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