feat(physics): Phase 2 — port CellTransit + wire into ResolveCellId
New CellTransit static class ports retail's portal-graph cell traversal:
- FindTransitCellsSphere — indoor portal-neighbour walk
- AddAllOutsideCells — outdoor 24m grid expansion
- FindCellList — top-level driver (BFS through portals;
PointInsideCellBsp for final containment)
PhysicsEngine.ResolveOutdoorCellId renamed to ResolveCellId. Body
rewritten: indoor seeds delegate to CellTransit.FindCellList (portal-
graph BFS + BSP containment test); outdoor seeds keep the landblock
terrain grid lookup from the original implementation (preserving the
L.2e prefix-preservation fix). Signature extended with sphereRadius
parameter (needed by the sphere-vs-portal-plane test). Three call
sites updated (PhysicsEngine x2, TransitionTypes x1).
BSPQuery.PointInsideCellBsp retyped from PhysicsBSPNode? to CellBSPNode?
— the function operates on the cell-BSP tree (CellPhysics.CellBSP.Root
is a CellBSPNode). The previous PhysicsBSPNode typing was dead code, so
retype is safe.
Deletes the Phase D ResolveOutdoorCellIdTests.cs file. New ResolveCellIdTests
covers the equivalent contracts (fallback zero, outdoor seed with no
landblock).
Outdoor->indoor entry (check_building_transit) is stubbed pending the
BuildingPhysics infrastructure landing in the next commit.
Spec: docs/superpowers/specs/2026-05-19-indoor-portal-cell-tracking-design.md
Plan: docs/superpowers/plans/2026-05-19-indoor-portal-cell-tracking.md
Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
This commit is contained in:
parent
1969c55823
commit
aad697602e
8 changed files with 472 additions and 182 deletions
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@ -928,16 +928,24 @@ public static class BSPQuery
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// =========================================================================
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/// <summary>
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/// BSPNode.point_inside_cell_bsp — test if a 3D point is inside the cell BSP.
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/// BSPNode.point_inside_cell_bsp — recursive cell-BSP point containment test.
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///
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/// <para>
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/// Follows the front side of each splitting plane. A point is inside when it
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/// reaches a front leaf or null PosNode (solid interior).
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/// Indoor walking Phase 2 (2026-05-19): retyped from PhysicsBSPNode? to
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/// CellBSPNode? — the function operates on the CellBSP tree (which is
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/// distinct from the PhysicsBSP tree). The dead-code typing was wrong;
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/// no callers existed, so the retype is safe.
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/// </para>
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///
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/// <para>
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/// Walks down the tree following splitting planes; returns true when the
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/// point reaches a front leaf or null PosNode (solid interior). Behind
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/// any splitting plane → outside.
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/// </para>
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///
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/// <para>ACE: BSPNode.cs point_inside_cell_bsp.</para>
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/// </summary>
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public static bool PointInsideCellBsp(PhysicsBSPNode? node, Vector3 point)
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public static bool PointInsideCellBsp(CellBSPNode? node, Vector3 point)
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{
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if (node is null) return true;
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if (node.Type == BSPNodeType.Leaf) return true;
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243
src/AcDream.Core/Physics/CellTransit.cs
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243
src/AcDream.Core/Physics/CellTransit.cs
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@ -0,0 +1,243 @@
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using System.Collections.Generic;
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using System.Numerics;
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using DatReaderWriter.Types;
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namespace AcDream.Core.Physics;
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/// <summary>
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/// Indoor walking Phase 2 (2026-05-19). Portal-graph cell traversal,
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/// ported from retail's <c>CObjCell::find_cell_list</c> family
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/// (sphere variant for the player's single foot sphere).
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///
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/// <para>
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/// Replaces Phase D's AABB containment. Uses the cell BSP for retail-
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/// faithful point-in-cell tests via
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/// <see cref="BSPQuery.PointInsideCellBsp"/>. Walks the portal graph
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/// starting from a given current cell to find which cells a moving
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/// sphere overlaps.
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/// </para>
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///
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/// <para>
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/// Reference pseudocode:
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/// <c>docs/research/acclient_indoor_transitions_pseudocode.md</c>
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/// (2026-04-13). Retail decomp: <c>CEnvCell::find_transit_cells</c>
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/// (sphere variant) at <c>acclient_2013_pseudo_c.txt</c>.
