fix(physics): #31 update outdoor cell id during transition movement
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5 changed files with 109 additions and 29 deletions
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@ -162,6 +162,38 @@ public sealed class PhysicsEngine
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return null;
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}
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/// <summary>
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/// Resolve the outdoor cell id that owns a world-space position.
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/// Indoor ids are preserved because EnvCell ownership still comes from
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/// portal/cell BSP state; outdoor ids are derived from the registered
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/// landblock that currently contains the point.
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/// </summary>
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internal uint ResolveOutdoorCellId(Vector3 worldPos, uint fallbackCellId)
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{
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if (fallbackCellId == 0)
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return 0;
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uint fallbackLow = fallbackCellId & 0xFFFFu;
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if (fallbackLow >= 0x0100u)
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return fallbackCellId;
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foreach (var kvp in _landblocks)
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{
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var lb = kvp.Value;
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float localX = worldPos.X - lb.WorldOffsetX;
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float localY = worldPos.Y - lb.WorldOffsetY;
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if (localX >= 0f && localX < 192f && localY >= 0f && localY < 192f)
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{
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uint lowCellId = lb.Terrain.ComputeOutdoorCellId(localX, localY);
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return (fallbackCellId & 0xFFFF0000u) == 0
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? lowCellId
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: (kvp.Key & 0xFFFF0000u) | lowCellId;
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}
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}
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return fallbackCellId;
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}
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/// <summary>
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/// Resolve an entity's movement from <paramref name="currentPos"/> by
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/// applying <paramref name="delta"/> (XY only) and computing the correct Z
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@ -471,7 +503,10 @@ public sealed class PhysicsEngine
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bool onGround = ci.ContactPlaneValid
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|| transition.ObjectInfo.State.HasFlag(ObjectInfoState.OnWalkable);
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return new ResolveResult(sp.CheckPos, sp.CheckCellId, onGround);
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return new ResolveResult(
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sp.CheckPos,
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ResolveOutdoorCellId(sp.CheckPos, sp.CheckCellId),
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onGround);
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}
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// Transition failed (e.g., stuck in corner, too many steps).
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@ -483,6 +518,10 @@ public sealed class PhysicsEngine
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|| transition.ObjectInfo.State.HasFlag(ObjectInfoState.OnWalkable)
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|| isOnGround;
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return new ResolveResult(sp.CheckPos, sp.CheckCellId != 0 ? sp.CheckCellId : cellId, partialOnGround);
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uint partialCellId = sp.CheckCellId != 0 ? sp.CheckCellId : cellId;
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return new ResolveResult(
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sp.CheckPos,
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ResolveOutdoorCellId(sp.CheckPos, partialCellId),
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partialOnGround);
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}
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}
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@ -705,6 +705,10 @@ public sealed class Transition
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var sp = SpherePath;
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var ci = CollisionInfo;
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uint resolvedOutdoorCellId = engine.ResolveOutdoorCellId(sp.CheckPos, sp.CheckCellId);
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if (resolvedOutdoorCellId != sp.CheckCellId)
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sp.SetCheckPos(sp.CheckPos, resolvedOutdoorCellId);
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Vector3 footCenter = sp.GlobalSphere[0].Origin;
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float sphereRadius = sp.GlobalSphere[0].Radius;
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