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;
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
}
}