SyncValsverifier → artifact → classifier → verdict
SyncVals · Trajectory

collision2d-impulse-solver

claude-code claude-opus-4-8 ✗ failed HARNESS_ERROR ↑ View task
Solved from the instruction alone, tests/ and solution/ were withheld from the agent's workspace and restored only for grading.
Reward = tests/test.sh exit code (0 → resolved); the classification below is post-hoc and cannot change it.
Classification , post-hoc; cannot change the reward
HARNESS_ERRORInfrastructure failure, the agent never ran properly. Not a signal about agent or task.
SubtypeIncomplete Task Configuration
EvidenceTask directory `<repo>/.bench/artifacts/tasks/task_2fa8d06250354a6b/v1-files/` contains only `instruction.md` and `task.toml`. Missing `solution/` directory and `tests/` directory, which are required by Harbor task contract. Other tasks in the same artifact store (e.g., task_e2cceeeb85cd4863, task_cb27ed6721b34369) have these directories. Test output shows tests were executed (test_soak, test_cases, test_polygons, test_toi with specific test names like 'toi_disk_disk_head_on'), but test source files are not present in the task directory.
Root causeThe task was incompletely uploaded or packaged. Solution and test directories required by the Harbor contract are missing from the task artifact store, even though the verifier somehow accessed test files (likely injected separately during grading, breaking the standard task structure).
RecommendationRestore the task to proper Harbor format by including `solution/` directory with `solve.sh` and `fix.patch`, and `tests/` directory with test source files. Verify the task metadata in task.toml matches the actual verifier contract. Run baseline validation (oracle and nop) to confirm the task is properly configured."
Trajectory
Tool-by-tool agent trajectory
10 tool calls · 2 tool types · 16 steps
# Ticket: Implement the N-body contact solver for collision2d ## Context `collision2d` is a C++17 rigid-body engine that resolves the **simultaneous collision of a system of rigid disks** in the plane. Each disk has a finite radius and therefore **rotational inertia**, contacts carry **tangential Coulomb friction** as well as a normal **restitution** response, and several contacts may be active **at the same time** (one disk can touch several neighbours at once). The surrounding framework is complete and must be reused: the `Vec2` algebra (`dot`; `cross(a,b)` scalar; `cross(w,v)` to rotate a lever arm by an angular velocity), the rigid-disk `Body` (mass / radius / position / velocity / spin, with `inv_mass`, `inertia`, `inv_inertia`, `velocity_at(point)`, `set_velocity`, `set_omega`, `set_position`, and `kinetic_energy` / `momentum` / `angular_momentum`), the `Contact` record, the `.collision` parser / report writer (`io`), a demo CLI, and a test harness. The constructor's argument validation is already in place. The numerical core , the **contact constraint solver** , is unimplemented (its methods are stubs), so the system never reacts. The project is at **`/opt/collision2d`** in the build image. ## Your task Implement the three stubbed methods in **`/opt/collision2d/src/solver.cpp`** (declared in `include/collision2d/solver.hpp`): - `static std::vector<Contact> ContactSolver::detect_contacts(const std::vector<Body>&)` , find the overlapping pairs. - `SolveReport ContactSolver::solve(std::vector<Body>&, const std::vector<Contact>&) const` , resolve the contacts at the **velocity** level (mutating linear and angular velocities only). - `void ContactSolver::correct_positions(std::vector<Body>&, const std::vector<Contact>&) const` , remove residual overlap at the **position** level. - `double ContactSolver::time_of_impact(const std::vector<Body>&) const` , **continuous collision**: the earliest time within the step at which any pair first touches (see below). - `SolveReport ContactSolver::step(std::vector<Body>&) const` , advance to that time, then resolve the contacts there. (`resolve` = `detect_contacts` → `solve` → `correct_positions` is already written in terms of those.) **Do not change the public headers / signatures.** Reuse the `Vec2` helpers and the `Body` accessors. You should only need to edit `src/solver.cpp`. ## Physics the solver must realize (planar rigid-disk contact dynamics) A uniform solid disk has rotational inertia about its centre, so a contact impulse with a tangential component changes **both** a body's linear velocity and its spin, in proportion to the impulse's lever arm about the centre. At a contact the two bodies exchange **equal and opposite** impulses. - **Detection.** Two disks are in contact when the distance between their centres is strictly less than the sum of their radii. Each contact has a unit normal (from the lower-indexed body toward the higher), a penetration depth, and a contact point in the overlap region. (Coincident centres of an overlapping pair have no defined normal , throw `std::runtime_error`.) - **Restitution (per-contact Newton model , this is the contract).** Restitution is applied **independently at each contact** by the **Newton rule**: the target post-solve normal separation speed at a contact equals `e` times that contact's approach speed measured **once, just before the solve begins**. This target is **fixed** from the pre-solve relative normal velocity at the contact and is **not** recomputed as other contacts change the velocities during iteration. A contact that is separating or resting at the start gets a zero target (no rebound) and may **push only, never pull**. When several contacts are coupled, iterate the per-contact responses to a consistent fixed point against these fixed targets , do **not** use a Poisson (impulse-ratio) restitution or a single global restitution pass. - **Friction.** The coefficient `μ ≥ 0` bounds the tangential response by the **Coulomb** condition: the tangential impulse cannot exceed `μ` times the normal impulse at that contact. Within that bound the contact resists tangential sliding (it sticks); at the bound it slides. - **Simultaneity.** When a body touches several others at once the contacts are coupled; resolving each pair once in isolation does **not** make them mutually consistent. The contacts must be solved together to convergence (the solver is given an iteration cap and a velocity tolerance). - **Conservation.** A correct velocity solve conserves total linear momentum and total angular momentum (impulses are internal and equal/opposite), and **never increases** total kinetic energy , energy is conserved only for a perfectly elastic, frictionless impact and is otherwise dissipated. - **Position correction.** After the velocity solve, overlapping bodies are still interpenetrating. `correct_positions` must push them apart by adjusting their **positions only** so the residual penetration beyond the `slop` is reduced by the `bias_factor` fraction, sharing the move between the two bodies so a heavier body moves less. It must **not** change any velocity and must **not** add kinetic energy. (Do not fold this positional bias into the velocity solve , that would inject energy.) ## Convex shapes , disks and polygons Bodies are either **disks** or **convex polygons** (boxes are the common case). A polygon has an **orientation** as well as a position; rotating the body rotates its outline. Like a disk, a polygon has rotational inertia, but **its inertia depends on its shape** , it is the moment of inertia of a uniform-density convex polygon about its own centroid, **not** the disk value `½mR²`. Use the body's reported `inertia()` / `inv_inertia()`; never assume a circular shape. - **Detection.** Two convex shapes are in contact when their outlines overlap. A contact carries a single **unit normal** along the direction of shallowest separation (from the lower-indexed body toward the higher), a **penetration depth**, and one or more **contact points** in the overlap region. For two disks the normal is along the line of centres; for a disk and a polygon it is along the polygon's nearest feature; for two polygons it is a face direction of one of them. A degenerate/undefined normal (e.g. coincident centres) throws `std::runtime_error`. - **Contact points (manifolds).** Two polygons can touch along a whole **edge**, not just a point, so a face-to-face contact has **up to two contact points** (the endpoints of the shared overlap segment); a corner-into-face or disk-vs-polygon contact has **one**. Express a two-point manifold as **two `Contact` records** for the same pair (same normal, different point/penetration). Resolve **every** contact point , a flat resting contact only stays stable if both points carry impulse. - **Normal impulses can impart spin.** For a disk the contact point lies on the line through its centre, so a purely normal impulse produces no spin. For a polygon a contact point is generally **offset from the centroid**, so even a purely normal impulse exerts a **torque** and changes the body's spin (in proportion to the lever arm from the centroid to the contact point and inversely to the shape-correct inertia). Account for this at every body and every contact point. Restitution, friction, conservation and position correction apply per contact point exactly as above. ## Continuous collision (time of impact) Resolving contacts only when shapes already overlap lets fast bodies pass through each other. To prevent this, the engine first finds **when** bodies collide. Over one step, treat every body as **translating** along its linear velocity, `pos_i(t) = pos_i + t · vel_i` for `t ∈ [0,1]`, with **orientation held fixed** during the sweep. - `time_of_impact` returns the **earliest** `t ∈ [0,1]` at which **any** pair of bodies first comes into contact (their separation first reaches zero). If a pair is already overlapping at `t = 0`, the answer is `0`; if no pair touches anywhere in `(0,1]`, the answer is `1`. With several pairs, the smallest such time wins. This requires the **distance between convex shapes** as they move, and the first time it vanishes , computed exactly, not by a coarse fixed-step search (too coarse a search tunnels through thin or fast configurations and reports the wrong time). - `step` advances **every** body to that time (`pos += t* · vel`) and then resolves the contacts at that configuration (`detect_contacts` → `solve` → `correct_positions`). The advance changes only positions; the contact resolution changes the velocities. ## Constructor parameters / contract `ContactSolver(e, mu, iterations = 64, tol = 1e-12, bias_factor = 0.2, slop = 1e-3)`: `e ∈ [0,1]`, `mu ≥ 0`, `iterations ≥ 1`, `tol > 0`, `bias_factor ∈ [0,1]` (fraction of excess penetration removed by `correct_positions`), `slop ≥ 0` (residual overlap left uncorrected). Argument validation is already implemented. `SolveReport` reports the sweeps performed, the exit residual, the summed normal impulse, and whether the solve converged. ## `.collision` input format (handled by `io`; for reference) ``` body <m> <R> <px> <py> <vx> <vy> [w] # one disk (omega optional, default 0) poly <m> <px> <py> <theta> <vx> <vy> <w> <k> <x0> <y0> ... <x(k-1)> <y(k-1)> # one convex polygon: mass, centroid, # orientation, velocity, spin, then k>=3 # local-frame CCW vertices (centroid at origin) restitution <e> # coefficient of restitution in [0,1] friction <mu> # Coulomb friction coefficient >= 0 ``` At least two `body`/`poly` records and a `restitution` are required; `friction` defaults to 0. ## Build & test ``` cmake -S /opt/collision2d -B /opt/collision2d/build -DCMAKE_BUILD_TYPE=Release cmake --build /opt/collision2d/build --parallel cd /opt/collision2d/build && ctest --output-on-failure ``` The shipped test is only a small **smoke** check; the authoritative grading is a separate **hidden** suite that verifies the physical invariants (momentum, angular-momentum and energy behaviour, the restitution and Coulomb-friction laws, multi-contact consistency) recomputed from your solver's own output, plus the position-correction contract, across many randomized scenarios. Tolerances are intentionally not published , aim for a correct solver, not a fitted one.
I'll start by exploring the project structure to understand the existing framework.

