fix(physics): route indoor walkable-plane synthesis through retail BSP walker

TryFindIndoorWalkablePlane (Phase 2 commit eb0f772) used a linear
first-match XY scan of cellPhysics.Resolved with no Z-proximity test.
For any cell with two walkable polys overlapping in XY at different Z
(cellars, 2nd floors, balconies, stairs spanning floors), it returned
whichever polygon came first in dictionary order — typically the upper
floor when descending, causing the player to be reported below the
synthesized plane → ValidateWalkable fails → falling-stuck. Symptoms
reported by user 2026-05-19: cannot descend into cellar; cannot walk
on 2nd floor; "invisible obstacles at certain spots" (suspected
cascade from wrong-Z ContactPlane misrouting the resolver state).

Fix: route through BSPQuery.FindWalkableSphere (added previous commit),
which wraps the existing retail-faithful FindWalkableInternal
(BSPNODE::find_walkable + BSPLEAF::find_walkable port). Adds a
sphereRadius parameter to TryFindIndoorWalkablePlane so the foot
sphere is built with the actual entity radius rather than a guess.
WalkableAllowance is save/restored via try/finally so the slope
threshold used by walkable_hits_sphere doesn't leak back to the
resolver. Method becomes an instance method (was static) to access
this.SpherePath.

Deletes the now-dead PointInPolygonXY helper.

Updates IndoorWalkablePlaneTests.cs: all TryFindIndoorWalkablePlane
test fixtures now include a PhysicsBSPTree leaf node (required by
the new routing path), calls pass sphereRadius, and the PointInPolygonXY
tests are removed (method deleted). Adds TransitionTypesTests.cs with
an integration test covering two-overlapping-floors selection AND
WalkableAllowance preservation.

Closes (pending visual verification): ISSUES #83.
Spec: docs/superpowers/specs/2026-05-19-indoor-walkable-plane-bsp-port-design.md

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
This commit is contained in:
Erik 2026-05-19 21:47:49 +02:00
parent 86ecdf9ee1
commit 91b29d1a89
3 changed files with 269 additions and 136 deletions

View file

@ -1167,20 +1167,16 @@ public sealed class Transition
// ----------------------------------------------------------------------- // -----------------------------------------------------------------------
/// <summary> /// <summary>
/// Indoor walking Phase 2 follow-up (2026-05-19). Finds the walkable floor /// Synthesize the indoor walkable contact plane for the player's current
/// polygon directly under <paramref name="localFootCenter"/> within /// position when the cell BSP returns OK (no wall collision).
/// <paramref name="cellPhysics"/>. Used when the indoor cell-BSP query
/// returns OK (no wall collision) — we need to provide a walkable contact
/// plane from the cell's geometry instead of falling through to outdoor
/// terrain (which is below the cell floor due to the +0.02f Z-bump
/// applied at <c>GameWindow.BuildInteriorEntitiesForStreaming</c>).
/// ///
/// <para> /// <para>
/// Iterates <see cref="CellPhysics.Resolved"/> physics polygons; selects /// Routes through the retail-faithful BSP walkable-finder
/// the one with the most upward-facing normal (Z &gt;= 0.6664 = walkable /// (<see cref="BSPQuery.FindWalkableSphere"/>) — which traverses the cell
/// slope threshold matching retail's WalkableSlopeMin) whose XY projection /// PhysicsBSP and picks the polygon closest to the foot along the up vector.
/// contains the player's local foot XY. Returns the polygon's plane + /// Phase 2 commit eb0f772 introduced a linear first-match XY scan as a
/// vertices in WORLD space for the <c>ValidateWalkable</c> call. /// stop-gap; that scan picked the wrong floor whenever two polygons
/// overlapped in XY at different Z (cellars, 2nd floors, balconies).
/// </para> /// </para>
/// ///
/// <para> /// <para>
@ -1188,10 +1184,17 @@ public sealed class Transition
/// player. The caller falls through to outdoor terrain in that case /// player. The caller falls through to outdoor terrain in that case
/// (defensive backstop — should not normally happen inside a sealed cell). /// (defensive backstop — should not normally happen inside a sealed cell).
