acdream/src/AcDream.Core/Physics/PortalInfo.cs
Erik 1969c55823 feat(physics): Phase 2 — wire CellBSP + Portals into CellPhysics
Adds PortalInfo struct and extends CellPhysics with CellBSP (third BSP
for point-in-cell tests, typed CellBSPTree from DatReaderWriter),
Portals (from envCell.CellPortals), PortalPolygons (resolved
cellStruct.Polygons — portals reference visible polys, not
PhysicsPolygons), and VisibleCellIds (populated for future use;
envCell.VisibleCells is List<UInt16>, not Dictionary).

Deletes CellPhysics.LocalAabbMin/Max and PhysicsDataCache.TryFindContainingCell
— Phase D's AABB shortcut is gone. CacheCellStruct's AABB compute
removed; the [cell-cache] diagnostic updated with portal/visible counts
instead.

CacheCellStruct signature gains an EnvCell parameter (one call site in
GameWindow.cs:5384 updated). ResolveOutdoorCellId drops the
TryFindContainingCell call; portal-graph CellTransit replaces it next.

ResolveOutdoorCellIdTests object initializers had the deleted AABB
properties stripped temporarily so the build stays green; the file gets
replaced wholesale in the next commit (CellTransit integration). Those
2 AABB-containment tests continue to fail (they were pre-broken on this
branch); no new failures introduced.

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>
2026-05-19 16:52:20 +02:00

45 lines
1.5 KiB
C#

namespace AcDream.Core.Physics;
/// <summary>
/// Indoor walking Phase 2 (2026-05-19). Portal connection between two
/// EnvCells. Each <see cref="CellPhysics"/> carries a list of these,
/// mirroring retail's <c>CCellStruct.portals</c> array.
///
/// <para>
/// <see cref="OtherCellId"/> is a low-16 cell index (combined with the
/// owning landblock prefix at lookup time) or <c>0xFFFF</c> to mean
/// "exit to outdoor world" (the player crosses this portal to leave
/// the building).
/// </para>
///
/// <para>
/// <see cref="PolygonId"/> indexes the OWNING cell's
/// <see cref="CellPhysics.PortalPolygons"/> dict (the visible-polygon
/// table, NOT <see cref="CellPhysics.Resolved"/> which holds physics
/// polys).
/// </para>
///
/// <para>
/// <see cref="PortalSide"/> decodes bit 2 of <see cref="Flags"/>:
/// <c>(Flags &amp; 2) == 0</c> → portal's polygon normal points INTO
/// the owning cell (so dist &gt; 0 in cell-local space means "outside
/// the cell, beyond the portal"). Used in <c>find_transit_cells</c>'s
/// load-hint path for unloaded neighbours.
/// </para>
/// </summary>
public readonly struct PortalInfo
{
public PortalInfo(ushort otherCellId, ushort polygonId, ushort flags)
{
OtherCellId = otherCellId;
PolygonId = polygonId;
Flags = flags;
}
public ushort OtherCellId { get; }
public ushort PolygonId { get; }
public ushort Flags { get; }
/// <summary>Bit 2 of <see cref="Flags"/>. See struct docstring.</summary>
public bool PortalSide => (Flags & 2) == 0;
}