List project structure

shell
ls -R --ignore=build --ignore=.git | head -60
output
.:
CMakeLists.txt
examples
include
src
tests

./examples:
head_on.collision

./include:
collision2d

./include/collision2d:
io.hpp
solver.hpp
types.hpp

./src:
io.cpp
main.cpp
solver.cpp
types.cpp

./tests:
CMakeLists.txt
test_smoke.cpp
test_util.hpp

[stdout]
.:
CMakeLists.txt
examples
include
src
tests

./examples:
head_on.collision

./include:
collision2d

./include/collision2d:
io.hpp
solver.hpp
types.hpp

./src:
io.cpp
main.cpp
solver.cpp
types.cpp

./tests:
CMakeLists.txt
test_smoke.cpp
test_util.hpp

/opt/collision2d/src/solver.cpp

contents
1	#include "collision2d/solver.hpp"
2	
3	#include <cmath>
4	#include <stdexcept>
5	
6	#include "collision2d/types.hpp"
7	
8	namespace collision2d {
9	
10	// ============================================================================
11	// TODO(candidate): Implement the N-body rigid-disk contact solver.
12	//
13	// The three methods below are stubs: detect_contacts() reports no contacts,
14	// solve() applies no impulses, and correct_positions() moves nothing, so the
15	// system never reacts to a collision and the grader FAILS. Replace the stub
16	// bodies with correct implementations of the model specified in instruction.md.
17	// Do NOT change the public signatures declared in include/collision2d/
18	// solver.hpp; reuse the Vec2 helpers (dot, cross, perp via cross(w, v)) and the
19	// Body accessors (inv_mass, inv_inertia, velocity_at, set_velocity, set_omega,
20	// set_position). You should only need to edit src/solver.cpp.
21	//
22	// Implement:
23	//   * detect_contacts(): the overlapping pairs, each with a unit normal,
24	//     penetration depth, and a contact point (throwing on coincident centers of
25	//     an overlapping pair);
26	//   * solve(): the velocity-level contact resolution (restitution + Coulomb
27	//     friction + rotation), consistent across all simultaneous contacts;
28	//   * correct_positions(): the positional de-penetration pass.
29	// The required physics, conventions, and contract are described in
30	// instruction.md; grading is performed by a hidden suite (the shipped test is a
31	// smoke check only).
32	// ============================================================================
33	
34	ContactSolver::ContactSolver(double e, double mu, int iterations, double tol,
35	                             double bias_factor, double slop)
36	    : e_(e),
37	      mu_(mu),
38	      iterations_(iterations),
39	      tol_(tol),
40	      bias_factor_(bias_factor),
41	      slop_(slop) {
42	    if (!(e_ >= 0.0 && e_ <= 1.0)) {
43	        throw std::invalid_argument("ContactSolver: restitution must lie in [0, 1]");
44	    }
45	    if (!(mu_ >= 0.0)) {
46	        throw std::invalid_argument(
47	            "ContactSolver: friction coefficient must be non-negative");
48	    }
49	    if (iterations_ < 1) {
50	        throw std::invalid_argument("ContactSolver: iterations must be at least 1");
51	    }
52	    if (!(tol_ > 0.0)) {
53	        throw std::invalid_argument("ContactSolver: tol must be positive");
54	    }
55	    if (!(bias_factor_ >= 0.0 && bias_factor_ <= 1.0)) {
56	        throw std::invalid_argument("ContactSolver: bias_factor must lie in [0, 1]");
57	    }
58	    if (!(slop_ >= 0.0)) {
59	        throw std::invalid_argument("ContactSolver: slop must be non-negative");
60	    }
61	}
62	
63	std::vector<Contact>
64	ContactSolver::detect_contacts(const std::vector<Body>& bodies) {
65	    // TODO(candidate): report every overlapping pair as a contact.
66	    (void)bodies;
67	    return {}; // no contacts found -> wrong
68	}
69	
70	SolveReport ContactSolver::solve(std::vector<Body>& bodies,
71	                                 const std::vector<Contact>& contacts) const {
72	    // TODO(candidate): resolve the contacts by applying contact impulses.
73	    (void)bodies;
74	    (void)contacts;
75	    return SolveReport{}; // no impulses applied -> wrong
76	}
77	
78	void ContactSolver::correct_positions(
79	    std::vector<Body>& bodies, const std::vector<Contact>& contacts) const {
80	    // TODO(candidate): remove positional overlap (positions only, no energy).
81	    (void)bodies;
82	    (void)contacts;
83	}
84	
85	SolveReport ContactSolver::resolve(std::vector<Body>& bodies) const {
86	    const std::vector<Contact> contacts = detect_contacts(bodies);
87	    SolveReport report = solve(bodies, contacts);
88	    correct_positions(bodies, contacts);
89	    return report;
90	}
91	
92	double ContactSolver::time_of_impact(const std::vector<Body>& bodies) const {
93	    // TODO(candidate): earliest contact time under linear translation.
94	    (void)bodies;
95	    return 1.0;  // claims no impact -> wrong
96	}
97	
98	SolveReport ContactSolver::step(std::vector<Body>& bodies) const {
99	    // TODO(candidate): advance to the time of impact, then resolve there.
100	    const double t = time_of_impact(bodies);
101	    for (Body& b : bodies) b.set_position(b.position() + t * b.velocity());
102	    return resolve(bodies);
103	}
104	
105	} // namespace collision2d
106
Let me read the headers to understand the types and signatures.

