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>
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5 changed files with 318 additions and 62 deletions
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@ -15,7 +15,8 @@ public readonly record struct MovementInput(
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bool TurnLeft = false,
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bool TurnRight = false,
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bool Run = false,
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float MouseDeltaX = 0f);
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float MouseDeltaX = 0f,
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bool Jump = false);
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/// <summary>
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/// Result of a single frame's movement update.
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@ -53,6 +54,12 @@ public sealed class PlayerMovementController
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/// </summary>
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public float StepUpHeight { get; set; } = 5.0f;
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public float VerticalVelocity { get; private set; }
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public bool IsAirborne { get; private set; }
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public float JumpImpulse { get; set; } = 10f;
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public float GravityAccel { get; set; } = 20f;
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public float AirControlFactor { get; set; } = 0.2f;
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public float Yaw { get; set; }
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public Vector3 Position { get; private set; }
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public uint CellId { get; private set; }
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@ -104,11 +111,59 @@ public sealed class PlayerMovementController
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if (input.StrafeRight) { dx += rightX * speed * dt * 0.5f; dy += rightY * speed * dt * 0.5f; }
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if (input.StrafeLeft) { dx -= rightX * speed * dt * 0.5f; dy -= rightY * speed * dt * 0.5f; }
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var delta = new Vector3(dx, dy, 0f);
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// While airborne, reduce horizontal authority.
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float airFactor = IsAirborne ? AirControlFactor : 1f;
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var delta = new Vector3(dx * airFactor, dy * airFactor, 0f);
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// 3. Resolve via physics engine.
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var result = _physics.Resolve(Position, CellId, delta, StepUpHeight);
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Position = result.Position;
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// 4. Jump + gravity + falling (vertical axis).
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float resolvedGroundZ = result.Position.Z;
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// Initiate jump when grounded and Space pressed.
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if (input.Jump && result.IsOnGround && !IsAirborne)
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{
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VerticalVelocity = JumpImpulse;
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IsAirborne = true;
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}
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float newZ;
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if (IsAirborne)
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{
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// Apply gravity and integrate vertical position.
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VerticalVelocity -= GravityAccel * dt;
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float candidateZ = Position.Z + VerticalVelocity * dt;
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if (candidateZ <= resolvedGroundZ)
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{
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// Landed on terrain/floor.
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newZ = resolvedGroundZ;
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IsAirborne = false;
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VerticalVelocity = 0f;
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}
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else
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{
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// Still airborne — override terrain Z with ballistic Z.
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newZ = candidateZ;
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}
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}
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else
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{
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// Detect walking off a ledge: terrain dropped more than StepUpHeight.
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if (resolvedGroundZ < Position.Z - StepUpHeight)
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{
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IsAirborne = true;
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VerticalVelocity = 0f;
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newZ = Position.Z; // stay at current Z this frame; gravity will pull us down next frame
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}
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else
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{
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newZ = resolvedGroundZ;
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}
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}
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Position = new Vector3(result.Position.X, result.Position.Y, newZ);
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CellId = result.CellId;
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// 4. Determine current motion commands.
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@ -180,9 +235,9 @@ public sealed class PlayerMovementController
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}
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return new MovementResult(
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Position: result.Position,
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CellId: result.CellId,
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IsOnGround: result.IsOnGround,
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Position: Position,
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CellId: CellId,
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IsOnGround: !IsAirborne,
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MotionStateChanged: changed,
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ForwardCommand: forwardCmd,
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SidestepCommand: sidestepCmd,
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