acdream/tests/AcDream.Core.Tests/Physics/ShadowObjectRegistryMultiPartTests.cs
Erik 9671af0273
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fix(physics): S2 — static publication emits authored Spheres as Spheres (AP-155 narrowed)
Both static sites (LandblockPhysicsPublisher, the headless-only
LandblockPhysicsContentBuilder) emitted an authored Setup Sphere as a
base-anchored Cylinder of radius r and height 2r. The live path emits a
Sphere for the same data, so the same object collided differently by
arrival route, and the narrow phase met a flat cap where retail meets a
curved surface. Both sites now mirror ShadowShapeBuilder.FromSetup's
Sphere block exactly.

Combined Opus review: PASS. Its numeric verification of the dispatch
test's geometry (head-sphere clearance 0.201 m for the true sphere; the
cylinder counterfactual inside by 0.10 m XY with the Z band overlapping)
is what makes the discrimination claim more than a sabotage anecdote,
and its F8 finding is applied: the test now carries a POSITIVE control —
aiming straight through the boulder's centre must block — so a
membership/seed regression can no longer masquerade as a curve-hit
pass. F4 applied: CylHeight is asserted, not inferred (the C4 lesson).
F3 applied: the deleted Quaternion.Inverse base composition is recorded
as internally coherent for the old cylinder's world-Z axis — the defect
was the shape TYPE, not that rotation math.

The review also verified the deleted-cylinder blast radius: the F2
overlay's drawn span is IDENTICAL for both shapes (old [c-r, c+r], new
[c-r, c+r]); the flood sphere's centre rises by exactly r, which cannot
change outdoor membership (XY rectangle) and lands the indoor half on
Session B's dungeon gate alongside S1B; and the sphere-branch flood is
now pinned uncapped by a genuine eleventh-shape A/B test.
PublishStaticCollision — the headless static path — gains its first
test ever.

AP-155 is NARROWED, not deleted (review F13): the has-BSP source split
(entity.MeshRefs vs setup.Parts + AnimPartChanged) survives and keeps
the row active. The shared-primitive-emitter refactor that would make
route independence a compile-time property is the filed follow-up
(review F20).

Population: 3,506 of 5,935 installed Setups, structurally equal to
AP-157's third-branch count (byte-identical classifier — three
independent routes agree: 3,605 - 99 = 3,506).

Clean-room suite at implementation: 11,253 passed / 6 skipped / 0
failed on landed S1B. Post-review-hardening: Publisher tests 25/25,
Content tests 2/2, both green.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-08-07 08:07:02 +02:00

516 lines
22 KiB
C#

using System.Collections.Generic;
using System.Linq;
using System.Numerics;
using AcDream.Core.Physics;
using Xunit;
namespace AcDream.Core.Tests.Physics;
public class ShadowObjectRegistryMultiPartTests
{
private const uint LbId = 0xA9B40000u;
private const float OffX = 0f;
private const float OffY = 0f;
private static IReadOnlyList<ShadowShape> DoorShapes() => new[]
{
ShadowShape.Cylinder(
gfxObjId: 0u,
localPosition: new Vector3(0f, 0f, 0.018f),
localRotation: Quaternion.Identity,
scale: 1.0f,
radius: 0.100f,
cylHeight: 0.200f),
ShadowShape.Bsp(
gfxObjId: 0x010044B5u,
localPosition: Vector3.Zero,
localRotation: Quaternion.Identity,
scale: 1.0f,
localGeometry: ShadowPartGeometry.Create(new FlatCollisionSphere(Vector3.Zero, 2.0f), null)),
ShadowShape.Bsp(
gfxObjId: 0x010044B6u,
localPosition: Vector3.Zero,
localRotation: Quaternion.Identity,
scale: 1.0f,
localGeometry: ShadowPartGeometry.Create(new FlatCollisionSphere(Vector3.Zero, 2.0f), null)),
ShadowShape.Bsp(
gfxObjId: 0x010044B6u,
localPosition: Vector3.Zero,
localRotation: Quaternion.Identity,
scale: 1.0f,
localGeometry: ShadowPartGeometry.Create(new FlatCollisionSphere(Vector3.Zero, 2.0f), null))