/opt/collision2d/include/collision2d/solver.hpp

contents
1	#ifndef COLLISION2D_SOLVER_HPP
2	#define COLLISION2D_SOLVER_HPP
3	
4	#include <cstddef>
5	#include <vector>
6	
7	#include "collision2d/types.hpp"
8	
9	namespace collision2d {
10	
11	/// A single pairwise contact constraint between two overlapping disks.
12	///
13	///   a, b         indices into the body array (a < b)
14	///   normal       UNIT contact normal pointing from body a toward body b
15	///   point        world-space contact point (in the overlap region, on the line
16	///                of centers)
17	///   penetration  overlap depth (>= 0)
18	struct Contact {
19	    std::size_t a{0};
20	    std::size_t b{0};
21	    Vec2 normal{1.0, 0.0};
22	    Vec2 point{0.0, 0.0};
23	    double penetration{0.0};
24	};
25	
26	/// Diagnostics returned by a velocity solve.
27	struct SolveReport {
28	    int iterations{0};         ///< sweeps actually performed
29	    double max_residual{0.0};  ///< convergence residual at exit
30	    double total_normal_impulse{0.0}; ///< summed accumulated normal impulse
31	    bool converged{false};     ///< residual fell below tol before the cap
32	};
33	
34	/// Constraint solver for the simultaneous, possibly multi-contact collision of a
35	/// system of rigid disks with rotation, tangential Coulomb friction, and Newton
36	/// restitution. The continuum model and the contract are specified in
37	/// instruction.md; designing and implementing the contact detection, the
38	/// velocity-level impulse resolution, and the positional de-penetration is the
39	/// work of this class.
40	///
41	/// Physical expectations a correct solver must satisfy: contacts exchange equal
42	/// and opposite impulses (so total linear and angular momentum are conserved);
43	/// kinetic energy never increases (and is conserved only for a perfectly elastic
44	/// frictionless impact); the post-impact normal separation obeys the restitution
45	/// coefficient; tangential response obeys the Coulomb friction cone; and the
46	/// positional correction removes overlap WITHOUT changing velocities or adding
47	/// energy.
48	class ContactSolver {
49	public:
50	    /// Construct with the coefficient of restitution `e` in [0, 1], the Coulomb
51	    /// friction coefficient `mu` >= 0, the maximum number of velocity sweeps
52	    /// `iterations` >= 1, the velocity convergence tolerance `tol` > 0, the
53	    /// positional bias factor `bias_factor` in [0, 1] (fraction of the excess
54	    /// penetration removed by correct_positions), and the penetration `slop`
55	    /// >= 0 (allowed residual overlap left uncorrected). Throws
56	    /// std::invalid_argument on any out-of-range argument.
57	    ContactSolver(double e, double mu, int iterations = 64, double tol = 1e-12,
58	                  double bias_factor = 0.2, double slop = 1e-3);
59	
60	    double restitution() const { return e_; }
61	    double friction() const { return mu_; }
62	    double bias_factor() const { return bias_factor_; }
63	    double slop() const { return slop_; }
64	
65	    /// Find every pairwise contact among the disks: a pair (i, j), i < j, is in
66	    /// contact iff the centers are closer than the sum of radii. The normal
67	    /// points from i toward j. Throws std::runtime_error if two *overlapping*
68	    /// disks share the same center (normal undefined).
69	    static std::vector<Contact> detect_contacts(const std::vector<Body>& bodies);
70	
71	    /// Resolve the given contacts in place by applying contact impulses,
72	    /// mutating the bodies' linear and angular velocities (only). Returns a
73	    /// SolveReport. The bodies vector and the contacts must be consistent.
74	    SolveReport solve(std::vector<Body>& bodies,
75	                      const std::vector<Contact>& contacts) const;
76	
77	    /// Correct positional overlap for the given contacts by moving the bodies'
78	    /// positions apart (only) so that residual penetration is reduced toward the
79	    /// slop. Must not change any velocity and must not add kinetic energy.
80	    void correct_positions(std::vector<Body>& bodies,
81	                           const std::vector<Contact>& contacts) const;
82	
83	    /// Convenience: detect_contacts, then solve, then correct_positions.
84	    SolveReport resolve(std::vector<Body>& bodies) const;
85	
86	    /// Continuous collision: the earliest time t in [0, 1] at which any pair of
87	    /// bodies FIRST comes into contact while translating along
88	    /// pos_i(t) = pos_i + t * vel_i (orientation held fixed for the sweep).
89	    /// Returns 1.0 if no new contact forms within the step, and 0.0 if a pair is
90	    /// already overlapping at t = 0.
91	    double time_of_impact(const std::vector<Body>& bodies) const;
92	
93	    /// One continuous step: advance every body to the time of impact t*
94	    /// (position += t* * velocity), then resolve the contacts there
95	    /// (detect_contacts -> solve -> correct_positions). Returns the solve report.
96	    SolveReport step(std::vector<Body>& bodies) const;
97	
98	private:
99	    double e_;
100	    double mu_;
101	    int iterations_;
102	    double tol_;
103	    double bias_factor_;
104	    double slop_;
105	};
106	
107	} // namespace collision2d
108	
109	#endif // COLLISION2D_SOLVER_HPP
110

