feat(physics): add BSPQuery.FindWalkableSphere wrapper

Thin public wrapper over the existing retail-faithful
FindWalkableInternal (BSPNODE::find_walkable + BSPLEAF::find_walkable
port). Probes downward by probeDistance along up, returns the closest
walkable polygon the sphere would rest on plus the adjusted center.

Will replace Transition.TryFindIndoorWalkablePlane's linear first-match
scan (next commit). The wrapper is callable from any "stand here, find
my floor" use case; current intent is indoor walkable-plane synthesis.

4 unit tests covering: two-floors-foot-between (sphere overlapping lower
floor), only-upper-floor-foot-above (sphere overlapping upper floor),
no-walkable-in-probe-range (sphere out of overlap distance for all
polygons), steep-poly-rejected-by-WalkableAllowance. Note: find_walkable
requires sphere to overlap the polygon plane (|dist| <= radius);
the tests use geometry that exercises this correctly, unlike the spec's
illustrative values which assumed a "nearest below" scan.

Spec: docs/superpowers/specs/2026-05-19-indoor-walkable-plane-bsp-port-design.md

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
This commit is contained in:
Erik 2026-05-19 21:33:27 +02:00
parent ff548b962c
commit 7f55e14cd7
2 changed files with 290 additions and 0 deletions

View file

@ -1130,6 +1130,89 @@ public static class BSPQuery
return TransitionState.OK;
}
// -------------------------------------------------------------------------
// find_walkable_sphere — "stand here, find my contact plane"
// Indoor walkable-plane synthesis entry point (Phase 2 follow-up 2026-05-19).
// -------------------------------------------------------------------------
/// <summary>
/// "Stand here, find my contact plane" entry point over the BSPNode/BSPLeaf
/// find_walkable BSP traversal. Probes downward by <paramref name="probeDistance"/>
/// along <paramref name="up"/> and returns the closest walkable polygon the
/// sphere would rest on, with the sphere's center adjusted to lie on that plane.
///
/// <para>
/// Wraps the existing private <see cref="FindWalkableInternal"/> — which already
/// implements the retail-faithful walkable-finder
/// (BSPNODE::find_walkable + BSPLEAF::find_walkable +
/// CPolygon::walkable_hits_sphere + CPolygon::adjust_sphere_to_plane,
/// acclient_2013_pseudo_c.txt:326211, :326793, :323006, :322032).
/// </para>
///
/// <para>
/// Intended call site: indoor walkable-plane synthesis in
/// <c>Transition.TryFindIndoorWalkablePlane</c> when the indoor cell-BSP
/// collision returns OK (no wall hit) and the resolver still needs a
/// ContactPlane to feed ValidateWalkable. Outdoor terrain has its own path
/// (<see cref="PhysicsEngine.SampleTerrainWalkable"/>) and does not use this.
/// </para>
///
/// <para>
/// The caller is responsible for setting <c>transition.SpherePath.WalkableAllowance</c>
/// to the desired walkability threshold (typically <see cref="PhysicsGlobals.FloorZ"/>)
/// before calling, and restoring it after.
/// </para>
/// </summary>
/// <param name="root">Root of the cell's PhysicsBSP.</param>
/// <param name="resolved">Pre-resolved polygon dictionary from PhysicsDataCache.</param>
/// <param name="transition">Current transition (read for WalkableAllowance / walk_interp).</param>
/// <param name="sphere">Foot sphere in cell-local space.</param>
/// <param name="probeDistance">Downward probe distance in meters. Typical: 0.5f.</param>
/// <param name="up">Up vector in cell-local space (typically Vector3.UnitZ).</param>
/// <param name="hitPoly">Output: the walkable polygon found, or null on miss.</param>
/// <param name="hitPolyId">Output: polygon id (dictionary key) of the hit. Zero on miss.</param>
/// <param name="adjustedCenter">
/// Output: sphere center adjusted onto the polygon plane. Equal to input
/// <c>sphere.Origin</c> on miss.
/// </param>
/// <returns>True if a walkable polygon was found; false otherwise.</returns>
public static bool FindWalkableSphere(
PhysicsBSPNode? root,
Dictionary<ushort, ResolvedPolygon> resolved,
Transition transition,
Sphere sphere,
float probeDistance,
Vector3 up,
out ResolvedPolygon? hitPoly,
out ushort hitPolyId,
out Vector3 adjustedCenter)
{
adjustedCenter = sphere.Origin;
hitPoly = null;
hitPolyId = 0;
if (root is null) return false;
var validPos = new CollisionSphere(sphere.Origin, sphere.Radius);
var movement = -up * probeDistance;
bool changed = false;
ushort polyId = 0;
ResolvedPolygon? poly = null;
FindWalkableInternal(root, resolved, transition.SpherePath, validPos,
movement, up, ref poly, ref polyId, ref changed);
if (changed && poly is not null)
{
hitPoly = poly;
hitPolyId = polyId;
adjustedCenter = validPos.Center;
return true;
}
return false;
}
// -------------------------------------------------------------------------
// step_sphere_up — BSPTree level
// ACE: BSPTree.cs step_sphere_up