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
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8 changed files with 472 additions and 182 deletions
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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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