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:
Erik 2026-05-19 17:14:04 +02:00
parent 1969c55823
commit aad697602e
8 changed files with 472 additions and 182 deletions

View file

@ -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<uint>();
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<uint>();
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);
}
}

View file

@ -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<ushort, ResolvedPolygon>(),
PortalPolygons = new Dictionary<ushort, ResolvedPolygon> { [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<ushort, ResolvedPolygon>(),
};
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<uint>();
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<uint>();
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<uint>();
CellTransit.FindTransitCellsSphere(
cache, exitCell, currentCellId: 0xA9B40100u,
worldSphereCenter, sphereRadius: 0.5f, candidates, out bool exitOutside);
Assert.True(exitOutside);
}
}

View file

@ -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);
}
}

View file

@ -1,150 +0,0 @@
using System;
using System.Collections.Generic;
using System.Numerics;
using AcDream.Core.Physics;
using Xunit;
namespace AcDream.Core.Tests.Physics;
/// <summary>
/// Indoor walking Phase D (2026-05-19): tests for the indoor-cell-containment
/// check added to <see cref="PhysicsEngine.ResolveOutdoorCellId"/>.
/// Covers the four scenarios described in the Phase D implementation plan.
/// </summary>
public class ResolveOutdoorCellIdIndoorContainmentTests
{
/// <summary>
/// Build a <see cref="CellPhysics"/> whose local AABB spans ±<paramref name="halfExtent"/>
/// around the origin, placed at <paramref name="worldOrigin"/> via the
/// WorldTransform / InverseWorldTransform pair.
/// </summary>
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<ushort, ResolvedPolygon> { [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<ushort, ResolvedPolygon> { [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);
}
}