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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src/AcDream.Core/Physics/BuildingPhysics.cs
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src/AcDream.Core/Physics/BuildingPhysics.cs
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using System.Collections.Generic;
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using System.Numerics;
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namespace AcDream.Core.Physics;
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/// <summary>
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/// Indoor walking Phase 2 (2026-05-19). Cached building portal data
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/// for outdoor→indoor cell entry. One per outdoor landcell that contains
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/// a building stab. Mirrors retail's <c>BuildingObj.Portals</c> array
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/// (per the pseudocode doc §"LandCell.find_transit_cells").
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/// </summary>
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public sealed class BuildingPhysics
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{
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public required Matrix4x4 WorldTransform { get; init; }
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public required Matrix4x4 InverseWorldTransform { get; init; }
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public required IReadOnlyList<BldPortalInfo> Portals { get; init; }
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}
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/// <summary>
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/// One building portal: the connection from a SortCell's BuildingObj to
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/// an interior EnvCell. ExactMatch is decoded from <see cref="Flags"/>
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/// bit 0 (<c>PortalFlags.ExactMatch = 0x0001</c>).
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/// </summary>
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public readonly struct BldPortalInfo
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{
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public BldPortalInfo(uint otherCellId, ushort otherPortalId, ushort flags)
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{
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OtherCellId = otherCellId;
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OtherPortalId = otherPortalId;
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Flags = flags;
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}
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/// <summary>Full id of the interior EnvCell this portal connects to.</summary>
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public uint OtherCellId { get; }
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/// <summary>The portal id within the destination EnvCell.</summary>
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public ushort OtherPortalId { get; }
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public ushort Flags { get; }
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/// <summary>Bit 0 of Flags (<c>PortalFlags.ExactMatch = 0x0001</c>).</summary>
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public bool ExactMatch => (Flags & 0x0001) != 0;
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}
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