/// </para> /// </para>
///
/// <para>
/// Retail oracle: BSPLEAF::find_walkable (acclient_2013_pseudo_c.txt:326793),
/// BSPNODE::find_walkable (:326211), CPolygon::walkable_hits_sphere (:323006),
/// CPolygon::adjust_sphere_to_plane (:322032).
/// </para>
/// </summary> /// </summary>
internal static bool TryFindIndoorWalkablePlane( internal bool TryFindIndoorWalkablePlane(
CellPhysics cellPhysics, CellPhysics cellPhysics,
Vector3 localFootCenter, Vector3 localFootCenter,
float sphereRadius,
out System.Numerics.Plane worldPlane, out System.Numerics.Plane worldPlane,
out Vector3[] worldVertices, out Vector3[] worldVertices,
out uint hitPolyId) out uint hitPolyId)
@ -1200,57 +1203,76 @@ public sealed class Transition
worldVertices = System.Array.Empty<Vector3>(); worldVertices = System.Array.Empty<Vector3>();
hitPolyId = 0; hitPolyId = 0;
foreach (var (id, poly) in cellPhysics.Resolved) if (cellPhysics.BSP?.Root is null) return false;
// Build foot sphere in cell-local space. Caller passes localFootCenter
// already transformed into cell-local space and the resolver's
// foot-sphere radius.
var localSphere = new DatReaderWriter.Types.Sphere
{ {
// Walkable slope threshold matches retail WalkableSlopeMin (0.6664...) Origin = localFootCenter,
// and our existing TerrainSurface.WalkableSlopeMin check. Radius = sphereRadius,
if (poly.Plane.Normal.Z < 0.6664f) continue; };
if (poly.Vertices is null || poly.Vertices.Length < 3) continue;
// Point-in-polygon test in XY (ignore Z). Ray-casting even-odd rule. // Save/restore WalkableAllowance: CPolygon::walkable_hits_sphere reads
if (!PointInPolygonXY(localFootCenter, poly.Vertices)) continue; // path.WalkableAllowance (acclient_2013_pseudo_c.txt:323010). For
// "standing here, find my floor" we want the walkability slope
// threshold FloorZ. The outer resolver may have set it to LandingZ
// (airborne→ground transition) or another value; we must not leak our
// change back to the resolver. try/finally so an exception inside
// FindWalkableSphere doesn't leak the modified state.
float savedWalkableAllowance = this.SpherePath.WalkableAllowance;
this.SpherePath.WalkableAllowance = PhysicsGlobals.FloorZ;
// Found a floor poly under the player. Transform plane + vertices ResolvedPolygon? hitPoly = null;
// to world space. ushort hitId = 0;
var worldNormal = Vector3.TransformNormal(poly.Plane.Normal, cellPhysics.WorldTransform); Vector3 adjustedCenter;
worldNormal = Vector3.Normalize(worldNormal); bool found;
// Take vertex 0, transform to world, recompute D so the plane
// equation normal·p + D = 0 holds at the world-space vertex.
var worldV0 = Vector3.Transform(poly.Vertices[0], cellPhysics.WorldTransform);
float worldD = -Vector3.Dot(worldNormal, worldV0);
worldPlane = new System.Numerics.Plane(worldNormal, worldD);
worldVertices = new Vector3[poly.Vertices.Length]; try
for (int i = 0; i < poly.Vertices.Length; i++) {
worldVertices[i] = Vector3.Transform(poly.Vertices[i], cellPhysics.WorldTransform); found = BSPQuery.FindWalkableSphere(
cellPhysics.BSP.Root,
hitPolyId = id; cellPhysics.Resolved,
return true; this,
localSphere,
INDOOR_WALKABLE_PROBE_DISTANCE,
Vector3.UnitZ, // local Z is up for indoor cells (identity transform)
out hitPoly,
out hitId,
out adjustedCenter);
}
finally
{
this.SpherePath.WalkableAllowance = savedWalkableAllowance;
} }
return false; if (!found || hitPoly is null) return false;
// Transform hit polygon's plane + vertices to world space. Math is
// unchanged from the previous TryFindIndoorWalkablePlane implementation.
