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>
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4 changed files with 46 additions and 12 deletions
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@ -5741,15 +5741,12 @@ public sealed class GameWindow : IDisposable
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* System.Numerics.Matrix4x4.CreateTranslation(bldOriginWorld);
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// Derive the outdoor landcell id containing this building.
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// Retail's cell index: row-major (gridX * 8 + gridY + 1) within
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// the 8×8 grid of 24m cells in a landblock.
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int bldGridX = (int)(building.Frame.Origin.X / 24f);
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int bldGridY = (int)(building.Frame.Origin.Y / 24f);
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if (bldGridX < 0) bldGridX = 0;
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if (bldGridX >= 8) bldGridX = 7;
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if (bldGridY < 0) bldGridY = 0;
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if (bldGridY >= 8) bldGridY = 7;
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uint landcellLow = (uint)(bldGridX * 8 + bldGridY + 1);
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// Reuse TerrainSurface.ComputeOutdoorCellId rather than
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// re-deriving the row-major (gridX * 8 + gridY + 1) formula here.
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// Frame.Origin is landblock-relative, same coordinate space as
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// ComputeOutdoorCellId expects (local X/Y within the 192m block).
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uint landcellLow = terrainSurface.ComputeOutdoorCellId(
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building.Frame.Origin.X, building.Frame.Origin.Y);
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uint landcellId = lbPrefix | landcellLow;
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_physicsDataCache.CacheBuilding(landcellId, bldPortals, buildingTransform);
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@ -1,5 +1,6 @@
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using System.Collections.Generic;
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using System.Numerics;
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using DatReaderWriter.Enums;
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namespace AcDream.Core.Physics;
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@ -36,6 +37,16 @@ public readonly struct BldPortalInfo
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public ushort OtherPortalId { get; }
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public ushort Flags { get; }
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/// <summary>Bit 0 of Flags (<c>PortalFlags.ExactMatch = 0x0001</c>).</summary>
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public bool ExactMatch => (Flags & 0x0001) != 0;
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/// <summary>
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/// Bit 0 of <see cref="Flags"/> (<c>DatReaderWriter.Enums.PortalFlags.ExactMatch</c>).
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///
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/// <para>
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/// Reserved per retail's <c>CBldPortal::exact_match</c>. NOT currently
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/// consumed by <see cref="CellTransit.CheckBuildingTransit"/> — every
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/// portal overlap is treated as a valid entry trigger. If a future
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/// regression surfaces (e.g., a building entered by overlapping a
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/// non-exact-match portal), wire this into the entry test.
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/// </para>
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/// </summary>
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public bool ExactMatch => (Flags & (ushort)PortalFlags.ExactMatch) != 0;
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}
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@ -158,6 +158,23 @@ public static class CellTransit
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/// whether the sphere center is inside it via
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/// <see cref="BSPQuery.PointInsideCellBsp"/>. If so, add the interior
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/// cell to <paramref name="candidates"/>.
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///
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/// <para>
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/// <b>Retail divergence:</b> retail's <c>check_building_transit</c>
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/// uses <c>CCellStruct::sphere_intersects_cell</c> (radius-aware
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/// BSP-vs-sphere test) which fires the moment ANY part of the sphere
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/// overlaps the destination cell. Our port uses
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/// <see cref="BSPQuery.PointInsideCellBsp"/> (radius-less, tests only
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/// the sphere CENTER). Practical effect: entry into a building fires
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/// when the player's foot-sphere center crosses the destination cell
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/// boundary — roughly <paramref name="sphereRadius"/> (~0.48m) DEEPER
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/// into the doorway than retail. If visual verification at the cottage
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/// door shows a noticeable "late entry" effect (player visually inside
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/// the building before walls switch from outdoor-stab to indoor-cell),
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/// port <c>sphere_intersects_cell</c> in a follow-up.
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/// <paramref name="sphereRadius"/> is plumbed through for that future
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/// upgrade; currently unused.
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/// </para>
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/// </summary>
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public static void CheckBuildingTransit(
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PhysicsDataCache cache,
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@ -8,8 +8,17 @@ 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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public void BuildingPortalWithUnloadedCellBSP_NoCandidateAdded()
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{
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// Verifies the null-CellBSP guard: when the destination interior cell
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// is cached but its CellBSP isn't yet loaded (or is structurally absent),
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// CheckBuildingTransit must NOT add the cell to candidates — even though
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// PointInsideCellBsp(null, _) returns true.
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//
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// Happy-path (CellBSP present, sphere inside) requires a synthetic
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// CellBSPTree which is non-trivial to construct from DatReaderWriter
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// types. Deferred to visual verification.
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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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