diff --git a/src/AcDream.Core/Physics/BSPQuery.cs b/src/AcDream.Core/Physics/BSPQuery.cs
index 031d8f6..55dc792 100644
--- a/src/AcDream.Core/Physics/BSPQuery.cs
+++ b/src/AcDream.Core/Physics/BSPQuery.cs
@@ -928,16 +928,24 @@ public static class BSPQuery
// =========================================================================
///
- /// BSPNode.point_inside_cell_bsp — test if a 3D point is inside the cell BSP.
+ /// BSPNode.point_inside_cell_bsp — recursive cell-BSP point containment test.
///
///
- /// Follows the front side of each splitting plane. A point is inside when it
- /// reaches a front leaf or null PosNode (solid interior).
+ /// Indoor walking Phase 2 (2026-05-19): retyped from PhysicsBSPNode? to
+ /// CellBSPNode? — the function operates on the CellBSP tree (which is
+ /// distinct from the PhysicsBSP tree). The dead-code typing was wrong;
+ /// no callers existed, so the retype is safe.
+ ///
+ ///
+ ///
+ /// Walks down the tree following splitting planes; returns true when the
+ /// point reaches a front leaf or null PosNode (solid interior). Behind
+ /// any splitting plane → outside.
///
///
/// ACE: BSPNode.cs point_inside_cell_bsp.
///
- public static bool PointInsideCellBsp(PhysicsBSPNode? node, Vector3 point)
+ public static bool PointInsideCellBsp(CellBSPNode? node, Vector3 point)
{
if (node is null) return true;
if (node.Type == BSPNodeType.Leaf) return true;
diff --git a/src/AcDream.Core/Physics/CellTransit.cs b/src/AcDream.Core/Physics/CellTransit.cs
new file mode 100644
index 0000000..45096f7
--- /dev/null
+++ b/src/AcDream.Core/Physics/CellTransit.cs
@@ -0,0 +1,243 @@
+using System.Collections.Generic;
+using System.Numerics;
+using DatReaderWriter.Types;
+
+namespace AcDream.Core.Physics;
+
+///
+/// Indoor walking Phase 2 (2026-05-19). Portal-graph cell traversal,
+/// ported from retail's CObjCell::find_cell_list family
+/// (sphere variant for the player's single foot sphere).
+///
+///
+/// Replaces Phase D's AABB containment. Uses the cell BSP for retail-
+/// faithful point-in-cell tests via
+/// . Walks the portal graph
+/// starting from a given current cell to find which cells a moving
+/// sphere overlaps.
+///
+///
+///
+/// Reference pseudocode:
+/// docs/research/acclient_indoor_transitions_pseudocode.md
+/// (2026-04-13). Retail decomp: CEnvCell::find_transit_cells
+/// (sphere variant) at acclient_2013_pseudo_c.txt.
+///
+///
+public static class CellTransit
+{
+ ///
+ /// Small radius padding matching retail's EPSILON usage in the
+ /// sphere-plane distance test (research doc §"EnvCell.find_transit_cells").
+ ///
+ private const float EPSILON = 0.02f;
+
+ ///
+ /// Indoor portal-neighbour expansion. For each portal of
+ /// , test whether the sphere overlaps
+ /// the portal polygon's plane in cell-local space. If so, add the
+ /// neighbour cell to .
+ ///
+ ///
+ /// Ported from CEnvCell::find_transit_cells (sphere variant)
+ /// per the pseudocode doc §"EnvCell.find_transit_cells (sphere variant)".
+ ///
+ ///
+ public static void FindTransitCellsSphere(
+ PhysicsDataCache cache,
+ CellPhysics currentCell,
+ uint currentCellId,
+ Vector3 worldSphereCenter,
+ float sphereRadius,
+ HashSet candidates,
+ out bool exitOutside)
+ {
+ exitOutside = false;
+ if (currentCell.PortalPolygons is null) return;
+
+ uint lbPrefix = currentCellId & 0xFFFF0000u;
+ float rad = sphereRadius + EPSILON;
+
+ // Cell-local sphere center.