var worldNormal = Vector3.TransformNormal(hitPoly.Plane.Normal, cellPhysics.WorldTransform);
worldNormal = Vector3.Normalize(worldNormal);
var worldV0 = Vector3.Transform(hitPoly.Vertices[0], cellPhysics.WorldTransform);
float worldD = -Vector3.Dot(worldNormal, worldV0);
worldPlane = new System.Numerics.Plane(worldNormal, worldD);
worldVertices = new Vector3[hitPoly.Vertices.Length];
for (int i = 0; i < hitPoly.Vertices.Length; i++)
worldVertices[i] = Vector3.Transform(hitPoly.Vertices[i], cellPhysics.WorldTransform);
hitPolyId = hitId;
return true;
} }
/// <summary> /// <summary>
/// Point-in-polygon test in the XY plane (ignores Z). Standard ray-casting /// Downward probe distance used by <see cref="TryFindIndoorWalkablePlane"/>
/// even-odd rule. Works for convex and concave polygons. /// when scanning for the indoor walkable contact plane. 50 cm.
/// Larger than the +0.02f cell-origin Z-bump and larger than any realistic
/// step riser; smaller than a full cell height so we don't reach through
/// a thin floor into the cell above/below.
/// </summary> /// </summary>
internal static bool PointInPolygonXY(Vector3 point, Vector3[] vertices) private const float INDOOR_WALKABLE_PROBE_DISTANCE = 0.5f;
{
bool inside = false;
int n = vertices.Length;
for (int i = 0, j = n - 1; i < n; j = i++)
{
var vi = vertices[i];
var vj = vertices[j];
if (((vi.Y > point.Y) != (vj.Y > point.Y)) &&
(point.X < (vj.X - vi.X) * (point.Y - vi.Y) / (vj.Y - vi.Y) + vi.X))
{
inside = !inside;
}
}
return inside;
}
/// <summary> /// <summary>
/// Query the outdoor terrain at CheckPos and apply ValidateWalkable logic. /// Query the outdoor terrain at CheckPos and apply ValidateWalkable logic.
@ -1355,7 +1377,7 @@ public sealed class Transition
// Retail: CEnvCell::find_env_collisions returns from the cell // Retail: CEnvCell::find_env_collisions returns from the cell
// branch with the cell's walkable plane set — no fall-through // branch with the cell's walkable plane set — no fall-through
// to terrain. // to terrain.
if (TryFindIndoorWalkablePlane(cellPhysics, localCenter, if (TryFindIndoorWalkablePlane(cellPhysics, localCenter, sphereRadius,
out var indoorPlane, out var indoorPlane,
out var indoorVertices, out var indoorVertices,
out uint _)) out uint _))

View file

@ -1,18 +1,23 @@
using System.Collections.Generic; using System.Collections.Generic;
using System.Numerics; using System.Numerics;
using DatReaderWriter.Enums; using DatReaderWriter.Enums;
using DatReaderWriter.Types;
using AcDream.Core.Physics; using AcDream.Core.Physics;
using Xunit; using Xunit;
namespace AcDream.Core.Tests.Physics; namespace AcDream.Core.Tests.Physics;
/// <summary> /// <summary>
/// Unit tests for <see cref="Transition.TryFindIndoorWalkablePlane"/> and /// Unit tests for <see cref="Transition.TryFindIndoorWalkablePlane"/>.
/// <see cref="Transition.PointInPolygonXY"/>.
/// ///
/// Indoor walking Phase 2 follow-up (2026-05-19): these helpers synthesize /// Indoor walking Phase 2 follow-up (2026-05-19): the helper synthesizes
/// a walkable contact plane from cell floor polys so the resolver does not /// a walkable contact plane from cell floor polys so the resolver does not
/// fall through to outdoor terrain when the player is standing indoors. /// fall through to outdoor terrain when the player is standing indoors.
///
/// Task 3 (2026-05-19): refactored to route through BSPQuery.FindWalkableSphere.
/// Fixtures now include a PhysicsBSPTree with a Leaf node listing all polygon ids,
/// and calls pass sphereRadius explicitly. PointInPolygonXY tests removed since
/// that helper was deleted (it was the dead linear-scan body).
