feat(core): Phase B.3 — PhysicsEngine (top-level collision resolver)
Combines TerrainSurface + CellSurface into a single Resolve() API that handles outdoor terrain walking, indoor floor walking, outdoor<->indoor cell transitions, step-height enforcement, and ground detection. Step-height blocks upward Z deltas exceeding the limit (walls, cliffs); downhill movement is always accepted. Indoor transitions pick the cell whose floor Z is closest to the entity's current Z (handles multi-story buildings). Reports IsOnGround=false when no landblock or surface covers the entity's position (gravity applied by the caller). One API mismatch fixed vs plan: plan encoded the upper 16 landblock bits into the returned cell ID, but the tests assert the raw cell ID (0x0100, <0x0100) — so Resolve returns targetCellId directly. 6 new tests covering flat terrain, slopes, step-height rejection, indoor entry/exit, and void detection. 243 total, all green. Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
This commit is contained in:
parent
19aa8ce5d0
commit
88d446d11d
3 changed files with 327 additions and 0 deletions
148
src/AcDream.Core/Physics/PhysicsEngine.cs
Normal file
148
src/AcDream.Core/Physics/PhysicsEngine.cs
Normal file
|
|
@ -0,0 +1,148 @@
|
|||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Numerics;
|
||||
|
||||
namespace AcDream.Core.Physics;
|
||||
|
||||
/// <summary>
|
||||
/// Top-level physics resolver that combines <see cref="TerrainSurface"/> and
|
||||
/// <see cref="CellSurface"/> to resolve entity movement with step-height
|
||||
/// enforcement and outdoor/indoor cell transitions.
|
||||
///
|
||||
/// <para>
|
||||
/// Landblocks are registered via <see cref="AddLandblock"/> with their
|
||||
/// terrain, indoor cells, and world-space offsets. <see cref="Resolve"/>
|
||||
/// takes a current position, the entity's current cell ID, a movement delta,
|
||||
/// and a step-up height limit; it returns the validated new position, the
|
||||
/// updated cell ID, and whether the entity is standing on a surface.
|
||||
/// </para>
|
||||
/// </summary>
|
||||
public sealed class PhysicsEngine
|
||||
{
|
||||
private readonly Dictionary<uint, LandblockPhysics> _landblocks = new();
|
||||
|
||||
private sealed record LandblockPhysics(
|
||||
TerrainSurface Terrain,
|
||||
IReadOnlyList<CellSurface> Cells,
|
||||
float WorldOffsetX,
|
||||
float WorldOffsetY);
|
||||
|
||||
/// <summary>
|
||||
/// Register a landblock with its terrain surface, indoor cells, and
|
||||
/// world-space origin offset.
|
||||
/// </summary>
|
||||
public void AddLandblock(uint landblockId, TerrainSurface terrain,
|
||||
IReadOnlyList<CellSurface> cells, float worldOffsetX, float worldOffsetY)
|
||||
{
|
||||
_landblocks[landblockId] = new LandblockPhysics(terrain, cells, worldOffsetX, worldOffsetY);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Remove a previously registered landblock.
|
||||
/// </summary>
|
||||
public void RemoveLandblock(uint landblockId) => _landblocks.Remove(landblockId);
|
||||
|
||||
/// <summary>
|
||||
/// Resolve an entity's movement from <paramref name="currentPos"/> by
|
||||
/// applying <paramref name="delta"/> (XY only) and computing the correct Z
|
||||
/// from the terrain or indoor cell floor beneath the candidate position.
|
||||
///
|
||||
/// <para>
|
||||
/// Step-height enforcement rejects horizontal movement when the upward Z
|
||||
/// change exceeds <paramref name="stepUpHeight"/>. Downhill movement is
|
||||
/// always accepted. Returns <see cref="ResolveResult.IsOnGround"/> false
|
||||
/// when no loaded landblock covers the candidate position.
|
||||
/// </para>
|
||||
/// </summary>
|
||||
public ResolveResult Resolve(Vector3 currentPos, uint cellId, Vector3 delta, float stepUpHeight)
|
||||
{
|
||||
var candidatePos = currentPos + new Vector3(delta.X, delta.Y, 0f);
|
||||
|
||||
// Find the landblock this candidate position falls in.
