Closes the outdoor→indoor entry path. New BuildingPhysics type holds the per-SortCell BldPortal list + building world transform; PhysicsDataCache caches it (CacheBuilding + GetBuilding); CellTransit.CheckBuildingTransit tests each portal's destination cell via PointInsideCellBsp. PhysicsEngine.ResolveCellId's outdoor branch now hooks CheckBuildingTransit after the terrain-grid lookup: if the matched landcell has a cached building stab, check whether the sphere has crossed into one of its interior EnvCells before returning. GameWindow at landblock-load time iterates LandBlockInfo.Buildings and caches each via PhysicsDataCache.CacheBuilding. The landcell-id derivation uses retail's row-major cell-index formula (gridX * 8 + gridY + 1). Polish items from Subagent B/C reviews folded in: - visited HashSet in FindCellList's BFS (avoids O(N^2) re-enqueue) - ResolveCellId_NoDataCache_ReturnsFallback test (closes coverage gap) - DataCache-asymmetry comment in PhysicsEngine.ResolveCellId - Replaced misleading FindCellList outdoor-branch TODO with explicit note that ResolveCellId bypasses this branch — wired in ResolveCellId directly. - Removed unused 'using DatReaderWriter.Types;' from CellTransit.cs - 2 new CellTransitFindCellListTests integration tests - 1 new CellTransitCheckBuildingTransitTests test (null-CellBSP guard case; happy path deferred to visual verification). Spec: docs/superpowers/specs/2026-05-19-indoor-portal-cell-tracking-design.md Plan: docs/superpowers/plans/2026-05-19-indoor-portal-cell-tracking.md Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
454 lines
19 KiB
C#
454 lines
19 KiB
C#
using System.Collections.Concurrent;
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using System.Numerics;
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using DatReaderWriter.DBObjs;
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using DatReaderWriter.Enums;
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using DatReaderWriter.Types;
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using Plane = System.Numerics.Plane;
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namespace AcDream.Core.Physics;
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/// <summary>
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/// Thread-safe cache of physics-relevant data extracted from GfxObj and Setup
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/// dat objects during streaming. Populated by the streaming worker thread;
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/// read by the physics engine on the game/render thread. ConcurrentDictionary
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/// makes cross-thread access safe without a global lock.
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/// </summary>
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public sealed class PhysicsDataCache
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{
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private readonly ConcurrentDictionary<uint, GfxObjPhysics> _gfxObj = new();
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private readonly ConcurrentDictionary<uint, GfxObjVisualBounds> _visualBounds = new();
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private readonly ConcurrentDictionary<uint, SetupPhysics> _setup = new();
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private readonly ConcurrentDictionary<uint, CellPhysics> _cellStruct = new();
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// ── Phase 2: building portal cache for outdoor→indoor entry ───────────
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private readonly ConcurrentDictionary<uint, BuildingPhysics> _buildings = new();
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/// <summary>
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/// Extract and cache the physics BSP + polygon data from a GfxObj,
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/// PLUS always cache a visual AABB from the vertex data regardless of
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/// the HasPhysics flag. The visual AABB is used as a collision fallback
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/// for entities whose Setup has no retail physics data — it lets the
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/// user collide with decorative meshes that don't have a CylSphere or
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/// per-part BSP.
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/// </summary>
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public void CacheGfxObj(uint gfxObjId, GfxObj gfxObj)
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{
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// Always cache a visual AABB from the mesh vertices — this is cheap
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// and fed by the mesh data that's already loaded. It serves as the
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// fallback collision shape for pure-visual entities.
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if (!_visualBounds.ContainsKey(gfxObjId) && gfxObj.VertexArray != null)
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{
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_visualBounds[gfxObjId] = ComputeVisualBounds(gfxObj.VertexArray);
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}
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if (_gfxObj.ContainsKey(gfxObjId)) return;
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if (!gfxObj.Flags.HasFlag(GfxObjFlags.HasPhysics)) return;
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if (gfxObj.PhysicsBSP?.Root is null) return;
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if (gfxObj.VertexArray is null) return;
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_gfxObj[gfxObjId] = new GfxObjPhysics
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{
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BSP = gfxObj.PhysicsBSP,
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PhysicsPolygons = gfxObj.PhysicsPolygons,
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BoundingSphere = gfxObj.PhysicsBSP.Root.BoundingSphere,
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Vertices = gfxObj.VertexArray,
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Resolved = ResolvePolygons(gfxObj.PhysicsPolygons, gfxObj.VertexArray),
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};
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}
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/// <summary>
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/// Get the cached visual AABB for a GfxObj, or null if not cached.