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/// </para>
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/// </summary>
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public static class CellTransit
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{
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/// <summary>
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/// Small radius padding matching retail's <c>EPSILON</c> usage in the
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/// sphere-plane distance test (research doc §"EnvCell.find_transit_cells").
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/// </summary>
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private const float EPSILON = 0.02f;
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/// <summary>
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/// Indoor portal-neighbour expansion. For each portal of
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/// <paramref name="currentCell"/>, test whether the sphere overlaps
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/// the portal polygon's plane in cell-local space. If so, add the
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/// neighbour cell to <paramref name="candidates"/>.
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///
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/// <para>
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/// Ported from <c>CEnvCell::find_transit_cells</c> (sphere variant)
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/// per the pseudocode doc §"EnvCell.find_transit_cells (sphere variant)".
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/// </para>
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/// </summary>
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public static void FindTransitCellsSphere(
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PhysicsDataCache cache,
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CellPhysics currentCell,
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uint currentCellId,
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Vector3 worldSphereCenter,
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float sphereRadius,
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HashSet<uint> candidates,
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out bool exitOutside)
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{
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exitOutside = false;
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if (currentCell.PortalPolygons is null) return;
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uint lbPrefix = currentCellId & 0xFFFF0000u;
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float rad = sphereRadius + EPSILON;
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// Cell-local sphere center.
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var localCenter = Vector3.Transform(worldSphereCenter, currentCell.InverseWorldTransform);
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foreach (var portal in currentCell.Portals)
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{
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if (!currentCell.PortalPolygons.TryGetValue(portal.PolygonId, out var poly))
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continue;
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// Signed distance from sphere center to portal plane (cell-local).
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float dist = Vector3.Dot(localCenter, poly.Plane.Normal) + poly.Plane.D;
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if (portal.OtherCellId == 0xFFFF)
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{
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// Exit portal. Sphere must straddle the plane.
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if (dist > -rad && dist < rad)
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exitOutside = true;
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continue;
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}
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uint otherId = lbPrefix | portal.OtherCellId;
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// Conservative add: the sphere is near the portal plane and on the
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// outward side (per PortalSide). This is the load-hint branch from
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// the research doc. A more retail-faithful path would call
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// CellBSP.sphere_intersects_cell on the neighbour — deferred.
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if (portal.PortalSide ? dist > -rad : dist < rad)
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candidates.Add(otherId);
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}
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}
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/// <summary>
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/// Outdoor neighbour expansion. Ported from
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/// <c>CLandCell::add_all_outside_cells</c> (sphere variant) per the
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/// pseudocode doc §"LandCell.add_all_outside_cells (sphere variant)".
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///
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/// <para>
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/// The 24×24m landcell grid: a landblock is 8×8 cells. Cell index
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/// within a landblock is computed from local X/Y mod 24. The sphere
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/// adds the primary cell plus up to 3 neighbours when the radius
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/// reaches a cell boundary.
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/// </para>
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/// </summary>
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public static void AddAllOutsideCells(
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Vector3 worldSphereCenter,
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float sphereRadius,
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uint currentCellId,
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HashSet<uint> candidates)
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{
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const float CellSize = 24f;
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uint lbPrefix = currentCellId & 0xFFFF0000u;
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float lbXf = ((lbPrefix >> 24) & 0xFFu) * 192f;
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float lbYf = ((lbPrefix >> 16) & 0xFFu) * 192f;
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float localX = worldSphereCenter.X - lbXf;
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float localY = worldSphereCenter.Y - lbYf;
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float cellLocalX = localX % CellSize;
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float cellLocalY = localY % CellSize;
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float minRad = sphereRadius;
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float maxRad = CellSize - sphereRadius;
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int gridX = (int)(localX / CellSize);
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int gridY = (int)(localY / CellSize);
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if (gridX < 0 || gridX >= 8 || gridY < 0 || gridY >= 8) return;
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AddOutsideCell(candidates, lbPrefix, gridX, gridY);
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if (cellLocalX > maxRad)
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{
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AddOutsideCell(candidates, lbPrefix, gridX + 1, gridY);
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if (cellLocalY > maxRad) AddOutsideCell(candidates, lbPrefix, gridX + 1, gridY + 1);
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if (cellLocalY < minRad) AddOutsideCell(candidates, lbPrefix, gridX + 1, gridY - 1);
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}
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if (cellLocalX < minRad)
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{
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AddOutsideCell(candidates, lbPrefix, gridX - 1, gridY);
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if (cellLocalY > maxRad) AddOutsideCell(candidates, lbPrefix, gridX - 1, gridY + 1);
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if (cellLocalY < minRad) AddOutsideCell(candidates, lbPrefix, gridX - 1, gridY - 1);
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}
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if (cellLocalY > maxRad) AddOutsideCell(candidates, lbPrefix, gridX, gridY + 1);
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if (cellLocalY < minRad) AddOutsideCell(candidates, lbPrefix, gridX, gridY - 1);
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}
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private static void AddOutsideCell(HashSet<uint> candidates, uint lbPrefix, int gridX, int gridY)
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{
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if (gridX < 0 || gridX >= 8 || gridY < 0 || gridY >= 8) return;
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// Cell index within landblock: row-major (X * 8 + Y) + 1.
