refactor(physics): Phase 2 — code-review polish on BuildingPhysics commit
Five reviewer-flagged items addressed: - Fix #1: GameWindow building-loop now reuses TerrainSurface.ComputeOutdoorCellId instead of re-deriving the row-major cell-index formula. DRY win; no risk of the two formulas drifting. - Fix #2: BuildingPhysics.ExactMatch decoder now references DatReaderWriter.Enums.PortalFlags.ExactMatch instead of magic 0x0001. - Fix #3: ExactMatch XML doc clarified as "reserved per retail's CBldPortal::exact_match; not currently consumed by CheckBuildingTransit". - Fix #4: CheckBuildingTransit docstring now explicitly documents the retail divergence — retail's sphere_intersects_cell (radius-aware) vs. our PointInsideCellBsp (radius-less). The sphereRadius parameter is reserved for the future sphere_intersects_cell port. Practical effect noted: entry fires ~sphereRadius (~0.48m) deeper than retail. - Fix #5: Test method `SphereInsideBuildingPortalDestination_AddsInteriorCell` renamed to `BuildingPortalWithUnloadedCellBSP_NoCandidateAdded` — the test asserts Empty(candidates), not that the cell is added. Comment updated. 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 Opus 4.7 (1M context) <noreply@anthropic.com>
This commit is contained in:
parent
069534a372
commit
702b30a63e
4 changed files with 46 additions and 12 deletions
|
|
@ -5741,15 +5741,12 @@ public sealed class GameWindow : IDisposable
|
|||
* System.Numerics.Matrix4x4.CreateTranslation(bldOriginWorld);
|
||||
|
||||
// Derive the outdoor landcell id containing this building.
|
||||
// Retail's cell index: row-major (gridX * 8 + gridY + 1) within
|
||||
// the 8×8 grid of 24m cells in a landblock.
|
||||
int bldGridX = (int)(building.Frame.Origin.X / 24f);
|
||||
int bldGridY = (int)(building.Frame.Origin.Y / 24f);
|
||||
if (bldGridX < 0) bldGridX = 0;
|
||||
if (bldGridX >= 8) bldGridX = 7;
|
||||
if (bldGridY < 0) bldGridY = 0;
|
||||
if (bldGridY >= 8) bldGridY = 7;
|
||||
uint landcellLow = (uint)(bldGridX * 8 + bldGridY + 1);
|
||||
// Reuse TerrainSurface.ComputeOutdoorCellId rather than
|
||||
// re-deriving the row-major (gridX * 8 + gridY + 1) formula here.
|
||||
// Frame.Origin is landblock-relative, same coordinate space as
|
||||
// ComputeOutdoorCellId expects (local X/Y within the 192m block).
|
||||
uint landcellLow = terrainSurface.ComputeOutdoorCellId(
|
||||
building.Frame.Origin.X, building.Frame.Origin.Y);
|
||||
uint landcellId = lbPrefix | landcellLow;
|
||||
|
||||
_physicsDataCache.CacheBuilding(landcellId, bldPortals, buildingTransform);
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue