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>
This commit is contained in:
Erik 2026-05-19 19:13:13 +02:00
parent 3ffe1e44f6
commit eb0f772f0f
2 changed files with 359 additions and 0 deletions

View file

@ -1166,6 +1166,92 @@ public sealed class Transition
// Environment collision — outdoor terrain // Environment collision — outdoor terrain
// ----------------------------------------------------------------------- // -----------------------------------------------------------------------
/// <summary>
/// Indoor walking Phase 2 follow-up (2026-05-19). Finds the walkable floor
/// polygon directly under <paramref name="localFootCenter"/> within
/// <paramref name="cellPhysics"/>. Used when the indoor cell-BSP query
/// returns OK (no wall collision) — we need to provide a walkable contact
/// plane from the cell's geometry instead of falling through to outdoor
/// terrain (which is below the cell floor due to the +0.02f Z-bump
/// applied at <c>GameWindow.BuildInteriorEntitiesForStreaming</c>).
///
/// <para>
/// Iterates <see cref="CellPhysics.Resolved"/> physics polygons; selects
/// the one with the most upward-facing normal (Z &gt;= 0.6664 = walkable
/// slope threshold matching retail's WalkableSlopeMin) whose XY projection
/// contains the player's local foot XY. Returns the polygon's plane +
/// vertices in WORLD space for the <c>ValidateWalkable</c> call.
/// </para>
///
/// <para>
/// Returns <c>false</c> if no walkable floor poly is found under the
/// player. The caller falls through to outdoor terrain in that case
/// (defensive backstop — should not normally happen inside a sealed cell).
/// </para>
/// </summary>
internal static bool TryFindIndoorWalkablePlane(
CellPhysics cellPhysics,
Vector3 localFootCenter,
out System.Numerics.Plane worldPlane,
out Vector3[] worldVertices,
out uint hitPolyId)
{
worldPlane = default;
worldVertices = System.Array.Empty<Vector3>();
hitPolyId = 0;
foreach (var (id, poly) in cellPhysics.Resolved)
{
// Walkable slope threshold matches retail WalkableSlopeMin (0.6664...)
// and our existing TerrainSurface.WalkableSlopeMin check.
if (poly.Plane.Normal.Z < 0.6664f) continue;
if (poly.Vertices is null || poly.Vertices.Length < 3) continue;
// Point-in-polygon test in XY (ignore Z). Ray-casting even-odd rule.
if (!PointInPolygonXY(localFootCenter, poly.Vertices)) continue;
// Found a floor poly under the player. Transform plane + vertices
// to world space.
var worldNormal = Vector3.TransformNormal(poly.Plane.Normal, cellPhysics.WorldTransform);
worldNormal = Vector3.Normalize(worldNormal);
// Take vertex 0, transform to world, recompute D so the plane
// equation normal·p + D = 0 holds at the world-space vertex.
var worldV0 = Vector3.Transform(poly.Vertices[0], cellPhysics.WorldTransform);
float worldD = -Vector3.Dot(worldNormal, worldV0);
worldPlane = new System.Numerics.Plane(worldNormal, worldD);
worldVertices = new Vector3[poly.Vertices.Length];
for (int i = 0; i < poly.Vertices.Length; i++)
worldVertices[i] = Vector3.Transform(poly.Vertices[i], cellPhysics.WorldTransform);
hitPolyId = id;
return true;
}
return false;
}
/// <summary>
/// Point-in-polygon test in the XY plane (ignores Z). Standard ray-casting
/// even-odd rule. Works for convex and concave polygons.
/// </summary>
internal static bool PointInPolygonXY(Vector3 point, Vector3[] vertices)
{
bool inside = false;
int n = vertices.Length;
for (int i = 0, j = n - 1; i < n; j = i++)
{
var vi = vertices[i];
var vj = vertices[j];
if (((vi.Y > point.Y) != (vj.Y > point.Y)) &&
(point.X < (vj.X - vi.X) * (point.Y - vi.Y) / (vj.Y - vi.Y) + vi.X))
{
inside = !inside;
}
}
return inside;
}
/// <summary> /// <summary>
/// Query the outdoor terrain at CheckPos and apply ValidateWalkable logic. /// Query the outdoor terrain at CheckPos and apply ValidateWalkable logic.
/// Indoor BSP collision is deferred to Task 6c. /// Indoor BSP collision is deferred to Task 6c.
@ -1255,6 +1341,39 @@ public sealed class Transition
ci.CollidedWithEnvironment = true; ci.CollidedWithEnvironment = true;
return cellState; return cellState;
} }
// ── Synthesize indoor walkable contact plane ──────────────
// Indoor walking Phase 2 follow-up (2026-05-19). When the BSP
// returns OK (no wall collision), the player is standing on a
// floor poly inside the cell. We must NOT fall through to
// outdoor terrain (SampleTerrainWalkable) — the outdoor terrain
// Z is below the indoor floor due to the +0.02f Z-bump applied
// for render z-fight prevention. ValidateWalkable would then see
// the player 0.5m above the outdoor plane → marks them as
// airborne → walkable=False → falling animation, never recovers.
