feat(physics): Phase 2 — BuildingPhysics + CheckBuildingTransit
Closes the outdoor→indoor entry path. New BuildingPhysics type holds the per-SortCell BldPortal list + building world transform; PhysicsDataCache caches it (CacheBuilding + GetBuilding); CellTransit.CheckBuildingTransit tests each portal's destination cell via PointInsideCellBsp. PhysicsEngine.ResolveCellId's outdoor branch now hooks CheckBuildingTransit after the terrain-grid lookup: if the matched landcell has a cached building stab, check whether the sphere has crossed into one of its interior EnvCells before returning. GameWindow at landblock-load time iterates LandBlockInfo.Buildings and caches each via PhysicsDataCache.CacheBuilding. The landcell-id derivation uses retail's row-major cell-index formula (gridX * 8 + gridY + 1). Polish items from Subagent B/C reviews folded in: - visited HashSet in FindCellList's BFS (avoids O(N^2) re-enqueue) - ResolveCellId_NoDataCache_ReturnsFallback test (closes coverage gap) - DataCache-asymmetry comment in PhysicsEngine.ResolveCellId - Replaced misleading FindCellList outdoor-branch TODO with explicit note that ResolveCellId bypasses this branch — wired in ResolveCellId directly. - Removed unused 'using DatReaderWriter.Types;' from CellTransit.cs - 2 new CellTransitFindCellListTests integration tests - 1 new CellTransitCheckBuildingTransitTests test (null-CellBSP guard case; happy path deferred to visual verification). Spec: docs/superpowers/specs/2026-05-19-indoor-portal-cell-tracking-design.md Plan: docs/superpowers/plans/2026-05-19-indoor-portal-cell-tracking.md Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
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8 changed files with 301 additions and 7 deletions
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@ -5710,6 +5710,52 @@ public sealed class GameWindow : IDisposable
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}
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}
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// Phase 2: cache building portal lists for CellTransit.CheckBuildingTransit.
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// Iterates LandBlockInfo.Buildings — each BuildingInfo has a Frame (world-
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// relative origin + orientation) and a Portals list. The landcell id is
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// derived from the building's frame origin using retail's row-major grid
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// formula (gridX * 8 + gridY + 1) within the 192m × 192m landblock.
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if (lbInfo is not null && lbInfo.Buildings.Count > 0)
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{
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uint lbPrefix = lb.LandblockId & 0xFFFF0000u;
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foreach (var building in lbInfo.Buildings)
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{
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if (building.Portals.Count == 0) continue;
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var bldPortals = new System.Collections.Generic.List<AcDream.Core.Physics.BldPortalInfo>(
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building.Portals.Count);
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foreach (var bp in building.Portals)
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{
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bldPortals.Add(new AcDream.Core.Physics.BldPortalInfo(
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otherCellId: lbPrefix | (uint)bp.OtherCellId,
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otherPortalId: bp.OtherPortalId,
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flags: (ushort)bp.Flags));
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}
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// Build a world transform for the building. Frame.Origin is
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// landblock-relative; add the landblock world origin to get
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// world space.
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var bldOriginWorld = building.Frame.Origin + origin;
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var buildingTransform =
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System.Numerics.Matrix4x4.CreateFromQuaternion(building.Frame.Orientation)
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* System.Numerics.Matrix4x4.CreateTranslation(bldOriginWorld);
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// Derive the outdoor landcell id containing this building.
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// Retail's cell index: row-major (gridX * 8 + gridY + 1) within
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// the 8×8 grid of 24m cells in a landblock.
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int bldGridX = (int)(building.Frame.Origin.X / 24f);
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int bldGridY = (int)(building.Frame.Origin.Y / 24f);
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if (bldGridX < 0) bldGridX = 0;
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if (bldGridX >= 8) bldGridX = 7;
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if (bldGridY < 0) bldGridY = 0;
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if (bldGridY >= 8) bldGridY = 7;
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uint landcellLow = (uint)(bldGridX * 8 + bldGridY + 1);
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uint landcellId = lbPrefix | landcellLow;
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_physicsDataCache.CacheBuilding(landcellId, bldPortals, buildingTransform);
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}
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}
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_physicsEngine.AddLandblock(lb.LandblockId, terrainSurface, cellSurfaces,
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portalPlanes, origin.X, origin.Y);
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}
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