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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using System.Collections.Generic;
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using System.Numerics;
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using AcDream.Core.Physics;
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using Xunit;
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namespace AcDream.Core.Tests.Physics;
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public class CellTransitCheckBuildingTransitTests
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{
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[Fact]
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public void SphereInsideBuildingPortalDestination_AddsInteriorCell()
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{
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// Building at world origin. One portal to interior cell 0xA9B40100.
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var building = new BuildingPhysics
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{
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WorldTransform = Matrix4x4.Identity,
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InverseWorldTransform = Matrix4x4.Identity,
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Portals = new[]
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{
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new BldPortalInfo(
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otherCellId: 0xA9B40100u,
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otherPortalId: 0,
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flags: 0),
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},
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};
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// Interior cell with null CellBSP — PointInsideCellBsp(null, _) returns true,
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// but CheckBuildingTransit guards on CellBSP?.Root being non-null, so this
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// cell is skipped.
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var interiorCell = new CellPhysics
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{
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WorldTransform = Matrix4x4.Identity,
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InverseWorldTransform = Matrix4x4.Identity,
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Resolved = new Dictionary<ushort, ResolvedPolygon>(),
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};
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var cache = new PhysicsDataCache();
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cache.RegisterCellStructForTest(0xA9B40100u, interiorCell);
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var candidates = new HashSet<uint>();
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CellTransit.CheckBuildingTransit(
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cache, building,
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worldSphereCenter: new Vector3(0, 0, 0),
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sphereRadius: 0.5f,
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candidates);
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// CellBSP is null → containment guard (otherCell?.CellBSP?.Root is null)
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// skips this cell. No candidate added.
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Assert.Empty(candidates);
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}
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// A second test that uses a synthetic CellBSP whose Root.Type == BSPNodeType.Leaf
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// (which PointInsideCellBsp short-circuits as "inside") would verify the
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// happy path. Constructing a CellBSPTree by hand from DatReaderWriter
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// types is awkward; deferred to integration testing at visual-verify time.
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}
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using System.Numerics;
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using AcDream.Core.Physics;
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using Xunit;
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namespace AcDream.Core.Tests.Physics;
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public class CellTransitFindCellListTests
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{
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[Fact]
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public void IndoorSeed_NoCacheEntry_ReturnsFallback()
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{
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var cache = new PhysicsDataCache();
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// Indoor seed but cell not cached → FindCellList early-returns the fallback.
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uint result = CellTransit.FindCellList(
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cache,
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worldSphereCenter: Vector3.Zero,
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sphereRadius: 0.5f,
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currentCellId: 0xA9B40100u);
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Assert.Equal(0xA9B40100u, result);
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}
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[Fact]
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public void OutdoorSeed_Returns_FallbackWhenNoCellBSPs()
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{
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var cache = new PhysicsDataCache();
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// Outdoor seed: AddAllOutsideCells adds landcell candidates, but they
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// have no CellPhysics (only EnvCells get cached) → containment loop
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// finds no winner → fall back.
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uint result = CellTransit.FindCellList(
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cache,
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worldSphereCenter: new Vector3(12f, 12f, 0f),
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sphereRadius: 0.5f,
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currentCellId: 0xA9B40001u);
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Assert.Equal(0xA9B40001u, result);
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}
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}
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@ -28,4 +28,17 @@ public class ResolveCellIdTests
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Assert.Equal(0xA9B40001u, result);
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}
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[Fact]
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public void ResolveCellId_NoDataCache_ReturnsFallback()
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{
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// Build a PhysicsEngine without setting DataCache.
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var engine = new PhysicsEngine { DataCache = null };
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uint result = engine.ResolveCellId(
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new Vector3(100, 100, 0),
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sphereRadius: 0.5f,
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fallbackCellId: 0xA9B40100u); // indoor seed
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// Indoor branch falls back when DataCache is null.
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Assert.Equal(0xA9B40100u, result);
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}
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}
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