//
// Retail: CEnvCell::find_env_collisions returns from the cell
// branch with the cell's walkable plane set — no fall-through
// to terrain.
if (TryFindIndoorWalkablePlane(cellPhysics, localCenter,
out var indoorPlane,
out var indoorVertices,
out uint _))
{
return ValidateWalkable(
footCenter,
sphereRadius,
indoorPlane,
isWater: false,
waterDepth: 0f,
cellId: sp.CheckCellId,
walkableVertices: indoorVertices);
}
// If no walkable floor was found under the player indoors
// (rare — cell with only walls/ceiling), fall through to
// outdoor terrain as a defensive backstop. Indoor walking
// will report walkable=False until the player moves over a
// cell with a proper floor poly.
} }
} }

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@ -0,0 +1,240 @@
using System.Collections.Generic;
using System.Numerics;
using DatReaderWriter.Enums;
using AcDream.Core.Physics;
using Xunit;
namespace AcDream.Core.Tests.Physics;
/// <summary>
/// Unit tests for <see cref="Transition.TryFindIndoorWalkablePlane"/> and
/// <see cref="Transition.PointInPolygonXY"/>.
///
/// Indoor walking Phase 2 follow-up (2026-05-19): these helpers synthesize
/// a walkable contact plane from cell floor polys so the resolver does not
/// fall through to outdoor terrain when the player is standing indoors.
/// </summary>
public class IndoorWalkablePlaneTests
{
// -----------------------------------------------------------------------
// Helpers
// -----------------------------------------------------------------------
/// <summary>
/// Builds a CellPhysics with a single upward-facing floor polygon
/// (a 10×10 square in the XY plane at local Z=0), plus identity transforms.
/// </summary>
private static CellPhysics BuildCellWithFloor(float floorZ = 0f)
{
var verts = new[]
{
new Vector3(-5f, -5f, floorZ),
new Vector3( 5f, -5f, floorZ),
new Vector3( 5f, 5f, floorZ),
new Vector3(-5f, 5f, floorZ),
};
var normal = new Vector3(0f, 0f, 1f); // straight up
float D = -Vector3.Dot(normal, verts[0]); // = -floorZ
var floorPoly = new ResolvedPolygon
{
Vertices = verts,
Plane = new Plane(normal, D),
NumPoints = 4,
SidesType = CullMode.None,
};
return new CellPhysics
{
WorldTransform = Matrix4x4.Identity,
InverseWorldTransform = Matrix4x4.Identity,
Resolved = new Dictionary<ushort, ResolvedPolygon> { [0] = floorPoly },
};
}
// -----------------------------------------------------------------------
// TryFindIndoorWalkablePlane
// -----------------------------------------------------------------------
[Fact]
public void TryFindIndoorWalkablePlane_PlayerDirectlyOverFloor_ReturnsTrue()
{
var cell = BuildCellWithFloor(floorZ: 0f);
var localFoot = new Vector3(0f, 0f, 0.5f); // centred over the 10×10 square
bool found = Transition.TryFindIndoorWalkablePlane(
cell, localFoot,
out var plane, out var verts, out uint polyId);
Assert.True(found);
}
[Fact]
public void TryFindIndoorWalkablePlane_PlayerDirectlyOverFloor_PlaneNormalIsUp()
{
var cell = BuildCellWithFloor(floorZ: 0f);
var localFoot = new Vector3(0f, 0f, 0.5f);
Transition.TryFindIndoorWalkablePlane(
cell, localFoot, out var plane, out _, out _);
// The floor's normal must point up (Z close to 1).
Assert.True(plane.Normal.Z > 0.99f,
$"Expected plane.Normal.Z > 0.99, got {plane.Normal.Z}");
}
[Fact]
public void TryFindIndoorWalkablePlane_PlayerDirectlyOverFloor_PlaneAtFloorZ()
{
const float floorZ = 2.5f;
var cell = BuildCellWithFloor(floorZ);
var localFoot = new Vector3(0f, 0f, floorZ + 0.5f);
Transition.TryFindIndoorWalkablePlane(
cell, localFoot, out var plane, out _, out _);
// With identity transform and an upward normal, plane.D = -floorZ.
// The plane equation: normal·p + D = 0 → p.Z = floorZ when normal=(0,0,1).