};
[Fact]
public void RegisterMultiPart_FourShapes_AllShareEntityId()
{
var reg = new ShadowObjectRegistry();
const uint doorEntityId = 0x000F4244u;
reg.RegisterMultiPart(
entityId: doorEntityId,
entityWorldPos: new Vector3(132.6f, 17.1f, 94.08f),
entityWorldRot: Quaternion.Identity,
shapes: DoorShapes(),
state: 0x10008u,
flags: EntityCollisionFlags.None,
worldOffsetX: OffX,
worldOffsetY: OffY,
landblockId: LbId);
int found = 0;
foreach (var entry in reg.AllEntriesForDebug())
{
if (entry.EntityId == doorEntityId) found++;
}
Assert.True(found >= 4,
$"Expected at least 4 entries for door entity (one per shape); found {found}");
}
[Fact]
public void RegisterMultiPart_EmptyShapeList_NoOp()
{
var reg = new ShadowObjectRegistry();
reg.RegisterMultiPart(
entityId: 0x1u,
entityWorldPos: Vector3.Zero,
entityWorldRot: Quaternion.Identity,
shapes: System.Array.Empty<ShadowShape>(),
state: 0u,
flags: EntityCollisionFlags.None,
worldOffsetX: OffX, worldOffsetY: OffY, landblockId: LbId);
Assert.Equal(0, reg.TotalRegistered);
}
[Fact]
public void Deregister_RemovesAllParts()
{
var reg = new ShadowObjectRegistry();
const uint doorEntityId = 0x000F4244u;
reg.RegisterMultiPart(doorEntityId, new Vector3(132.6f, 17.1f, 94.08f),
Quaternion.Identity, DoorShapes(), 0x10008u,
EntityCollisionFlags.None, OffX, OffY, LbId);
reg.Deregister(doorEntityId);
Assert.Equal(0, reg.TotalRegistered);
foreach (var entry in reg.AllEntriesForDebug())
Assert.NotEqual(doorEntityId, entry.EntityId);
}
[Fact]
public void UpdatePhysicsState_PropagatesEtherealToAllParts()
{
var reg = new ShadowObjectRegistry();
const uint doorEntityId = 0x000F4244u;
reg.RegisterMultiPart(doorEntityId, new Vector3(132.6f, 17.1f, 94.08f),
Quaternion.Identity, DoorShapes(), 0x10008u,
EntityCollisionFlags.None, OffX, OffY, LbId);
reg.UpdatePhysicsState(doorEntityId, 0x1000Cu); // 0x10008 | 0x4
int updated = 0;
foreach (var entry in reg.AllEntriesForDebug())
{
if (entry.EntityId != doorEntityId) continue;
Assert.Equal(0x1000Cu, entry.State);
updated++;
}
Assert.True(updated >= 4, $"Expected all parts updated, only {updated} were");
}
[Fact]
public void RegisterMultiPart_PartsAcrossMultipleCells_AllCellsListed()
{
var reg = new ShadowObjectRegistry();
// Two shapes 30m apart in X — must span two outdoor 24m cells.
var shapes = new[]
{
ShadowShape.Cylinder(0u, new Vector3( 0f, 0f, 0f), Quaternion.Identity, 1f, 1f, 2f),
ShadowShape.Cylinder(0u, new Vector3(30f, 0f, 0f), Quaternion.Identity, 1f, 1f, 2f),
};
reg.RegisterMultiPart(0x1u, new Vector3(12f, 12f, 50f), Quaternion.Identity,
shapes, 0u, EntityCollisionFlags.None, OffX, OffY, LbId);
// Part 1 at world (12, 12) → cell (0,0) = LbId | 1
// Part 2 at world (42, 12) → cell (1,0) = LbId | 9
var entriesIn1 = reg.GetObjectsInCell(LbId | 1u);
var entriesIn9 = reg.GetObjectsInCell(LbId | 9u);
Assert.Contains(entriesIn1, e => e.EntityId == 0x1u);
Assert.Contains(entriesIn9, e => e.EntityId == 0x1u);
}
[Fact]
public void Register_SingleShapeCompat_Unchanged()
{
var reg = new ShadowObjectRegistry();
reg.Register(42u, 0x01000001u, new Vector3(12f, 12f, 50f),
Quaternion.Identity, 1f, OffX, OffY, LbId);
Assert.Equal(1, reg.TotalRegistered);
Assert.Single(reg.GetObjectsInCell(LbId | 1u),
e => e.EntityId == 42u);
}
[Fact]
public void UpdatePosition_MovesAllPartsWithEntity()
{
var reg = new ShadowObjectRegistry();
const uint movingEntityId = 0xA1u;
var shapes = new[]
{
ShadowShape.Cylinder(0u, new Vector3(0f, 0f, 0f), Quaternion.Identity, 1f, 0.5f, 1f),
ShadowShape.Cylinder(0u, new Vector3(1f, 0f, 0f), Quaternion.Identity, 1f, 0.5f, 1f),
};
reg.RegisterMultiPart(movingEntityId, new Vector3(10f, 10f, 50f),
Quaternion.Identity, shapes, 0u,
EntityCollisionFlags.None, OffX, OffY, LbId);
// Move entity to (50, 10, 50). Parts should be at (50, 10, 50) and (51, 10, 50).