+ var localCenter = Vector3.Transform(worldSphereCenter, currentCell.InverseWorldTransform);
+
+ foreach (var portal in currentCell.Portals)
+ {
+ if (!currentCell.PortalPolygons.TryGetValue(portal.PolygonId, out var poly))
+ continue;
+
+ // Signed distance from sphere center to portal plane (cell-local).
+ float dist = Vector3.Dot(localCenter, poly.Plane.Normal) + poly.Plane.D;
+
+ if (portal.OtherCellId == 0xFFFF)
+ {
+ // Exit portal. Sphere must straddle the plane.
+ if (dist > -rad && dist < rad)
+ exitOutside = true;
+ continue;
+ }
+
+ uint otherId = lbPrefix | portal.OtherCellId;
+
+ // Conservative add: the sphere is near the portal plane and on the
+ // outward side (per PortalSide). This is the load-hint branch from
+ // the research doc. A more retail-faithful path would call
+ // CellBSP.sphere_intersects_cell on the neighbour — deferred.
+ if (portal.PortalSide ? dist > -rad : dist < rad)
+ candidates.Add(otherId);
+ }
+ }
+
+ ///
+ /// Outdoor neighbour expansion. Ported from
+ /// CLandCell::add_all_outside_cells (sphere variant) per the
+ /// pseudocode doc §"LandCell.add_all_outside_cells (sphere variant)".
+ ///
+ ///
+ /// The 24×24m landcell grid: a landblock is 8×8 cells. Cell index
+ /// within a landblock is computed from local X/Y mod 24. The sphere
+ /// adds the primary cell plus up to 3 neighbours when the radius
+ /// reaches a cell boundary.
+ ///
+ ///
+ public static void AddAllOutsideCells(
+ Vector3 worldSphereCenter,
+ float sphereRadius,
+ uint currentCellId,
+ HashSet candidates)
+ {
+ const float CellSize = 24f;
+
+ uint lbPrefix = currentCellId & 0xFFFF0000u;
+
+ float lbXf = ((lbPrefix >> 24) & 0xFFu) * 192f;
+ float lbYf = ((lbPrefix >> 16) & 0xFFu) * 192f;
+ float localX = worldSphereCenter.X - lbXf;
+ float localY = worldSphereCenter.Y - lbYf;
+
+ float cellLocalX = localX % CellSize;
+ float cellLocalY = localY % CellSize;
+ float minRad = sphereRadius;
+ float maxRad = CellSize - sphereRadius;
+
+ int gridX = (int)(localX / CellSize);
+ int gridY = (int)(localY / CellSize);
+ if (gridX < 0 || gridX >= 8 || gridY < 0 || gridY >= 8) return;
+
+ AddOutsideCell(candidates, lbPrefix, gridX, gridY);
+
+ if (cellLocalX > maxRad)
+ {
+ AddOutsideCell(candidates, lbPrefix, gridX + 1, gridY);
+ if (cellLocalY > maxRad) AddOutsideCell(candidates, lbPrefix, gridX + 1, gridY + 1);
+ if (cellLocalY < minRad) AddOutsideCell(candidates, lbPrefix, gridX + 1, gridY - 1);
+ }
+ if (cellLocalX < minRad)
+ {
+ AddOutsideCell(candidates, lbPrefix, gridX - 1, gridY);
+ if (cellLocalY > maxRad) AddOutsideCell(candidates, lbPrefix, gridX - 1, gridY + 1);
+ if (cellLocalY < minRad) AddOutsideCell(candidates, lbPrefix, gridX - 1, gridY - 1);
+ }
+ if (cellLocalY > maxRad) AddOutsideCell(candidates, lbPrefix, gridX, gridY + 1);
+ if (cellLocalY < minRad) AddOutsideCell(candidates, lbPrefix, gridX, gridY - 1);
+ }
+
+ private static void AddOutsideCell(HashSet candidates, uint lbPrefix, int gridX, int gridY)
+ {
+ if (gridX < 0 || gridX >= 8 || gridY < 0 || gridY >= 8) return;
+
+ // Cell index within landblock: row-major (X * 8 + Y) + 1.