/// </summary> /// </summary>
public class IndoorWalkablePlaneTests public class IndoorWalkablePlaneTests
{ {
@ -20,9 +25,27 @@ public class IndoorWalkablePlaneTests
// Helpers // Helpers
// ----------------------------------------------------------------------- // -----------------------------------------------------------------------
/// <summary>
/// Build a BSP Leaf node that lists the given polygon ids, with a bounding
/// sphere large enough to always contain the test geometry.
/// </summary>
private static PhysicsBSPTree BuildLeafBsp(IEnumerable<ushort> polyIds,
Vector3 center, float radius)
{
var node = new PhysicsBSPNode
{
Type = BSPNodeType.Leaf,
BoundingSphere = new Sphere { Origin = center, Radius = radius },
};
foreach (var id in polyIds)
node.Polygons.Add(id);
return new PhysicsBSPTree { Root = node };
}
/// <summary> /// <summary>
/// Builds a CellPhysics with a single upward-facing floor polygon /// Builds a CellPhysics with a single upward-facing floor polygon
/// (a 10×10 square in the XY plane at local Z=0), plus identity transforms. /// (a 10×10 square in the XY plane at local Z=0), plus identity transforms
/// and a BSP leaf that covers all polygons.
/// </summary> /// </summary>
private static CellPhysics BuildCellWithFloor(float floorZ = 0f) private static CellPhysics BuildCellWithFloor(float floorZ = 0f)
{ {
@ -44,11 +67,15 @@ public class IndoorWalkablePlaneTests
SidesType = CullMode.None, SidesType = CullMode.None,
}; };
var resolved = new Dictionary<ushort, ResolvedPolygon> { [0] = floorPoly };
var bsp = BuildLeafBsp(new ushort[] { 0 }, new Vector3(0f, 0f, floorZ), 10f);
return new CellPhysics return new CellPhysics
{ {
BSP = bsp,
WorldTransform = Matrix4x4.Identity, WorldTransform = Matrix4x4.Identity,
InverseWorldTransform = Matrix4x4.Identity, InverseWorldTransform = Matrix4x4.Identity,
Resolved = new Dictionary<ushort, ResolvedPolygon> { [0] = floorPoly }, Resolved = resolved,
}; };
} }
@ -59,12 +86,14 @@ public class IndoorWalkablePlaneTests
[Fact] [Fact]
public void TryFindIndoorWalkablePlane_PlayerDirectlyOverFloor_ReturnsTrue() public void TryFindIndoorWalkablePlane_PlayerDirectlyOverFloor_ReturnsTrue()
{ {
var cell = BuildCellWithFloor(floorZ: 0f); var cell = BuildCellWithFloor(floorZ: 0f);
var localFoot = new Vector3(0f, 0f, 0.5f); // centred over the 10×10 square var transition = new Transition();
// Foot sphere centre at Z=0.4, radius=0.48 → overlaps floor at Z=0.
var localFoot = new Vector3(0f, 0f, 0.4f);
bool found = Transition.TryFindIndoorWalkablePlane( bool found = transition.TryFindIndoorWalkablePlane(
cell, localFoot, cell, localFoot, sphereRadius: 0.48f,
out var plane, out var verts, out uint polyId); out _, out _, out _);
Assert.True(found); Assert.True(found);
} }
@ -72,11 +101,13 @@ public class IndoorWalkablePlaneTests
[Fact] [Fact]
public void TryFindIndoorWalkablePlane_PlayerDirectlyOverFloor_PlaneNormalIsUp() public void TryFindIndoorWalkablePlane_PlayerDirectlyOverFloor_PlaneNormalIsUp()
{ {
var cell = BuildCellWithFloor(floorZ: 0f); var cell = BuildCellWithFloor(floorZ: 0f);
var localFoot = new Vector3(0f, 0f, 0.5f); var transition = new Transition();
var localFoot = new Vector3(0f, 0f, 0.4f);
Transition.TryFindIndoorWalkablePlane( transition.TryFindIndoorWalkablePlane(
cell, localFoot, out var plane, out _, out _); cell, localFoot, sphereRadius: 0.48f,
out var plane, out _, out _);
// The floor's normal must point up (Z close to 1). // The floor's normal must point up (Z close to 1).