reg.UpdatePosition(movingEntityId,
new Vector3(50f, 10f, 50f), Quaternion.Identity,
OffX, OffY, LbId);
Vector3 expectedPart0 = new(50f, 10f, 50f);
Vector3 expectedPart1 = new(51f, 10f, 50f);
var atNew = reg.AllEntriesForDebug().Where(e => e.EntityId == movingEntityId).ToList();
Assert.Equal(2, atNew.Count);
bool found0 = atNew.Any(e => Vector3.Distance(e.Position, expectedPart0) < 0.01f);
bool found1 = atNew.Any(e => Vector3.Distance(e.Position, expectedPart1) < 0.01f);
Assert.True(found0 && found1,
"Expected both parts at new world positions (50, 10, 50) and (51, 10, 50)");
}
[Fact]
public void Deregister_ClearsEntityShapesCache_NoStaleUpdatePositionRebuild()
{
// A6.P4 door fix (2026-05-24) regression: after Deregister, a stray
// UpdatePosition with the same entityId must NOT resurrect the entity
// via the _entityShapes path. The Deregister cleanup added in Task 4
// (which folded Task 6 into the multi-part registration commit) clears
// _entityShapes[entityId] alongside the cell-list cleanup.
var reg = new ShadowObjectRegistry();
const uint doorEntityId = 0x000F4244u;
reg.RegisterMultiPart(doorEntityId, new Vector3(132.6f, 17.1f, 94.08f),
Quaternion.Identity, DoorShapes(), 0x10008u,
EntityCollisionFlags.None, OffX, OffY, LbId);
reg.Deregister(doorEntityId);
// Stray UpdatePosition should be a no-op now (no entry to find AND
// no _entityShapes entry to rebuild from).
reg.UpdatePosition(doorEntityId, new Vector3(200f, 200f, 50f),
Quaternion.Identity, OffX, OffY, LbId);
Assert.Equal(0, reg.TotalRegistered);
}
// ---------------------------------------------------------------------
// AP-152 — cross-cell dispatch. CPhysicsObj::calc_cross_cells @0x00515230
// tests HAS_PHYSICS_BSP_PS at 0x00515285 and routes a BSP-bearing object
// to CPhysicsObj::find_bbox_cell_list @0x00510fc0 through
// 0x0051528f jne 0x515305. The cylsphere branch (0x005152d1
// CObjCell::find_cell_list @0x0052b9f0) and the sorting-sphere branch
// (0x005152fb ... @0x0052b990) are BOTH below that jump and unreachable
// from it. BuildFloodSpheres used to prefer Cylinders over everything
// whenever any Cylinder was present, which is retail's SECOND priority
// applied ahead of its first.
// ---------------------------------------------------------------------
/// <summary>Cells of the landblock that hold at least one row for owner.</summary>
private static List<uint> OutdoorCellsHolding(ShadowObjectRegistry reg, uint ownerId)
{
var cells = new List<uint>();
for (uint index = 1u; index <= 64u; index++)
{
uint cellId = LbId | index;
if (reg.GetObjectsInCell(cellId).Any(e => e.EntityId == ownerId))
cells.Add(cellId);
}
return cells;
}
private static ShadowShape Cyl(float radius, Vector3 localPosition = default)
=> ShadowShape.Cylinder(
gfxObjId: 0u,
localPosition: localPosition,
localRotation: Quaternion.Identity,
scale: 1f,
radius: radius,
cylHeight: radius * 2f);
private static ShadowShape Sph(float radius, Vector3 localPosition = default)
=> ShadowShape.Sphere(
gfxObjId: 0u,
localPosition: localPosition,
localRotation: Quaternion.Identity,
scale: 1f,
radius: radius);
/// <summary>
/// A physics-BSP part shape. <paramref name="boundsCenter"/> defaults
/// OFF-CENTRE because that is the DAT-real configuration: a GfxObj's
/// physics BSP is authored in the GfxObj's own coordinates and 376 of the
/// 973 installed physics-BSP parts have a root bounding sphere further
/// from the part origin than half their own radius. A fixture pinned at
/// <c>Vector3.Zero</c> is the one configuration in which discarding the
/// centre is invisible.
