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:
parent
86ecdf9ee1
commit
91b29d1a89
3 changed files with 269 additions and 136 deletions
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@ -1167,20 +1167,16 @@ public sealed class Transition
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// -----------------------------------------------------------------------
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/// <summary>
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/// Indoor walking Phase 2 follow-up (2026-05-19). Finds the walkable floor
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/// polygon directly under <paramref name="localFootCenter"/> within
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/// <paramref name="cellPhysics"/>. Used when the indoor cell-BSP query
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/// returns OK (no wall collision) — we need to provide a walkable contact
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/// plane from the cell's geometry instead of falling through to outdoor
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/// terrain (which is below the cell floor due to the +0.02f Z-bump
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/// applied at <c>GameWindow.BuildInteriorEntitiesForStreaming</c>).
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/// Synthesize the indoor walkable contact plane for the player's current
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/// position when the cell BSP returns OK (no wall collision).
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///
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/// <para>
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/// Iterates <see cref="CellPhysics.Resolved"/> physics polygons; selects
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/// the one with the most upward-facing normal (Z >= 0.6664 = walkable
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/// slope threshold matching retail's WalkableSlopeMin) whose XY projection
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/// contains the player's local foot XY. Returns the polygon's plane +
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/// vertices in WORLD space for the <c>ValidateWalkable</c> call.
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/// Routes through the retail-faithful BSP walkable-finder
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/// (<see cref="BSPQuery.FindWalkableSphere"/>) — which traverses the cell
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/// PhysicsBSP and picks the polygon closest to the foot along the up vector.
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/// Phase 2 commit eb0f772 introduced a linear first-match XY scan as a
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/// stop-gap; that scan picked the wrong floor whenever two polygons
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/// overlapped in XY at different Z (cellars, 2nd floors, balconies).
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/// </para>
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///
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/// <para>
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@ -1188,10 +1184,17 @@ public sealed class Transition
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/// player. The caller falls through to outdoor terrain in that case
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/// (defensive backstop — should not normally happen inside a sealed cell).
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/// </para>
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///
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/// <para>
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/// Retail oracle: BSPLEAF::find_walkable (acclient_2013_pseudo_c.txt:326793),
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/// BSPNODE::find_walkable (:326211), CPolygon::walkable_hits_sphere (:323006),
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/// CPolygon::adjust_sphere_to_plane (:322032).
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/// </para>
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/// </summary>
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internal static bool TryFindIndoorWalkablePlane(
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internal bool TryFindIndoorWalkablePlane(
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CellPhysics cellPhysics,
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Vector3 localFootCenter,
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float sphereRadius,
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out System.Numerics.Plane worldPlane,
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out Vector3[] worldVertices,
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out uint hitPolyId)
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@ -1200,57 +1203,76 @@ public sealed class Transition
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worldVertices = System.Array.Empty<Vector3>();
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hitPolyId = 0;
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foreach (var (id, poly) in cellPhysics.Resolved)
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if (cellPhysics.BSP?.Root is null) return false;
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// Build foot sphere in cell-local space. Caller passes localFootCenter
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// already transformed into cell-local space and the resolver's
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// foot-sphere radius.
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var localSphere = new DatReaderWriter.Types.Sphere
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{
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// Walkable slope threshold matches retail WalkableSlopeMin (0.6664...)
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// and our existing TerrainSurface.WalkableSlopeMin check.
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if (poly.Plane.Normal.Z < 0.6664f) continue;
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if (poly.Vertices is null || poly.Vertices.Length < 3) continue;
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Origin = localFootCenter,
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Radius = sphereRadius,
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};
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// Point-in-polygon test in XY (ignore Z). Ray-casting even-odd rule.
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if (!PointInPolygonXY(localFootCenter, poly.Vertices)) continue;
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// Save/restore WalkableAllowance: CPolygon::walkable_hits_sphere reads
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// path.WalkableAllowance (acclient_2013_pseudo_c.txt:323010). For
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// "standing here, find my floor" we want the walkability slope
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// threshold FloorZ. The outer resolver may have set it to LandingZ
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// (airborne→ground transition) or another value; we must not leak our
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// change back to the resolver. try/finally so an exception inside
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// FindWalkableSphere doesn't leak the modified state.