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uint low = (uint)(gridX * 8 + gridY + 1);
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candidates.Add(lbPrefix | low);
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}
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/// <summary>
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/// Top-level cell-tracking driver, ported from retail's
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/// <c>CObjCell::find_cell_list</c> (sphere variant).
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///
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/// <para>
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/// Walks the portal graph from <paramref name="currentCellId"/>,
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/// finds the cell whose <see cref="CellPhysics.CellBSP"/> contains
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/// the sphere center, and returns its full id (landblock-prefixed).
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/// Falls back to <paramref name="currentCellId"/> when no candidate
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/// matches.
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/// </para>
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///
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/// <para>
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/// Pseudocode reference:
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/// <c>docs/research/acclient_indoor_transitions_pseudocode.md</c>
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/// §"Overall Driver: find_cell_list".
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/// </para>
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/// </summary>
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public static uint FindCellList(
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PhysicsDataCache cache,
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Vector3 worldSphereCenter,
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float sphereRadius,
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uint currentCellId)
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{
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var candidates = new HashSet<uint>();
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uint currentLow = currentCellId & 0xFFFFu;
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if (currentLow >= 0x0100u)
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{
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// Indoor seed.
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var currentCell = cache.GetCellStruct(currentCellId);
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if (currentCell is null) return currentCellId;
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candidates.Add(currentCellId);
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// BFS the portal graph (one hop per pass — usually 1-2 passes is enough).
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var pending = new Queue<uint>();
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pending.Enqueue(currentCellId);
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int maxIterations = 16; // hard cap; portal graphs are small
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while (pending.Count > 0 && maxIterations-- > 0)
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{
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uint cellId = pending.Dequeue();
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var cell = cache.GetCellStruct(cellId);
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if (cell is null) continue;
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var sizeBefore = candidates.Count;
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FindTransitCellsSphere(
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cache, cell, cellId, worldSphereCenter, sphereRadius,
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candidates, out bool exitOutside);
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if (candidates.Count > sizeBefore)
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{
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// Snapshot the new candidates to avoid mutating during iteration.
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foreach (var c in candidates)
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{
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if (c != cellId) // skip seed
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pending.Enqueue(c);
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}
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}
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if (exitOutside)
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{
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// Add neighbour outdoor cells too.
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AddAllOutsideCells(worldSphereCenter, sphereRadius, currentCellId, candidates);
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}
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}
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}
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else
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{
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// Outdoor seed.
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AddAllOutsideCells(worldSphereCenter, sphereRadius, currentCellId, candidates);
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// Outdoor→indoor entry (CheckBuildingTransit) wires in a follow-up commit.
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}
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// Containment test: for each candidate, transform worldSphereCenter to
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// local and test PointInsideCellBsp.
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foreach (uint candId in candidates)
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{
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var cand = cache.GetCellStruct(candId);
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if (cand?.CellBSP?.Root is null) continue;
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var local = Vector3.Transform(worldSphereCenter, cand.InverseWorldTransform);
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if (BSPQuery.PointInsideCellBsp(cand.CellBSP.Root, local))
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return candId;
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}
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// No cell contained the sphere center. Stay in the input cell.