/// </summary>
private static ShadowShape Bsp(
float radius,
Vector3 boundsCenter = default,
Vector3 localPosition = default,
Quaternion localRotation = default)
=> ShadowShape.Bsp(
gfxObjId: 0x010044B5u,
localPosition: localPosition,
localRotation: localRotation == default ? Quaternion.Identity : localRotation,
scale: 1f,
localGeometry: ShadowPartGeometry.Create(
new FlatCollisionSphere(
boundsCenter == default ? new Vector3(0f, 6f, 0f) : boundsCenter,
radius),
null));
private static List<uint> FloodCellsFor(params ShadowShape[] shapes)
{
var reg = new ShadowObjectRegistry();
const uint ownerId = 0xBEEF01u;
// Centre of the landblock's cell (1,1) so a 14 m footprint stays
// inside the block's own 8x8 outdoor grid on every side.
reg.RegisterMultiPart(
ownerId, new Vector3(36f, 36f, 50f), Quaternion.Identity,
shapes, 0x10008u, EntityCollisionFlags.None, OffX, OffY, LbId);
return OutdoorCellsHolding(reg, ownerId);
}
[Fact]
public void BuildFloodSpheres_BspBearingOwner_FloodsFromBspNotFromCylinder()
{
List<uint> cylinderOnly = FloodCellsFor(Cyl(0.5f));
List<uint> bspOnly = FloodCellsFor(Bsp(14f));
List<uint> mixed = FloodCellsFor(Cyl(0.5f), Bsp(14f));
// Controls: the two footprints must actually differ, or the fact below
// is satisfiable by any dispatch rule at all.
Assert.Equal([LbId | 10u], cylinderOnly);
Assert.True(bspOnly.Count > 1,
$"BSP footprint control failed: expected >1 cell, got {bspOnly.Count}");
// The fact: a mixed list floods from the BSP shapes, exactly as if the
// cylinder were not there. Retail 0x0051528f.
Assert.Equal(bspOnly, mixed);
Assert.NotEqual(cylinderOnly, mixed);
}
/// <summary>
/// AP-156. Retail's per-part cross-cell walk transforms the BSP root
/// bounding sphere's CENTRE through the part's own frame before it uses
/// the radius: <c>CGfxObj::physics_sphere</c> is
/// <c>BSPTREE::GetSphere(physics_bsp)</c> @0x005397e0 (root
/// <c>BSPNODE</c> + 4, past its vftable), and
/// <c>CEnvCell::find_transit_cells</c> @0x0052cae0 — the part-array
/// overload reached from <c>find_bbox_cell_list</c> @0x00510fc0 through
/// <c>CPartArray::calc_cross_cells_static</c> @0x00518160's
/// <c>[vtbl+0x7c]</c> — loads it at <c>0x0052cb36 mov esi,[ecx+0x74]</c>,
/// runs <c>Position::localtolocal</c> on it against
/// <c>[part+0x30]</c> (<c>0x0052cb4c add eax,0x30</c>), and only then
/// reads <c>[esi+0xc]</c> for the radius.
///
/// <para>
/// acdream used to flood from the part ORIGIN with the sphere's radius.
/// Over the installed DAT that failed to contain the parts' own physics
/// polygons for 428 of the 530 BSP-bearing Setups, shortfall up to
/// 35.869 m at entity scale 1.75 (0x0200129A) — under-inclusive
/// membership, the #98 / #168 class. (172 is AP-152's DISPATCH
/// population; the AP-156 row's original "170 of 172" understated this
/// 2.5x and was corrected at the fix review.)
/// </para>
/// </summary>
[Fact]
public void BuildFloodSpheres_BspShape_CentresOnTheBoundsCentreNotThePartOrigin()
{
// Same sphere, three placements of the SAME 6 m radius:
// a) part origin at (0,0,0), bounds centre at the origin too;
// b) part origin at (0,0,0), bounds centre 30 m along +Y;
// c) part origin 30 m along +Y, bounds centre at the origin.
// (b) and (c) describe the identical world sphere, so they must flood
// the identical cells — and neither may equal (a).
