fix(physics): Phase 2 — synthesize indoor walkable plane from cell floor
When the indoor cell-BSP query returns OK (no wall collision), the player is standing on a floor poly inside the cell. Previously the code fell through to outdoor terrain (SampleTerrainWalkable + ValidateWalkable), which used the OUTDOOR terrain plane — below the indoor floor due to the +0.02f Z-bump applied for render z-fight prevention. ValidateWalkable saw the player 0.5m above the outdoor plane → marked them as airborne → walkable=False → falling animation, never recovers. Adds TryFindIndoorWalkablePlane (internal static for testability): scans the cell's resolved physics polys for a walkable floor poly (normal.Z >= 0.6664, walkable-slope threshold matching retail) under the player's XY, transforms its plane + vertices to world space via WorldTransform, and calls ValidateWalkable with the indoor plane. Adds PointInPolygonXY (ray-casting even-odd rule, ignores Z). Both are wired just after the BSP OK branch in FindEnvCollisions; outdoor terrain remains a defensive backstop if no floor poly is found under the player indoors (rare). Matches retail's CEnvCell::find_env_collisions behavior: no fall-through to terrain when the cell BSP successfully completes a query. Evidence: launch-phase2-verify5.log captured 12,141 walkable=False events during an indoor session where the player never managed to walk back outdoor through a door — they got stuck against the indoor wall and the resolver never re-established a walkable contact plane. Adds 13 unit tests in IndoorWalkablePlaneTests.cs covering: - player over floor poly (returns true, plane normal up, plane at correct Z) - player outside poly XY (returns false) - no walkable polys (returns false) - empty Resolved dict (returns false) - cell with world translation (plane + vertices in world space) - PointInPolygonXY cases (centre, near corner, on boundary, outside, Z ignored) Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
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@ -1166,6 +1166,92 @@ public sealed class Transition
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// Environment collision — outdoor terrain
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// -----------------------------------------------------------------------
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/// <summary>
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/// Indoor walking Phase 2 follow-up (2026-05-19). Finds the walkable floor
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/// polygon directly under <paramref name="localFootCenter"/> within
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/// <paramref name="cellPhysics"/>. Used when the indoor cell-BSP query
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/// returns OK (no wall collision) — we need to provide a walkable contact
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/// plane from the cell's geometry instead of falling through to outdoor
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/// terrain (which is below the cell floor due to the +0.02f Z-bump
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/// applied at <c>GameWindow.BuildInteriorEntitiesForStreaming</c>).
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///
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/// <para>
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/// Iterates <see cref="CellPhysics.Resolved"/> physics polygons; selects
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/// the one with the most upward-facing normal (Z >= 0.6664 = walkable
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/// slope threshold matching retail's WalkableSlopeMin) whose XY projection
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/// contains the player's local foot XY. Returns the polygon's plane +
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/// vertices in WORLD space for the <c>ValidateWalkable</c> call.
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/// </para>
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///
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/// <para>
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/// Returns <c>false</c> if no walkable floor poly is found under the
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/// player. The caller falls through to outdoor terrain in that case
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/// (defensive backstop — should not normally happen inside a sealed cell).
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/// </para>
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/// </summary>
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internal static bool TryFindIndoorWalkablePlane(
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CellPhysics cellPhysics,
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Vector3 localFootCenter,
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out System.Numerics.Plane worldPlane,
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out Vector3[] worldVertices,
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out uint hitPolyId)
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{
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worldPlane = default;
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worldVertices = System.Array.Empty<Vector3>();
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hitPolyId = 0;
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foreach (var (id, poly) in cellPhysics.Resolved)
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{
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// Walkable slope threshold matches retail WalkableSlopeMin (0.6664...)
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// and our existing TerrainSurface.WalkableSlopeMin check.
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if (poly.Plane.Normal.Z < 0.6664f) continue;
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if (poly.Vertices is null || poly.Vertices.Length < 3) continue;
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// Point-in-polygon test in XY (ignore Z). Ray-casting even-odd rule.
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if (!PointInPolygonXY(localFootCenter, poly.Vertices)) continue;
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// Found a floor poly under the player. Transform plane + vertices
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// to world space.