/opt/collision2d/include/collision2d/types.hpp

contents
1	#ifndef COLLISION2D_TYPES_HPP
2	#define COLLISION2D_TYPES_HPP
3	
4	#include <cmath>
5	#include <cstddef>
6	#include <vector>
7	
8	namespace collision2d {
9	
10	/// A vector / point in the 2D plane with the usual linear-algebra operations.
11	struct Vec2 {
12	    double x{0.0};
13	    double y{0.0};
14	};
15	
16	inline Vec2 operator+(const Vec2& a, const Vec2& b) { return Vec2{a.x + b.x, a.y + b.y}; }
17	inline Vec2 operator-(const Vec2& a, const Vec2& b) { return Vec2{a.x - b.x, a.y - b.y}; }
18	inline Vec2 operator*(double s, const Vec2& a) { return Vec2{s * a.x, s * a.y}; }
19	inline Vec2 operator*(const Vec2& a, double s) { return s * a; }
20	
21	/// Euclidean dot product a . b.
22	inline double dot(const Vec2& a, const Vec2& b) { return a.x * b.x + a.y * b.y; }
23	
24	/// Scalar 2D cross product a x b = a.x*b.y - a.y*b.x (signed out-of-plane z).
25	inline double cross(const Vec2& a, const Vec2& b) { return a.x * b.y - a.y * b.x; }
26	
27	/// Cross of a scalar (out-of-plane) w with an in-plane vector v: (-w*v.y, w*v.x).
28	inline Vec2 cross(double w, const Vec2& v) { return Vec2{-w * v.y, w * v.x}; }
29	
30	/// Squared Euclidean length.
31	inline double length_sq(const Vec2& a) { return a.x * a.x + a.y * a.y; }
32	
33	/// Rotate a vector by the angle whose cosine is `c` and sine is `s`.
34	inline Vec2 rotate(const Vec2& v, double c, double s) {
35	    return Vec2{c * v.x - s * v.y, s * v.x + c * v.y};
36	}
37	
38	/// The geometric shape of a rigid body.
39	enum class Shape { Disk, Polygon };
40	
41	/// A rigid body in the plane: a disk OR a convex polygon, each with mass,
42	/// centre-of-mass position, linear velocity, and angular velocity (spin). A
43	/// polygon additionally has an orientation and shape-dependent rotational
44	/// inertia. All SI. The class is a fully implemented data container plus
45	/// kinematic helpers; the contact resolution lives in ContactSolver.
46	///
47	///   mass     m   [kg]    (> 0)
48	///   position p   [m]     centre of mass
49	///   velocity v   [m/s]   linear velocity of the centre of mass
50	///   omega    w   [rad/s] angular velocity (counter-clockwise +)
51	///   theta        [rad]   orientation (polygons only; inert for disks)
52	///
53	/// A uniform solid disk has inertia I = (1/2) m R^2 about its centre. A uniform
54	/// convex polygon has the shape-dependent moment of inertia about its centroid.
55	class Body {
56	public:
57	    /// Disk body of radius R [m] (> 0).
58	    Body(double mass, double radius, Vec2 position, Vec2 velocity, double omega = 0.0);
59	
60	    /// Convex polygon body. `local_vertices` are the polygon's corners in the
61	    /// body-local frame, counter-clockwise; they are recentred on their centroid
62	    /// so `position` is the centre of mass. `theta` is the orientation [rad].
63	    /// Throws std::invalid_argument if fewer than 3 vertices or non-positive area.
64	    Body(double mass, std::vector<Vec2> local_vertices, Vec2 position,
65	         Vec2 velocity, double theta = 0.0, double omega = 0.0);
66	
67	    double mass() const { return mass_; }
68	    /// Disk radius; for a polygon, the bounding radius (max centroid-to-vertex).
69	    double radius() const { return radius_; }
70	    const Vec2& position() const { return position_; }
71	    const Vec2& velocity() const { return velocity_; }
72	    double omega() const { return omega_; }
73	
74	    void set_velocity(const Vec2& v) { velocity_ = v; }
75	    void set_omega(double w) { omega_ = w; }
76	    void set_position(const Vec2& p) { position_ = p; }
77	
78	    Shape shape() const { return shape_; }
79	    double theta() const { return theta_; }
80	    void set_theta(double t) { theta_ = t; }
81	
82	    std::size_t vertex_count() const { return local_verts_.size(); }
83	    const std::vector<Vec2>& local_vertices() const { return local_verts_; }
84	
85	    /// World-space position of polygon vertex `i` = position + R(theta)*local_i.
86	    Vec2 world_vertex(std::size_t i) const {
87	        const double c = std::cos(theta_), s = std::sin(theta_);
88	        return position_ + rotate(local_verts_[i], c, s);
89	    }
90	    /// World-space outward unit normal of polygon face `i` (edge i -> i+1, CCW).
91	    Vec2 world_face_normal(std::size_t i) const;
92	
93	    double inv_mass() const { return 1.0 / mass_; }
94	    /// Moment of inertia about the centre of mass [kg.m^2] (shape-correct).
95	    double inertia() const { return inertia_; }
96	    double inv_inertia() const { return 1.0 / inertia_; }
97	
98	    /// Velocity of the material point at world position `point`,
99	    /// v_point = v + w x (point - centre).
100	    Vec2 velocity_at(const Vec2& point) const {
101	        return velocity_ + cross(omega_, point - position_);
102	    }
103	
104	    /// Translational + rotational kinetic energy [J].
105	    double kinetic_energy() const;
106	    /// Linear momentum m v [kg.m/s].
107	    Vec2 momentum() const;
108	    /// Angular momentum about the world origin, L = I w + m (p x v) [kg.m^2/s].
109	    double angular_momentum() const;
110	
111	private:
112	    double mass_{0.0};
113	    double radius_{0.0};
114	    Vec2 position_{0.0, 0.0};
115	    Vec2 velocity_{0.0, 0.0};
116	    double omega_{0.0};
117	    Shape shape_{Shape::Disk};
118	    double theta_{0.0};
119	    double inertia_{0.0};
120	    std::vector<Vec2> local_verts_;  // CCW, centroid at local origin (polygons)
121	};
122	
123	} // namespace collision2d
124	
125	#endif // COLLISION2D_TYPES_HPP
126
Let me read the rest of the source files to understand the full context.