+ uint low = (uint)(gridX * 8 + gridY + 1);
+ candidates.Add(lbPrefix | low);
+ }
+
+ ///
+ /// Top-level cell-tracking driver, ported from retail's
+ /// CObjCell::find_cell_list (sphere variant).
+ ///
+ ///
+ /// Walks the portal graph from ,
+ /// finds the cell whose contains
+ /// the sphere center, and returns its full id (landblock-prefixed).
+ /// Falls back to when no candidate
+ /// matches.
+ ///
+ ///
+ ///
+ /// Pseudocode reference:
+ /// docs/research/acclient_indoor_transitions_pseudocode.md
+ /// §"Overall Driver: find_cell_list".
+ ///
+ ///
+ public static uint FindCellList(
+ PhysicsDataCache cache,
+ Vector3 worldSphereCenter,
+ float sphereRadius,
+ uint currentCellId)
+ {
+ var candidates = new HashSet();
+ uint currentLow = currentCellId & 0xFFFFu;
+
+ if (currentLow >= 0x0100u)
+ {
+ // Indoor seed.
+ var currentCell = cache.GetCellStruct(currentCellId);
+ if (currentCell is null) return currentCellId;
+
+ candidates.Add(currentCellId);
+
+ // BFS the portal graph (one hop per pass — usually 1-2 passes is enough).
+ var pending = new Queue();
+ pending.Enqueue(currentCellId);
+ int maxIterations = 16; // hard cap; portal graphs are small
+ while (pending.Count > 0 && maxIterations-- > 0)
+ {
+ uint cellId = pending.Dequeue();
+ var cell = cache.GetCellStruct(cellId);
+ if (cell is null) continue;
+
+ var sizeBefore = candidates.Count;
+ FindTransitCellsSphere(
+ cache, cell, cellId, worldSphereCenter, sphereRadius,
+ candidates, out bool exitOutside);
+
+ if (candidates.Count > sizeBefore)
+ {
+ // Snapshot the new candidates to avoid mutating during iteration.
+ foreach (var c in candidates)
+ {
+ if (c != cellId) // skip seed
+ pending.Enqueue(c);
+ }
+ }
+
+ if (exitOutside)
+ {
+ // Add neighbour outdoor cells too.
+ AddAllOutsideCells(worldSphereCenter, sphereRadius, currentCellId, candidates);
+ }
+ }
+ }
+ else
+ {
+ // Outdoor seed.
+ AddAllOutsideCells(worldSphereCenter, sphereRadius, currentCellId, candidates);
+ // Outdoor→indoor entry (CheckBuildingTransit) wires in a follow-up commit.
+ }
+
+ // Containment test: for each candidate, transform worldSphereCenter to
+ // local and test PointInsideCellBsp.
+ foreach (uint candId in candidates)
+ {
+ var cand = cache.GetCellStruct(candId);
+ if (cand?.CellBSP?.Root is null) continue;
+
+ var local = Vector3.Transform(worldSphereCenter, cand.InverseWorldTransform);
+ if (BSPQuery.PointInsideCellBsp(cand.CellBSP.Root, local))
+ return candId;
+ }
+
+ // No cell contained the sphere center. Stay in the input cell.
+ return currentCellId;
+ }
+}
diff --git a/src/AcDream.Core/Physics/PhysicsEngine.cs b/src/AcDream.Core/Physics/PhysicsEngine.cs
index bf59e7d..cdb120a 100644
--- a/src/AcDream.Core/Physics/PhysicsEngine.cs
+++ b/src/AcDream.Core/Physics/PhysicsEngine.cs
@@ -230,39 +230,42 @@ public sealed class PhysicsEngine
}
///
- /// Resolve a position's CellId. Falls back to outdoor terrain landcell
- /// resolution or trusts an already-indoor fallbackCellId.
+ /// Indoor walking Phase 2 (2026-05-19). Resolves the cell id for a
+ /// given world position via retail's portal-graph traversal for indoor
+ /// cells, or via terrain grid lookup for outdoor cells.
