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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