feat(physics): A4 — CellTransit.FindCellSet overload exposes candidate set
Refactors FindCellList to delegate to a private helper (BuildCellSetAndPickContaining) that returns BOTH the containing cell id AND the full candidate HashSet. Public surface gains a new FindCellSet overload; existing FindCellList behavior is unchanged. Used by the upcoming Transition.CheckOtherCells (Phase A4) to iterate every cell the sphere overlaps for per-cell BSP collision. Mirrors retail's CObjCell::find_cell_list filling both cell_array AND var_4c at acclient_2013_pseudo_c.txt:272725. Three new unit tests cover sphere-fully-inside-primary, sphere-straddling-portal, and outdoor-seed-neighbour-landcells cases. Spec: docs/superpowers/specs/2026-05-20-phase-a4-multi-cell-bsp-design.md Plan: docs/superpowers/plans/2026-05-20-phase-a4-multi-cell-bsp.md Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
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2 changed files with 180 additions and 2 deletions
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@ -223,7 +223,8 @@ public static class CellTransit
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/// finds the cell whose <see cref="CellPhysics.CellBSP"/> contains
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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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/// 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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/// Falls back to <paramref name="currentCellId"/> when no candidate
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/// matches.
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/// matches. The candidate set built internally is discarded; use
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/// <see cref="FindCellSet"/> to recover it.
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/// </para>
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/// </para>
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///
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///
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/// <para>
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/// <para>
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@ -238,7 +239,47 @@ public static class CellTransit
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float sphereRadius,
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float sphereRadius,
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uint currentCellId)
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uint currentCellId)
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{
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{
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var candidates = new HashSet<uint>();
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return BuildCellSetAndPickContaining(
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cache, worldSphereCenter, sphereRadius, currentCellId,
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out _);
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}
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/// <summary>
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/// Phase A4 (2026-05-20). Same portal-graph traversal as
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/// <see cref="FindCellList"/> but additionally returns the full
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/// candidate set built during traversal. Used by
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/// <see cref="Transition.CheckOtherCells"/> to iterate every cell
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/// the sphere overlaps for per-cell BSP collision.
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///
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/// <para>
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/// Retail oracle: <c>CTransition::check_other_cells</c> at
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/// <c>acclient_2013_pseudo_c.txt:272717-272798</c> calls
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/// <c>CObjCell::find_cell_list(&this->cell_array, &var_4c, ...)</c>
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/// which fills both the cell_array (set) and var_4c (containing cell).
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/// </para>
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/// </summary>
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public static uint FindCellSet(
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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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out IReadOnlyCollection<uint> cellSet)
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{
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var containing = BuildCellSetAndPickContaining(
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cache, worldSphereCenter, sphereRadius, currentCellId,
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out var candidates);
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cellSet = candidates;
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return containing;
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}
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private static uint BuildCellSetAndPickContaining(
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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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out HashSet<uint> candidates)
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{
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candidates = new HashSet<uint>();
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uint currentLow = currentCellId & 0xFFFFu;
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uint currentLow = currentCellId & 0xFFFFu;
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if (currentLow >= 0x0100u)
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if (currentLow >= 0x0100u)
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137
tests/AcDream.Core.Tests/Physics/CellTransitFindCellSetTests.cs
Normal file
137
tests/AcDream.Core.Tests/Physics/CellTransitFindCellSetTests.cs
Normal file
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@ -0,0 +1,137 @@
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using System.Collections.Generic;
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using System.Linq;
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using System.Numerics;
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using DatReaderWriter.Enums;
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using DatReaderWriter.Types;
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using AcDream.Core.Physics;
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using Xunit;
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namespace AcDream.Core.Tests.Physics;
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public class CellTransitFindCellSetTests
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{
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// ──────────────────────────────────────────────────────────────────
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// Helpers — mirror CellTransitFindTransitCellsSphereTests.cs pattern
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// ──────────────────────────────────────────────────────────────────
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private static CellPhysics MakeCellWithPortalAtRightWall(
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Matrix4x4 worldTransform, uint otherCellId, ushort flags)
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{
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var portalPoly = new ResolvedPolygon
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{
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Vertices = new[]
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{
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new Vector3(2.5f, -2.5f, 0f),
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new Vector3(2.5f, 2.5f, 0f),
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new Vector3(2.5f, 2.5f, 5f),
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new Vector3(2.5f, -2.5f, 5f),
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},
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Plane = new Plane(new Vector3(1, 0, 0), -2.5f), // x = 2.5
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NumPoints = 4,
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SidesType = CullMode.None,
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};
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Matrix4x4.Invert(worldTransform, out var inv);
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return new CellPhysics
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{
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WorldTransform = worldTransform,
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InverseWorldTransform = inv,
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Resolved = new Dictionary<ushort, ResolvedPolygon>(),
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PortalPolygons = new Dictionary<ushort, ResolvedPolygon> { [10] = portalPoly },
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Portals = new[]
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{
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new PortalInfo(otherCellId: (ushort)otherCellId, polygonId: 10, flags: flags),
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},
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CellBSP = new CellBSPTree
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{
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Root = new CellBSPNode { Type = BSPNodeType.Leaf },
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}
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};
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}
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// ──────────────────────────────────────────────────────────────────
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// Tests
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// ──────────────────────────────────────────────────────────────────
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[Fact]
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public void Sphere_FullyInsidePrimaryCell_ReturnsOnlyPrimary()
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{
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var cellA = MakeCellWithPortalAtRightWall(Matrix4x4.Identity, otherCellId: 0x0101, flags: 0);
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var cache = new PhysicsDataCache();
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cache.RegisterCellStructForTest(0xA9B40100u, cellA);
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// Sphere far from any portal — local x=-1, reach to x=-0.5; portal at x=2.5.