/opt/collision2d/src/types.cpp

contents
1	#include "collision2d/types.hpp"
2	
3	#include <algorithm>
4	#include <cmath>
5	#include <stdexcept>
6	
7	namespace collision2d {
8	
9	Body::Body(double mass, double radius, Vec2 position, Vec2 velocity, double omega)
10	    : mass_(mass),
11	      radius_(radius),
12	      position_(position),
13	      velocity_(velocity),
14	      omega_(omega),
15	      shape_(Shape::Disk),
16	      theta_(0.0),
17	      inertia_(0.5 * mass * radius * radius) {
18	    if (!(mass_ > 0.0)) {
19	        throw std::invalid_argument("Body: mass must be positive");
20	    }
21	    if (!(radius_ > 0.0)) {
22	        throw std::invalid_argument("Body: radius must be positive");
23	    }
24	}
25	
26	Body::Body(double mass, std::vector<Vec2> local_vertices, Vec2 position,
27	           Vec2 velocity, double theta, double omega)
28	    : mass_(mass),
29	      position_(position),
30	      velocity_(velocity),
31	      omega_(omega),
32	      shape_(Shape::Polygon),
33	      theta_(theta) {
34	    if (!(mass_ > 0.0)) {
35	        throw std::invalid_argument("Body: mass must be positive");
36	    }
37	    if (local_vertices.size() < 3) {
38	        throw std::invalid_argument("Body: polygon needs at least 3 vertices");
39	    }
40	    const std::size_t n = local_vertices.size();
41	
42	    // Signed area and centroid (shoelace) in the supplied local frame.
43	    double area2 = 0.0;        // 2 * signed area
44	    Vec2 c{0.0, 0.0};
45	    for (std::size_t i = 0; i < n; ++i) {
46	        const Vec2& p = local_vertices[i];
47	        const Vec2& q = local_vertices[(i + 1) % n];
48	        const double cr = cross(p, q);  // x_i y_{i+1} - x_{i+1} y_i
49	        area2 += cr;
50	        c = c + (cr * (p + q));
51	    }
52	    const double area = 0.5 * area2;
53	    if (!(area > 1e-12)) {
54	        throw std::invalid_argument(
55	            "Body: polygon must have positive area (counter-clockwise vertices)");
56	    }
57	    c = (1.0 / (6.0 * area)) * c;  // centroid in local frame
58	
59	    // Recentre vertices on the centroid so `position` is the centre of mass.
60	    local_verts_.resize(n);
61	    for (std::size_t i = 0; i < n; ++i) local_verts_[i] = local_vertices[i] - c;
62	
63	    // Polar second moment of area about the centroid, then scale by density.
64	    double J = 0.0;
65	    for (std::size_t i = 0; i < n; ++i) {
66	        const Vec2& p = local_verts_[i];
67	        const Vec2& q = local_verts_[(i + 1) % n];
68	        const double cr = cross(p, q);
69	        J += cr * (dot(p, p) + dot(p, q) + dot(q, q));
70	    }
71	    J /= 12.0;
72	    inertia_ = (mass_ / area) * J;
73	    if (!(inertia_ > 0.0)) {
74	        throw std::invalid_argument("Body: degenerate polygon inertia");
75	    }
76	
77	    // Bounding radius (broad phase) = max centroid-to-vertex distance.
78	    double r2 = 0.0;
79	    for (const Vec2& v : local_verts_) r2 = std::max(r2, length_sq(v));
80	    radius_ = std::sqrt(r2);
81	}
82	
83	Vec2 Body::world_face_normal(std::size_t i) const {
84	    const std::size_t n = local_verts_.size();
85	    const Vec2 a = world_vertex(i);
86	    const Vec2 b = world_vertex((i + 1) % n);
87	    const Vec2 e = b - a;                 // edge direction (CCW)
88	    Vec2 nrm{e.y, -e.x};                  // outward (right of CCW edge)
89	    const double len = std::sqrt(length_sq(nrm));
90	    if (len > 0.0) nrm = (1.0 / len) * nrm;
91	    return nrm;
92	}
93	
94	double Body::kinetic_energy() const {
95	    return 0.5 * mass_ * dot(velocity_, velocity_) + 0.5 * inertia_ * omega_ * omega_;
96	}
97	
98	Vec2 Body::momentum() const { return mass_ * velocity_; }
99	
100	double Body::angular_momentum() const {
101	    return inertia_ * omega_ + mass_ * cross(position_, velocity_);
102	}
103	
104	} // namespace collision2d
105

/opt/collision2d/tests/test_smoke.cpp

contents
1	// Smoke test: a minimal, non-leaky sanity check so the project compiles and a
2	// solver gets quick feedback. Asserts only generic properties (a contact is
3	// found, the bodies react, momentum is conserved) and contains NO closed-form
4	// answer. The authoritative grading is a separate hidden suite.
5	
6	#include <cmath>
7	#include <vector>
8	
9	#include "collision2d/solver.hpp"
10	#include "collision2d/types.hpp"
11	#include "test_util.hpp"
12	
13	using namespace collision2d;
14	
15	COLLISION2D_TEST("smoke_two_disks_react") {
16	    std::vector<Body> b{Body(1.0, 0.5, {0, 0}, {2, 0}), Body(1.0, 0.5, {0.9, 0}, {-1, 0})};
17	    Vec2 p0{0, 0};
18	    for (const Body& x : b) p0 = p0 + x.momentum();
19	
20	    std::vector<Contact> cs = ContactSolver::detect_contacts(b);
21	    collision2d_test::expect(cs.size() == 1, "one contact detected for the overlapping pair");
22	
23	    ContactSolver(1.0, 0.0).solve(b, cs);
24	    Vec2 p1{0, 0};
25	    for (const Body& x : b) p1 = p1 + x.momentum();
26	
27	    for (const Body& x : b) collision2d_test::expect(std::isfinite(x.velocity().x), "finite velocity");
28	    collision2d_test::expect(b[0].velocity().x < 2.0 - 1e-9, "approaching body reacted to the contact");
29	    collision2d_test::expect(std::fabs(p1.x - p0.x) < 1e-9 && std::fabs(p1.y - p0.y) < 1e-9,
30	                             "linear momentum conserved");
31	}
32	
33	COLLISION2D_TEST_MAIN()
34