List<uint> concentric = FloodCellsFor(
Bsp(6f, boundsCenter: new Vector3(0.001f, 0f, 0f)));
List<uint> viaBoundsCentre = FloodCellsFor(
Bsp(6f, boundsCenter: new Vector3(0f, 30f, 0f)));
List<uint> viaPartOrigin = FloodCellsFor(
Bsp(6f,
boundsCenter: new Vector3(0.001f, 0f, 0f),
localPosition: new Vector3(0f, 30f, 0f)));
// Control: the offset must actually move the footprint, or the
// equality below is satisfiable by ignoring BoundsCenter entirely.
Assert.NotEqual(concentric, viaBoundsCentre);
Assert.Equal(viaPartOrigin, viaBoundsCentre);
}
/// <summary>
/// Retail's 10-sphere clamp is on the CYLSPHERE branch and nowhere else.
/// <c>CObjCell::find_cell_list</c> @0x0052b9f0 clamps the cylsphere count
/// (<c>0x0052ba21 cmp eax,0xa</c> / <c>0x0052ba28 mov ebp,0xa</c>); the
/// BSP branch — <c>find_bbox_cell_list</c> @0x00510fc0 →
/// <c>CPartArray::calc_cross_cells_static</c> @0x00518160 →
/// <c>CEnvCell::find_transit_cells</c> @0x0052cae0 — walks every part with
/// no cap, and the sorting-sphere overload @0x0052b990 takes one sphere.
/// 7 installed Setups carry more than 10 physics-BSP parts (max 49,
/// Setup 0x02001A91) and landblock-baked stair runs and fences routinely
/// do, so clamping the BSP branch dropped their tail parts out of the
/// flood entirely.
/// </summary>
[Fact]
public void BuildFloodSpheres_CapsCylSpheresAtTenButNeverTheBspParts()
{
// Ten shapes on the owner's own cell, then an eleventh 72 m north.
var near = new Vector3(0f, 0f, 0f);
var far = new Vector3(0f, 72f, 0f);
uint ownCell = LbId | (uint)(1 * 8 + 1 + 1); // (x=1, y=1)
uint farCell = LbId | (uint)(1 * 8 + 4 + 1); // (x=1, y=4)
var bsp = new ShadowShape[11];
for (int i = 0; i < 10; i++)
bsp[i] = Bsp(1f, boundsCenter: new Vector3(0.001f, 0f, 0f));
bsp[10] = Bsp(1f, boundsCenter: far);
List<uint> bspCells = FloodCellsFor(bsp);
var cyls = new ShadowShape[11];
for (int i = 0; i < 10; i++)
cyls[i] = Cyl(1f, near);
cyls[10] = Cyl(1f, far);
List<uint> cylCells = FloodCellsFor(cyls);
Assert.Contains(ownCell, bspCells);
Assert.Contains(ownCell, cylCells);
// The eleventh BSP part still floods; the eleventh cylsphere does not.
Assert.Contains(farCell, bspCells);
Assert.DoesNotContain(farCell, cylCells);
}
/// <summary>
/// AP-155 (S2 contract, 2026-08-07). Retail's 10-sphere clamp
/// (<c>CObjCell::find_cell_list</c> @0x0052b9f0, <c>0x0052ba21 cmp
/// eax,0xa</c>) is a fixed-size destination-buffer limit on the CYLSPHERE
/// overload alone — it is not read by the Sphere-shape branch
/// <c>BuildFloodSpheres</c> takes as acdream's substitute for retail's
/// sorting-sphere overload (@0x0052b990, AP-157, still open): that branch
/// caps at <c>int.MaxValue</c>, i.e. not at all. Before this fix a static
/// Setup-Sphere entity registered as Cylinder shapes and so WAS subject to
/// this cap; after it, the same entity registers as Sphere shapes and
/// reaches this uncapped branch instead — verified here directly rather
/// than inferred from the source comment, matching
/// <see cref="BuildFloodSpheres_CapsCylSpheresAtTenButNeverTheBspParts"/>'s
/// eleventh-shape technique one branch over.
/// </summary>
[Fact]
public void BuildFloodSpheres_SphereBranchIsNeverCappedAtTen()
{
var far = new Vector3(0f, 72f, 0f);
uint ownCell = LbId | (uint)(1 * 8 + 1 + 1); // (x=1, y=1)
uint farCell = LbId | (uint)(1 * 8 + 4 + 1); // (x=1, y=4)
var spheres = new ShadowShape[11];
for (int i = 0; i < 10; i++)
spheres[i] = Sph(1f);
spheres[10] = Sph(1f, far);
List<uint> sphereCells = FloodCellsFor(spheres);
Assert.Contains(ownCell, sphereCells);
// The eleventh Sphere still floods — unlike the eleventh CylSphere in
// BuildFloodSpheres_CapsCylSpheresAtTenButNeverTheBspParts above.
