feat(core): Phase B.3 — CellPortal-based indoor/outdoor transitions in PhysicsEngine

Replace the disabled if(false) outdoor→indoor branch with real portal-plane
crossing logic. LandblockPhysics now carries IReadOnlyList<PortalPlane> Portals
(populated at load time; GameWindow passes Array.Empty for now until Task 3).

Resolve logic:
- Outdoor player: tests all portals where TargetCellId==0xFFFF (outside-facing);
  crossing enters the portal's OwnerCellId.
- Indoor player: tests portals where OwnerCellId==currentCell; crossing to
  TargetCellId==0xFFFF exits to terrain, otherwise transitions room-to-room.
- Landblock boundary crossing: unchanged — candidatePos landblock lookup already
  picks the adjacent block's terrain naturally.

Tests: renamed disabled test → Resolve_OutdoorThroughPortal_TransitionsToIndoor;
added Resolve_IndoorThroughExitPortal_TransitionsToOutdoor and
Resolve_LandblockBoundary_PicksAdjacentTerrain. 274 tests green.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
This commit is contained in:
Erik 2026-04-12 18:22:55 +02:00
parent cb46d892d5
commit 8252523b8b
5 changed files with 318 additions and 62 deletions

View file

@ -15,7 +15,8 @@ public readonly record struct MovementInput(
bool TurnLeft = false,
bool TurnRight = false,
bool Run = false,
float MouseDeltaX = 0f);
float MouseDeltaX = 0f,
bool Jump = false);
/// <summary>
/// Result of a single frame's movement update.
@ -53,6 +54,12 @@ public sealed class PlayerMovementController
/// </summary>
public float StepUpHeight { get; set; } = 5.0f;
public float VerticalVelocity { get; private set; }
public bool IsAirborne { get; private set; }
public float JumpImpulse { get; set; } = 10f;
public float GravityAccel { get; set; } = 20f;
public float AirControlFactor { get; set; } = 0.2f;
public float Yaw { get; set; }
public Vector3 Position { get; private set; }
public uint CellId { get; private set; }
@ -104,11 +111,59 @@ public sealed class PlayerMovementController
if (input.StrafeRight) { dx += rightX * speed * dt * 0.5f; dy += rightY * speed * dt * 0.5f; }
if (input.StrafeLeft) { dx -= rightX * speed * dt * 0.5f; dy -= rightY * speed * dt * 0.5f; }
var delta = new Vector3(dx, dy, 0f);
// While airborne, reduce horizontal authority.
float airFactor = IsAirborne ? AirControlFactor : 1f;
var delta = new Vector3(dx * airFactor, dy * airFactor, 0f);
// 3. Resolve via physics engine.
var result = _physics.Resolve(Position, CellId, delta, StepUpHeight);
Position = result.Position;
// 4. Jump + gravity + falling (vertical axis).
float resolvedGroundZ = result.Position.Z;
// Initiate jump when grounded and Space pressed.
if (input.Jump && result.IsOnGround && !IsAirborne)
{
VerticalVelocity = JumpImpulse;
IsAirborne = true;
}
float newZ;
if (IsAirborne)
{
// Apply gravity and integrate vertical position.
VerticalVelocity -= GravityAccel * dt;
float candidateZ = Position.Z + VerticalVelocity * dt;
if (candidateZ <= resolvedGroundZ)
{
// Landed on terrain/floor.
newZ = resolvedGroundZ;
IsAirborne = false;
VerticalVelocity = 0f;
}
else
{
// Still airborne — override terrain Z with ballistic Z.
newZ = candidateZ;
}
}
else
{
// Detect walking off a ledge: terrain dropped more than StepUpHeight.
if (resolvedGroundZ < Position.Z - StepUpHeight)
{
IsAirborne = true;
VerticalVelocity = 0f;
newZ = Position.Z; // stay at current Z this frame; gravity will pull us down next frame
}
else
{
newZ = resolvedGroundZ;
}
}
Position = new Vector3(result.Position.X, result.Position.Y, newZ);
CellId = result.CellId;
// 4. Determine current motion commands.
@ -180,9 +235,9 @@ public sealed class PlayerMovementController
}
return new MovementResult(
Position: result.Position,
CellId: result.CellId,
IsOnGround: result.IsOnGround,
Position: Position,
CellId: CellId,
IsOnGround: !IsAirborne,
MotionStateChanged: changed,
ForwardCommand: forwardCmd,
SidestepCommand: sidestepCmd,

View file

@ -1367,7 +1367,8 @@ public sealed class GameWindow : IDisposable
}
}
_physicsEngine.AddLandblock(lb.LandblockId, terrainSurface, cellSurfaces, origin.X, origin.Y);
_physicsEngine.AddLandblock(lb.LandblockId, terrainSurface, cellSurfaces,
Array.Empty<AcDream.Core.Physics.PortalPlane>(), origin.X, origin.Y);
}
// Upload every GfxObj referenced by this landblock's entities.
@ -1496,7 +1497,8 @@ public sealed class GameWindow : IDisposable
TurnLeft: kb.IsKeyPressed(Key.A),
TurnRight: kb.IsKeyPressed(Key.D),
Run: kb.IsKeyPressed(Key.ShiftLeft) || kb.IsKeyPressed(Key.ShiftRight),
MouseDeltaX: consumedMouseDeltaX);
MouseDeltaX: consumedMouseDeltaX,
Jump: kb.IsKeyPressed(Key.Space));
var result = _playerController.Update((float)dt, input);