///
///
- /// Phase D (2026-05-19) previously used an AABB containment check
- /// (TryFindContainingCell) to promote the player into an indoor
- /// EnvCell. Phase 2 (2026-05-19) removes that AABB shortcut; the
- /// portal-graph CellTransit traversal (next subagent) replaces it
- /// with retail-faithful BSP point-in-cell tests.
+ /// Indoor seed: delegates to which
+ /// BFS-walks the portal graph and uses
+ /// for containment. This replaces Phase D's AABB shortcut.
///
///
///
- /// Also fixes a pre-existing prefix-preservation bug: the outdoor branch
- /// now always applies the matched landblock's high-16 prefix even when
- /// the input arrived bare-low-byte
- /// (the L.2e finding from CLAUDE.md).
+ /// Outdoor seed: uses the registered landblock terrain grid to compute
+ /// the correct prefixed cell ID, preserving the pre-existing outdoor
+ /// resolution behavior (the L.2e prefix-preservation fix).
+ ///
+ ///
+ ///
+ /// Design: docs/superpowers/specs/2026-05-19-indoor-portal-cell-tracking-design.md
///
///
- internal uint ResolveOutdoorCellId(Vector3 worldPos, uint fallbackCellId)
+ internal uint ResolveCellId(Vector3 worldPos, float sphereRadius, uint fallbackCellId)
{
- if (fallbackCellId == 0)
- return 0;
+ if (fallbackCellId == 0) return 0;
- // Pre-existing: if the caller already passes an indoor CellId AND
- // the player isn't in any cached EnvCell, trust the caller. This
- // preserves behaviour for indoor cells whose physics hasn't been
- // cached yet (rare; should be impossible in steady state).
uint fallbackLow = fallbackCellId & 0xFFFFu;
- if (fallbackLow >= 0x0100u)
- return fallbackCellId;
- // Outdoor terrain resolution. Always applies the matched landblock's
- // prefix — fixes the bare-low-byte preservation bug (L.2e).
+ if (fallbackLow >= 0x0100u)
+ {
+ // Indoor seed: use portal-graph traversal.
+ if (DataCache is null) return fallbackCellId;
+ return CellTransit.FindCellList(DataCache, worldPos, sphereRadius, fallbackCellId);
+ }
+
+ // Outdoor seed: use terrain grid to compute the prefixed cell id.
+ // Preserves the L.2e prefix-preservation fix (always apply the matched
+ // landblock's high-16 prefix even when fallbackCellId arrived bare-low-byte).
foreach (var kvp in _landblocks)
{
var lb = kvp.Value;
@@ -743,7 +746,7 @@ public sealed class PhysicsEngine
return new ResolveResult(
sp.CheckPos,
- ResolveOutdoorCellId(sp.CheckPos, sp.CheckCellId),
+ ResolveCellId(sp.CheckPos, sphereRadius, sp.CheckCellId),
onGround,
collisionNormalValid,
collisionNormal);
@@ -761,7 +764,7 @@ public sealed class PhysicsEngine
uint partialCellId = sp.CheckCellId != 0 ? sp.CheckCellId : cellId;
return new ResolveResult(
sp.CheckPos,
- ResolveOutdoorCellId(sp.CheckPos, partialCellId),
+ ResolveCellId(sp.CheckPos, sphereRadius, partialCellId),
partialOnGround,
collisionNormalValid,
collisionNormal);
diff --git a/src/AcDream.Core/Physics/TransitionTypes.cs b/src/AcDream.Core/Physics/TransitionTypes.cs
index 7d33d97..4a6d696 100644
--- a/src/AcDream.Core/Physics/TransitionTypes.cs
+++ b/src/AcDream.Core/Physics/TransitionTypes.cs
@@ -1178,13 +1178,13 @@ public sealed class Transition
var sp = SpherePath;
var ci = CollisionInfo;
- uint resolvedOutdoorCellId = engine.ResolveOutdoorCellId(sp.CheckPos, sp.CheckCellId);
- if (resolvedOutdoorCellId != sp.CheckCellId)
- sp.SetCheckPos(sp.CheckPos, resolvedOutdoorCellId);
-
Vector3 footCenter = sp.GlobalSphere[0].Origin;
float sphereRadius = sp.GlobalSphere[0].Radius;
+ uint resolvedOutdoorCellId = engine.ResolveCellId(sp.CheckPos, sphereRadius, sp.CheckCellId);
+ if (resolvedOutdoorCellId != sp.CheckCellId)
+ sp.SetCheckPos(sp.CheckPos, resolvedOutdoorCellId);
+
// ── Indoor cell BSP collision ────────────────────────────────────
// If the player is in an indoor cell (low 16 bits >= 0x0100),
// query the CellStruct's PhysicsBSP for wall/floor/ceiling collision.