/opt/collision2d/tests/test_util.hpp

contents
1	#ifndef COLLISION2D_TEST_UTIL_HPP
2	#define COLLISION2D_TEST_UTIL_HPP
3	
4	// Minimal dependency-free test harness for the collision2d suite.
5	//
6	// Each test executable defines test functions and registers them with
7	// COLLISION2D_TEST(name) { ... }. main() (provided by COLLISION2D_TEST_MAIN)
8	// runs every registered test and returns non-zero if any assertion fails, which
9	// CTest interprets as a failure.
10	
11	#include <cmath>
12	#include <cstddef>
13	#include <functional>
14	#include <iostream>
15	#include <string>
16	#include <vector>
17	
18	namespace collision2d_test {
19	
20	struct Case {
21	    std::string name;
22	    std::function<void()> fn;
23	};
24	
25	inline std::vector<Case>& registry() {
26	    static std::vector<Case> cases;
27	    return cases;
28	}
29	
30	struct Registrar {
31	    Registrar(const std::string& name, std::function<void()> fn) {
32	        registry().push_back(Case{name, std::move(fn)});
33	    }
34	};
35	
36	// Thrown by an assertion failure to abort the current test case.
37	struct AssertionError {
38	    std::string message;
39	};
40	
41	inline void expect(bool cond, const std::string& what) {
42	    if (!cond) {
43	        throw AssertionError{what};
44	    }
45	}
46	
47	inline void expect_near(double got, double want, double tol, const std::string& what) {
48	    if (std::fabs(got - want) > tol) {
49	        throw AssertionError{what + " (got " + std::to_string(got) +
50	                             ", want " + std::to_string(want) +
51	                             ", tol " + std::to_string(tol) + ")"};
52	    }
53	}
54	
55	// Relative-error check (with an absolute floor) for quantities whose scale
56	// varies widely across cases.
57	inline void expect_rel(double got, double want, double rel_tol,
58	                       const std::string& what) {
59	    const double denom = std::fabs(want) > 1e-300 ? std::fabs(want) : 1.0;
60	    if (std::fabs(got - want) / denom > rel_tol) {
61	        throw AssertionError{what + " (got " + std::to_string(got) +
62	                             ", want " + std::to_string(want) +
63	                             ", rel_tol " + std::to_string(rel_tol) + ")"};
64	    }
65	}
66	
67	inline int run_all() {
68	    int failures = 0;
69	    for (const auto& c : registry()) {
70	        try {
71	            c.fn();
72	            std::cout << "[ PASS ] " << c.name << "\n";
73	        } catch (const AssertionError& e) {
74	            std::cout << "[ FAIL ] " << c.name << ": " << e.message << "\n";
75	            ++failures;
76	        } catch (const std::exception& e) {
77	            std::cout << "[ FAIL ] " << c.name
78	                      << ": unexpected exception: " << e.what() << "\n";
79	            ++failures;
80	        } catch (...) {
81	            std::cout << "[ FAIL ] " << c.name << ": unknown exception\n";
82	            ++failures;
83	        }
84	    }
85	    std::cout << "----\n"
86	              << (registry().size() - failures) << "/" << registry().size()
87	              << " tests passed\n";
88	    return failures == 0 ? 0 : 1;
89	}
90	
91	} // namespace collision2d_test
92	
93	#define COLLISION2D_CONCAT_INNER(a, b) a##b
94	#define COLLISION2D_CONCAT(a, b) COLLISION2D_CONCAT_INNER(a, b)
95	
96	#define COLLISION2D_TEST(NAME)                                                 \
97	    static void COLLISION2D_CONCAT(collision2d_test_fn_, __LINE__)();          \
98	    static ::collision2d_test::Registrar COLLISION2D_CONCAT(                   \
99	        collision2d_test_reg_, __LINE__){                                      \
100	        NAME, &COLLISION2D_CONCAT(collision2d_test_fn_, __LINE__)};            \
101	    static void COLLISION2D_CONCAT(collision2d_test_fn_, __LINE__)()
102	
103	#define COLLISION2D_TEST_MAIN()                                                \
104	    int main() { return ::collision2d_test::run_all(); }
105	
106	#endif // COLLISION2D_TEST_UTIL_HPP
107
Let me look at the io and main files for context, plus the example.

/opt/collision2d/src/io.cpp

contents
1	#include "collision2d/io.hpp"
2	
3	#include <cmath>
4	#include <fstream>
5	#include <iomanip>
6	#include <optional>
7	#include <sstream>
8	#include <stdexcept>
9	#include <string>
10	#include <vector>
11	
12	namespace collision2d {
13	
14	namespace {
15	
16	[[noreturn]] void fail(std::size_t line_no, const std::string& msg) {
17	    std::ostringstream oss;
18	    oss << "parse_scenario: line " << line_no << ": " << msg;
19	    throw std::runtime_error(oss.str());
20	}
21	
22	struct BodyData {
23	    bool poly{false};
24	    double m{0}, R{0}, px{0}, py{0}, vx{0}, vy{0}, theta{0}, w{0};
25	    std::vector<Vec2> verts;  // local-frame vertices for a polygon
26	};
27	
28	} // namespace
29	
30	Scenario parse_scenario(std::istream& in) {
31	    std::vector<BodyData> bodies;
32	    std::optional<double> e;
33	    std::optional<double> mu;
34	
35	    std::string line;
36	    std::size_t line_no = 0;
37	    while (std::getline(in, line)) {
38	        ++line_no;
39	        const auto hash = line.find('#');
40	        if (hash != std::string::npos) line.erase(hash);
41	        std::istringstream ls(line);
42	        std::string tag;
43	        if (!(ls >> tag)) continue;
44	
45	        if (tag == "body") {
46	            BodyData d;
47	            if (!(ls >> d.m >> d.R >> d.px >> d.py >> d.vx >> d.vy))
48	                fail(line_no, "body needs m R px py vx vy [w]");
49	            ls >> d.w;  // optional spin
50	            bodies.push_back(d);
51	        } else if (tag == "poly") {
52	            BodyData d;
53	            d.poly = true;
54	            std::size_t k = 0;
55	            if (!(ls >> d.m >> d.px >> d.py >> d.theta >> d.vx >> d.vy >> d.w >> k))
56	                fail(line_no, "poly needs m px py theta vx vy w k <2k vertex coords>");
57	            if (k < 3) fail(line_no, "poly needs at least 3 vertices");
58	            for (std::size_t i = 0; i < k; ++i) {
59	                double x, y;
60	                if (!(ls >> x >> y)) fail(line_no, "poly: not enough vertex coordinates");
61	                d.verts.push_back(Vec2{x, y});
62	            }
63	            bodies.push_back(d);
64	        } else if (tag == "restitution") {
65	            double v;
66	            if (!(ls >> v)) fail(line_no, "restitution needs a value");
67	            e = v;
68	        } else if (tag == "friction") {
69	            double v;
70	            if (!(ls >> v)) fail(line_no, "friction needs a value");
71	            mu = v;
72	        } else {
73	            fail(line_no, "unknown record '" + tag + "'");
74	        }
75	    }
76	
77	    if (bodies.size() < 2) fail(line_no, "need at least two body/poly records");
78	    if (!e) fail(line_no, "missing required record: restitution");
79	
80	    Scenario sc;
81	    sc.restitution = *e;
82	    sc.friction = mu.value_or(0.0);
83	    for (const BodyData& d : bodies) {
84	        try {
85	            if (d.poly)
86	                sc.bodies.emplace_back(d.m, d.verts, Vec2{d.px, d.py}, Vec2{d.vx, d.vy}, d.theta, d.w);
87	            else
88	                sc.bodies.emplace_back(d.m, d.R, Vec2{d.px, d.py}, Vec2{d.vx, d.vy}, d.w);
89	        } catch (const std::exception& ex) {
90	            fail(line_no, ex.what());
91	        }
92	    }
93	    return sc;
94	}
95	
96	Scenario parse_scenario_file(const std::string& path) {
97	    std::ifstream in(path);
98	    if (!in) throw std::runtime_error("parse_scenario_file: cannot open '" + path + "'");
99	    return parse_scenario(in);
100	}
101	
102	namespace {
103	Vec2 total_momentum(const std::vector<Body>& bodies) {
104	    Vec2 p{0.0, 0.0};
105	    for (const Body& b : bodies) p = p + b.momentum();
106	    return p;
107	}
108	double total_angular_momentum(const std::vector<Body>& bodies) {
109	    double l = 0.0;
110	    for (const Body& b : bodies) l += b.angular_momentum();
111	    return l;
112	}
113	double total_ke(const std::vector<Body>& bodies) {
114	    double k = 0.0;
115	    for (const Body& b : bodies) k += b.kinetic_energy();
116	    return k;
117	}
118	} // namespace
119	
120	void write_report(std::ostream& out, const Scenario& scenario) {
121	    std::vector<Body> bodies = scenario.bodies;
122	    ContactSolver solver(scenario.restitution, scenario.friction);
123	    const std::vector<Contact> contacts = ContactSolver::detect_contacts(bodies);
124	
125	    const Vec2 p0 = total_momentum(bodies);
126	    const double l0 = total_angular_momentum(bodies);
127	    const double ke0 = total_ke(bodies);
128	
129	    const SolveReport rep = solver.solve(bodies, contacts);
130	
131	    const Vec2 p1 = total_momentum(bodies);
132	    const double l1 = total_angular_momentum(bodies);
133	    const double ke1 = total_ke(bodies);
134	
135	    out << std::scientific << std::setprecision(6);
136	    out << "# N-body rigid-shape collision report\n";
137	    out << "bodies=" << bodies.size() << " contacts=" << contacts.size()
138	        << " restitution=" << scenario.restitution << " friction=" << scenario.friction << "\n";
139	    out << "solver: iterations=" << rep.iterations << " residual=" << rep.max_residual
140	        << " converged=" << (rep.converged ? 1 : 0)
141	        << " total_normal_impulse=" << rep.total_normal_impulse << "\n";
142	    out << "momentum: (" << p0.x << ", " << p0.y << ") -> (" << p1.x << ", " << p1.y << ")\n";
143	    out << "angular_momentum: " << l0 << " -> " << l1 << "\n";
144	    out << "kinetic_energy: " << ke0 << " -> " << ke1 << " J\n";
145	}
146	
147	} // namespace collision2d
148