Assert.True(plane.Normal.Z > 0.99f, Assert.True(plane.Normal.Z > 0.99f,
@ -88,10 +119,13 @@ public class IndoorWalkablePlaneTests
{ {
const float floorZ = 2.5f; const float floorZ = 2.5f;
var cell = BuildCellWithFloor(floorZ); var cell = BuildCellWithFloor(floorZ);
var localFoot = new Vector3(0f, 0f, floorZ + 0.5f); var transition = new Transition();
// Foot sphere overlaps floor: centre at floorZ + 0.4, radius=0.48 → dist=0.4 < 0.48.
var localFoot = new Vector3(0f, 0f, floorZ + 0.4f);
Transition.TryFindIndoorWalkablePlane( transition.TryFindIndoorWalkablePlane(
cell, localFoot, out var plane, out _, out _); cell, localFoot, sphereRadius: 0.48f,
out var plane, out _, out _);
// With identity transform and an upward normal, plane.D = -floorZ. // With identity transform and an upward normal, plane.D = -floorZ.
// The plane equation: normal·p + D = 0 → p.Z = floorZ when normal=(0,0,1). // The plane equation: normal·p + D = 0 → p.Z = floorZ when normal=(0,0,1).
@ -103,35 +137,32 @@ public class IndoorWalkablePlaneTests
public void TryFindIndoorWalkablePlane_PlayerOutsidePolygonXY_ReturnsFalse() public void TryFindIndoorWalkablePlane_PlayerOutsidePolygonXY_ReturnsFalse()
{ {
var cell = BuildCellWithFloor(); var cell = BuildCellWithFloor();
var transition = new Transition();
// XY = (20, 20) is far outside the 10×10 square (-5..5 in both axes). // XY = (20, 20) is far outside the 10×10 square (-5..5 in both axes).
var localFoot = new Vector3(20f, 20f, 0.5f); var localFoot = new Vector3(20f, 20f, 0.4f);
bool found = Transition.TryFindIndoorWalkablePlane( bool found = transition.TryFindIndoorWalkablePlane(
cell, localFoot, out _, out _, out _); cell, localFoot, sphereRadius: 0.48f,
out _, out _, out _);
Assert.False(found); Assert.False(found);
} }
[Fact] [Fact]
public void TryFindIndoorWalkablePlane_NoWalkablePolys_ReturnsFalse() public void TryFindIndoorWalkablePlane_NoBsp_ReturnsFalse()
{ {
// A polygon whose normal points sideways (wall) — normal.Z < 0.6664. // CellPhysics without a BSP → BSP?.Root is null → early return false.
var wallPoly = new ResolvedPolygon
{
Vertices = new[] { Vector3.Zero, Vector3.UnitY, Vector3.UnitZ },
Plane = new Plane(new Vector3(1f, 0f, 0f), 0f), // normal.Z = 0
NumPoints = 3,
SidesType = CullMode.None,
};
var cell = new CellPhysics var cell = new CellPhysics
{ {
WorldTransform = Matrix4x4.Identity, WorldTransform = Matrix4x4.Identity,
InverseWorldTransform = Matrix4x4.Identity, InverseWorldTransform = Matrix4x4.Identity,
Resolved = new Dictionary<ushort, ResolvedPolygon> { [1] = wallPoly }, Resolved = new Dictionary<ushort, ResolvedPolygon>(),
}; };
var transition = new Transition();
bool found = Transition.TryFindIndoorWalkablePlane( bool found = transition.TryFindIndoorWalkablePlane(
cell, new Vector3(0f, 0f, 0.5f), out _, out _, out _); cell, new Vector3(0f, 0f, 0.4f), sphereRadius: 0.48f,
out _, out _, out _);
Assert.False(found); Assert.False(found);
} }
@ -139,15 +170,20 @@ public class IndoorWalkablePlaneTests
[Fact] [Fact]
public void TryFindIndoorWalkablePlane_EmptyResolved_ReturnsFalse() public void TryFindIndoorWalkablePlane_EmptyResolved_ReturnsFalse()
{ {
// BSP leaf exists but references no polygons → FindWalkableSphere returns false.
