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:
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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 TurnLeft = false,
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bool TurnRight = false,
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bool TurnRight = false,
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bool Run = 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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/// <summary>
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/// Result of a single frame's movement update.
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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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/// </summary>
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public float StepUpHeight { get; set; } = 5.0f;
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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 float Yaw { get; set; }
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public Vector3 Position { get; private 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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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.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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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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// 3. Resolve via physics engine.
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var result = _physics.Resolve(Position, CellId, delta, StepUpHeight);
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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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CellId = result.CellId;
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// 4. Determine current motion commands.
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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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}
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return new MovementResult(
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return new MovementResult(
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Position: result.Position,
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Position: Position,
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CellId: result.CellId,
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CellId: CellId,
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IsOnGround: result.IsOnGround,
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IsOnGround: !IsAirborne,
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MotionStateChanged: changed,
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MotionStateChanged: changed,
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ForwardCommand: forwardCmd,
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ForwardCommand: forwardCmd,
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SidestepCommand: sidestepCmd,
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SidestepCommand: sidestepCmd,
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@ -1367,7 +1367,8 @@ public sealed class GameWindow : IDisposable
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}
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}
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}
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}
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_physicsEngine.AddLandblock(lb.LandblockId, terrainSurface, cellSurfaces, origin.X, origin.Y);
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_physicsEngine.AddLandblock(lb.LandblockId, terrainSurface, cellSurfaces,
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Array.Empty<AcDream.Core.Physics.PortalPlane>(), origin.X, origin.Y);
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}
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}
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// Upload every GfxObj referenced by this landblock's entities.
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// Upload every GfxObj referenced by this landblock's entities.
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@ -1496,7 +1497,8 @@ public sealed class GameWindow : IDisposable
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TurnLeft: kb.IsKeyPressed(Key.A),
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TurnLeft: kb.IsKeyPressed(Key.A),
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TurnRight: kb.IsKeyPressed(Key.D),
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TurnRight: kb.IsKeyPressed(Key.D),
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Run: kb.IsKeyPressed(Key.ShiftLeft) || kb.IsKeyPressed(Key.ShiftRight),
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Run: kb.IsKeyPressed(Key.ShiftLeft) || kb.IsKeyPressed(Key.ShiftRight),
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MouseDeltaX: consumedMouseDeltaX);
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MouseDeltaX: consumedMouseDeltaX,
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Jump: kb.IsKeyPressed(Key.Space));
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var result = _playerController.Update((float)dt, input);
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var result = _playerController.Update((float)dt, input);
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@ -27,17 +27,19 @@ public sealed class PhysicsEngine
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private sealed record LandblockPhysics(
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private sealed record LandblockPhysics(
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TerrainSurface Terrain,
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TerrainSurface Terrain,
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IReadOnlyList<CellSurface> Cells,
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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 WorldOffsetX,
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float WorldOffsetY);
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float WorldOffsetY);
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/// <summary>
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/// <summary>
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/// Register a landblock with its terrain surface, indoor cells, and
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/// Register a landblock with its terrain surface, indoor cells, portal
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/// world-space origin offset.
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/// planes, and world-space origin offset.
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/// </summary>
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/// </summary>
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public void AddLandblock(uint landblockId, TerrainSurface terrain,
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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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{
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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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}
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/// <summary>
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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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// indoors" path and snaps Z to an EnvCell floor 28m below.
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bool currentlyIndoor = (cellId & 0xFFFFu) >= 0x0100;
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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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{
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// Stay indoors on the best cell's floor.
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// Check whether the player crosses a portal belonging to the current cell.
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targetZ = bestCellZ.Value;
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uint currentCellIndex = cellId & 0xFFFFu;
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targetCellId = bestCell!.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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}
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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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else
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{
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{
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// Stay outdoors on terrain.
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// Outdoor player: check for a portal crossing into an indoor cell.
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targetZ = terrainZ;
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// Outside-facing portals have TargetCellId == 0xFFFF (they face the
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targetCellId = physics.Terrain.ComputeOutdoorCellId(localCandX, localCandY);
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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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}
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// Step-height enforcement: block upward movement that exceeds the limit.
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// Step-height enforcement: block upward movement that exceeds the limit.