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/// </summary>
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public GfxObjVisualBounds? GetVisualBounds(uint gfxObjId) =>
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_visualBounds.TryGetValue(gfxObjId, out var vb) ? vb : null;
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/// <summary>
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/// Compute a tight axis-aligned bounding box over all vertices in the mesh.
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/// Used as a fallback collision shape for entities whose Setup has no
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/// physics data — we approximate collision using the visual extent.
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/// </summary>
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private static GfxObjVisualBounds ComputeVisualBounds(VertexArray vertexArray)
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{
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if (vertexArray.Vertices == null || vertexArray.Vertices.Count == 0)
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{
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return new GfxObjVisualBounds
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{
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Min = Vector3.Zero,
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Max = Vector3.Zero,
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Center = Vector3.Zero,
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Radius = 0f,
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HalfExtents = Vector3.Zero,
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};
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}
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var min = new Vector3(float.MaxValue);
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var max = new Vector3(float.MinValue);
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foreach (var kv in vertexArray.Vertices)
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{
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var p = kv.Value.Origin;
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if (p.X < min.X) min.X = p.X;
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if (p.Y < min.Y) min.Y = p.Y;
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if (p.Z < min.Z) min.Z = p.Z;
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if (p.X > max.X) max.X = p.X;
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if (p.Y > max.Y) max.Y = p.Y;
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if (p.Z > max.Z) max.Z = p.Z;
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}
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var center = (min + max) * 0.5f;
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var halfExt = (max - min) * 0.5f;
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float radius = halfExt.Length();
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return new GfxObjVisualBounds
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{
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Min = min,
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Max = max,
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Center = center,
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Radius = radius,
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HalfExtents = halfExt,
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};
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}
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/// <summary>
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/// Extract and cache the collision shape data from a Setup.
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/// No-ops if the id is already cached.
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/// </summary>
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public void CacheSetup(uint setupId, Setup setup)
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{
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if (_setup.ContainsKey(setupId)) return;
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_setup[setupId] = new SetupPhysics
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{
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CylSpheres = setup.CylSpheres ?? new(),
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Spheres = setup.Spheres ?? new(),
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Height = setup.Height,
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Radius = setup.Radius,
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StepUpHeight = setup.StepUpHeight,
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StepDownHeight = setup.StepDownHeight,
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};
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}
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/// <summary>
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/// Extract and cache the physics BSP + polygon data from a CellStruct
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/// (indoor room geometry). No-ops if the id is already cached or the
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/// CellStruct has no physics BSP.
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/// </summary>
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public void CacheCellStruct(uint envCellId, DatReaderWriter.DBObjs.EnvCell envCell,
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CellStruct cellStruct, Matrix4x4 worldTransform)
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{
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if (_cellStruct.ContainsKey(envCellId)) return;
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if (cellStruct.PhysicsBSP?.Root is null) return;
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Matrix4x4.Invert(worldTransform, out var inverseTransform);
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var resolved = ResolvePolygons(cellStruct.PhysicsPolygons, cellStruct.VertexArray);
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// Visible polygons — portals reference these (NOT PhysicsPolygons).
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var portalPolygons = ResolvePolygons(cellStruct.Polygons, cellStruct.VertexArray);
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// Portal list from envCell.CellPortals.
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var portals = new System.Collections.Generic.List<PortalInfo>(envCell.CellPortals.Count);
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foreach (var p in envCell.CellPortals)
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{
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portals.Add(new PortalInfo(
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otherCellId: p.OtherCellId,
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polygonId: p.PolygonId,
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flags: (ushort)p.Flags));
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}
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// VisibleCells set — populated for future use; not consulted this phase.
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// envCell.VisibleCells is List<UInt16> per the DatReaderWriter shape — iterate directly, no .Keys.
