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>
This commit is contained in:
Erik 2026-05-19 17:34:38 +02:00
parent aad697602e
commit 069534a372
8 changed files with 301 additions and 7 deletions

View file

@ -20,6 +20,9 @@ public sealed class PhysicsDataCache
private readonly ConcurrentDictionary<uint, SetupPhysics> _setup = new();
private readonly ConcurrentDictionary<uint, CellPhysics> _cellStruct = new();
// ── Phase 2: building portal cache for outdoor→indoor entry ───────────
private readonly ConcurrentDictionary<uint, BuildingPhysics> _buildings = new();
/// <summary>
/// Extract and cache the physics BSP + polygon data from a GfxObj,
/// PLUS always cache a visual AABB from the vertex data regardless of
@ -304,6 +307,31 @@ public sealed class PhysicsDataCache
/// </summary>
public void RegisterCellStructForTest(uint envCellId, CellPhysics physics)
=> _cellStruct[envCellId] = physics;
/// <summary>
/// Indoor walking Phase 2 (2026-05-19). Cache the building portal list
/// for an outdoor landcell that contains a building stab. Used by
/// <see cref="CellTransit.CheckBuildingTransit"/>.
/// </summary>
public void CacheBuilding(uint landcellId, IReadOnlyList<BldPortalInfo> portals, Matrix4x4 worldTransform)
{
if (_buildings.ContainsKey(landcellId)) return;
Matrix4x4.Invert(worldTransform, out var inverse);
_buildings[landcellId] = new BuildingPhysics
{
WorldTransform = worldTransform,
InverseWorldTransform = inverse,
Portals = portals,
};
}
public BuildingPhysics? GetBuilding(uint landcellId)
=> _buildings.TryGetValue(landcellId, out var b) ? b : null;
public IReadOnlyCollection<uint> BuildingIds => (IReadOnlyCollection<uint>)_buildings.Keys;
/// <summary>Test helper, mirrors <see cref="RegisterCellStructForTest"/>.</summary>
public void RegisterBuildingForTest(uint landcellId, BuildingPhysics b) => _buildings[landcellId] = b;
}
/// <summary>