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4 commits

Author SHA1 Message Date
Erik
228eecbb31 chore(app): Phase B.2 — strip diagnostic logging + fix indoor-transition test
Removes all [PLAYER], [PLAYER-INIT], [PLAYER-ANIM] diagnostic dump
lines now that walking, camera, and animation are verified working.

Updates PhysicsEngineTests.Resolve_EnterIndoorCell to match the new
behavior (outdoor→indoor transition disabled in the B.2 MVP): the
test now asserts the player stays outdoor at terrain Z instead of
transitioning to the indoor cell.

265 tests green.

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-04-12 15:27:49 +02:00
Erik
88d446d11d feat(core): Phase B.3 — PhysicsEngine (top-level collision resolver)
Combines TerrainSurface + CellSurface into a single Resolve() API
that handles outdoor terrain walking, indoor floor walking,
outdoor<->indoor cell transitions, step-height enforcement, and
ground detection.

Step-height blocks upward Z deltas exceeding the limit (walls,
cliffs); downhill movement is always accepted. Indoor transitions
pick the cell whose floor Z is closest to the entity's current Z
(handles multi-story buildings). Reports IsOnGround=false when
no landblock or surface covers the entity's position (gravity
applied by the caller).

One API mismatch fixed vs plan: plan encoded the upper 16 landblock
bits into the returned cell ID, but the tests assert the raw cell ID
(0x0100, <0x0100) — so Resolve returns targetCellId directly.

6 new tests covering flat terrain, slopes, step-height rejection,
indoor entry/exit, and void detection. 243 total, all green.

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-04-12 09:54:28 +02:00
Erik
19aa8ce5d0 feat(core): Phase B.3 — TerrainSurface (outdoor heightmap Z + cell ID)
Extracts the bilinear heightmap interpolation from GameWindow's
inlined SampleTerrainZ into a reusable class. Also adds outdoor
cell ID computation (8×8 grid of 24-unit cells, 0x0001..0x0040).

First component of the physics collision engine.

6 new tests, all green.

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-04-12 09:51:54 +02:00
Erik
520589911b feat(core): Phase B.3 — CellSurface (indoor floor polygon projection)
Projects an XY point onto a cell's floor polygons via brute-force
triangle iteration + barycentric Z interpolation. Fan-triangulates
quads and larger polygons. Returns null when outside all floor
surfaces. Accepts pre-transformed world-space vertex positions so
the caller handles EnvCell coordinate transforms.

Second component of the physics collision engine.

4 new tests, all green.

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-04-12 09:51:22 +02:00