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

@ -17,7 +17,7 @@ public class PlayerMovementControllerTests
for (int i = 0; i < 256; i++) heightTable[i] = i * 1f;
var terrain = new TerrainSurface(heights, heightTable);
engine.AddLandblock(0xA9B4FFFFu, terrain, Array.Empty<CellSurface>(),
worldOffsetX: 0f, worldOffsetY: 0f);
Array.Empty<PortalPlane>(), worldOffsetX: 0f, worldOffsetY: 0f);
return engine;
}
@ -100,4 +100,82 @@ public class PlayerMovementControllerTests
Assert.True(result.MotionStateChanged);
}
[Fact]
public void Update_JumpOnFlatTerrain_BecomesAirborne()
{
var engine = MakeFlatEngine();
var controller = new PlayerMovementController(engine);
controller.SetPosition(new Vector3(96f, 96f, 50f), 0x0001);
var input = new MovementInput(Jump: true);
controller.Update(0.016f, input);
Assert.True(controller.IsAirborne);
Assert.True(controller.VerticalVelocity > 0f);
}
[Fact]
public void Update_AirborneFrames_ZRiseThenFalls()
{
var engine = MakeFlatEngine();
var controller = new PlayerMovementController(engine);
controller.SetPosition(new Vector3(96f, 96f, 50f), 0x0001);
// Jump
controller.Update(0.016f, new MovementInput(Jump: true));
float z1 = controller.Position.Z;
// A few frames of rising
controller.Update(0.1f, new MovementInput());
float z2 = controller.Position.Z;
Assert.True(z2 > z1, "Should be rising");
// Many frames — should come back down
for (int i = 0; i < 30; i++)
controller.Update(0.05f, new MovementInput());
Assert.False(controller.IsAirborne, "Should have landed");
Assert.Equal(50f, controller.Position.Z, precision: 1);
}
[Fact]
public void Update_WalkOffLedge_BecomesFalling()
{
// Build terrain with a sharp cliff: grid x<5 = Z50, grid x>=5 = Z20.
// heights[x*9+y] is indexed x-major; heightTable[i]=i*1f so
// byte value == Z value directly.
var heights = new byte[81];
for (int x = 0; x < 9; x++)
for (int y = 0; y < 9; y++)
heights[x * 9 + y] = (byte)(x < 5 ? 50 : 20);
var heightTable = new float[256];
for (int i = 0; i < 256; i++) heightTable[i] = i * 1f;
var engine = new PhysicsEngine();
var terrain = new TerrainSurface(heights, heightTable);
engine.AddLandblock(0xA9B4FFFFu, terrain, Array.Empty<CellSurface>(),
Array.Empty<PortalPlane>(), worldOffsetX: 0f, worldOffsetY: 0f);
// Position the player just before the cliff edge (localX=118 ≈ grid x=4.92).
// At this point terrain Z is ~51.7 (bilinear interpolation near the high side).
// One step at walk speed will cross into the low region where terrain drops
// ~28 units — more than StepUpHeight=5, triggering the ledge-fall.
var controller = new PlayerMovementController(engine);
controller.SetPosition(new Vector3(118f, 96f, 50f), 0x0001);
controller.Yaw = 0f; // facing +X
// Single step — should trigger airborne state because terrain drops sharply.
controller.Update(0.05f, new MovementInput(Forward: true));
Assert.True(controller.IsAirborne, "Player should be airborne after stepping off the cliff");
// Simulate enough frames to fall and land on the Z=20 floor.