var bsp = BuildLeafBsp(System.Array.Empty<ushort>(), Vector3.Zero, 10f);
var cell = new CellPhysics var cell = new CellPhysics
{ {
BSP = bsp,
WorldTransform = Matrix4x4.Identity, WorldTransform = Matrix4x4.Identity,
InverseWorldTransform = Matrix4x4.Identity, InverseWorldTransform = Matrix4x4.Identity,
Resolved = new Dictionary<ushort, ResolvedPolygon>(), Resolved = new Dictionary<ushort, ResolvedPolygon>(),
}; };
var transition = new Transition();
bool found = Transition.TryFindIndoorWalkablePlane( bool found = transition.TryFindIndoorWalkablePlane(
cell, new Vector3(0f, 0f, 0.5f), out _, out _, out _); cell, new Vector3(0f, 0f, 0.4f), sphereRadius: 0.48f,
out _, out _, out _);
Assert.False(found); Assert.False(found);
} }
@ -173,18 +209,24 @@ public class IndoorWalkablePlaneTests
NumPoints = 4, NumPoints = 4,
SidesType = CullMode.None, SidesType = CullMode.None,
}; };
var resolved = new Dictionary<ushort, ResolvedPolygon> { [0] = floorPoly };
var bsp = BuildLeafBsp(new ushort[] { 0 }, Vector3.Zero, 10f);
var cell = new CellPhysics var cell = new CellPhysics
{ {
BSP = bsp,
WorldTransform = translation, WorldTransform = translation,
InverseWorldTransform = inv, InverseWorldTransform = inv,
Resolved = new Dictionary<ushort, ResolvedPolygon> { [0] = floorPoly }, Resolved = resolved,
}; };
// The player's local foot is at (0,0,0.5) in local space. // The player's local foot sphere centre at (0,0,0.4) overlaps the floor at Z=0.
var localFoot = new Vector3(0f, 0f, 0.5f); var localFoot = new Vector3(0f, 0f, 0.4f);
var transition = new Transition();
bool found = Transition.TryFindIndoorWalkablePlane( bool found = transition.TryFindIndoorWalkablePlane(
cell, localFoot, out var plane, out var worldVerts, out _); cell, localFoot, sphereRadius: 0.48f,
out var plane, out var worldVerts, out _);
Assert.True(found); Assert.True(found);
// World normal should still be (0,0,1). // World normal should still be (0,0,1).
@ -195,46 +237,4 @@ public class IndoorWalkablePlaneTests
Assert.True(MathF.Abs(worldVerts[0].Z - 94f) < 1e-3f, Assert.True(MathF.Abs(worldVerts[0].Z - 94f) < 1e-3f,
$"Expected worldVerts[0].Z ≈ 94, got {worldVerts[0].Z}"); $"Expected worldVerts[0].Z ≈ 94, got {worldVerts[0].Z}");
} }
// -----------------------------------------------------------------------
// PointInPolygonXY
// -----------------------------------------------------------------------
[Theory]
[InlineData( 0f, 0f, true)] // centre
[InlineData( 4f, 4f, true)] // near corner, inside
[InlineData( 5f, 5f, false)] // on the corner — outside by convention
[InlineData(10f, 0f, false)] // clearly outside
[InlineData(-4f, -4f, true)] // near opposite corner, inside
public void PointInPolygonXY_UnitSquare(float px, float py, bool expected)
{
var square = new[]
{
new Vector3(-5f, -5f, 0f),
new Vector3( 5f, -5f, 0f),
new Vector3( 5f, 5f, 0f),
new Vector3(-5f, 5f, 0f),
};
bool result = Transition.PointInPolygonXY(new Vector3(px, py, 99f), square);
Assert.Equal(expected, result);
}
[Fact]
public void PointInPolygonXY_IgnoresZ()
{
// Same XY, different Z — should still be inside.
var square = new[]
{
new Vector3(-5f, -5f, 0f),
new Vector3( 5f, -5f, 0f),
new Vector3( 5f, 5f, 0f),
new Vector3(-5f, 5f, 0f),
};
// Point has the same XY as the inside case but a very different Z.
bool atLowZ = Transition.PointInPolygonXY(new Vector3(0f, 0f, -1000f), square);
bool atHighZ = Transition.PointInPolygonXY(new Vector3(0f, 0f, 1000f), square);
Assert.True(atLowZ);
Assert.True(atHighZ);
}
} }

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@ -0,0 +1,111 @@
using System.Numerics;
using DatReaderWriter.Enums;
using DatReaderWriter.Types;
using AcDream.Core.Physics;
using Xunit;
using Plane = System.Numerics.Plane;
namespace AcDream.Core.Tests.Physics;
public class TransitionTypesTests
{
[Fact]
public void TryFindIndoorWalkablePlane_TwoOverlappingFloors_PicksClosestBelowFoot_PreservesAllowance()
{
// Build a CellPhysics with two horizontal walkable polygons at
// local Z=0 and Z=3, both covering the unit square X[0..1] × Y[0..1].