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float savedWalkableAllowance = this.SpherePath.WalkableAllowance;
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this.SpherePath.WalkableAllowance = PhysicsGlobals.FloorZ;
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// Found a floor poly under the player. Transform plane + vertices
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// to world space.
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var worldNormal = Vector3.TransformNormal(poly.Plane.Normal, cellPhysics.WorldTransform);
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worldNormal = Vector3.Normalize(worldNormal);
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// Take vertex 0, transform to world, recompute D so the plane
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// equation normal·p + D = 0 holds at the world-space vertex.
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var worldV0 = Vector3.Transform(poly.Vertices[0], cellPhysics.WorldTransform);
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float worldD = -Vector3.Dot(worldNormal, worldV0);
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worldPlane = new System.Numerics.Plane(worldNormal, worldD);
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ResolvedPolygon? hitPoly = null;
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ushort hitId = 0;
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Vector3 adjustedCenter;
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bool found;
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worldVertices = new Vector3[poly.Vertices.Length];
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for (int i = 0; i < poly.Vertices.Length; i++)
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worldVertices[i] = Vector3.Transform(poly.Vertices[i], cellPhysics.WorldTransform);
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hitPolyId = id;
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return true;
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try
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{
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found = BSPQuery.FindWalkableSphere(
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cellPhysics.BSP.Root,
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cellPhysics.Resolved,
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this,
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localSphere,
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INDOOR_WALKABLE_PROBE_DISTANCE,
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Vector3.UnitZ, // local Z is up for indoor cells (identity transform)
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out hitPoly,
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out hitId,
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out adjustedCenter);
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}
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finally
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{
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this.SpherePath.WalkableAllowance = savedWalkableAllowance;
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}
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return false;
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if (!found || hitPoly is null) return false;
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// Transform hit polygon's plane + vertices to world space. Math is
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// unchanged from the previous TryFindIndoorWalkablePlane implementation.
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var worldNormal = Vector3.TransformNormal(hitPoly.Plane.Normal, cellPhysics.WorldTransform);
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worldNormal = Vector3.Normalize(worldNormal);
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var worldV0 = Vector3.Transform(hitPoly.Vertices[0], cellPhysics.WorldTransform);
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float worldD = -Vector3.Dot(worldNormal, worldV0);
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worldPlane = new System.Numerics.Plane(worldNormal, worldD);
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worldVertices = new Vector3[hitPoly.Vertices.Length];
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for (int i = 0; i < hitPoly.Vertices.Length; i++)
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worldVertices[i] = Vector3.Transform(hitPoly.Vertices[i], cellPhysics.WorldTransform);
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hitPolyId = hitId;
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return true;
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}
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/// <summary>
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/// Point-in-polygon test in the XY plane (ignores Z). Standard ray-casting
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/// even-odd rule. Works for convex and concave polygons.
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/// Downward probe distance used by <see cref="TryFindIndoorWalkablePlane"/>
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/// when scanning for the indoor walkable contact plane. 50 cm.
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/// Larger than the +0.02f cell-origin Z-bump and larger than any realistic
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/// step riser; smaller than a full cell height so we don't reach through
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/// a thin floor into the cell above/below.
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/// </summary>
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internal static bool PointInPolygonXY(Vector3 point, Vector3[] vertices)
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{
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bool inside = false;
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int n = vertices.Length;
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for (int i = 0, j = n - 1; i < n; j = i++)
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{
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var vi = vertices[i];
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var vj = vertices[j];
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if (((vi.Y > point.Y) != (vj.Y > point.Y)) &&
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(point.X < (vj.X - vi.X) * (point.Y - vi.Y) / (vj.Y - vi.Y) + vi.X))
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{
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inside = !inside;
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}
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}
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return inside;
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}
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private const float INDOOR_WALKABLE_PROBE_DISTANCE = 0.5f;
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/// <summary>
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/// Query the outdoor terrain at CheckPos and apply ValidateWalkable logic.
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@ -1355,7 +1377,7 @@ public sealed class Transition
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// Retail: CEnvCell::find_env_collisions returns from the cell
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// branch with the cell's walkable plane set — no fall-through
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// to terrain.
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if (TryFindIndoorWalkablePlane(cellPhysics, localCenter,
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if (TryFindIndoorWalkablePlane(cellPhysics, localCenter, sphereRadius,
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out var indoorPlane,
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out var indoorVertices,
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out uint _))
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