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var visibleCellIds = new System.Collections.Generic.HashSet<uint>();
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if (envCell.VisibleCells is not null)
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{
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uint lbPrefix = envCellId & 0xFFFF0000u;
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foreach (var lowId in envCell.VisibleCells)
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visibleCellIds.Add(lbPrefix | lowId);
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}
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_cellStruct[envCellId] = new CellPhysics
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{
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BSP = cellStruct.PhysicsBSP,
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PhysicsPolygons = cellStruct.PhysicsPolygons,
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Vertices = cellStruct.VertexArray,
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WorldTransform = worldTransform,
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InverseWorldTransform = inverseTransform,
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Resolved = resolved,
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// ── Phase 2 portal fields ──
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CellBSP = cellStruct.CellBSP,
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Portals = portals,
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PortalPolygons = portalPolygons,
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VisibleCellIds = visibleCellIds,
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};
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if (PhysicsDiagnostics.ProbeCellCacheEnabled)
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{
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var root = cellStruct.PhysicsBSP?.Root;
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int bspRootPolyCount = root?.Polygons?.Count ?? 0;
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bool bspRootHasChildren = root?.PosNode is not null || root?.NegNode is not null;
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int bspTotalLeafPolys = 0;
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int bspUnmatchedIds = 0;
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if (root is not null)
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{
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var stack = new System.Collections.Generic.Stack<DatReaderWriter.Types.PhysicsBSPNode>();
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stack.Push(root);
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while (stack.Count > 0)
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{
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var n = stack.Pop();
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if (n.Polygons is not null)
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{
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foreach (var pid in n.Polygons)
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{
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bspTotalLeafPolys++;
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if (!resolved.ContainsKey(pid)) bspUnmatchedIds++;
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}
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}
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if (n.PosNode is not null) stack.Push(n.PosNode);
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if (n.NegNode is not null) stack.Push(n.NegNode);
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}
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}
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var bs = root?.BoundingSphere;
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string bsStr = bs is null
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? "bsphere=n/a"
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: System.FormattableString.Invariant(
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$"bsphere=({bs.Origin.X:F2},{bs.Origin.Y:F2},{bs.Origin.Z:F2}) r={bs.Radius:F2}");
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var worldOrigin = Vector3.Transform(Vector3.Zero, worldTransform);
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Console.WriteLine(System.FormattableString.Invariant(
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$"[cell-cache] envCellId=0x{envCellId:X8} physicsPolyCount={cellStruct.PhysicsPolygons?.Count ?? 0} resolvedCount={resolved.Count} bspTotalLeafPolys={bspTotalLeafPolys} bspUnmatchedIds={bspUnmatchedIds} {bsStr} portalCount={portals.Count} visibleCells={visibleCellIds.Count} cellBspRoot={(cellStruct.CellBSP?.Root is null ? "null" : "ok")} worldOrigin=({worldOrigin.X:F2},{worldOrigin.Y:F2},{worldOrigin.Z:F2})"));
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}
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}
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/// <summary>
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/// Pre-resolve all physics polygons: lookup vertex positions from VertexArray
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/// and compute the face plane. Matches ACE's Polygon constructor which calls
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/// make_plane() and resolves Vertices from VertexIDs at load time.
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/// </summary>
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internal static Dictionary<ushort, ResolvedPolygon> ResolvePolygons(
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Dictionary<ushort, DatReaderWriter.Types.Polygon> polys,
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VertexArray vertexArray)
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{
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var resolved = new Dictionary<ushort, ResolvedPolygon>(polys.Count);
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foreach (var (id, poly) in polys)
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{
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int numVerts = poly.VertexIds.Count;
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if (numVerts < 3) continue;
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var verts = new Vector3[numVerts];
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bool valid = true;
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for (int i = 0; i < numVerts; i++)
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{
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ushort vid = (ushort)poly.VertexIds[i];
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if (!vertexArray.Vertices.TryGetValue(vid, out var sv))
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{ valid = false; break; }
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verts[i] = sv.Origin;
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}
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if (!valid) continue;
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// Compute plane normal using ACE's make_plane algorithm:
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// fan cross-product accumulation + normalization.
