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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@ -17,7 +17,7 @@ public class PlayerMovementControllerTests
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for (int i = 0; i < 256; i++) heightTable[i] = i * 1f;
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var terrain = new TerrainSurface(heights, heightTable);
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engine.AddLandblock(0xA9B4FFFFu, terrain, Array.Empty<CellSurface>(),
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worldOffsetX: 0f, worldOffsetY: 0f);
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Array.Empty<PortalPlane>(), worldOffsetX: 0f, worldOffsetY: 0f);
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return engine;
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}
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@ -100,4 +100,82 @@ public class PlayerMovementControllerTests
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Assert.True(result.MotionStateChanged);
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}
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[Fact]
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public void Update_JumpOnFlatTerrain_BecomesAirborne()
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{
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var engine = MakeFlatEngine();
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var controller = new PlayerMovementController(engine);
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controller.SetPosition(new Vector3(96f, 96f, 50f), 0x0001);
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var input = new MovementInput(Jump: true);
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controller.Update(0.016f, input);
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Assert.True(controller.IsAirborne);
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Assert.True(controller.VerticalVelocity > 0f);
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}
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[Fact]
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public void Update_AirborneFrames_ZRiseThenFalls()
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{
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var engine = MakeFlatEngine();
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var controller = new PlayerMovementController(engine);
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controller.SetPosition(new Vector3(96f, 96f, 50f), 0x0001);
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// Jump
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controller.Update(0.016f, new MovementInput(Jump: true));
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float z1 = controller.Position.Z;
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// A few frames of rising
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controller.Update(0.1f, new MovementInput());
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float z2 = controller.Position.Z;
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Assert.True(z2 > z1, "Should be rising");
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// Many frames — should come back down
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for (int i = 0; i < 30; i++)
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controller.Update(0.05f, new MovementInput());
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Assert.False(controller.IsAirborne, "Should have landed");
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Assert.Equal(50f, controller.Position.Z, precision: 1);
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}
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[Fact]
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public void Update_WalkOffLedge_BecomesFalling()
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{
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// Build terrain with a sharp cliff: grid x<5 = Z50, grid x>=5 = Z20.
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// heights[x*9+y] is indexed x-major; heightTable[i]=i*1f so
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// byte value == Z value directly.
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var heights = new byte[81];
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for (int x = 0; x < 9; x++)
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for (int y = 0; y < 9; y++)
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heights[x * 9 + y] = (byte)(x < 5 ? 50 : 20);
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var heightTable = new float[256];
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for (int i = 0; i < 256; i++) heightTable[i] = i * 1f;
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var engine = new PhysicsEngine();
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var terrain = new TerrainSurface(heights, heightTable);
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engine.AddLandblock(0xA9B4FFFFu, terrain, Array.Empty<CellSurface>(),
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Array.Empty<PortalPlane>(), worldOffsetX: 0f, worldOffsetY: 0f);
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// Position the player just before the cliff edge (localX=118 ≈ grid x=4.92).
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// At this point terrain Z is ~51.7 (bilinear interpolation near the high side).
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// One step at walk speed will cross into the low region where terrain drops
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// ~28 units — more than StepUpHeight=5, triggering the ledge-fall.
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var controller = new PlayerMovementController(engine);
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controller.SetPosition(new Vector3(118f, 96f, 50f), 0x0001);
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controller.Yaw = 0f; // facing +X
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// Single step — should trigger airborne state because terrain drops sharply.
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controller.Update(0.05f, new MovementInput(Forward: true));
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Assert.True(controller.IsAirborne, "Player should be airborne after stepping off the cliff");
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// Simulate enough frames to fall and land on the Z=20 floor.