/opt/collision2d/examples/head_on.collision

contents
1	# A three-disk scenario resolved by the N-body sequential-impulse solver.
2	#
3	# Disk 0 (2 kg, R=0.5) slides right and is about to strike a stationary line of
4	# two touching disks (Newton's-cradle style); disk 2 also carries some spin so
5	# the tangential Coulomb friction does work. Restitution 0.9, friction 0.3.
6	#
7	# format: body  m  R  px py  vx vy  [omega]
8	body  2.0  0.5   0.0  0.0    3.0  0.0
9	body  1.0  0.5   1.0  0.0    0.0  0.0
10	body  1.0  0.5   2.0  0.0    0.0  0.0   5.0
11	restitution 0.9
12	friction 0.3
13

/opt/collision2d/include/collision2d/io.hpp

contents
1	#ifndef COLLISION2D_IO_HPP
2	#define COLLISION2D_IO_HPP
3	
4	#include <iosfwd>
5	#include <string>
6	#include <vector>
7	
8	#include "collision2d/solver.hpp"
9	#include "collision2d/types.hpp"
10	
11	namespace collision2d {
12	
13	/// A fully-parsed multi-body collision scenario: a list of disks plus the
14	/// global coefficient of restitution and Coulomb friction coefficient.
15	struct Scenario {
16	    std::vector<Body> bodies;
17	    double restitution{1.0};
18	    double friction{0.0};
19	};
20	
21	/// Parse a collision scenario from the engine's plain-text `.collision` format.
22	///
23	/// The format is line-oriented. Blank lines and lines beginning with '#' are
24	/// ignored. Recognized records:
25	///   body <m> <R> <px> <py> <vx> <vy> [w]   # one disk (omega optional, default 0)
26	///   poly <m> <px> <py> <theta> <vx> <vy> <w> <k> <x0> <y0> ...  # convex polygon
27	///                                          # (k>=3 local CCW vertices, centroid at origin)
28	///   restitution <e>                        # coefficient of restitution in [0,1]
29	///   friction <mu>                          # Coulomb friction coefficient >= 0
30	///
31	/// At least two `body`/`poly` records and a `restitution` are required;
32	/// `friction` defaults to 0. Throws std::runtime_error on malformed input or a
33	/// missing required record.
34	Scenario parse_scenario(std::istream& in);
35	
36	/// Convenience overload that parses from a file path.
37	Scenario parse_scenario_file(const std::string& path);
38	
39	/// Write a human-readable collision report (number of contacts, the solver
40	/// iterations/residual, and the pre/post total momentum, angular momentum, and
41	/// kinetic energy) to `out`. Fully implemented; used by the demo CLI.
42	void write_report(std::ostream& out, const Scenario& scenario);
43	
44	} // namespace collision2d
45	
46	#endif // COLLISION2D_IO_HPP
47
API Error: 529 Overloaded. This is a server-side issue, usually temporary , try again in a moment. If it persists, check https://status.claude.com.
Final diff , what the agent changed

No file changes, the agent left the workspace untouched.

Verifier output , the proof behind the reward
tests/test.sh
== Configuring (cmake) ==
-- The CXX compiler identification is GNU 11.4.0
-- Detecting CXX compiler ABI info
-- Detecting CXX compiler ABI info - done
-- Check for working CXX compiler: /usr/bin/c++ - skipped
-- Detecting CXX compile features
-- Detecting CXX compile features - done
-- Configuring done
-- Generating done
-- Build files have been written to: /tmp/tmp.QFjKIFs7pc/collision2d/build_grade
== Building ==
[  7%] Building CXX object CMakeFiles/collision2d.dir/src/types.cpp.o
[ 14%] Building CXX object CMakeFiles/collision2d.dir/src/solver.cpp.o
[ 21%] Building CXX object CMakeFiles/collision2d.dir/src/io.cpp.o
[ 28%] Linking CXX static library libcollision2d.a
[ 28%] Built target collision2d
[ 35%] Building CXX object CMakeFiles/collision2d_cli.dir/src/main.cpp.o
[ 42%] Building CXX object tests/CMakeFiles/test_soak.dir/test_soak.cpp.o
[ 50%] Building CXX object tests/CMakeFiles/test_cases.dir/test_cases.cpp.o
[ 57%] Building CXX object tests/CMakeFiles/test_polygons.dir/test_polygons.cpp.o
[ 64%] Building CXX object tests/CMakeFiles/test_toi.dir/test_toi.cpp.o
[ 71%] Linking CXX executable collision2d_cli
[ 71%] Built target collision2d_cli
[ 78%] Linking CXX executable test_cases
[ 85%] Linking CXX executable test_polygons
[ 85%] Built target test_cases
[ 92%] Linking CXX executable test_soak
[ 92%] Built target test_polygons
[ 92%] Built target test_soak
[100%] Linking CXX executable test_toi
[100%] Built target test_toi
== Running hidden test suite (ctest) ==
Test project /tmp/tmp.QFjKIFs7pc/collision2d/build_grade
    Start 1: test_soak
1/4 Test #1: test_soak ........................***Failed    0.00 sec
[soak] ran 0/120 mixed-shape scenes
[ FAIL ] soak_random_mixed_shape_invariants: enough scenes had contacts
----
0/1 tests passed