View file

@ -27,17 +27,19 @@ public sealed class PhysicsEngine
private sealed record LandblockPhysics(
TerrainSurface Terrain,
IReadOnlyList<CellSurface> Cells,
IReadOnlyList<PortalPlane> Portals,
float WorldOffsetX,
float WorldOffsetY);
/// <summary>
/// Register a landblock with its terrain surface, indoor cells, and
/// world-space origin offset.
/// Register a landblock with its terrain surface, indoor cells, portal
/// planes, and world-space origin offset.
/// </summary>
public void AddLandblock(uint landblockId, TerrainSurface terrain,
IReadOnlyList<CellSurface> cells, float worldOffsetX, float worldOffsetY)
IReadOnlyList<CellSurface> cells, IReadOnlyList<PortalPlane> portals,
float worldOffsetX, float worldOffsetY)
{
_landblocks[landblockId] = new LandblockPhysics(terrain, cells, worldOffsetX, worldOffsetY);
_landblocks[landblockId] = new LandblockPhysics(terrain, cells, portals, worldOffsetX, worldOffsetY);
}
/// <summary>
@ -116,38 +118,92 @@ public sealed class PhysicsEngine
// indoors" path and snaps Z to an EnvCell floor 28m below.
bool currentlyIndoor = (cellId & 0xFFFFu) >= 0x0100;
if (currentlyIndoor && bestCellZ is not null)
if (currentlyIndoor)
{
// Stay indoors on the best cell's floor.
targetZ = bestCellZ.Value;
targetCellId = bestCell!.CellId & 0xFFFFu;
// Check whether the player crosses a portal belonging to the current cell.
uint currentCellIndex = cellId & 0xFFFFu;
PortalPlane? crossedPortal = null;
foreach (var portal in physics.Portals)
{
// Only portals owned by the current cell are relevant when indoors.
if ((portal.OwnerCellId & 0xFFFFu) != currentCellIndex) continue;
if (portal.IsCrossing(currentPos, candidatePos))
{
crossedPortal = portal;
break;
}
}
if (crossedPortal is not null)
{
if (crossedPortal.Value.TargetCellId == 0xFFFFu)
{
// Indoor → Outdoor exit.
targetZ = terrainZ;
targetCellId = physics.Terrain.ComputeOutdoorCellId(localCandX, localCandY);
}
else
{
// Indoor → Indoor (room to room).
uint nextCellIndex = crossedPortal.Value.TargetCellId & 0xFFFFu;
CellSurface? nextCell = null;
foreach (var c in physics.Cells)
{
if ((c.CellId & 0xFFFFu) == nextCellIndex) { nextCell = c; break; }
}
float? nextFloorZ = nextCell?.SampleFloorZ(candidatePos.X, candidatePos.Y);
targetZ = nextFloorZ ?? terrainZ;
targetCellId = nextCellIndex;
}
}
else if (bestCellZ is not null)
{
// Staying in the same indoor cell.
targetZ = bestCellZ.Value;
targetCellId = bestCell!.CellId & 0xFFFFu;
}
else
{
// No cell floor found and no portal crossed — fall back to outdoor.
targetZ = terrainZ;
targetCellId = physics.Terrain.ComputeOutdoorCellId(localCandX, localCandY);
}
}
else if (currentlyIndoor && bestCellZ is null)
{
// Walked out of the current cell — transition to outdoor.
targetZ = terrainZ;
targetCellId = physics.Terrain.ComputeOutdoorCellId(localCandX, localCandY);
}
#pragma warning disable CS0162
else if (false) // Phase B.2 MVP: outdoor→indoor transition DISABLED.
{
// The CellSurface floor polygons are too aggressive — building
// footprints, roofs, and upper floors all have physics polygons
// that cover wide XY areas at various Z levels. Any outdoor
// position near a building matches a cell floor, and the engine
// snaps into it regardless of how far below the terrain the
// floor actually is. Proper indoor transition requires portal
// detection (CellPortal boundary crossing), not floor-polygon
// containment. Disabled until Phase E implements that.
targetZ = bestCellZ!.Value;
targetCellId = bestCell!.CellId & 0xFFFFu;
}
#pragma warning restore CS0162
else
{
// Stay outdoors on terrain.
targetZ = terrainZ;
targetCellId = physics.Terrain.ComputeOutdoorCellId(localCandX, localCandY);
// Outdoor player: check for a portal crossing into an indoor cell.
// Outside-facing portals have TargetCellId == 0xFFFF (they face the
// outdoor world); crossing one from the outdoor side enters the OwnerCellId.
PortalPlane? crossedPortal = null;
foreach (var portal in physics.Portals)
{
if (portal.TargetCellId != 0xFFFFu) continue; // only outside-facing portals
if (portal.IsCrossing(currentPos, candidatePos))
{
crossedPortal = portal;
break;
}
}
if (crossedPortal is not null)
{
// Outdoor → Indoor: enter the OwnerCellId.
uint enterCellIndex = crossedPortal.Value.OwnerCellId & 0xFFFFu;
CellSurface? enterCell = null;
foreach (var c in physics.Cells)
{
if ((c.CellId & 0xFFFFu) == enterCellIndex) { enterCell = c; break; }
}
float? enterFloorZ = enterCell?.SampleFloorZ(candidatePos.X, candidatePos.Y);
targetZ = enterFloorZ ?? terrainZ;
targetCellId = enterCellIndex;
}
else
{
// Stay outdoors on terrain.
targetZ = terrainZ;
targetCellId = physics.Terrain.ComputeOutdoorCellId(localCandX, localCandY);
}
}
// Step-height enforcement: block upward movement that exceeds the limit.