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:
Erik 2026-05-19 18:01:44 +02:00
parent 069534a372
commit 702b30a63e
4 changed files with 46 additions and 12 deletions

View file

@ -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);