormal are set instead.
Assert.Equal(TransitionState.Slid, result);
Assert.False(t.SpherePath.Collide,
"Collide must NOT be set when the L.4 steep-slope slide-tangent fires");
}
// =========================================================================
// Group D — Phase L.2.3 regression tests
//
// Bugs caught by live testing 2026-04-29:
// D1 — walking into a too-tall wall must NOT clear ContactPlane (animation
// flickers to "falling" when contact is lost mid-step against a wall).
// D2 — Path 5 step-up must NOT recurse infinitely against a tall wall
// (retail guards step_sphere_up with `if (sp.step_up == 0)` per
// acclient_2013_pseudo_c.txt:272954). Without the guard, DoStepUp
// invokes DoStepDown which TransitionalInsert(5)'s into FindObjCollisions
// which hits the same wall AGAIN → recursive DoStepUp.
// =========================================================================
/// <summary>
/// L.2.3c regression: a grounded mover walking into a too-tall wall must
/// retain its ground contact across the failed step-up. Before the fix,
/// <c>DoStepUp</c> cleared <see cref="CollisionInfo.ContactPlaneValid"/>
/// unconditionally; on failure, RestoreCheckPos restored the position but
/// the contact plane stayed cleared, causing OnWalkable to drop and the
/// animation system to interpret the stuck-against-wall state as "airborne".
/// </summary>
[Fact]
public void D1_GroundedMover_TooTallWall_PreservesContactPlane()
{
var (root, resolved) = BSPStepUpFixtures.TallWall();
// Foot at z=0, walking into the wall.
var from = new Vector3(0.1f, 0f, 0f);
var to = new Vector3(0.6f, 0f, 0f);
// StepUpHeight 0.04m — too small to climb the 5m wall.
var t = BSPStepUpFixtures.MakeGroundedTransition(from, to, stepUpHeight: 0.04f);
var engine = MakeTestEngine(root, resolved, terrainZ: 0f);
t.FindTransitionalPosition(engine);
// After failed step-up + slide, the mover should still be considered
// grounded — either via the live contact plane, the last-known one,
// or the OnWalkable flag preserved by terrain re-detection.
bool stillGrounded = t.CollisionInfo.ContactPlaneValid
|| t.CollisionInfo.LastKnownContactPlaneValid
|| t.ObjectInfo.State.HasFlag(ObjectInfoState.OnWalkable);
Assert.True(stillGrounded,
"Expected mover to still be grounded after walking into a too-tall " +
"wall (failed step-up should preserve LastKnownContactPlane).");
}
/// <summary>
/// L.2.3b regression: Path 5 dispatch must be guarded against re-entry while
/// a step-up is already in progress. Test runs <c>FindTransitionalPosition</c>
/// with a tight time budget and verifies it terminates cleanly. Without the
/// guard the recursive DoStepUp churns the contact plane until numAttempts
/// runs out — finishing in an inconsistent state.
/// </summary>
[Fact]
public void D2_GroundedMover_TallWall_DoesNotRecurseInfinitely()
{
var (root, resolved) = BSPStepUpFixtures.TallWall();
var from = new Vector3(0.1f, 0f, 0f);
var to = new Vector3(0.6f, 0f, 0f);
var t = BSPStepUpFixtures.MakeGroundedTransition(from, to, stepUpHeight: 0.04f);
var engine = MakeTestEngine(root, resolved, terrainZ: 0f);
var sw = System.Diagnostics.Stopwatch.StartNew();
t.FindTransitionalPosition(engine);
sw.Stop();
// Bounded execution: even with recursion, this is a 4-step movement.
// 100ms is generous; without the guard, recursion adds noticeable cost.
Assert.True(sw.ElapsedMilliseconds < 100,
$"Step-up against tall wall took {sw.ElapsedMilliseconds}ms — " +
"indicates Path 5 recursing through DoStepUp without guard.");
}
/// <summary>
/// L.2c regression: an airborne mover jumping/falling into a vertical wall
/// must keep its vertical displacement. With no live or last-known contact
/// plane, SlideSphere must remove only the component into the wall; inventing
/// a flat UnitZ plane projects the displacement onto the wall/floor crease
/// and leaves the character stuck in falling animation against the wall.