Assert.True(MathF.Abs(plane.D - (-floorZ)) < 1e-4f,
$"Expected plane.D ≈ {-floorZ}, got {plane.D}");
}
[Fact]
public void TryFindIndoorWalkablePlane_PlayerOutsidePolygonXY_ReturnsFalse()
{
var cell = BuildCellWithFloor();
// XY = (20, 20) is far outside the 10×10 square (-5..5 in both axes).
var localFoot = new Vector3(20f, 20f, 0.5f);
bool found = Transition.TryFindIndoorWalkablePlane(
cell, localFoot, out _, out _, out _);
Assert.False(found);
}
[Fact]
public void TryFindIndoorWalkablePlane_NoWalkablePolys_ReturnsFalse()
{
// A polygon whose normal points sideways (wall) — normal.Z < 0.6664.
var wallPoly = new ResolvedPolygon
{
Vertices = new[] { Vector3.Zero, Vector3.UnitY, Vector3.UnitZ },
Plane = new Plane(new Vector3(1f, 0f, 0f), 0f), // normal.Z = 0
NumPoints = 3,
SidesType = CullMode.None,
};
var cell = new CellPhysics
{
WorldTransform = Matrix4x4.Identity,
InverseWorldTransform = Matrix4x4.Identity,
Resolved = new Dictionary<ushort, ResolvedPolygon> { [1] = wallPoly },
};
bool found = Transition.TryFindIndoorWalkablePlane(
cell, new Vector3(0f, 0f, 0.5f), out _, out _, out _);
Assert.False(found);
}
[Fact]
public void TryFindIndoorWalkablePlane_EmptyResolved_ReturnsFalse()
{
var cell = new CellPhysics
{
WorldTransform = Matrix4x4.Identity,
InverseWorldTransform = Matrix4x4.Identity,
Resolved = new Dictionary<ushort, ResolvedPolygon>(),
};
bool found = Transition.TryFindIndoorWalkablePlane(
cell, new Vector3(0f, 0f, 0.5f), out _, out _, out _);
Assert.False(found);
}
[Fact]
public void TryFindIndoorWalkablePlane_WithWorldTranslation_PlaneInWorldSpace()
{
// Cell is translated 100 units in X and 200 units in Y.
var translation = Matrix4x4.CreateTranslation(100f, 200f, 94f);
Matrix4x4.Invert(translation, out var inv);
var localVerts = new[]
{
new Vector3(-5f, -5f, 0f),
new Vector3( 5f, -5f, 0f),
new Vector3( 5f, 5f, 0f),
new Vector3(-5f, 5f, 0f),
};
var floorPoly = new ResolvedPolygon
{
Vertices = localVerts,
Plane = new Plane(new Vector3(0f, 0f, 1f), 0f),
NumPoints = 4,
SidesType = CullMode.None,
};
var cell = new CellPhysics
{
WorldTransform = translation,
InverseWorldTransform = inv,
Resolved = new Dictionary<ushort, ResolvedPolygon> { [0] = floorPoly },
};
// The player's local foot is at (0,0,0.5) in local space.
var localFoot = new Vector3(0f, 0f, 0.5f);
bool found = Transition.TryFindIndoorWalkablePlane(
cell, localFoot, out var plane, out var worldVerts, out _);
Assert.True(found);
// World normal should still be (0,0,1).
Assert.True(plane.Normal.Z > 0.99f);
// World vertex[0] should be at local (-5,-5,0) + translation = (95, 195, 94).
Assert.True(MathF.Abs(worldVerts[0].X - 95f) < 1e-3f);
Assert.True(MathF.Abs(worldVerts[0].Y - 195f) < 1e-3f);
Assert.True(MathF.Abs(worldVerts[0].Z - 94f) < 1e-3f,
$"Expected worldVerts[0].Z ≈ 94, got {worldVerts[0].Z}");
}
// -----------------------------------------------------------------------
// PointInPolygonXY
// -----------------------------------------------------------------------
[Theory]
[InlineData( 0f, 0f, true)] // centre
[InlineData( 4f, 4f, true)] // near corner, inside
[InlineData( 5f, 5f, false)] // on the corner — outside by convention
[InlineData(10f, 0f, false)] // clearly outside
[InlineData(-4f, -4f, true)] // near opposite corner, inside
public void PointInPolygonXY_UnitSquare(float px, float py, bool expected)
{
var square = new[]
{
new Vector3(-5f, -5f, 0f),
new Vector3( 5f, -5f, 0f),
new Vector3( 5f, 5f, 0f),
new Vector3(-5f, 5f, 0f),
};
bool result = Transition.PointInPolygonXY(new Vector3(px, py, 99f), square);
Assert.Equal(expected, result);
}
[Fact]
public void PointInPolygonXY_IgnoresZ()
{
// Same XY, different Z — should still be inside.
var square = new[]
{
new Vector3(-5f, -5f, 0f),
new Vector3( 5f, -5f, 0f),
new Vector3( 5f, 5f, 0f),
new Vector3(-5f, 5f, 0f),
};
// Point has the same XY as the inside case but a very different Z.
bool atLowZ = Transition.PointInPolygonXY(new Vector3(0f, 0f, -1000f), square);
bool atHighZ = Transition.PointInPolygonXY(new Vector3(0f, 0f, 1000f), square);
Assert.True(atLowZ);
Assert.True(atHighZ);
}
}