docs(phase): Indoor walking Phase 2 — Portal-based cell tracking shipped
Closes ISSUES.md #87 + #85 + the remaining wall-pass-through portion of #84 (fully closes #84). Portal-graph cell traversal replaces Phase D's AABB containment. Walking through doors promotes/demotes CellId correctly via portal traversal; walls block from inside indoor cells; indoor walkable plane is synthesized from the cell's floor poly so the resolver tracks walkability correctly during indoor movement. Files two new issues: #88 (indoor static objects vibrate — pre-existing, spotted during Phase 2 testing) and #89 (BSPQuery.SphereIntersectsCellBsp — follow-up to make CheckBuildingTransit retail-faithful; currently uses radius-less PointInsideCellBsp as a documented approximation). ISSUES.md: #87, #85, #84 moved to DONE. #88 + #89 filed. Roadmap: Indoor walking Phase 2 added to shipped table. CLAUDE.md: recent-phase paragraph updated to reflect Phase 2 shipped. New handoff: docs/research/2026-05-19-indoor-walking-phase2-shipped-handoff.md Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
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# Indoor walking Phase 2 — Portal-based cell tracking — handoff (2026-05-19)
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**Date:** 2026-05-19.
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**Branch:** `claude/competent-robinson-dec1f4` (commits land here; merge to main handled by controller).
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**Predecessor:** Indoor walking Phase 1 — BSP cluster (Cluster A). Partially shipped 2026-05-19; closed #86 cleanly, filed #87 for the portal-traversal root cause. Diagnostic infrastructure (`[indoor-bsp]` + `[cell-cache]` probes) remained as scaffolding. Handoff: [`docs/research/2026-05-19-cluster-a-shipped-handoff.md`](2026-05-19-cluster-a-shipped-handoff.md).
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---
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## TL;DR
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Phase 2 fully closes the indoor-walking story. Six commits replace Phase D's
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AABB-containment shortcut with retail-faithful portal-graph cell traversal.
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`CellId` now promotes to indoor cells via portals and remains promoted through
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doorways, thresholds, and multi-room navigation. Indoor cell-BSP collision fires
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consistently. A critical fix in commit 5 passes the foot-sphere center (not the
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entity reference point) to `ResolveCellId`, which was the production failure that
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made PointInsideCellBsp return false at floor level. Commit 6 adds
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`TryFindIndoorWalkablePlane` so the walkability resolver doesn't fall through to
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outdoor terrain when the player is inside.
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**Visual verification at Holtburg cottage (2026-05-19, user testing live ACE):**
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- Walls block from inside — player cannot walk through cottage walls.
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- Multi-room navigation via doorways works — `[cell-transit]` log shows `0xA9B40145 → 0x143 → 0x144 → 0x13F` chains.
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- Walking back outdoors through a door works (post-walkable fix in commit 6).
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- Cell tracking is robust through multiple indoor sessions.
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---
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## Commits
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| # | SHA | Subject |
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|---|---|---|
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| 1 | `1969c55` | `feat(physics): Phase 2 — wire CellBSP + Portals into CellPhysics` |
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| 2 | `aad6976` | `feat(physics): Phase 2 — port CellTransit + wire into ResolveCellId` |
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| 3 | `069534a` | `feat(physics): Phase 2 — BuildingPhysics + CheckBuildingTransit` |
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| 4 | `702b30a` | `refactor(physics): Phase 2 — code-review polish on BuildingPhysics commit` |
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| 5 | `3ffe1e4` | `fix(physics): Phase 2 — pass foot-sphere center to ResolveCellId` |
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| 6 | `eb0f772` | `fix(physics): Phase 2 — synthesize indoor walkable plane from cell floor` |
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**Build:** clean on all commits.
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**Tests:** `dotnet test` shows the same 8 pre-existing failures in
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`AcDream.Core.Tests` (MotionInterpreter / BSPStepUp / etc., unchanged). All
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new Phase 2 tests and the walkable-plane tests green.
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---
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## What shipped
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### Commit 1 — CellBSP + Portals wired into CellPhysics
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New `PortalInfo` struct holds `PortalId`, `PortalPolygonIndex`, `PortalFlags`,
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and `OtherCellId`. `CellPhysics` extended with:
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- `CellBSP` — a third BSP tree (alongside `PhysicsBSP` and the render BSP) used
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for point-in-cell tests. Retail: `CCellStructure::cell_bsp`.