Assert.Contains(farCell, sphereCells);
}
/// <summary>
/// The BoundsCentre is expressed in the SHAPE's own frame, so the part's
/// LocalRotation must carry it — exactly as retail transforms the sphere
/// centre through <c>[part+0x30]</c>, the part's full Position, not just
/// its origin. A +Y offset on a part yawed 180 degrees must land at -Y.
/// </summary>
[Fact]
public void BuildFloodSpheres_BspShape_RotatesTheBoundsCentreByThePartRotation()
{
Quaternion yaw180 = Quaternion.CreateFromAxisAngle(Vector3.UnitZ, MathF.PI);
List<uint> yawed = FloodCellsFor(
Bsp(6f, boundsCenter: new Vector3(0f, 20f, 0f), localRotation: yaw180));
List<uint> negatedUnrotated = FloodCellsFor(
Bsp(6f, boundsCenter: new Vector3(0f, -20f, 0f)));
List<uint> unrotated = FloodCellsFor(
Bsp(6f, boundsCenter: new Vector3(0f, 20f, 0f)));
Assert.NotEqual(unrotated, negatedUnrotated); // control
Assert.Equal(negatedUnrotated, yawed);
}
/// <summary>
/// The AP-152 delta end-to-end: a CylSphere+BSP Setup (73 of the 172
/// affected installed Setups are this shape) registered through the
/// production builder. Before the fix the emitted list carried both, and
/// BuildFloodSpheres' cylinder preference confined the owner to the
/// cylinder's cell while its slab BSP reached further — an object absent
/// from shadow cells it physically occupies, the #98 / #168 symptom class.
///
/// <para>
/// The BSP bounds are supplied through the production seam
/// (<c>physicsBspBounds</c>, the same resolver
/// <c>LiveEntityCollisionBuilder</c> passes) and are OFF-CENTRE, so the
/// flood is asserted where the geometry is rather than where the part
/// origin is.
/// </para>
/// </summary>
[Fact]
public void FromSetup_CylSphereAndBspSetup_FloodsTheBspFootprint()
{
const uint part = 0x010044B5u;
var setup = new DatReaderWriter.DBObjs.Setup
{
Parts = { part },
CylSpheres = { new DatReaderWriter.Types.CylSphere
{ Radius = 0.5f, Height = 1f, Origin = Vector3.Zero } },
};
// 14 m stands in for a slab wide enough to leave its own landcell;
// the +18 m Y offset stands in for the 376-of-973 installed parts
// whose root sphere is nowhere near the part origin.
var bounds = new FlatCollisionSphere(new Vector3(0f, 18f, 0f), 14f);
IReadOnlyList<ShadowShape> shapes = ShadowShapeBuilder.FromSetup(
setup,
entScale: 1f,
hasPhysicsBsp: id => id == part,
physicsBspBounds: id => id == part
? ShadowPartGeometry.Create(bounds, null)
: (ShadowPartGeometry?)null);
ShadowShape only = Assert.Single(shapes);
Assert.Equal(ShadowCollisionType.BSP, only.CollisionType);
Assert.Equal(14f, only.Radius);
Assert.Equal(new Vector3(0f, 18f, 0f), only.BoundsCenter);
var reg = new ShadowObjectRegistry();
const uint ownerId = 0xBEEF02u;
reg.RegisterMultiPart(
ownerId, new Vector3(36f, 36f, 50f), Quaternion.Identity,
shapes, 0x10008u, EntityCollisionFlags.None, OffX, OffY, LbId);
List<uint> cells = OutdoorCellsHolding(reg, ownerId);
Assert.True(cells.Count > 1,
$"Expected the slab footprint to span more than its own landcell; got {cells.Count}");
// Landcells are 24 m. The slab's sphere is centred at y = 54 m with
// r = 14 m, so it spans y in [40, 68] — rows 1 and 2, and it comes no
// closer than 16 m to row 0 (y < 24). Flooding it around the PART
// ORIGIN instead (y = 36 m, span [22, 50]) would drag row 0 in.
Assert.Contains(LbId | (uint)(1 * 8 + 2 + 1), cells); // (x=1, y=2)
Assert.DoesNotContain(LbId | (uint)(1 * 8 + 0 + 1), cells); // (x=1, y=0)
}
}