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var worldNormal = Vector3.TransformNormal(poly.Plane.Normal, cellPhysics.WorldTransform);
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worldNormal = Vector3.Normalize(worldNormal);
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// Take vertex 0, transform to world, recompute D so the plane
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// equation normal·p + D = 0 holds at the world-space vertex.
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var worldV0 = Vector3.Transform(poly.Vertices[0], cellPhysics.WorldTransform);
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float worldD = -Vector3.Dot(worldNormal, worldV0);
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worldPlane = new System.Numerics.Plane(worldNormal, worldD);
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worldVertices = new Vector3[poly.Vertices.Length];
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for (int i = 0; i < poly.Vertices.Length; i++)
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worldVertices[i] = Vector3.Transform(poly.Vertices[i], cellPhysics.WorldTransform);
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hitPolyId = id;
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return true;
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}
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return false;
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}
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/// <summary>
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/// Point-in-polygon test in the XY plane (ignores Z). Standard ray-casting
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/// even-odd rule. Works for convex and concave polygons.
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/// </summary>
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internal static bool PointInPolygonXY(Vector3 point, Vector3[] vertices)
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{
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bool inside = false;
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int n = vertices.Length;
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for (int i = 0, j = n - 1; i < n; j = i++)
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{
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var vi = vertices[i];
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var vj = vertices[j];
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if (((vi.Y > point.Y) != (vj.Y > point.Y)) &&
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(point.X < (vj.X - vi.X) * (point.Y - vi.Y) / (vj.Y - vi.Y) + vi.X))
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{
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inside = !inside;
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}
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}
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return inside;
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}
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/// <summary>
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/// Query the outdoor terrain at CheckPos and apply ValidateWalkable logic.
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/// Indoor BSP collision is deferred to Task 6c.
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@ -1255,6 +1341,39 @@ public sealed class Transition
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ci.CollidedWithEnvironment = true;
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return cellState;
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}
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// ── Synthesize indoor walkable contact plane ──────────────
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// Indoor walking Phase 2 follow-up (2026-05-19). When the BSP
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// returns OK (no wall collision), the player is standing on a
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// floor poly inside the cell. We must NOT fall through to
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// outdoor terrain (SampleTerrainWalkable) — the outdoor terrain
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// Z is below the indoor floor due to the +0.02f Z-bump applied
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// for render z-fight prevention. ValidateWalkable would then see
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// the player 0.5m above the outdoor plane → marks them as
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// airborne → walkable=False → falling animation, never recovers.
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//
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// Retail: CEnvCell::find_env_collisions returns from the cell
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// branch with the cell's walkable plane set — no fall-through
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// to terrain.
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if (TryFindIndoorWalkablePlane(cellPhysics, localCenter,
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out var indoorPlane,
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out var indoorVertices,
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out uint _))
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{
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return ValidateWalkable(
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footCenter,
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sphereRadius,
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indoorPlane,
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isWater: false,
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waterDepth: 0f,
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cellId: sp.CheckCellId,
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walkableVertices: indoorVertices);
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}
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// If no walkable floor was found under the player indoors
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// (rare — cell with only walls/ceiling), fall through to
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// outdoor terrain as a defensive backstop. Indoor walking
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// will report walkable=False until the player moves over a
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// cell with a proper floor poly.
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}
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}
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240
tests/AcDream.Core.Tests/Physics/IndoorWalkablePlaneTests.cs
Normal file
240
tests/AcDream.Core.Tests/Physics/IndoorWalkablePlaneTests.cs
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@ -0,0 +1,240 @@
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using System.Collections.Generic;
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using System.Numerics;
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using DatReaderWriter.Enums;
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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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/// <summary>
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/// Unit tests for <see cref="Transition.TryFindIndoorWalkablePlane"/> and
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/// <see cref="Transition.PointInPolygonXY"/>.
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///
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/// Indoor walking Phase 2 follow-up (2026-05-19): these helpers synthesize
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/// a walkable contact plane from cell floor polys so the resolver does not
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/// fall through to outdoor terrain when the player is standing indoors.
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/// </summary>
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public class IndoorWalkablePlaneTests
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{
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// -----------------------------------------------------------------------
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// Helpers
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// -----------------------------------------------------------------------
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/// <summary>
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/// Builds a CellPhysics with a single upward-facing floor polygon
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/// (a 10×10 square in the XY plane at local Z=0), plus identity transforms.