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var sphereCenter = new Vector3(-1.0f, 0f, 2.5f);
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uint containing = CellTransit.FindCellSet(
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cache, sphereCenter, sphereRadius: 0.5f,
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currentCellId: 0xA9B40100u,
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out var cellSet);
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Assert.Equal(0xA9B40100u, containing);
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Assert.Single(cellSet);
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Assert.Contains(0xA9B40100u, cellSet);
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}
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[Fact]
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public void Sphere_StraddlingPortal_ReturnsBothCells()
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{
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var cellA = MakeCellWithPortalAtRightWall(Matrix4x4.Identity, otherCellId: 0x0101, flags: 0);
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var cellBT = Matrix4x4.CreateTranslation(new Vector3(5f, 0f, 0f));
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Matrix4x4.Invert(cellBT, out var cellBInv);
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var cellB = new CellPhysics
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{
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WorldTransform = cellBT,
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InverseWorldTransform = cellBInv,
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Resolved = new Dictionary<ushort, ResolvedPolygon>(),
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CellBSP = new CellBSPTree
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{
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Root = new CellBSPNode { Type = BSPNodeType.Leaf },
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}
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};
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var cache = new PhysicsDataCache();
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cache.RegisterCellStructForTest(0xA9B40100u, cellA);
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cache.RegisterCellStructForTest(0xA9B40101u, cellB);
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// Sphere center at local x=2.0, radius=0.5 → reaches x=2.5 = portal plane.
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var sphereCenter = new Vector3(2.0f, 0f, 2.5f);
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uint containing = CellTransit.FindCellSet(
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cache, sphereCenter, sphereRadius: 0.5f,
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currentCellId: 0xA9B40100u,
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out var cellSet);
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Assert.Contains(0xA9B40100u, cellSet);
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Assert.Contains(0xA9B40101u, cellSet);
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}
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[Fact]
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public void FindCellSet_OutdoorSeed_IncludesNeighbourLandcells()
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{
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var cache = new PhysicsDataCache();
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// Outdoor seed near a cell boundary — expand to neighbours via
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// AddAllOutsideCells. Landcells have no CellPhysics in cache, so
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// they appear in the set but the containing-cell loop falls back
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// to currentCellId. The point of this test: the SET captures
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// them even though FindCellList's single-uint return cannot.
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//
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// World coords for landblock 0xA9B4FFFF: origin at
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// (0xA9*192, 0xB4*192) = (32448, 34560). Cell grid(0,0) covers
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// world XY in [(32448,34560), (32472,34584)). Place the sphere
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// center near the east boundary of grid(0,0) so AddAllOutsideCells
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// adds the east neighbour grid(1,0).
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uint lbPrefix = 0xA9B40000u;
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float lbX = ((lbPrefix >> 24) & 0xFFu) * 192f;
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float lbY = ((lbPrefix >> 16) & 0xFFu) * 192f;
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var sphereCenter = new Vector3(lbX + 23.8f, lbY + 12f, 0f);
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uint containing = CellTransit.FindCellSet(
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cache, sphereCenter, sphereRadius: 0.5f,
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currentCellId: 0xA9B40001u, // outdoor cell, low byte < 0x100
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out var cellSet);
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Assert.Equal(0xA9B40001u, containing);
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Assert.True(cellSet.Count >= 2, $"Expected ≥2 cells in set (primary + east neighbour), got {cellSet.Count}");
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}
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}
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