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for (int i = 0; i < 60; i++)
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controller.Update(0.05f, new MovementInput(Forward: true));
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Assert.False(controller.IsAirborne, "Player should have landed");
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Assert.Equal(20f, controller.Position.Z, precision: 1);
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}
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}
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@ -26,7 +26,7 @@ public class PhysicsEngineTests
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{
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var engine = new PhysicsEngine();
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var terrain = new TerrainSurface(FlatHeightmap((byte)terrainZ), LinearHeightTable());
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engine.AddLandblock(0xA9B4FFFFu, terrain, Array.Empty<CellSurface>(),
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engine.AddLandblock(0xA9B4FFFFu, terrain, Array.Empty<CellSurface>(), Array.Empty<PortalPlane>(),
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worldOffsetX: 0f, worldOffsetY: 0f);
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return engine;
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}
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@ -55,7 +55,7 @@ public class PhysicsEngineTests
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var engine = new PhysicsEngine();
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var terrain = new TerrainSurface(heights, LinearHeightTable());
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engine.AddLandblock(0xA9B4FFFFu, terrain, Array.Empty<CellSurface>(),
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engine.AddLandblock(0xA9B4FFFFu, terrain, Array.Empty<CellSurface>(), Array.Empty<PortalPlane>(),
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worldOffsetX: 0f, worldOffsetY: 0f);
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var result = engine.Resolve(
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@ -77,7 +77,7 @@ public class PhysicsEngineTests
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var engine = new PhysicsEngine();
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var terrain = new TerrainSurface(heights, LinearHeightTable());
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engine.AddLandblock(0xA9B4FFFFu, terrain, Array.Empty<CellSurface>(),
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engine.AddLandblock(0xA9B4FFFFu, terrain, Array.Empty<CellSurface>(), Array.Empty<PortalPlane>(),
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worldOffsetX: 0f, worldOffsetY: 0f);
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// Try to walk from the low side to the high side.
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@ -91,40 +91,105 @@ public class PhysicsEngineTests
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}
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[Fact]
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public void Resolve_EnterIndoorCell_StaysOutdoor_BecauseTransitionDisabled()
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public void Resolve_OutdoorThroughPortal_TransitionsToIndoor()
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{
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var engine = new PhysicsEngine();
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var terrain = new TerrainSurface(FlatHeightmap(50), LinearHeightTable());
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// A CellSurface for the indoor cell with floor at Z=50.
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var cellVerts = new Dictionary<ushort, Vector3>
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{
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[0] = new(40f, 40f, 50f),
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[1] = new(60f, 40f, 50f),
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[2] = new(60f, 60f, 50f),
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[3] = new(40f, 60f, 50f),
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};
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var cellPolys = new List<List<short>> { new() { 0, 1, 2, 3 } };
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var cell = new CellSurface(0x0100, cellVerts, cellPolys);
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// A portal plane at X=45 (vertical plane facing +X).
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// OwnerCellId = 0x0100 (the indoor cell), TargetCellId = 0xFFFF (faces outdoor).
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// From outside, walking through this portal enters OwnerCellId.
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var portal = PortalPlane.FromVertices(
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new Vector3(45f, 40f, 45f),
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new Vector3(45f, 60f, 45f),
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new Vector3(45f, 60f, 55f),
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targetCellId: 0xFFFF, ownerCellId: 0x0100, flags: 0);
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engine.AddLandblock(0xA9B4FFFFu, terrain, new[] { cell }, new[] { portal },
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worldOffsetX: 0f, worldOffsetY: 0f);
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// Walk from X=40 (outdoor) through X=45 (portal) to X=50 (indoor).
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var result = engine.Resolve(
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new Vector3(40f, 50f, 50f), cellId: 0x0001, delta: new Vector3(10f, 0f, 0f),
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stepUpHeight: 5f);
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// Should have transitioned to indoor cell 0x0100.
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Assert.Equal(0x0100u, result.CellId & 0xFFFFu);
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Assert.True(result.IsOnGround);
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}
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[Fact]
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public void Resolve_IndoorThroughExitPortal_TransitionsToOutdoor()
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{
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// Phase B.2 MVP: outdoor→indoor transitions are disabled because
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// CellSurface floor polygons are too aggressive (building
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// footprints/roofs capture the player). Walking over a cell's XY
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// area stays on the outdoor terrain Z. Indoor transitions will be
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// re-enabled when portal-based detection lands in Phase E.