// Foot sphere at local Z=0.4 → sphere overlaps the Z=0 polygon
// (|0.4| < radius 0.48); Z=3 is out of range. Expect the lower poly
// to be returned. Sentinel WalkableAllowance value must be preserved
// across the call.
var cellPhysics = BuildTwoFloorCellPhysics(lowerZ: 0f, upperZ: 3f);
var transition = new Transition();
const float sentinelAllowance = 0.42f;
transition.SpherePath.WalkableAllowance = sentinelAllowance;
transition.SpherePath.WalkInterp = 1.0f;
bool found = transition.TryFindIndoorWalkablePlane(
cellPhysics,
localFootCenter: new Vector3(0.5f, 0.5f, 0.4f),
sphereRadius: 0.48f,
out var worldPlane,
out var worldVertices,
out var hitPolyId);
Assert.True(found);
// Lower polygon's local plane Normal.Z = 1.0; identity world transform
// means world Normal.Z is also 1.0.
Assert.Equal(1.0f, worldPlane.Normal.Z, precision: 3);
// World vertices match the lower polygon (Z=0 in world space, identity transform).
Assert.Equal(4, worldVertices.Length);
Assert.Equal(0f, worldVertices[0].Z, precision: 3);
// hitPolyId is the dictionary key — lower polygon was inserted as key 0.
Assert.Equal(0u, hitPolyId);
// WalkableAllowance must be restored to the sentinel.
Assert.Equal(sentinelAllowance, transition.SpherePath.WalkableAllowance);
}
/// <summary>
/// Build a minimal CellPhysics with two horizontal walkable polygons at
/// local Z=lowerZ and Z=upperZ. Identity world transform so world == local.
/// </summary>
private static CellPhysics BuildTwoFloorCellPhysics(float lowerZ, float upperZ)
{
Vector3[] lowerVerts =
{
new Vector3(0f, 0f, lowerZ),
new Vector3(1f, 0f, lowerZ),
new Vector3(1f, 1f, lowerZ),
new Vector3(0f, 1f, lowerZ),
};
Vector3[] upperVerts =
{
new Vector3(0f, 0f, upperZ),
new Vector3(1f, 0f, upperZ),
new Vector3(1f, 1f, upperZ),
new Vector3(0f, 1f, upperZ),
};
var resolved = new Dictionary<ushort, ResolvedPolygon>
{
[0] = new ResolvedPolygon
{
Vertices = lowerVerts,
Plane = new Plane(Vector3.UnitZ, -lowerZ),
NumPoints = 4,
SidesType = CullMode.None,
},
[1] = new ResolvedPolygon
{
Vertices = upperVerts,
Plane = new Plane(Vector3.UnitZ, -upperZ),
NumPoints = 4,
SidesType = CullMode.None,
},
};
var center = new Vector3(0.5f, 0.5f, (lowerZ + upperZ) * 0.5f);
float halfHeight = MathF.Abs(upperZ - lowerZ) * 0.5f + 1.0f;
float radius = MathF.Sqrt(0.5f * 0.5f + 0.5f * 0.5f + halfHeight * halfHeight);
var root = new PhysicsBSPNode
{
Type = BSPNodeType.Leaf,
BoundingSphere = new Sphere { Origin = center, Radius = radius },
};
root.Polygons.Add(0);
root.Polygons.Add(1);
var bsp = new PhysicsBSPTree { Root = root };
return new CellPhysics
{
BSP = bsp,
Resolved = resolved,
WorldTransform = Matrix4x4.Identity,
InverseWorldTransform = Matrix4x4.Identity,
};
}
}