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/// </summary>
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private static CellPhysics BuildCellWithFloor(float floorZ = 0f)
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{
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var verts = new[]
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{
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new Vector3(-5f, -5f, floorZ),
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new Vector3( 5f, -5f, floorZ),
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new Vector3( 5f, 5f, floorZ),
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new Vector3(-5f, 5f, floorZ),
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};
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var normal = new Vector3(0f, 0f, 1f); // straight up
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float D = -Vector3.Dot(normal, verts[0]); // = -floorZ
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var floorPoly = new ResolvedPolygon
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{
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Vertices = verts,
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Plane = new Plane(normal, D),
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NumPoints = 4,
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SidesType = CullMode.None,
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};
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return new CellPhysics
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{
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WorldTransform = Matrix4x4.Identity,
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InverseWorldTransform = Matrix4x4.Identity,
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Resolved = new Dictionary<ushort, ResolvedPolygon> { [0] = floorPoly },
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};
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}
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// -----------------------------------------------------------------------
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// TryFindIndoorWalkablePlane
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// -----------------------------------------------------------------------
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[Fact]
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public void TryFindIndoorWalkablePlane_PlayerDirectlyOverFloor_ReturnsTrue()
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{
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var cell = BuildCellWithFloor(floorZ: 0f);
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var localFoot = new Vector3(0f, 0f, 0.5f); // centred over the 10×10 square
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bool found = Transition.TryFindIndoorWalkablePlane(
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cell, localFoot,
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out var plane, out var verts, out uint polyId);
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Assert.True(found);
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}
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[Fact]
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public void TryFindIndoorWalkablePlane_PlayerDirectlyOverFloor_PlaneNormalIsUp()
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{
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var cell = BuildCellWithFloor(floorZ: 0f);
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var localFoot = new Vector3(0f, 0f, 0.5f);
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Transition.TryFindIndoorWalkablePlane(
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cell, localFoot, out var plane, out _, out _);
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// The floor's normal must point up (Z close to 1).
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Assert.True(plane.Normal.Z > 0.99f,
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$"Expected plane.Normal.Z > 0.99, got {plane.Normal.Z}");
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}
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[Fact]
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public void TryFindIndoorWalkablePlane_PlayerDirectlyOverFloor_PlaneAtFloorZ()
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{
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const float floorZ = 2.5f;
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var cell = BuildCellWithFloor(floorZ);
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var localFoot = new Vector3(0f, 0f, floorZ + 0.5f);
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Transition.TryFindIndoorWalkablePlane(
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cell, localFoot, out var plane, out _, out _);
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// With identity transform and an upward normal, plane.D = -floorZ.
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// The plane equation: normal·p + D = 0 → p.Z = floorZ when normal=(0,0,1).
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Assert.True(MathF.Abs(plane.D - (-floorZ)) < 1e-4f,
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$"Expected plane.D ≈ {-floorZ}, got {plane.D}");
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}
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[Fact]
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public void TryFindIndoorWalkablePlane_PlayerOutsidePolygonXY_ReturnsFalse()
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{
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var cell = BuildCellWithFloor();
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// XY = (20, 20) is far outside the 10×10 square (-5..5 in both axes).
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var localFoot = new Vector3(20f, 20f, 0.5f);
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bool found = Transition.TryFindIndoorWalkablePlane(
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cell, localFoot, out _, out _, out _);
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Assert.False(found);
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}
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[Fact]
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public void TryFindIndoorWalkablePlane_NoWalkablePolys_ReturnsFalse()
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{
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// A polygon whose normal points sideways (wall) — normal.Z < 0.6664.