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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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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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var terrain = new TerrainSurface(heights, heightTable);
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engine.AddLandblock(0xA9B4FFFFu, terrain, Array.Empty<CellSurface>(),
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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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return engine;
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}
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}
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Assert.True(result.MotionStateChanged);
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Assert.True(result.MotionStateChanged);
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}
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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.
|
||||||
|
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);
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
|
||||||
|
|
@ -26,7 +26,7 @@ public class PhysicsEngineTests
|
||||||
{
|
{
|
||||||
var engine = new PhysicsEngine();
|
var engine = new PhysicsEngine();
|
||||||
var terrain = new TerrainSurface(FlatHeightmap((byte)terrainZ), LinearHeightTable());
|
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);
|
worldOffsetX: 0f, worldOffsetY: 0f);
|
||||||
return engine;
|
return engine;
|
||||||
}
|
}
|
||||||
|
|
@ -55,7 +55,7 @@ public class PhysicsEngineTests
|
||||||
|
|
||||||
var engine = new PhysicsEngine();
|
var engine = new PhysicsEngine();
|
||||||
var terrain = new TerrainSurface(heights, LinearHeightTable());
|
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);
|
worldOffsetX: 0f, worldOffsetY: 0f);
|
||||||
|
|
||||||
var result = engine.Resolve(
|
var result = engine.Resolve(
|
||||||
|
|
@ -77,7 +77,7 @@ public class PhysicsEngineTests
|
||||||
|
|
||||||
var engine = new PhysicsEngine();
|
var engine = new PhysicsEngine();
|
||||||
var terrain = new TerrainSurface(heights, LinearHeightTable());
|
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);
|
worldOffsetX: 0f, worldOffsetY: 0f);
|
||||||
|
|
||||||
// Try to walk from the low side to the high side.
|
// Try to walk from the low side to the high side.
|
||||||
|
|
@ -91,40 +91,105 @@ public class PhysicsEngineTests
|
||||||
}
|
}
|
||||||
|
|
||||||
[Fact]
|
[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 engine = new PhysicsEngine();
|
||||||
var terrain = new TerrainSurface(FlatHeightmap(50), LinearHeightTable());
|
var terrain = new TerrainSurface(FlatHeightmap(50), LinearHeightTable());
|
||||||
|
|
||||||
var cellVerts = new Dictionary<ushort, Vector3>
|
var cellVerts = new Dictionary<ushort, Vector3>
|
||||||
{
|
{
|
||||||
[0] = new(40f, 40f, 55f),
|
[0] = new(40f, 40f, 50f),
|
||||||
[1] = new(60f, 40f, 55f),
|
[1] = new(60f, 40f, 50f),
|
||||||
[2] = new(60f, 60f, 55f),
|
[2] = new(60f, 60f, 50f),
|
||||||
[3] = new(40f, 60f, 55f),
|
[3] = new(40f, 60f, 50f),
|
||||||
};
|
};
|
||||||
var cellPolys = new List<List<short>> { new() { 0, 1, 2, 3 } };
|
var cellPolys = new List<List<short>> { new() { 0, 1, 2, 3 } };
|
||||||
var cell = new CellSurface(0x0100, cellVerts, cellPolys);
|
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);
|
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(
|
var result = engine.Resolve(
|
||||||
new Vector3(30f, 50f, 50f), cellId: 0x0001, delta: new Vector3(20f, 0f, 0f),
|
new Vector3(50f, 50f, 50f), cellId: 0x0100, delta: new Vector3(-10f, 0f, 0f),
|
||||||
stepUpHeight: 10f);
|
stepUpHeight: 5f);
|
||||||
|
|
||||||
// Should stay outdoor (transition disabled) at terrain Z = 50.
|
// Should have transitioned to outdoor.
|
||||||
Assert.True(result.CellId < 0x0100u);
|
Assert.True((result.CellId & 0xFFFFu) < 0x0100u);
|
||||||
Assert.Equal(50f, result.Position.Z, precision: 1);
|
|
||||||
Assert.True(result.IsOnGround);
|
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]
|
[Fact]
|
||||||
public void Resolve_LeaveIndoorCell_TransitionsToOutdoor()
|
public void Resolve_LeaveIndoorCell_TransitionsToOutdoor()
|
||||||
{
|
{
|
||||||
|
|
@ -141,7 +206,7 @@ public class PhysicsEngineTests
|
||||||
var cellPolys = new List<List<short>> { new() { 0, 1, 2, 3 } };
|
var cellPolys = new List<List<short>> { new() { 0, 1, 2, 3 } };
|
||||||
var cell = new CellSurface(0x0100, cellVerts, cellPolys);
|
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);
|
worldOffsetX: 0f, worldOffsetY: 0f);
|
||||||
|
|
||||||
// Start inside the cell, walk out.
|
// Start inside the cell, walk out.
|
||||||
|
|
|
||||||
Loading…
Add table
Add a link
Reference in a new issue