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- `Portals` — `IReadOnlyList<PortalInfo>` built from `envCell.CellPortals`.
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- `PortalPolygons` — the visible polygons that portals reference (`cellStruct.Polygons`,
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not `PhysicsPolygons`; portals reference the visible-geometry polygon list).
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- `VisibleCellIds` — cells visible from this cell (used by `AddAllOutsideCells`).
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Phase D's `LocalAabbMin/Max` + `TryFindContainingCell` are deleted — they are now
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superseded by the portal traversal in `CellTransit`.
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### Commit 2 — CellTransit + ResolveCellId
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New `CellTransit` static class implements the retail portal-neighbour walk.
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Three public entry points:
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- **`FindTransitCellsSphere(sphereCenter, sphereRadius, startCell, cache)`** —
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walks portal connectivity from `startCell` outward. For each portal, tests
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whether the sphere overlaps the portal polygon (using `PointInsideCellBsp` on
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the sphere center as an approximation — see issue #89 for the retail-faithful
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sphere variant). Recurses into neighbour cells up to a depth limit.
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- **`AddAllOutsideCells(sphereCenter, blockId, cache, results)`** — for the
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outdoor path: populates a 24m grid of outdoor cell ids around the sphere center
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using `TerrainSurface.ComputeOutdoorCellId`. Mirrors retail's `add_all_outside_cells`.
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- **`FindCellList(sp, startCell, cache)`** — top-level driver. Determines whether
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`startCell` is an indoor (EnvCell) or outdoor cell and dispatches accordingly.
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Returns a list of candidate cell ids.
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`PhysicsEngine.ResolveOutdoorCellId` renamed to `ResolveCellId` (accepts
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`sphereRadius` parameter). Body splits on indoor vs outdoor:
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- **Indoor:** delegates to `FindCellList` and picks the candidate cell where
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`PointInsideCellBsp` returns true for the sphere center.
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- **Outdoor:** existing terrain-grid loop (`AddAllOutsideCells`).
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`BSPQuery.PointInsideCellBsp` retyped from `PhysicsBSPNode?` to `CellBSPNode?`
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(dead code retype — no behavior change). Phase D's test file deleted.
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### Commit 3 — BuildingPhysics + CheckBuildingTransit
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Outdoor→indoor entry path via building-shell portal graph. New `BuildingPhysics`
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class caches per-building portal data (`BldPortalInfo` structs with `PortalId`,
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`OtherCellId`, `CellBSP`). `PhysicsDataCache` gains `_buildings` cache keyed by
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building entity id. `GameWindow` iterates `lbInfo.Buildings` at landblock load and
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populates the cache.
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`CellTransit.CheckBuildingTransit(sphereCenter, sphereRadius, blockId, physicsCache)`
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ports retail's outdoor→indoor portal-graph entry:
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1. For each building in the landblock's physics cache, test whether the sphere
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center is inside the building's shell cell BSP (`PointInsideCellBsp`).
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2. If inside, walk the building's portal graph to find the indoor EnvCell that
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contains the sphere center.
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3. Returns the EnvCell id (or 0 if no match).
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`PhysicsEngine.ResolveCellId`'s outdoor branch hooks `CheckBuildingTransit` after
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the terrain-grid loop, so outdoor→indoor transition is detected during normal walking.
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### Commit 4 — Code-review polish
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Five items addressed from reviewer:
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1. DRY cell-id derivation via existing `TerrainSurface.ComputeOutdoorCellId`
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(removed inline duplicate in `CheckBuildingTransit`).
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2. Named `PortalFlags.ExactMatch` enum instead of raw `0x01` literal.
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3. Comment clarity on `ExactMatch` reserved field.
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4. Doc comment on `CheckBuildingTransit` calling out the sphere-vs-point
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divergence from retail's `sphere_intersects_cell` (see issue #89).
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5. Rename misleading test method name.
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### Commit 5 — Critical fix: foot-sphere center to ResolveCellId
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**This was the production bug that prevented Phase 2 from working until the last run.**
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`ResolveCellId` was being called with `sp.CheckPos` (the entity's reference point
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at feet level, world Z = terrain Z after the +0.02f bump) instead of
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`sp.GlobalSphere[0].Origin` (the foot sphere CENTER, approximately +0.48m above terrain).
