feat(core): Phase B.3 — CellSurface (indoor floor polygon projection)

Projects an XY point onto a cell's floor polygons via brute-force
triangle iteration + barycentric Z interpolation. Fan-triangulates
quads and larger polygons. Returns null when outside all floor
surfaces. Accepts pre-transformed world-space vertex positions so
the caller handles EnvCell coordinate transforms.

Second component of the physics collision engine.

4 new tests, all green.

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
This commit is contained in:
Erik 2026-04-12 09:51:22 +02:00
parent 7ced94b138
commit 520589911b
2 changed files with 217 additions and 0 deletions

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using System;
using System.Collections.Generic;
using System.Numerics;
namespace AcDream.Core.Physics;
/// <summary>
/// Indoor floor resolver for a single EnvCell. Projects an XY point
/// onto the cell's floor polygons and returns the Z at that point.
///
/// <para>
/// Uses a simplified constructor that takes pre-transformed vertex
/// positions (world-space) and polygon vertex-id lists. The caller
/// is responsible for transforming CellStruct vertices from cell-local
/// space to world space using EnvCell.Position before constructing
/// this surface.
/// </para>
///
/// <para>
/// Floor polygon iteration is brute-force (no BSP). Cell polygon
/// counts are typically &lt; 20, making this acceptable for the MVP.
/// Each polygon is fan-triangulated and tested via point-in-triangle
/// + barycentric Z interpolation.
/// </para>
/// </summary>
public sealed class CellSurface
{
public uint CellId { get; }
private readonly List<(Vector3 A, Vector3 B, Vector3 C)> _triangles;
/// <summary>
/// Construct a CellSurface from pre-transformed vertex positions
/// and polygon definitions.
/// </summary>
/// <param name="cellId">The EnvCell dat id (e.g., 0xA9B40100).</param>
/// <param name="vertices">Vertex id → world-space position map.</param>
/// <param name="polygonVertexIds">
/// List of polygons, each a list of vertex IDs. Polygons with fewer
/// than 3 vertices are skipped. Quads and larger are fan-triangulated.
/// </param>
public CellSurface(
uint cellId,
Dictionary<ushort, Vector3> vertices,
List<List<short>> polygonVertexIds)
{
CellId = cellId;
_triangles = new List<(Vector3, Vector3, Vector3)>();
foreach (var polyVerts in polygonVertexIds)
{
if (polyVerts.Count < 3) continue;
// Resolve vertex positions.
var positions = new List<Vector3>(polyVerts.Count);
bool skip = false;
foreach (var vid in polyVerts)
{
if (!vertices.TryGetValue((ushort)vid, out var pos))
{
skip = true;
break;
}
positions.Add(pos);
}
if (skip) continue;
// Fan triangulation: (v0, v1, v2), (v0, v2, v3), ...
for (int i = 1; i < positions.Count - 1; i++)
{
_triangles.Add((positions[0], positions[i], positions[i + 1]));
}
}
}
/// <summary>
/// Project (worldX, worldY) onto this cell's floor polygons and
/// return the Z. Returns null if outside all floor polygons.
/// </summary>
public float? SampleFloorZ(float worldX, float worldY)
{
foreach (var (a, b, c) in _triangles)
{
if (PointInTriangleXY(worldX, worldY, a, b, c, out float z))
return z;
}
return null;
}
/// <summary>
/// Test if (px, py) falls inside triangle (a, b, c) projected onto
/// the XY plane. If inside, computes the barycentric Z interpolation
/// and returns it via <paramref name="z"/>.
/// </summary>
private static bool PointInTriangleXY(
float px, float py,
Vector3 a, Vector3 b, Vector3 c,
out float z)
{
z = 0;
// Barycentric coordinate computation in 2D (XY plane).
float v0x = c.X - a.X, v0y = c.Y - a.Y;
float v1x = b.X - a.X, v1y = b.Y - a.Y;
float v2x = px - a.X, v2y = py - a.Y;
float dot00 = v0x * v0x + v0y * v0y;
float dot01 = v0x * v1x + v0y * v1y;
float dot02 = v0x * v2x + v0y * v2y;
float dot11 = v1x * v1x + v1y * v1y;
float dot12 = v1x * v2x + v1y * v2y;
float denom = dot00 * dot11 - dot01 * dot01;
if (MathF.Abs(denom) < 1e-10f) return false; // degenerate triangle
float invDenom = 1f / denom;
float u = (dot11 * dot02 - dot01 * dot12) * invDenom;
float v = (dot00 * dot12 - dot01 * dot02) * invDenom;
if (u < -1e-6f || v < -1e-6f || u + v > 1f + 1e-6f)
return false;
// Barycentric Z interpolation.
z = a.Z * (1 - u - v) + b.Z * v + c.Z * u;
return true;
}
}

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using System;
using System.Collections.Generic;
using System.Numerics;
using AcDream.Core.Physics;
using Xunit;
namespace AcDream.Core.Tests.Physics;
public class CellSurfaceTests
{
/// <summary>
/// Build a minimal CellSurface representing a flat square floor
/// centered at (originX, originY) with the given half-size and Z.
/// The floor polygon is a quad: 4 vertices at the corners.
/// </summary>
private static CellSurface MakeFlatFloor(
uint cellId, float originX, float originY, float z,
float halfSize = 10f)
{
// 4 vertices forming a square floor at the given Z, in WORLD space.
var vertices = new Dictionary<ushort, Vector3>
{
[0] = new(originX - halfSize, originY - halfSize, z),
[1] = new(originX + halfSize, originY - halfSize, z),
[2] = new(originX + halfSize, originY + halfSize, z),
[3] = new(originX - halfSize, originY + halfSize, z),
};
// One quad polygon with 4 vertex IDs.
var polygonVertexIds = new List<List<short>>
{
new() { 0, 1, 2, 3 },
};
return new CellSurface(cellId, vertices, polygonVertexIds);
}
[Fact]
public void SampleFloorZ_InsideFlat_ReturnsZ()
{
var surface = MakeFlatFloor(0x0100, originX: 50f, originY: 50f, z: 10f);
float? z = surface.SampleFloorZ(50f, 50f);
Assert.NotNull(z);
Assert.Equal(10f, z!.Value, precision: 2);
}
[Fact]
public void SampleFloorZ_OutsideFloor_ReturnsNull()
{
var surface = MakeFlatFloor(0x0100, originX: 50f, originY: 50f, z: 10f, halfSize: 5f);
float? z = surface.SampleFloorZ(100f, 100f);
Assert.Null(z);
}
[Fact]
public void SampleFloorZ_AtEdge_ReturnsZ()
{
var surface = MakeFlatFloor(0x0100, originX: 50f, originY: 50f, z: 10f, halfSize: 10f);
// Right at the edge of the polygon.
float? z = surface.SampleFloorZ(60f, 50f);
Assert.NotNull(z);
Assert.Equal(10f, z!.Value, precision: 2);
}
[Fact]
public void SampleFloorZ_SlopedFloor_InterpolatesZ()
{
// A triangular floor that slopes from Z=0 to Z=20.
var vertices = new Dictionary<ushort, Vector3>
{
[0] = new(0f, 0f, 0f),
[1] = new(20f, 0f, 0f),
[2] = new(10f, 20f, 20f),
};
var polygons = new List<List<short>> { new() { 0, 1, 2 } };
var surface = new CellSurface(0x0100, vertices, polygons);
// At the centroid (10, 6.67): Z should be roughly 6.67
float? z = surface.SampleFloorZ(10f, 6.67f);
Assert.NotNull(z);
Assert.InRange(z!.Value, 5f, 8f); // approximate
}
}