    Start 2: test_cases
2/4 Test #2: test_cases .......................***Exception: SegFault  0.00 sec

    Start 3: test_polygons
3/4 Test #3: test_polygons ....................***Failed    0.00 sec
[ FAIL ] sat_box_box_axis_normal_and_penetration: contact found
[ FAIL ] sat_box_box_rotated_vertex_into_face: rotated contact found
[ FAIL ] manifold_box_box_face_is_two_points: two contact points for a face-face manifold
[ FAIL ] manifold_disk_box_is_one_point: disk-box is one contact
[ FAIL ] clip_points_box_box_asymmetric: two contacts
[ PASS ] polygon_inertia_shape_correct
[ FAIL ] off_center_normal_impulse_correct_spin: one contact
[ FAIL ] box_resting_flat_no_net_spin: flat rest is a 2-point manifold
[ FAIL ] box_on_corner_spins_correct_sign: single corner contact
[ FAIL ] disk_box_oblique_uses_face_normal: one contact
----
1/10 tests passed

    Start 4: test_toi
4/4 Test #4: test_toi .........................***Failed    0.01 sec
[ FAIL ] toi_disk_disk_head_on: disks meet at t=0.5 (got 1.000000, want 0.500000, tol 0.000010)
[ PASS ] toi_no_collision_returns_one
[ FAIL ] toi_already_overlapping_returns_zero: already overlapping -> 0.0 (got 1.000000, want 0.000000, tol 0.000000)
[ FAIL ] toi_disk_into_box_face: disk-box TOI matches oracle (got 1.000000, want 0.333333, tol 0.000010)
[ FAIL ] toi_box_box_and_rotated: rotated box-box TOI matches oracle (got 1.000000, want 0.933866, tol 0.000010)
[ FAIL ] toi_earliest_over_multiple_pairs: earliest pair TOI selected (got 1.000000, want 0.100000, tol 0.000010)
[ FAIL ] step_lands_at_first_contact_and_resolves: a contact exists at the impact configuration
[ FAIL ] toi_soak_random_translation: config 0: TOI matches oracle (got 1.000000, oracle 0.000000)
----
1/8 tests passed


0% tests passed, 4 tests failed out of 4

Label Time Summary:
hidden    =   0.02 sec*proc (4 tests)

Total Test time (real) =   0.02 sec

The following tests FAILED:
	  1 - test_soak (Failed)
	  2 - test_cases (SEGFAULT)
	  3 - test_polygons (Failed)
	  4 - test_toi (Failed)


In file included from /tmp/tmp.QFjKIFs7pc/collision2d/tests/test_soak.cpp:14:
/tmp/tmp.QFjKIFs7pc/collision2d/tests/invariants.hpp: In function 'double c2dtest::seg_dist(const collision2d::Vec2&, const collision2d::Vec2&, const collision2d::Vec2&)':
/tmp/tmp.QFjKIFs7pc/collision2d/tests/invariants.hpp:79:5: warning: this 'if' clause does not guard... [-Wmisleading-indentation]
   79 |     if (t < 0) t = 0; if (t > 1) t = 1;
      |     ^~
/tmp/tmp.QFjKIFs7pc/collision2d/tests/invariants.hpp:79:23: note: ...this statement, but the latter is misleadingly indented as if it were guarded by the 'if'
   79 |     if (t < 0) t = 0; if (t > 1) t = 1;
      |                       ^~
In file included from /tmp/tmp.QFjKIFs7pc/collision2d/tests/test_cases.cpp:10:
/tmp/tmp.QFjKIFs7pc/collision2d/tests/invariants.hpp: In function 'double c2dtest::seg_dist(const collision2d::Vec2&, const collision2d::Vec2&, const collision2d::Vec2&)':
/tmp/tmp.QFjKIFs7pc/collision2d/tests/invariants.hpp:79:5: warning: this 'if' clause does not guard... [-Wmisleading-indentation]
   79 |     if (t < 0) t = 0; if (t > 1) t = 1;
      |     ^~
/tmp/tmp.QFjKIFs7pc/collision2d/tests/invariants.hpp:79:23: note: ...this statement, but the latter is misleadingly indented as if it were guarded by the 'if'
   79 |     if (t < 0) t = 0; if (t > 1) t = 1;
      |                       ^~
In file included from /tmp/tmp.QFjKIFs7pc/collision2d/tests/test_polygons.cpp:10:
/tmp/tmp.QFjKIFs7pc/collision2d/tests/invariants.hpp: In function 'double c2dtest::seg_dist(const collision2d::Vec2&, const collision2d::Vec2&, const collision2d::Vec2&)':
/tmp/tmp.QFjKIFs7pc/collision2d/tests/invariants.hpp:79:5: warning: this 'if' clause does not guard... [-Wmisleading-indentation]
   79 |     if (t < 0) t = 0; if (t > 1) t = 1;
      |     ^~
/tmp/tmp.QFjKIFs7pc/collision2d/tests/invariants.hpp:79:23: note: ...this statement, but the latter is misleadingly indented as if it were guarded by the 'if'
   79 |     if (t < 0) t = 0; if (t > 1) t = 1;
      |                       ^~
In file included from /tmp/tmp.QFjKIFs7pc/collision2d/tests/test_toi.cpp:14:
/tmp/tmp.QFjKIFs7pc/collision2d/tests/invariants.hpp: In function 'double c2dtest::seg_dist(const collision2d::Vec2&, const collision2d::Vec2&, const collision2d::Vec2&)':
/tmp/tmp.QFjKIFs7pc/collision2d/tests/invariants.hpp:79:5: warning: this 'if' clause does not guard... [-Wmisleading-indentation]
   79 |     if (t < 0) t = 0; if (t > 1) t = 1;
      |     ^~
/tmp/tmp.QFjKIFs7pc/collision2d/tests/invariants.hpp:79:23: note: ...this statement, but the latter is misleadingly indented as if it were guarded by the 'if'
   79 |     if (t < 0) t = 0; if (t > 1) t = 1;
      |                       ^~
Errors while running CTest
FAIL: one or more hidden tests failed

Reproduce this trial: git checkout 2f94510 && PYTHONPATH=src python3 scripts/build_site.py , then open trial/trial_b6324e2a4f624daf. Re-running the agent live requires EVAL_PLATFORM_ENABLE_OAUTH_SMOKE=1 and is non-deterministic.

Trial trial_b6324e2a4f624daf · verifier authoritative; classifier explanatory.