acdream/src/AcDream.Core/Physics/WalkMissDiagnostic.cs
Erik 31da57c94c feat(physics): WalkMissDiagnostic aggregator for ISSUES #83 probe spike
Pure-function aggregator that, given a CellPhysics.Resolved dict and
a foot local position, picks the nearest walkable-eligible polygon
(normal Z >= FloorZ) and reports XY-containment + signed vertical gap.
Also enumerates walkable polys with local-XY bboxes for the one-shot
[floor-polys] cell-load dump.

Pure-function, no behavior change. Wiring to emission sites lands in
the next commit.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-20 10:31:39 +02:00

173 lines
6.6 KiB
C#

using System.Collections.Generic;
using System.Numerics;
namespace AcDream.Core.Physics;
/// <summary>
/// ISSUES #83 H-disambiguation spike (2026-05-21). Pure-function
/// aggregator over a <see cref="CellPhysics.Resolved"/> dict — picks
/// the nearest walkable-eligible polygon to a given foot position
/// (cell-local space) and reports XY-containment + vertical gap so
/// the <c>[walk-miss]</c> emission site can disambiguate H1/H2/H3
/// without re-walking the dictionary itself.
///
/// <para>
/// Also enumerates walkable polygons for the one-shot
/// <c>[floor-polys]</c> dump at cell-cache time.
/// </para>
///
/// <para>
/// Spec: <c>docs/superpowers/specs/2026-05-21-indoor-walk-miss-probe-design.md</c>.
/// </para>
/// </summary>
public static class WalkMissDiagnostic
{
public readonly struct AggregateResult
{
public bool Found { get; init; }
public ushort PolyId { get; init; }
public bool ContainsFootXY { get; init; }
public float Dz { get; init; }
public float NormalZ { get; init; }
}
public readonly struct WalkableEntry
{
public ushort PolyId { get; init; }
public float NormalZ { get; init; }
public Vector3 BboxMin { get; init; }
public Vector3 BboxMax { get; init; }
public float PlaneZAtBboxCenter { get; init; }
}
/// <summary>
/// Walks <paramref name="resolved"/>, considering only polygons
/// whose plane normal Z is at least <paramref name="floorZ"/>
/// (walkable slope). Selection rule:
/// <list type="number">
/// <item><description>Polygons whose local-XY bounding box contains
/// <paramref name="footLocal"/>'s XY are preferred. Among them,
/// the one with smallest <c>|dz|</c> wins.</description></item>
/// <item><description>If no poly contains the foot XY, the poly
/// with smallest <c>|dz|</c> across all walkable polys wins,
/// and <see cref="AggregateResult.ContainsFootXY"/> is false.</description></item>
/// </list>
/// </summary>
public static AggregateResult AggregateNearestWalkable(
IReadOnlyDictionary<ushort, ResolvedPolygon> resolved,
Vector3 footLocal,
float floorZ)
{
bool bestFound = false;
bool bestContainsFootXY = false;
ushort bestPolyId = 0;
float bestAbsDz = float.MaxValue;
float bestSignedDz = 0f;
float bestNormalZ = 0f;
foreach (var kvp in resolved)
{
var poly = kvp.Value;
if (poly.Plane.Normal.Z < floorZ) continue;
if (poly.Vertices.Length < 3) continue;
// Local-XY bounding box.
float minX = float.MaxValue, minY = float.MaxValue;
float maxX = float.MinValue, maxY = float.MinValue;
for (int i = 0; i < poly.Vertices.Length; i++)
{
var v = poly.Vertices[i];
if (v.X < minX) minX = v.X;
if (v.Y < minY) minY = v.Y;
if (v.X > maxX) maxX = v.X;
if (v.Y > maxY) maxY = v.Y;
}
bool containsFootXY =
footLocal.X >= minX && footLocal.X <= maxX &&
footLocal.Y >= minY && footLocal.Y <= maxY;
// Signed vertical gap from foot to the polygon's plane at
// the foot's XY: plane.D + n.x*X + n.y*Y + n.z*Z = 0
// => planeZ = -(D + n.x*X + n.y*Y) / n.z
// => dz = footZ - planeZ
float planeZ = -(poly.Plane.D
+ poly.Plane.Normal.X * footLocal.X
+ poly.Plane.Normal.Y * footLocal.Y)
/ poly.Plane.Normal.Z;
float signedDz = footLocal.Z - planeZ;
float absDz = MathF.Abs(signedDz);
// Preference: prefer XY-containing polys. Among the
// preferred set, smallest |dz| wins.
bool preferOver = !bestFound
|| (containsFootXY && !bestContainsFootXY)
|| (containsFootXY == bestContainsFootXY && absDz < bestAbsDz);
if (preferOver)
{
bestFound = true;
bestContainsFootXY = containsFootXY;
bestPolyId = kvp.Key;
bestAbsDz = absDz;
bestSignedDz = signedDz;
bestNormalZ = poly.Plane.Normal.Z;
}
}
return new AggregateResult
{
Found = bestFound,
PolyId = bestPolyId,
ContainsFootXY = bestContainsFootXY,
Dz = bestSignedDz,
NormalZ = bestNormalZ,
};
}
/// <summary>
/// Enumerates walkable-eligible polygons (normal Z &gt;= floorZ)
/// with their local-XY bounding boxes and plane Z at the bbox
/// center. Used by the one-shot <c>[floor-polys]</c> cell-load
/// dump.
/// </summary>
public static IEnumerable<WalkableEntry> EnumerateWalkable(
IReadOnlyDictionary<ushort, ResolvedPolygon> resolved,
float floorZ)
{
foreach (var kvp in resolved)
{
var poly = kvp.Value;
if (poly.Plane.Normal.Z < floorZ) continue;
if (poly.Vertices.Length < 3) continue;
float minX = float.MaxValue, minY = float.MaxValue, minZ = float.MaxValue;
float maxX = float.MinValue, maxY = float.MinValue, maxZ = float.MinValue;
for (int i = 0; i < poly.Vertices.Length; i++)
{
var v = poly.Vertices[i];
if (v.X < minX) minX = v.X;
if (v.Y < minY) minY = v.Y;
if (v.Z < minZ) minZ = v.Z;
if (v.X > maxX) maxX = v.X;
if (v.Y > maxY) maxY = v.Y;
if (v.Z > maxZ) maxZ = v.Z;
}
float cx = (minX + maxX) * 0.5f;
float cy = (minY + maxY) * 0.5f;
float planeZAtCenter = -(poly.Plane.D
+ poly.Plane.Normal.X * cx
+ poly.Plane.Normal.Y * cy)
/ poly.Plane.Normal.Z;
yield return new WalkableEntry
{
PolyId = kvp.Key,
NormalZ = poly.Plane.Normal.Z,
BboxMin = new Vector3(minX, minY, minZ),
BboxMax = new Vector3(maxX, maxY, maxZ),
PlaneZAtBboxCenter = planeZAtCenter,
};
}
}
}