diff --git a/tests/AcDream.Core.Tests/Physics/CellTransitAddAllOutsideCellsTests.cs b/tests/AcDream.Core.Tests/Physics/CellTransitAddAllOutsideCellsTests.cs
new file mode 100644
index 0000000..5ef0b74
--- /dev/null
+++ b/tests/AcDream.Core.Tests/Physics/CellTransitAddAllOutsideCellsTests.cs
@@ -0,0 +1,47 @@
+using System.Collections.Generic;
+using System.Numerics;
+using AcDream.Core.Physics;
+using Xunit;
+
+namespace AcDream.Core.Tests.Physics;
+
+public class CellTransitAddAllOutsideCellsTests
+{
+ [Fact]
+ public void SphereWellInsideCell_AddsOneCell()
+ {
+ // Player at world (12, 12, 0) in landblock 0xA9B40000 → cell (0,0).
+ // Landblock origin: 0xA9 = 169 → world X = 169*192 = 32448.
+ // 0xB4 = 180 → world Y = 180*192 = 34560.
+ // Player needs to be in cell (0,0) RELATIVE to landblock origin:
+ // world X = 32448 + 12 = 32460
+ // world Y = 34560 + 12 = 34572
+ var candidates = new HashSet();
+ CellTransit.AddAllOutsideCells(
+ worldSphereCenter: new Vector3(32460f, 34572f, 0f),
+ sphereRadius: 0.5f,
+ currentCellId: 0xA9B40001u,
+ candidates);
+
+ Assert.Single(candidates);
+ Assert.Contains(0xA9B40001u, candidates);
+ }
+
+ [Fact]
+ public void SphereAtCellEastBoundary_AddsTwoCells()
+ {
+ // Player at world (32448 + 23.6, 34560 + 12, 0) — near +X edge of cell (0,0).
+ // Sphere reach to localX = 23.6 + 0.5 = 24.1 → cell (1,0) added.
+ var candidates = new HashSet();
+ CellTransit.AddAllOutsideCells(
+ worldSphereCenter: new Vector3(32448f + 23.6f, 34560f + 12f, 0f),
+ sphereRadius: 0.5f,
+ currentCellId: 0xA9B40001u,
+ candidates);
+
+ Assert.Equal(2, candidates.Count);
+ Assert.Contains(0xA9B40001u, candidates);
+ // Cell (1,0): low-16 id = 1 * 8 + 0 + 1 = 9 → 0x0009.
+ Assert.Contains(0xA9B40009u, candidates);
+ }
+}
diff --git a/tests/AcDream.Core.Tests/Physics/CellTransitFindTransitCellsSphereTests.cs b/tests/AcDream.Core.Tests/Physics/CellTransitFindTransitCellsSphereTests.cs
new file mode 100644
index 0000000..cc9db97
--- /dev/null
+++ b/tests/AcDream.Core.Tests/Physics/CellTransitFindTransitCellsSphereTests.cs
@@ -0,0 +1,108 @@
+using System.Collections.Generic;
+using System.Numerics;
+using AcDream.Core.Physics;
+using Xunit;
+
+namespace AcDream.Core.Tests.Physics;
+
+public class CellTransitFindTransitCellsSphereTests
+{
+ private static CellPhysics MakeCellWithPortalAtRightWall(
+ Matrix4x4 worldTransform, uint otherCellId, ushort flags)
+ {
+ // Portal poly at local x=2.5 (right wall), normal +X.