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var wallPoly = new ResolvedPolygon
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{
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Vertices = new[] { Vector3.Zero, Vector3.UnitY, Vector3.UnitZ },
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Plane = new Plane(new Vector3(1f, 0f, 0f), 0f), // normal.Z = 0
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NumPoints = 3,
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SidesType = CullMode.None,
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};
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var cell = new CellPhysics
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{
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WorldTransform = Matrix4x4.Identity,
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InverseWorldTransform = Matrix4x4.Identity,
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Resolved = new Dictionary<ushort, ResolvedPolygon> { [1] = wallPoly },
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};
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bool found = Transition.TryFindIndoorWalkablePlane(
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cell, new Vector3(0f, 0f, 0.5f), out _, out _, out _);
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Assert.False(found);
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}
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[Fact]
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public void TryFindIndoorWalkablePlane_EmptyResolved_ReturnsFalse()
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{
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var cell = new CellPhysics
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{
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WorldTransform = Matrix4x4.Identity,
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InverseWorldTransform = Matrix4x4.Identity,
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Resolved = new Dictionary<ushort, ResolvedPolygon>(),
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};
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bool found = Transition.TryFindIndoorWalkablePlane(
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cell, new Vector3(0f, 0f, 0.5f), out _, out _, out _);
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Assert.False(found);
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}
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[Fact]
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public void TryFindIndoorWalkablePlane_WithWorldTranslation_PlaneInWorldSpace()
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{
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// Cell is translated 100 units in X and 200 units in Y.
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var translation = Matrix4x4.CreateTranslation(100f, 200f, 94f);
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Matrix4x4.Invert(translation, out var inv);
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var localVerts = new[]
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{
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new Vector3(-5f, -5f, 0f),
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new Vector3( 5f, -5f, 0f),
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new Vector3( 5f, 5f, 0f),
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new Vector3(-5f, 5f, 0f),
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};
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var floorPoly = new ResolvedPolygon
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{
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Vertices = localVerts,
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Plane = new Plane(new Vector3(0f, 0f, 1f), 0f),
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NumPoints = 4,
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SidesType = CullMode.None,
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};
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var cell = new CellPhysics
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{
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WorldTransform = translation,
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InverseWorldTransform = inv,
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Resolved = new Dictionary<ushort, ResolvedPolygon> { [0] = floorPoly },
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};
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// The player's local foot is at (0,0,0.5) in local space.
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var localFoot = new Vector3(0f, 0f, 0.5f);
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bool found = Transition.TryFindIndoorWalkablePlane(
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cell, localFoot, out var plane, out var worldVerts, out _);
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Assert.True(found);
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// World normal should still be (0,0,1).
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Assert.True(plane.Normal.Z > 0.99f);
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// World vertex[0] should be at local (-5,-5,0) + translation = (95, 195, 94).
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Assert.True(MathF.Abs(worldVerts[0].X - 95f) < 1e-3f);
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Assert.True(MathF.Abs(worldVerts[0].Y - 195f) < 1e-3f);
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Assert.True(MathF.Abs(worldVerts[0].Z - 94f) < 1e-3f,
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$"Expected worldVerts[0].Z ≈ 94, got {worldVerts[0].Z}");
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}
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// -----------------------------------------------------------------------
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// PointInPolygonXY
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// -----------------------------------------------------------------------
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[Theory]
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[InlineData( 0f, 0f, true)] // centre
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[InlineData( 4f, 4f, true)] // near corner, inside
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[InlineData( 5f, 5f, false)] // on the corner — outside by convention
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[InlineData(10f, 0f, false)] // clearly outside
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[InlineData(-4f, -4f, true)] // near opposite corner, inside
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public void PointInPolygonXY_UnitSquare(float px, float py, bool expected)
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{
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var square = new[]
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{
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new Vector3(-5f, -5f, 0f),
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new Vector3( 5f, -5f, 0f),
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new Vector3( 5f, 5f, 0f),
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new Vector3(-5f, 5f, 0f),
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};
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bool result = Transition.PointInPolygonXY(new Vector3(px, py, 99f), square);
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Assert.Equal(expected, result);
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}
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[Fact]
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public void PointInPolygonXY_IgnoresZ()
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{
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// Same XY, different Z — should still be inside.
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var square = new[]
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{
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new Vector3(-5f, -5f, 0f),
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new Vector3( 5f, -5f, 0f),
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new Vector3( 5f, 5f, 0f),
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new Vector3(-5f, 5f, 0f),
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};
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// Point has the same XY as the inside case but a very different Z.
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bool atLowZ = Transition.PointInPolygonXY(new Vector3(0f, 0f, -1000f), square);
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bool atHighZ = Transition.PointInPolygonXY(new Vector3(0f, 0f, 1000f), square);
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Assert.True(atLowZ);
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Assert.True(atHighZ);
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}
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}
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