/// </summary>
[Fact]
public void D3_AirborneMover_TallWall_PreservesVerticalMotion()
{
var (root, resolved) = BSPStepUpFixtures.TallWall();
var from = new Vector3(0.1f, 0f, 2.0f);
var to = new Vector3(0.6f, 0f, 1.5f);
var t = BSPStepUpFixtures.MakeAirborneTransition(from, to);
var engine = MakeTestEngine(root, resolved, terrainZ: -50f);
t.FindTransitionalPosition(engine);
Assert.True(t.SpherePath.CurPos.Z < from.Z - 0.1f,
$"Expected airborne wall-slide to preserve downward motion; " +
$"from.Z={from.Z:F3}, CurPos.Z={t.SpherePath.CurPos.Z:F3}");
Assert.True(t.SpherePath.CurPos.X <= 0.5f - BSPStepUpFixtures.SphereRadius + PhysicsGlobals.EPSILON * 20f,
$"Expected wall to block X penetration; got CurPos.X={t.SpherePath.CurPos.X:F3}");
}
/// <summary>
/// L.2c regression: if an airborne wall collision happens in a one-substep
/// frame, the collision normal has to survive into the next frame. Retail
/// does this with transient_state bit 2 + InitSlidingNormal. Without that,
/// every frame replays the same hard stop and the character hangs in falling
/// animation until another correction breaks the loop.
/// </summary>
[Fact]
public void D4_AirborneMover_TallWall_PersistsSlidingNormalAcrossFrames()
{
var (root, resolved) = BSPStepUpFixtures.TallWall();
var engine = MakeTestEngine(root, resolved, terrainZ: -50f);
var body = new PhysicsBody
{
Position = new Vector3(0.25f, 0f, 2.0f),
TransientState = TransientStateFlags.Active,
};
var frame1 = engine.ResolveWithTransition(
currentPos: body.Position,
targetPos: new Vector3(0.36f, 0f, 1.92f),
cellId: 0xA9B40001u,
sphereRadius: BSPStepUpFixtures.SphereRadius,
sphereHeight: 0f,
stepUpHeight: 0.04f,
stepDownHeight: 0.04f,
isOnGround: false,
body: body);
body.Position = frame1.Position;
Assert.True(body.TransientState.HasFlag(TransientStateFlags.Sliding),
"First airborne wall hit should cache SlidingNormal for the next frame.");
Assert.Equal(2.0f, frame1.Position.Z, precision: 3);
var frame2 = engine.ResolveWithTransition(
currentPos: body.Position,
targetPos: body.Position + new Vector3(0.11f, 0f, -0.08f),
cellId: 0xA9B40001u,
sphereRadius: BSPStepUpFixtures.SphereRadius,
sphereHeight: 0f,
stepUpHeight: 0.04f,
stepDownHeight: 0.04f,
isOnGround: false,
body: body);
Assert.True(frame2.Position.Z < frame1.Position.Z - 0.05f,
$"Expected cached wall-slide normal to allow falling on frame 2; " +
$"frame1.Z={frame1.Position.Z:F3}, frame2.Z={frame2.Position.Z:F3}");
Assert.InRange(frame2.Position.X, 0.24f, 0.31f);
}
// =========================================================================
// Helpers
// =========================================================================
/// <summary>
/// Build a <see cref="PhysicsEngine"/> that serves one synthetic BSP object.
/// <paramref name="terrainZ"/> sets every terrain sample to the given height.
/// Use 0f for grounded tests (terrain flush with the BSP floor at z=0, so the
/// step-down probe finds ground and keeps Contact/OnWalkable set between steps).
/// Use -50f for tests where terrain must never interfere (airborne / roof landing).
/// </summary>
private static PhysicsEngine MakeTestEngine(
PhysicsBSPNode root,
Dictionary<ushort, ResolvedPolygon> resolved,
Vector3? objectPosition = null,
float terrainZ = 0f)
{
const uint LandblockId = 0xA9B4FFFFu;
const uint SyntheticGfxId = 0xDEADBEEFu;
var heights = new byte[81]; // all zero → uses index 0 from heightTable
var heightTab = new float[256];
for (int i = 0; i < 256; i++) heightTab[i] = terrainZ;
var engine = new PhysicsEngine();
engine.AddLandblock(
LandblockId,
new TerrainSurface(heights, heightTab),
Array.Empty<CellSurface>(),
Array.Empty<PortalPlane>(),
worldOffsetX: 0f, worldOffsetY: 0f);
// Register the BSP physics into the data cache.
var cache = new PhysicsDataCache();
var bspTree = new DatReaderWriter.Types.PhysicsBSPTree { Root = root };
var physics = new GfxObjPhysics
{
BSP = bspTree,
PhysicsPolygons = new 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;
// Register the object in the shadow registry so FindObjCollisions picks it up.
Vector3 pos = objectPosition ?? Vector3.Zero;
engine.ShadowObjects.Register(
entityId: SyntheticGfxId,
gfxObjId: SyntheticGfxId,
worldPos: pos,
rotation: Quaternion.Identity,
radius: 15f,
worldOffsetX: 0f,
worldOffsetY: 0f,
landblockId: LandblockId,
collisionType: ShadowCollisionType.BSP,
scale: 1.0f);
return engine;
}
}