+ var portalPolyA = new ResolvedPolygon
+ {
+ Vertices = new[]
+ {
+ new Vector3(2.5f, -2.5f, 0f),
+ new Vector3(2.5f, 2.5f, 0f),
+ new Vector3(2.5f, 2.5f, 5f),
+ new Vector3(2.5f, -2.5f, 5f),
+ },
+ Plane = new Plane(new Vector3(1, 0, 0), -2.5f), // x = 2.5
+ NumPoints = 4,
+ SidesType = DatReaderWriter.Enums.CullMode.None,
+ };
+
+ Matrix4x4.Invert(worldTransform, out var inv);
+ return new CellPhysics
+ {
+ WorldTransform = worldTransform,
+ InverseWorldTransform = inv,
+ Resolved = new Dictionary(),
+ PortalPolygons = new Dictionary { [10] = portalPolyA },
+ Portals = new[]
+ {
+ new PortalInfo(otherCellId: (ushort)otherCellId, polygonId: 10, flags: flags),
+ },
+ };
+ }
+
+ [Fact]
+ public void SphereInsideCellA_NearPortal_AddsCellB()
+ {
+ var cellA = MakeCellWithPortalAtRightWall(Matrix4x4.Identity, otherCellId: 0x0101, flags: 0);
+
+ var cellBT = Matrix4x4.CreateTranslation(new Vector3(5f, 0f, 0f));
+ Matrix4x4.Invert(cellBT, out var cellBInv);
+ var cellB = new CellPhysics
+ {
+ WorldTransform = cellBT,
+ InverseWorldTransform = cellBInv,
+ Resolved = new Dictionary(),
+ };
+
+ var cache = new PhysicsDataCache();
+ cache.RegisterCellStructForTest(0xA9B40100u, cellA);
+ cache.RegisterCellStructForTest(0xA9B40101u, cellB);
+
+ // Sphere center near portal (local x=2.0, radius=0.5 → reaches x=2.5 = portal plane).
+ var worldSphereCenter = new Vector3(2.0f, 0f, 2.5f);
+
+ var candidates = new HashSet();
+ CellTransit.FindTransitCellsSphere(
+ cache, cellA, currentCellId: 0xA9B40100u,
+ worldSphereCenter, sphereRadius: 0.5f, candidates, out bool exitOutside);
+
+ Assert.Contains(0xA9B40101u, candidates);
+ Assert.False(exitOutside);
+ }
+
+ [Fact]
+ public void SphereInsideCellA_FarFromPortal_DoesNotAddCellB()
+ {
+ var cellA = MakeCellWithPortalAtRightWall(Matrix4x4.Identity, otherCellId: 0x0101, flags: 0);
+
+ var cache = new PhysicsDataCache();
+ cache.RegisterCellStructForTest(0xA9B40100u, cellA);
+
+ // Sphere far from portal (local x=-1.0, reach to x=-0.5 — nowhere near portal at x=2.5).
+ var worldSphereCenter = new Vector3(-1.0f, 0f, 2.5f);
+
+ var candidates = new HashSet();
+ CellTransit.FindTransitCellsSphere(
+ cache, cellA, currentCellId: 0xA9B40100u,
+ worldSphereCenter, sphereRadius: 0.5f, candidates, out bool exitOutside);
+
+ Assert.DoesNotContain(0xA9B40101u, candidates);
+ }
+
+ [Fact]
+ public void ExitPortal_SphereStraddlesPortalPlane_FlagsCheckOutside()
+ {
+ var exitCell = MakeCellWithPortalAtRightWall(Matrix4x4.Identity, otherCellId: 0xFFFF, flags: 0);
+
+ var cache = new PhysicsDataCache();
+ cache.RegisterCellStructForTest(0xA9B40100u, exitCell);
+
+ var worldSphereCenter = new Vector3(2.0f, 0f, 2.5f);
+ var candidates = new HashSet();
+
+ CellTransit.FindTransitCellsSphere(
+ cache, exitCell, currentCellId: 0xA9B40100u,
+ worldSphereCenter, sphereRadius: 0.5f, candidates, out bool exitOutside);
+
+ Assert.True(exitOutside);
+ }
+}
diff --git a/tests/AcDream.Core.Tests/Physics/ResolveCellIdTests.cs b/tests/AcDream.Core.Tests/Physics/ResolveCellIdTests.cs
new file mode 100644
index 0000000..afbb08d
--- /dev/null
