using System.Collections.Generic; using System.Numerics; using DatReaderWriter.Enums; namespace AcDream.Core.Physics; /// /// Indoor walking Phase 2 (2026-05-19). Cached building portal data /// for outdoor→indoor cell entry. One per outdoor landcell that contains /// a building stab. Mirrors retail's BuildingObj.Portals array /// (per the pseudocode doc §"LandCell.find_transit_cells"). /// public sealed class BuildingPhysics { public required Matrix4x4 WorldTransform { get; init; } public required Matrix4x4 InverseWorldTransform { get; init; } public required IReadOnlyList Portals { get; init; } } /// /// One building portal: the connection from a SortCell's BuildingObj to /// an interior EnvCell. ExactMatch is decoded from /// bit 0 (PortalFlags.ExactMatch = 0x0001). /// public readonly struct BldPortalInfo { public BldPortalInfo(uint otherCellId, ushort otherPortalId, ushort flags) { OtherCellId = otherCellId; OtherPortalId = otherPortalId; Flags = flags; } /// Full id of the interior EnvCell this portal connects to. public uint OtherCellId { get; } /// The portal id within the destination EnvCell. public ushort OtherPortalId { get; } public ushort Flags { get; } /// /// Bit 0 of (DatReaderWriter.Enums.PortalFlags.ExactMatch). /// /// /// Reserved per retail's CBldPortal::exact_match. NOT currently /// consumed by — every /// portal overlap is treated as a valid entry trigger. If a future /// regression surfaces (e.g., a building entered by overlapping a /// non-exact-match portal), wire this into the entry test. /// /// public bool ExactMatch => (Flags & (ushort)PortalFlags.ExactMatch) != 0; }