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var engine = new PhysicsEngine();
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var terrain = new TerrainSurface(FlatHeightmap(50), LinearHeightTable());
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var cellVerts = new Dictionary<ushort, Vector3>
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{
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[0] = new(40f, 40f, 55f),
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[1] = new(60f, 40f, 55f),
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[2] = new(60f, 60f, 55f),
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[3] = new(40f, 60f, 55f),
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[0] = new(40f, 40f, 50f),
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[1] = new(60f, 40f, 50f),
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[2] = new(60f, 60f, 50f),
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[3] = new(40f, 60f, 50f),
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};
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var cellPolys = new List<List<short>> { new() { 0, 1, 2, 3 } };
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var cell = new CellSurface(0x0100, cellVerts, cellPolys);
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engine.AddLandblock(0xA9B4FFFFu, terrain, new[] { cell },
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// Same portal geometry — OwnerCellId = 0x0100, TargetCellId = 0xFFFF (outdoor exit).
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var portal = PortalPlane.FromVertices(
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new Vector3(45f, 40f, 45f),
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new Vector3(45f, 60f, 45f),
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new Vector3(45f, 60f, 55f),
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targetCellId: 0xFFFF, ownerCellId: 0x0100, flags: 0);
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engine.AddLandblock(0xA9B4FFFFu, terrain, new[] { cell }, new[] { portal },
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worldOffsetX: 0f, worldOffsetY: 0f);
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// Walk from outdoor (30, 50) into the cell's floor area (50, 50).
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// Walk from X=50 (indoor) through X=45 (portal) to X=40 (outdoor).
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var result = engine.Resolve(
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new Vector3(30f, 50f, 50f), cellId: 0x0001, delta: new Vector3(20f, 0f, 0f),
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stepUpHeight: 10f);
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new Vector3(50f, 50f, 50f), cellId: 0x0100, delta: new Vector3(-10f, 0f, 0f),
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stepUpHeight: 5f);
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// Should stay outdoor (transition disabled) at terrain Z = 50.
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Assert.True(result.CellId < 0x0100u);
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Assert.Equal(50f, result.Position.Z, precision: 1);
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// Should have transitioned to outdoor.
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Assert.True((result.CellId & 0xFFFFu) < 0x0100u);
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Assert.True(result.IsOnGround);
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}
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[Fact]
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public void Resolve_LandblockBoundary_PicksAdjacentTerrain()
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{
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var engine = new PhysicsEngine();
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// Landblock A: flat at Z=50, offset at X=0.
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var terrainA = new TerrainSurface(FlatHeightmap(50), LinearHeightTable());
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engine.AddLandblock(0xA9B4FFFFu, terrainA, Array.Empty<CellSurface>(),
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Array.Empty<PortalPlane>(), worldOffsetX: 0f, worldOffsetY: 0f);
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// Landblock B: flat at Z=60, offset at X=192 (adjacent east).
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var terrainB = new TerrainSurface(FlatHeightmap(60), LinearHeightTable());
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engine.AddLandblock(0xAAB4FFFFu, terrainB, Array.Empty<CellSurface>(),
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Array.Empty<PortalPlane>(), worldOffsetX: 192f, worldOffsetY: 0f);
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// Walk from X=190 (landblock A) across to X=194 (landblock B).
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var result = engine.Resolve(
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new Vector3(190f, 96f, 50f), cellId: 0x0001, delta: new Vector3(4f, 0f, 0f),
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stepUpHeight: 15f);
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// Should be at Z=60 (landblock B's terrain) and position X≈194.
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Assert.Equal(60f, result.Position.Z, precision: 1);
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Assert.True(result.Position.X > 192f);
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}
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[Fact]
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public void Resolve_LeaveIndoorCell_TransitionsToOutdoor()
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{
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@ -141,7 +206,7 @@ public class PhysicsEngineTests
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var cellPolys = new List<List<short>> { new() { 0, 1, 2, 3 } };
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var cell = new CellSurface(0x0100, cellVerts, cellPolys);
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engine.AddLandblock(0xA9B4FFFFu, terrain, new[] { cell },
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engine.AddLandblock(0xA9B4FFFFu, terrain, new[] { cell }, Array.Empty<PortalPlane>(),
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worldOffsetX: 0f, worldOffsetY: 0f);
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// Start inside the cell, walk out.
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