for (int i = 0; i < 60; i++)
controller.Update(0.05f, new MovementInput(Forward: true));
Assert.False(controller.IsAirborne, "Player should have landed");
Assert.Equal(20f, controller.Position.Z, precision: 1);
}
}

View file

@ -26,7 +26,7 @@ public class PhysicsEngineTests
{
var engine = new PhysicsEngine();
var terrain = new TerrainSurface(FlatHeightmap((byte)terrainZ), LinearHeightTable());
engine.AddLandblock(0xA9B4FFFFu, terrain, Array.Empty<CellSurface>(),
engine.AddLandblock(0xA9B4FFFFu, terrain, Array.Empty<CellSurface>(), Array.Empty<PortalPlane>(),
worldOffsetX: 0f, worldOffsetY: 0f);
return engine;
}
@ -55,7 +55,7 @@ public class PhysicsEngineTests
var engine = new PhysicsEngine();
var terrain = new TerrainSurface(heights, LinearHeightTable());
engine.AddLandblock(0xA9B4FFFFu, terrain, Array.Empty<CellSurface>(),
engine.AddLandblock(0xA9B4FFFFu, terrain, Array.Empty<CellSurface>(), Array.Empty<PortalPlane>(),
worldOffsetX: 0f, worldOffsetY: 0f);
var result = engine.Resolve(
@ -77,7 +77,7 @@ public class PhysicsEngineTests
var engine = new PhysicsEngine();
var terrain = new TerrainSurface(heights, LinearHeightTable());
engine.AddLandblock(0xA9B4FFFFu, terrain, Array.Empty<CellSurface>(),
engine.AddLandblock(0xA9B4FFFFu, terrain, Array.Empty<CellSurface>(), Array.Empty<PortalPlane>(),
worldOffsetX: 0f, worldOffsetY: 0f);
// Try to walk from the low side to the high side.
@ -91,40 +91,105 @@ public class PhysicsEngineTests
}
[Fact]
public void Resolve_EnterIndoorCell_StaysOutdoor_BecauseTransitionDisabled()
public void Resolve_OutdoorThroughPortal_TransitionsToIndoor()
{
var engine = new PhysicsEngine();
var terrain = new TerrainSurface(FlatHeightmap(50), LinearHeightTable());
// A CellSurface for the indoor cell with floor at Z=50.
var cellVerts = new Dictionary<ushort, Vector3>
{
[0] = new(40f, 40f, 50f),
[1] = new(60f, 40f, 50f),
[2] = new(60f, 60f, 50f),
[3] = new(40f, 60f, 50f),
};
var cellPolys = new List<List<short>> { new() { 0, 1, 2, 3 } };
var cell = new CellSurface(0x0100, cellVerts, cellPolys);
// A portal plane at X=45 (vertical plane facing +X).
// OwnerCellId = 0x0100 (the indoor cell), TargetCellId = 0xFFFF (faces outdoor).
// From outside, walking through this portal enters OwnerCellId.
var portal = PortalPlane.FromVertices(
new Vector3(45f, 40f, 45f),
new Vector3(45f, 60f, 45f),
new Vector3(45f, 60f, 55f),
targetCellId: 0xFFFF, ownerCellId: 0x0100, flags: 0);
engine.AddLandblock(0xA9B4FFFFu, terrain, new[] { cell }, new[] { portal },
worldOffsetX: 0f, worldOffsetY: 0f);
// Walk from X=40 (outdoor) through X=45 (portal) to X=50 (indoor).
var result = engine.Resolve(
new Vector3(40f, 50f, 50f), cellId: 0x0001, delta: new Vector3(10f, 0f, 0f),
stepUpHeight: 5f);
// Should have transitioned to indoor cell 0x0100.
Assert.Equal(0x0100u, result.CellId & 0xFFFFu);
Assert.True(result.IsOnGround);
}
[Fact]
public void Resolve_IndoorThroughExitPortal_TransitionsToOutdoor()
{
// Phase B.2 MVP: outdoor→indoor transitions are disabled because
// CellSurface floor polygons are too aggressive (building
// footprints/roofs capture the player). Walking over a cell's XY
// area stays on the outdoor terrain Z. Indoor transitions will be
// re-enabled when portal-based detection lands in Phase E.