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return currentCellId;
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}
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}
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@ -230,39 +230,42 @@ public sealed class PhysicsEngine
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}
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/// <summary>
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/// Resolve a position's CellId. Falls back to outdoor terrain landcell
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/// resolution or trusts an already-indoor fallbackCellId.
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/// Indoor walking Phase 2 (2026-05-19). Resolves the cell id for a
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/// given world position via retail's portal-graph traversal for indoor
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/// cells, or via terrain grid lookup for outdoor cells.
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///
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/// <para>
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/// Phase D (2026-05-19) previously used an AABB containment check
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/// (<c>TryFindContainingCell</c>) to promote the player into an indoor
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/// EnvCell. Phase 2 (2026-05-19) removes that AABB shortcut; the
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/// portal-graph <c>CellTransit</c> traversal (next subagent) replaces it
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/// with retail-faithful BSP point-in-cell tests.
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/// Indoor seed: delegates to <see cref="CellTransit.FindCellList"/> which
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/// BFS-walks the portal graph and uses <see cref="BSPQuery.PointInsideCellBsp"/>
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/// for containment. This replaces Phase D's AABB shortcut.
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/// </para>
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///
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/// <para>
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/// Also fixes a pre-existing prefix-preservation bug: the outdoor branch
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/// now always applies the matched landblock's high-16 prefix even when
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/// the input <paramref name="fallbackCellId"/> arrived bare-low-byte
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/// (the L.2e finding from CLAUDE.md).
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/// Outdoor seed: uses the registered landblock terrain grid to compute
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/// the correct prefixed cell ID, preserving the pre-existing outdoor
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/// resolution behavior (the L.2e prefix-preservation fix).
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/// </para>
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///
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/// <para>
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/// Design: <c>docs/superpowers/specs/2026-05-19-indoor-portal-cell-tracking-design.md</c>
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/// </para>
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/// </summary>
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internal uint ResolveOutdoorCellId(Vector3 worldPos, uint fallbackCellId)
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internal uint ResolveCellId(Vector3 worldPos, float sphereRadius, uint fallbackCellId)
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{
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if (fallbackCellId == 0)
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return 0;
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if (fallbackCellId == 0) return 0;
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// Pre-existing: if the caller already passes an indoor CellId AND
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// the player isn't in any cached EnvCell, trust the caller. This
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// preserves behaviour for indoor cells whose physics hasn't been
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// cached yet (rare; should be impossible in steady state).
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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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// Outdoor terrain resolution. Always applies the matched landblock's
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// prefix — fixes the bare-low-byte preservation bug (L.2e).
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if (fallbackLow >= 0x0100u)
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{
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// Indoor seed: use portal-graph traversal.
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if (DataCache is null) return fallbackCellId;
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return CellTransit.FindCellList(DataCache, worldPos, sphereRadius, fallbackCellId);
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}
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// Outdoor seed: use terrain grid to compute the prefixed cell id.
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// Preserves the L.2e prefix-preservation fix (always apply the matched
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// landblock's high-16 prefix even when fallbackCellId arrived bare-low-byte).
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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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@ -743,7 +746,7 @@ public sealed class PhysicsEngine
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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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ResolveCellId(sp.CheckPos, sphereRadius, sp.CheckCellId),
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onGround,
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collisionNormalValid,
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collisionNormal);
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@ -761,7 +764,7 @@ public sealed class PhysicsEngine
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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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ResolveCellId(sp.CheckPos, sphereRadius, partialCellId),
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partialOnGround,
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collisionNormalValid,
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collisionNormal);
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@ -1178,13 +1178,13 @@ 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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uint resolvedOutdoorCellId = engine.ResolveCellId(sp.CheckPos, sphereRadius, sp.CheckCellId);
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if (resolvedOutdoorCellId != sp.CheckCellId)
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sp.SetCheckPos(sp.CheckPos, resolvedOutdoorCellId);
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// ── Indoor cell BSP collision ────────────────────────────────────
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// If the player is in an indoor cell (low 16 bits >= 0x0100),
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// query the CellStruct's PhysicsBSP for wall/floor/ceiling collision.
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Loading…
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Reference in a new issue