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Combined with the +0.02f Z-bump applied to cell origins in `PhysicsDataCache`, the
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test point landed at cell-local Z = -0.02 m — just below the cell's floor — and
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`PointInsideCellBsp` returned false for every cell. CellId never promoted to indoor
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cells during normal walking despite `FindCellList` correctly finding the right
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candidate cells.
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Passing the foot-sphere center (which sits 0.48m above the floor, well inside any
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room cell) made portal-based cell tracking actually work in production.
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Also adds the `[check-bldg]` diagnostic line (logged when `CheckBuildingTransit`
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returns a non-zero indoor cell id).
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### Commit 6 — TryFindIndoorWalkablePlane
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**Root cause of the post-Phase-2 falling-stuck bug.**
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When indoor cell-BSP returned OK (no wall collision), the code fell through to
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outdoor `SampleTerrainWalkable` + `ValidateWalkable`. Outdoor terrain Z is below
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the indoor floor (due to the +0.02f Z-bump), so `ValidateWalkable` computed the
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player as floating well above terrain → not walkable → player stuck in the falling
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animation when blocked by an indoor wall.
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New `TryFindIndoorWalkablePlane(worldPos, cellPhysics)`: finds the floor polygon
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directly under the player's world position by testing `worldPos` against each
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physics polygon's plane normal (upward-facing = floor) and building a `ContactPlane`
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from it. Called from the indoor branch of `ResolveWithTransition` before the outdoor
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terrain fallback. Returns true when a floor poly is found; the resolver uses the
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synthesized plane for walkability.
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---
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## Issue status after Phase 2
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| Issue | Status | Notes |
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| #84 Blocked by air indoors | **FULLY CLOSED** | Spawn-in-building variant: Phase D (Cluster A). Wall-block-from-inside + falling-stuck variants: Phase 2 commits 2, 5, 6. |
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| #85 Pass through walls outside→in | **CLOSED** | `CheckBuildingTransit` + portal traversal. CellId promotes to indoor on outdoor→indoor entry. |
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| #86 Click selection penetrates walls | CLOSED (Phase 1) | `WorldPicker.Pick` + `CellBspRayOccluder`. |
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| #87 Indoor portal-based cell tracking | **CLOSED** | `CellTransit.FindCellList` + `FindTransitCellsSphere` + `AddAllOutsideCells`. Portal-graph traversal replaces AABB containment. |
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| #88 Indoor static objects vibrate | OPEN (new) | Pre-existing visual jitter on bookshelves/furnaces. Filed 2026-05-19. Medium severity. |
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| #89 Port BSPQuery.SphereIntersectsCellBsp | OPEN (new) | `CheckBuildingTransit` uses `PointInsideCellBsp` (radius-less approximation) instead of retail's `sphere_intersects_cell`. Filed 2026-05-19. Low severity. |
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---
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## Probe evidence — log file findings
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### `launch-phase2-verify3.log`
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First run that showed indoor cell-transits firing. `[cell-transit]` output
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confirmed the portal traversal was finding indoor cells. `[indoor-bsp]` probe
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fired consistently during indoor walking (not just during mid-jump frames as in
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Cluster A). This log is the first evidence that `CellTransit.FindCellList` was
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working correctly for room interiors, though outdoor→indoor entry was not yet
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exercised.
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### `launch-phase2-verify4.log`
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Multi-room navigation run. `[cell-transit]` log shows
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`0xA9B40145 → 0x143 → 0x144 → 0x13F` chains as the player walked between
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rooms in the Holtburg cottage via doorways. Confirmed the `FindTransitCellsSphere`
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recursive portal walk was promoting CellId correctly through threshold cells.
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Walls blocked from inside in all rooms tested.
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### `launch-phase2-verify5.log`
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Walkable bug evidence run. After the outdoor→indoor transition was wired
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(`CheckBuildingTransit`), the player could walk into the cottage from outside,
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but colliding with an indoor wall produced a falling-stuck state (the `[indoor-bsp]`
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probe fired for the wall collision, but `ValidateWalkable` returned false because
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it was sampling outdoor terrain Z). This log captured the falling-stuck symptom
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and the `SampleTerrainWalkable` fallthrough trace, motivating commit 6.
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### `launch-phase2-verify6.log`
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Post-walkable-fix verification run. After `TryFindIndoorWalkablePlane` was added:
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- Outdoor→indoor entry works (player walks through doorway, CellId promotes).
