acdream/tests/AcDream.App.Tests/Physics/RemoteTeleportPlacementTests.cs
Erik 1e98d81448 feat(vfx): port retail hidden and teleport presentation
Preserve canonical live-object ownership across Hidden transitions and remote teleport placement so effects, collision, streaming, and targeting remain synchronized.
2026-07-14 14:59:48 +02:00

194 lines
6.8 KiB
C#

using System.Numerics;
using AcDream.App.Physics;
using AcDream.Core.Physics;
using Xunit;
namespace AcDream.App.Tests.Physics;
public sealed class RemoteTeleportPlacementTests
{
[Fact]
public void Apply_HardSnapsFullFrameAndPhysicsClock()
{
var body = new PhysicsBody
{
Orientation = Quaternion.Identity,
LastUpdateTime = 2.0,
};
body.SnapToCell(
0x01010001u,
new Vector3(3f, 4f, 5f),
new Vector3(3f, 4f, 5f));
var remote = new AcDream.App.Rendering.GameWindow.RemoteMotion(body);
Quaternion orientation = Quaternion.CreateFromAxisAngle(Vector3.UnitZ, 0.75f);
RemoteTeleportPlacement.Apply(
remote,
body,
new ResolveResult(
new Vector3(210f, 220f, 12f),
0x02020123u,
IsOnGround: false),
new Vector3(18f, 28f, 12f),
orientation,
17.5,
previousContact: body.InContact,
previousOnWalkable: body.OnWalkable);
Assert.Equal(new Vector3(210f, 220f, 12f), body.Position);
Assert.Equal(0x02020123u, body.CellPosition.ObjCellId);
Assert.Equal(new Vector3(18f, 28f, 12f), body.CellPosition.Frame.Origin);
Assert.Equal(orientation, body.Orientation);
Assert.Equal(17.5, body.LastUpdateTime);
Assert.True(body.InWorld);
}
[Fact]
public void Apply_InstallsPlacementDerivedContactAndSynchronizesAirborneState()
{
var velocity = new Vector3(1f, 2f, 3f);
var body = new PhysicsBody
{
Velocity = velocity,
TransientState = TransientStateFlags.Active,
State = PhysicsStateFlags.Gravity | PhysicsStateFlags.ReportCollisions,
};
var contactPlane = new Plane(Vector3.UnitZ, 0f);
var remote = new AcDream.App.Rendering.GameWindow.RemoteMotion(body)
{
Airborne = true,
};
RemoteTeleportPlacement.Apply(
remote,
body,
new ResolveResult(
new Vector3(200f, 200f, 50f),
0x02020001u,
IsOnGround: true,
InContact: true,
OnWalkable: true,
ContactPlane: contactPlane,
ContactPlaneCellId: 0x02020001u),
new Vector3(8f, 8f, 50f),
Quaternion.Identity,
9.0,
previousContact: false,
previousOnWalkable: false);
Assert.Equal(Vector3.Zero, body.Velocity);
Assert.True(body.InContact);
Assert.True(body.OnWalkable);
Assert.True(body.ContactPlaneValid);
Assert.Equal(contactPlane, body.ContactPlane);
Assert.False(remote.Airborne);
}
[Fact]
public void Apply_PendingHydrationUsesPreservedSourceFlagsBeforeCollisionResponse()
{
var originalVelocity = new Vector3(-3f, 0f, 0f);
var body = new PhysicsBody
{
Velocity = originalVelocity,
State = PhysicsStateFlags.Gravity | PhysicsStateFlags.ReportCollisions,
};
// ParkPending deliberately clears these flags while the destination
// landblock is absent. SetPositionInternal must still receive the
// grounded source edge captured before parking.
body.TransientState &= ~(TransientStateFlags.Contact | TransientStateFlags.OnWalkable);
var remote = new AcDream.App.Rendering.GameWindow.RemoteMotion(body)
{
Airborne = true,
};
RemoteTeleportPlacement.Apply(
remote,
body,
new ResolveResult(
new Vector3(200f, 200f, 50f),
0x02020001u,
IsOnGround: true,
CollisionNormalValid: true,
CollisionNormal: Vector3.UnitX,
InContact: true,
OnWalkable: true,
ContactPlane: new Plane(Vector3.UnitZ, 0f),
ContactPlaneCellId: 0x02020001u),
new Vector3(8f, 8f, 50f),
Quaternion.Identity,
9.0,
previousContact: true,
previousOnWalkable: true);
// Staying on walkable ground suppresses reflection. If the parked
// false/false flags were used, the -X velocity would reflect to +X.
Assert.Equal(originalVelocity, body.Velocity);
Assert.True(body.OnWalkable);
Assert.False(remote.Airborne);
}
[Fact]
public void Apply_PendingGroundToSteepContact_RestoresSourceWalkabilityForFirstAcceleration()
{
var body = new PhysicsBody
{
Omega = new Vector3(0f, 0f, 3f),
State = PhysicsStateFlags.Gravity | PhysicsStateFlags.ReportCollisions,
};
// The unloaded-destination parking frame cleared both bits. Retail
// restores the captured source OnWalkable bit through the first
// calc_acceleration, which clears grounded angular drift, before
// set_on_walkable installs the steep destination's false value.
body.TransientState &= ~(TransientStateFlags.Contact | TransientStateFlags.OnWalkable);
var remote = new AcDream.App.Rendering.GameWindow.RemoteMotion(body);
RemoteTeleportPlacement.Apply(
remote,
body,
new ResolveResult(
new Vector3(200f, 200f, 50f),
0x02020001u,
IsOnGround: false,
InContact: true,
OnWalkable: false,
ContactPlane: new Plane(Vector3.Normalize(new Vector3(1f, 0f, 0.2f)), 0f),
ContactPlaneCellId: 0x02020001u),
new Vector3(8f, 8f, 50f),
Quaternion.Identity,
9.0,
previousContact: true,
previousOnWalkable: true);
Assert.Equal(Vector3.Zero, body.Omega);
Assert.True(body.InContact);
Assert.False(body.OnWalkable);
Assert.True(remote.Airborne);
}
[Fact]
public void Apply_RejectsMalformedPlacementWithoutMutatingBody()
{
var original = new Vector3(7f, 8f, 9f);
var body = new PhysicsBody { Position = original };
var remote = new AcDream.App.Rendering.GameWindow.RemoteMotion(body);
Assert.Throws<ArgumentOutOfRangeException>(() =>
RemoteTeleportPlacement.Apply(
remote,
body,
new ResolveResult(
new Vector3(float.NaN, 0f, 0f),
0,
IsOnGround: false,
Ok: false),
Vector3.Zero,
Quaternion.Identity,
double.NaN,
previousContact: false,
previousOnWalkable: false));
Assert.Equal(original, body.Position);
Assert.Equal(0u, body.CellPosition.ObjCellId);
}
}