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var normal = Vector3.Zero;
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for (int i = 1; i < numVerts - 1; i++)
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{
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var v1 = verts[i] - verts[0];
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var v2 = verts[i + 1] - verts[0];
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normal += Vector3.Cross(v1, v2);
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}
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float len = normal.Length();
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if (len < 1e-8f) continue;
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normal /= len;
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// D = -(average dot(normal, vertex))
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float dotSum = 0f;
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for (int i = 0; i < numVerts; i++)
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dotSum += Vector3.Dot(normal, verts[i]);
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float d = -(dotSum / numVerts);
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resolved[id] = 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 = numVerts,
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SidesType = poly.SidesType,
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};
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}
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return resolved;
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}
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public GfxObjPhysics? GetGfxObj(uint id) => _gfxObj.TryGetValue(id, out var p) ? p : null;
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public SetupPhysics? GetSetup(uint id) => _setup.TryGetValue(id, out var p) ? p : null;
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public CellPhysics? GetCellStruct(uint id) => _cellStruct.TryGetValue(id, out var p) ? p : null;
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public int GfxObjCount => _gfxObj.Count;
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public int SetupCount => _setup.Count;
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public int CellStructCount => _cellStruct.Count;
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/// <summary>
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/// Indoor walking Phase 1 (2026-05-19). Snapshot of currently-cached
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/// EnvCell ids — used by <see cref="AcDream.Core.Selection.WorldPicker"/>
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/// to enumerate occluder candidates without exposing the underlying
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/// dictionary. Returns the live key-set; callers should snapshot the
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/// collection if they need stability across frames.
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/// </summary>
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public IReadOnlyCollection<uint> CellStructIds => (IReadOnlyCollection<uint>)_cellStruct.Keys;
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/// <summary>
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/// Register a pre-built <see cref="GfxObjPhysics"/> directly.
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/// Intended for unit-test fixtures that construct synthetic BSP trees
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/// without needing real DAT content.
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/// </summary>
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public void RegisterGfxObjForTest(uint gfxObjId, GfxObjPhysics physics)
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=> _gfxObj[gfxObjId] = physics;
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/// <summary>
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/// Register a pre-built <see cref="CellPhysics"/> directly. Intended for
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/// unit-test fixtures that construct synthetic cells without going through
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/// dat-driven <see cref="CacheCellStruct"/>.
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/// </summary>
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public void RegisterCellStructForTest(uint envCellId, CellPhysics physics)
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=> _cellStruct[envCellId] = physics;
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/// <summary>
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/// Indoor walking Phase 2 (2026-05-19). Cache the building portal list
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/// for an outdoor landcell that contains a building stab. Used by
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/// <see cref="CellTransit.CheckBuildingTransit"/>.
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/// </summary>
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public void CacheBuilding(uint landcellId, IReadOnlyList<BldPortalInfo> portals, Matrix4x4 worldTransform)
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{
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if (_buildings.ContainsKey(landcellId)) return;
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Matrix4x4.Invert(worldTransform, out var inverse);
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_buildings[landcellId] = new BuildingPhysics
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{
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WorldTransform = worldTransform,
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InverseWorldTransform = inverse,
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Portals = portals,
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};
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}
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public BuildingPhysics? GetBuilding(uint landcellId)
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=> _buildings.TryGetValue(landcellId, out var b) ? b : null;
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public IReadOnlyCollection<uint> BuildingIds => (IReadOnlyCollection<uint>)_buildings.Keys;
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/// <summary>Test helper, mirrors <see cref="RegisterCellStructForTest"/>.</summary>
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public void RegisterBuildingForTest(uint landcellId, BuildingPhysics b) => _buildings[landcellId] = b;
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}
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/// <summary>
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/// Visual AABB of a GfxObj mesh — populated for every cached GfxObj regardless
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/// of whether it has physics data. Used as a collision fallback shape for
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/// entities whose Setup has no CylSpheres/Spheres/Radius (pure decorative
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/// meshes). Provides an approximate cylinder matching the visible mesh extent.
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/// </summary>
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public sealed class GfxObjVisualBounds
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{
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/// <summary>Local-space minimum corner of the mesh AABB.</summary>
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public required Vector3 Min { get; init; }
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/// <summary>Local-space maximum corner of the mesh AABB.</summary>
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public required Vector3 Max { get; init; }
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/// <summary>Center of the local-space AABB.</summary>
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public required Vector3 Center { get; init; }
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/// <summary>Local-space radius (diagonal half-length) — loose bound.</summary>
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public required float Radius { get; init; }
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/// <summary>Local-space half-extents ((Max - Min) * 0.5).</summary>
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public required Vector3 HalfExtents { get; init; }
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}
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/// <summary>
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/// A physics polygon with pre-resolved vertex positions and pre-computed plane.
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/// ACE pre-computes these in its Polygon constructor; we do it at cache time
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/// to avoid per-collision-test vertex lookups.