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- Indoor wall collision works (walls block, player doesn't pass through).
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- Walking back outdoors through the door works (CellId demotes to outdoor cell).
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- No falling-stuck state observed. User confirmed all three behaviors.
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---
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## Diagnostic infrastructure remaining in place
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All four probes stay committed and wired. They serve as production diagnostics
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and as debugging aids for follow-up issues:
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- **`ACDREAM_PROBE_INDOOR_BSP=1`** / DebugPanel "Indoor BSP probe": logs one
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`[indoor-bsp]` line each time `FindEnvCollisions` takes the indoor-cell branch.
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After Phase 2, this fires consistently whenever the player is indoors. Useful
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for confirming the indoor-BSP path is active.
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- **`ACDREAM_PROBE_CELL_CACHE=1`** / DebugPanel "Cell cache probe": dumps all
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cached EnvCell physics data (poly counts, BSP bounding sphere, AABB, unmatched
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ID count, portal count). Useful for verifying cell struct loads and portal
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connectivity.
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- **`ACDREAM_PROBE_CELL=1`** (existing L.2a slice 1): one `[cell-transit]` line
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per `PlayerMovementController.CellId` change (old → new cell, world position,
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reason tag). Essential for tracing indoor promotion/demotion sequences.
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- **`[check-bldg]`** (commit 5): logged by `ResolveCellId` when
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`CheckBuildingTransit` returns a non-zero indoor cell id. Fires once per
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outdoor→indoor transition detection.
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All gated behind `PhysicsDiagnostics` static class (existing pattern from L.2a).
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---
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## Visual verification outcomes
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**2026-05-19, user testing live against local ACE at Holtburg.**
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| Scenario | Result |
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|---|---|
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| Walk into cottage wall from inside | Blocked ✓ |
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| Walk between rooms via doorway | CellId transitions logged, multi-room navigation works ✓ |
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| Walk from outside into cottage through door | Outdoor→indoor entry promoted CellId; indoor BSP collision active ✓ |
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| Walk back outside through door | CellId demoted to outdoor cell; outdoor physics resumed ✓ |
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| No falling-stuck after post-walkable fix | Confirmed ✓ |
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| Robust across multiple indoor sessions | Confirmed ✓ |
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---
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## Known follow-ups
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**#88 — Indoor static objects vibrate (bookshelves, open furnaces).** Pre-existing
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visual jitter spotted before Phase 2 shipped. Medium severity. Candidates: repeated
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`EntityScriptActivator.OnCreate/OnRemove` near cell boundaries, per-part transform
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drift, or particle-emitter offset accumulation. Investigate in a follow-up session.
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**#89 — Port `BSPQuery.SphereIntersectsCellBsp`.** `CellTransit.CheckBuildingTransit`
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currently uses `PointInsideCellBsp` (tests sphere CENTER only). Retail's
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`CEnvCell::check_building_transit` uses `CCellStruct::sphere_intersects_cell`
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(radius-aware, returns Inside/Crossing/Outside). Practical effect: entry fires
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~0.48m deeper into the doorway than retail. Low severity — visually acceptable.
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The `sphereRadius` parameter is already plumbed through for when this is ported.
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**#80 — Indoor darkness (camera on 2nd floor goes very dark).** Still open.
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Not in Phase 2's scope. Lighting / ambient-occlusion issue that predates indoor
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rendering Phase 2.
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---
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## State at handoff
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- **Branch:** `claude/competent-robinson-dec1f4`, 6 commits of Phase 2 work
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(plus 7 from Phase 1 / Cluster A on the same branch).
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- **Build state:** `dotnet build -c Debug` clean.
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- **Tests:** 8 pre-existing failures unchanged (MotionInterpreter / BSPStepUp
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baseline). All targeted test projects green.
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- **Issues:** #84, #85, #87 CLOSED. #86 CLOSED (Phase 1). #88, #89 OPEN (new).
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- **Diagnostic probes:** `[indoor-bsp]`, `[cell-cache]`, `[cell-transit]`,
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`[check-bldg]` all active and wired.
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- **Next:** M2 critical path (F.2 / F.3 / F.5a / L.1c / L.1b — kill-a-drudge
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demo) or other candidates per work-order autonomy in CLAUDE.md.
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