+++ b/tests/AcDream.Core.Tests/Physics/ResolveCellIdTests.cs
@@ -0,0 +1,31 @@
+using System.Numerics;
+using AcDream.Core.Physics;
+using Xunit;
+
+namespace AcDream.Core.Tests.Physics;
+
+public class ResolveCellIdTests
+{
+ [Fact]
+ public void ResolveCellId_FallbackZero_ReturnsZero()
+ {
+ var engine = new PhysicsEngine();
+ uint result = engine.ResolveCellId(Vector3.Zero, sphereRadius: 0.5f, fallbackCellId: 0u);
+ Assert.Equal(0u, result);
+ }
+
+ [Fact]
+ public void ResolveCellId_NoLandblock_OutdoorSeed_ReturnsFallback()
+ {
+ var engine = new PhysicsEngine();
+ engine.DataCache = new PhysicsDataCache();
+ // Outdoor seed with no landblock added → AddAllOutsideCells produces
+ // candidates but none have a CellBSP → falls back to input.
+ uint result = engine.ResolveCellId(
+ new Vector3(100, 100, 0),
+ sphereRadius: 0.5f,
+ fallbackCellId: 0xA9B40001u);
+
+ Assert.Equal(0xA9B40001u, result);
+ }
+}
diff --git a/tests/AcDream.Core.Tests/Physics/ResolveOutdoorCellIdTests.cs b/tests/AcDream.Core.Tests/Physics/ResolveOutdoorCellIdTests.cs
deleted file mode 100644
index b428db2..0000000
--- a/tests/AcDream.Core.Tests/Physics/ResolveOutdoorCellIdTests.cs
+++ /dev/null
@@ -1,150 +0,0 @@
-using System;
-using System.Collections.Generic;
-using System.Numerics;
-using AcDream.Core.Physics;
-using Xunit;
-
-namespace AcDream.Core.Tests.Physics;
-
-///
-/// Indoor walking Phase D (2026-05-19): tests for the indoor-cell-containment
-/// check added to .
-/// Covers the four scenarios described in the Phase D implementation plan.
-///
-public class ResolveOutdoorCellIdIndoorContainmentTests
-{
- ///
- /// Build a whose local AABB spans ±
- /// around the origin, placed at via the
- /// WorldTransform / InverseWorldTransform pair.
- ///
- private static CellPhysics MakeIndoorCellAt(Vector3 worldOrigin, Vector3 halfExtent)
- {
- // Four vertices defining a floor quad — enough for AABB computation at
- // cache time (in production this is done by CacheCellStruct, in tests
- // we pre-supply LocalAabbMin / LocalAabbMax directly).
- var min = -halfExtent;
- var max = halfExtent;
- var verts = new[]
- {
- new Vector3(min.X, min.Y, min.Z),
- new Vector3(max.X, min.Y, min.Z),
- new Vector3(max.X, max.Y, max.Z),
- new Vector3(min.X, max.Y, max.Z),
- };
- var poly = new ResolvedPolygon
- {
- Vertices = verts,
- Plane = new Plane(Vector3.UnitZ, 0f),
- NumPoints = 4,
- SidesType = DatReaderWriter.Enums.CullMode.None,
- };
- var world = Matrix4x4.CreateTranslation(worldOrigin);
- Matrix4x4.Invert(world, out var inv);
- return new CellPhysics
- {
- Resolved = new Dictionary { [0] = poly },
- WorldTransform = world,
- InverseWorldTransform = inv,
- };
- }
-
- // -----------------------------------------------------------------------
- // Test 1: player inside a cached EnvCell → returns that cell's full id.
- // -----------------------------------------------------------------------
- [Fact]
- public void ResolveOutdoorCellId_PlayerInsideCachedEnvCell_ReturnsEnvCellId()
- {
- var engine = new PhysicsEngine();
- engine.DataCache = new PhysicsDataCache();
-
- // Cache an EnvCell at world origin spanning ±5 m on each axis.