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/// </summary>
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public sealed class ResolvedPolygon
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{
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public required Vector3[] Vertices { get; init; }
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public required Plane Plane { get; init; }
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public required int NumPoints { get; init; }
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public required CullMode SidesType { get; init; }
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}
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/// <summary>Cached physics data for a single GfxObj part.</summary>
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public sealed class GfxObjPhysics
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{
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public required PhysicsBSPTree BSP { get; init; }
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public required Dictionary<ushort, Polygon> PhysicsPolygons { get; init; }
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public Sphere? BoundingSphere { get; init; }
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public required VertexArray Vertices { get; init; }
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/// <summary>
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/// Pre-resolved polygon data with vertex positions and computed planes.
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/// Populated once at cache time so BSP queries don't pay per-test lookup cost.
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/// </summary>
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public required Dictionary<ushort, ResolvedPolygon> Resolved { get; init; }
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}
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/// <summary>Cached collision shape data for a Setup (character/creature capsule).</summary>
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public sealed class SetupPhysics
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{
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public List<CylSphere> CylSpheres { get; init; } = new();
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public List<Sphere> Spheres { get; init; } = new();
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public float Height { get; init; }
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public float Radius { get; init; }
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public float StepUpHeight { get; init; }
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public float StepDownHeight { get; init; }
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}
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/// <summary>
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/// Cached physics data for an indoor cell's room geometry (CellStruct).
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/// Used for wall/floor/ceiling collision in EnvCells.
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/// ACE: EnvCell.find_env_collisions queries CellStructure.PhysicsBSP.
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/// </summary>
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public sealed class CellPhysics
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{
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/// <summary>
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/// The physics BSP tree for this cell. Nullable so that test fixtures
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/// can construct a <see cref="CellPhysics"/> from <see cref="Resolved"/>
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/// alone without needing a real DAT BSP object. Production code must
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/// null-check before traversal: <c>cell.BSP?.Root is not null</c>.
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/// </summary>
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public PhysicsBSPTree? BSP { get; init; }
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public Dictionary<ushort, Polygon>? PhysicsPolygons { get; init; }
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public VertexArray? Vertices { get; init; }
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public Matrix4x4 WorldTransform { get; init; }
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public Matrix4x4 InverseWorldTransform { get; init; }
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/// <summary>
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/// Pre-resolved polygon data with vertex positions and computed planes.
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/// </summary>
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public required Dictionary<ushort, ResolvedPolygon> Resolved { get; init; }
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// ── Indoor walking Phase 2 (2026-05-19): portal-graph fields ───────
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/// <summary>
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/// The cell BSP used for <see cref="BSPQuery.PointInsideCellBsp"/>
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/// (point-in-cell tests). Separate tree from <see cref="BSP"/>
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/// (collision) and from the renderer's drawing-BSP.
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/// Source: <c>cellStruct.CellBSP</c> at cache time.
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/// Nullable: cells without a CellBSP cannot participate in portal
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/// containment and are skipped by <see cref="CellTransit"/>.
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/// </summary>
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public DatReaderWriter.Types.CellBSPTree? CellBSP { get; init; }
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/// <summary>
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/// Portal connections to neighbouring cells, in cell-local space.
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/// Default: empty list. Source: <c>envCell.CellPortals</c>.
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/// </summary>
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public IReadOnlyList<PortalInfo> Portals { get; init; } = System.Array.Empty<PortalInfo>();
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/// <summary>
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/// Resolved VISIBLE polygons (from <c>cellStruct.Polygons</c>),
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/// keyed by polygon id. Distinct from <see cref="Resolved"/> which
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/// holds <c>PhysicsPolygons</c>. Portal lookup via
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/// <see cref="PortalInfo.PolygonId"/> resolves through this dict.
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/// Nullable when the cell has no visible polys (rare).
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/// </summary>
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public Dictionary<ushort, ResolvedPolygon>? PortalPolygons { get; init; }
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/// <summary>
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/// The full cell ids visible from this cell (with landblock prefix).
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/// Populated from <c>envCell.VisibleCells</c> at cache time. Unused
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/// this phase; reserved for the optional <c>find_cell_list</c>
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/// visibility filter.
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/// </summary>
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public IReadOnlySet<uint> VisibleCellIds { get; init; } = new System.Collections.Generic.HashSet<uint>();
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}
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