|
||||
LandblockPhysics? physics = null;
|
||||
foreach (var kvp in _landblocks)
|
||||
{
|
||||
var lb = kvp.Value;
|
||||
float localX = candidatePos.X - lb.WorldOffsetX;
|
||||
float localY = candidatePos.Y - lb.WorldOffsetY;
|
||||
if (localX >= 0 && localX < 192f && localY >= 0 && localY < 192f)
|
||||
{
|
||||
physics = lb;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
if (physics is null)
|
||||
return new ResolveResult(candidatePos, cellId, IsOnGround: false);
|
||||
|
||||
float localCandX = candidatePos.X - physics.WorldOffsetX;
|
||||
float localCandY = candidatePos.Y - physics.WorldOffsetY;
|
||||
|
||||
// Check if the candidate position falls on any indoor cell floor.
|
||||
// Pick the cell whose floor Z is closest to the entity's current Z.
|
||||
CellSurface? bestCell = null;
|
||||
float? bestCellZ = null;
|
||||
float bestZDist = float.MaxValue;
|
||||
|
||||
foreach (var cell in physics.Cells)
|
||||
{
|
||||
float? floorZ = cell.SampleFloorZ(candidatePos.X, candidatePos.Y);
|
||||
if (floorZ is not null)
|
||||
{
|
||||
float dist = MathF.Abs(floorZ.Value - currentPos.Z);
|
||||
if (dist < bestZDist)
|
||||
{
|
||||
bestCell = cell;
|
||||
bestCellZ = floorZ;
|
||||
bestZDist = dist;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Determine target surface Z and cell.
|
||||
float terrainZ = physics.Terrain.SampleZ(localCandX, localCandY);
|
||||
float targetZ;
|
||||
uint targetCellId;
|
||||
|
||||
bool currentlyIndoor = cellId >= 0x0100;
|
||||
|
||||
if (currentlyIndoor && bestCellZ is not null)
|
||||
{
|
||||
// Stay indoors on the best cell's floor.
|
||||
targetZ = bestCellZ.Value;
|
||||
targetCellId = bestCell!.CellId;
|
||||
}
|
||||
else if (currentlyIndoor && bestCellZ is null)
|
||||
{
|
||||
// Walked out of the current cell — transition to outdoor.
|
||||
targetZ = terrainZ;
|
||||
targetCellId = physics.Terrain.ComputeOutdoorCellId(localCandX, localCandY);
|
||||
}
|
||||
else if (!currentlyIndoor && bestCellZ is not null
|
||||
&& MathF.Abs(bestCellZ.Value - currentPos.Z) < stepUpHeight + 2f)
|
||||
{
|
||||
// Walked into an indoor cell from outdoor — transition to indoor.
|
||||
targetZ = bestCellZ.Value;
|
||||
targetCellId = bestCell!.CellId;
|
||||
}
|
||||
else
|
||||
{
|
||||
// Stay outdoors on terrain.
|
||||
targetZ = terrainZ;
|
||||
targetCellId = physics.Terrain.ComputeOutdoorCellId(localCandX, localCandY);
|
||||
}
|
||||
|
||||
// Step-height enforcement: block upward movement that exceeds the limit.
|
||||
float zDelta = targetZ - currentPos.Z;
|
||||
if (zDelta > stepUpHeight)
|
||||
{
|
||||
// Too steep to step up — reject horizontal movement.
|
||||
return new ResolveResult(currentPos, cellId, IsOnGround: true);
|
||||
}
|
||||
|
||||
return new ResolveResult(
|
||||
new Vector3(candidatePos.X, candidatePos.Y, targetZ),
|
||||
targetCellId,
|
||||
IsOnGround: true);
|
||||
}
|
||||
}
|
||||
13
src/AcDream.Core/Physics/ResolveResult.cs
Normal file
13
src/AcDream.Core/Physics/ResolveResult.cs
Normal file
|
|
@ -0,0 +1,13 @@
|
|||
using System.Numerics;
|
||||
|
||||
namespace AcDream.Core.Physics;
|
||||
|
||||
/// <summary>
|
||||
/// Result of <see cref="PhysicsEngine.Resolve"/>: the validated
|
||||
/// position after collision, the cell the entity ended up in,
|
||||
/// and whether they're standing on a surface.
|
||||
/// </summary>
|
||||
public readonly record struct ResolveResult(
|
||||
Vector3 Position,
|
||||
uint CellId,
|
||||
bool IsOnGround);
|
||||
Loading…
Add table
Add a link
Reference in a new issue