- var cell = MakeIndoorCellAt(Vector3.Zero, new Vector3(5f, 5f, 5f));
- engine.DataCache.RegisterCellStructForTest(0xA9B40172u, cell);
-
- // Player at world origin → inside the EnvCell's AABB.
- uint result = engine.ResolveOutdoorCellId(Vector3.Zero, fallbackCellId: 0x00000031u);
-
- Assert.Equal(0xA9B40172u, result);
- }
-
- // -----------------------------------------------------------------------
- // Test 2: player outside all cached EnvCells → falls through to outdoor
- // (and since no landblocks are registered, returns the fallback unchanged).
- // -----------------------------------------------------------------------
- [Fact]
- public void ResolveOutdoorCellId_PlayerOutsideAllCachedEnvCells_FallsThroughToOutdoor()
- {
- var engine = new PhysicsEngine();
- engine.DataCache = new PhysicsDataCache();
-
- var cell = MakeIndoorCellAt(Vector3.Zero, new Vector3(5f, 5f, 5f));
- engine.DataCache.RegisterCellStructForTest(0xA9B40172u, cell);
-
- // Player at (100, 100, 0) — far outside the cached EnvCell.
- // No landblocks registered → outdoor branch can't match either.
- uint result = engine.ResolveOutdoorCellId(new Vector3(100f, 100f, 0f), fallbackCellId: 0x00000031u);
-
- Assert.Equal(0x00000031u, result);
- }
-
- // -----------------------------------------------------------------------
- // Test 3: EnvCell with a non-identity WorldTransform (rotation around Z).
- // Player at world (3, 0, 0) is still inside the rotated local AABB.
- // -----------------------------------------------------------------------
- [Fact]
- public void ResolveOutdoorCellId_PlayerInsideEnvCellWithRotatedTransform_StillDetectsContainment()
- {
- var halfExtent = new Vector3(5f, 5f, 5f);
- var verts = new[]
- {
- new Vector3(-5f, -5f, -5f),
- new Vector3( 5f, -5f, -5f),
- new Vector3( 5f, 5f, 5f),
- new Vector3(-5f, 5f, 5f),
- };
- var poly = new ResolvedPolygon
- {
- Vertices = verts,
- Plane = new Plane(Vector3.UnitZ, 0f),
- NumPoints = 4,
- SidesType = DatReaderWriter.Enums.CullMode.None,
- };
- // 90° rotation around Z. A point at world (3, 0, 0) transforms to
- // local (0, -3, 0) — still within ±5 on every axis.
- var rotation = Matrix4x4.CreateRotationZ(MathF.PI / 2f);
- Matrix4x4.Invert(rotation, out var inv);
- var cell = new CellPhysics
- {
- Resolved = new Dictionary { [0] = poly },
- WorldTransform = rotation,
- InverseWorldTransform = inv,
- };
-
- var engine = new PhysicsEngine();
- engine.DataCache = new PhysicsDataCache();
- engine.DataCache.RegisterCellStructForTest(0xA9B40172u, cell);
-
- uint result = engine.ResolveOutdoorCellId(new Vector3(3f, 0f, 0f), fallbackCellId: 0x00000031u);
-
- Assert.Equal(0xA9B40172u, result);
- }
-
- // -----------------------------------------------------------------------
- // Test 4: fallbackCellId == 0 → always returns 0 (existing early-return).
- // -----------------------------------------------------------------------
- [Fact]
- public void ResolveOutdoorCellId_FallbackZero_ReturnsZero()
- {
- var engine = new PhysicsEngine();
- engine.DataCache = new PhysicsDataCache();
-
- // Even if the player is inside a cell, fallback=0 should still return 0.
- var cell = MakeIndoorCellAt(Vector3.Zero, new Vector3(5f, 5f, 5f));
- engine.DataCache.RegisterCellStructForTest(0xA9B40172u, cell);
-
- uint result = engine.ResolveOutdoorCellId(Vector3.Zero, fallbackCellId: 0u);
-
- Assert.Equal(0u, result);
- }
-}