var engine = new PhysicsEngine();
var terrain = new TerrainSurface(FlatHeightmap(50), LinearHeightTable());
var cellVerts = new Dictionary<ushort, Vector3>
{
[0] = new(40f, 40f, 55f),
[1] = new(60f, 40f, 55f),
[2] = new(60f, 60f, 55f),
[3] = new(40f, 60f, 55f),
[0] = new(40f, 40f, 50f),
[1] = new(60f, 40f, 50f),
[2] = new(60f, 60f, 50f),
[3] = new(40f, 60f, 50f),
};
var cellPolys = new List<List<short>> { new() { 0, 1, 2, 3 } };
var cell = new CellSurface(0x0100, cellVerts, cellPolys);
engine.AddLandblock(0xA9B4FFFFu, terrain, new[] { cell },
// Same portal geometry — OwnerCellId = 0x0100, TargetCellId = 0xFFFF (outdoor exit).
var portal = PortalPlane.FromVertices(
new Vector3(45f, 40f, 45f),
new Vector3(45f, 60f, 45f),
new Vector3(45f, 60f, 55f),
targetCellId: 0xFFFF, ownerCellId: 0x0100, flags: 0);
engine.AddLandblock(0xA9B4FFFFu, terrain, new[] { cell }, new[] { portal },
worldOffsetX: 0f, worldOffsetY: 0f);
// Walk from outdoor (30, 50) into the cell's floor area (50, 50).
// Walk from X=50 (indoor) through X=45 (portal) to X=40 (outdoor).
var result = engine.Resolve(
new Vector3(30f, 50f, 50f), cellId: 0x0001, delta: new Vector3(20f, 0f, 0f),
stepUpHeight: 10f);
new Vector3(50f, 50f, 50f), cellId: 0x0100, delta: new Vector3(-10f, 0f, 0f),
stepUpHeight: 5f);
// Should stay outdoor (transition disabled) at terrain Z = 50.
Assert.True(result.CellId < 0x0100u);
Assert.Equal(50f, result.Position.Z, precision: 1);
// Should have transitioned to outdoor.
Assert.True((result.CellId & 0xFFFFu) < 0x0100u);
Assert.True(result.IsOnGround);
}
[Fact]
public void Resolve_LandblockBoundary_PicksAdjacentTerrain()
{
var engine = new PhysicsEngine();
// Landblock A: flat at Z=50, offset at X=0.
var terrainA = new TerrainSurface(FlatHeightmap(50), LinearHeightTable());
engine.AddLandblock(0xA9B4FFFFu, terrainA, Array.Empty<CellSurface>(),
Array.Empty<PortalPlane>(), worldOffsetX: 0f, worldOffsetY: 0f);
// Landblock B: flat at Z=60, offset at X=192 (adjacent east).
var terrainB = new TerrainSurface(FlatHeightmap(60), LinearHeightTable());
engine.AddLandblock(0xAAB4FFFFu, terrainB, Array.Empty<CellSurface>(),
Array.Empty<PortalPlane>(), worldOffsetX: 192f, worldOffsetY: 0f);
// Walk from X=190 (landblock A) across to X=194 (landblock B).
var result = engine.Resolve(
new Vector3(190f, 96f, 50f), cellId: 0x0001, delta: new Vector3(4f, 0f, 0f),
stepUpHeight: 15f);
// Should be at Z=60 (landblock B's terrain) and position X≈194.
Assert.Equal(60f, result.Position.Z, precision: 1);
Assert.True(result.Position.X > 192f);
}
[Fact]
public void Resolve_LeaveIndoorCell_TransitionsToOutdoor()
{
@ -141,7 +206,7 @@ public class PhysicsEngineTests
var cellPolys = new List<List<short>> { new() { 0, 1, 2, 3 } };
var cell = new CellSurface(0x0100, cellVerts, cellPolys);
engine.AddLandblock(0xA9B4FFFFu, terrain, new[] { cell },
engine.AddLandblock(0xA9B4FFFFu, terrain, new[] { cell }, Array.Empty<PortalPlane>(),
worldOffsetX: 0f, worldOffsetY: 0f);
// Start inside the cell, walk out.