Triage step from the plan at C:\Users\erikn\.claude\plans\ i-did-some-work-sharded-acorn.md. Four sessions on issue #98 left the worktree dirty with ~1352 LOC of mixed work. This commit splits the work into "keep" (defensible + diagnostic) and "drop" (failed experiments), then commits the keep set with the drops removed. Plan asked for three commits (diag / fix / revert); consolidated to one because the diagnostic emits in TransitionTypes.cs are tightly interleaved with the multi-sphere CellTransit calls and the CellId switch. Hunk-level splitting in those files for marginal bisect granularity didn't justify the misclick risk. Reverted entirely (failed experiments per slice 7 handoff): - src/AcDream.Core/Physics/PhysicsDataCache.cs — neg-poly storage fields (Stippling, PosSurface, NegSurface, HasNegativeSide, IsNegativeSide, NegativeSide). - src/AcDream.Core/Physics/ShadowObjectRegistry.cs — isBuilding flag propagation through Register / ShadowEntry. - tests/AcDream.Core.Tests/Physics/BSPQueryTests.cs — 165 lines of PolygonWithNegativeSide_* tests. - tests/AcDream.Core.Tests/Physics/ShadowObjectRegistryTests.cs — isBuilding propagation tests. - src/AcDream.Core/World/WorldEntity.cs — IsLandblockBuilding field (no consumer once ShadowObjectRegistry.isBuilding is gone). - src/AcDream.Core/World/LandblockLoader.cs — IsLandblockBuilding=true setter on building entities (kept BuildBuildingTerrainCells). - src/AcDream.App/Rendering/GameWindow.cs — isBuilding: arg passed to ShadowObjects.Register. - src/AcDream.Core/Physics/BSPQuery.cs — TryAdjustWalkableSide / IsWalkableAt helpers, their callers, the Path 5 / Path 6 neg-poly branch split, the BldgCheck-tied clearCell conditional, and the neg-poly ResolveCellPolygons writes. - src/AcDream.Core/Physics/PhysicsDiagnostics.cs — neg-poly fields in the poly-dump format. - src/AcDream.Core/Physics/TransitionTypes.cs — SpherePath.BldgCheck + SpherePath.HitsInteriorCell fields and every consumer, the savedBldgCheck try/finally around FindCollisions, and the neg-poly format additions to the dump-on-error helper. - src/AcDream.Core/Physics/CellTransit.cs — FindCellSet overloads with hitsInteriorCell out-param and the BuildCellSetAndPickContaining out-param threading. Kept (defensible correctness fixes + diagnostic infrastructure): - src/AcDream.App/Rendering/GameWindow.cs — render-vs-physics cell origin split: the 0.02m render lift no longer leaks into physics BSP caching. lb.BuildingTerrainCells threaded into LandblockMesh.Build. - src/AcDream.Core/World/LoadedLandblock.cs — BuildingTerrainCells record field. - src/AcDream.Core/World/LandblockLoader.cs — BuildBuildingTerrainCells (cy*8+cx from LandBlockInfo.Buildings). - src/AcDream.Core/Terrain/LandblockMesh.cs — hiddenTerrainCells param that collapses owned-cell triangles to a zero-area degenerate. - src/AcDream.App/Streaming/{GpuWorldState,LandblockStreamer}.cs — mechanical BuildingTerrainCells threading through LoadedLandblock reconstructions. - src/AcDream.Core/Physics/CellTransit.cs — multi-sphere FindTransitCellsSphere variant + multi-sphere AddAllOutsideCells + FindCellSet(IReadOnlyList<Sphere>, …) overload + the BSPQuery.SphereIntersectsCellBsp call for loaded neighbours. Matches retail CObjCell::find_cell_list / CEnvCell::find_transit_cells. - src/AcDream.Core/Physics/TransitionTypes.cs — multi-sphere FindCellSet call site, retail-faithful CellId switch after CheckOtherCells, the outdoor-landcell terrain-walkable fallback in CheckOtherCells, and the full diagnostic suite ([step-walk], [walkable-nearest], [issue98-walkable-detail], [cell-set-summary], LastBspHitPoly emits). - src/AcDream.Core/Physics/PhysicsDiagnostics.cs — ProbeStepWalkEnabled gate (ACDREAM_PROBE_STEP_WALK=1) + LogStepWalk helper + FormatVector / FormatPlane utilities. All emit-gated. - src/AcDream.Core/Physics/BSPQuery.cs — diagnostic emits to LastBspHitPoly at four sites in SphereIntersectsPolyInternal / the placement adjustment path. - Test files for the kept work: CellTransitFindCellSetTests, CellTransitFindTransitCellsSphereTests, PhysicsDiagnosticsTests, TransitionCheckOtherCellsTests, LandblockMeshTests, LandblockLoaderTests. Verification: - dotnet build: green, 0 errors, 3 pre-existing warnings. - dotnet test: 1156 passed + 8 failed (baseline was 1148 + 8 pre- existing; the +8 passing are the new tests for the kept defensible work). Same 8 pre-existing failures, no new regressions. Backup of pre-triage worktree state in stash@{0}. A6.P3 #98 is still open; this is the apparatus-prep step, not a fix. Next: cell-dump probe (Step 2 of the plan).
493 lines
19 KiB
C#
493 lines
19 KiB
C#
using System.Collections.Generic;
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using System.Numerics;
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using DatReaderWriter.Types;
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namespace AcDream.Core.Physics;
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/// <summary>
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/// Indoor walking Phase 2 (2026-05-19). Portal-graph cell traversal,
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/// ported from retail's <c>CObjCell::find_cell_list</c> family
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/// (sphere variant for the player's path spheres).
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///
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/// <para>
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/// Replaces Phase D's AABB containment. Uses the cell BSP for retail-
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/// faithful point-in-cell tests via
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/// <see cref="BSPQuery.PointInsideCellBsp"/>. Walks the portal graph
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/// starting from a given current cell to find which cells a moving
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/// sphere overlaps.
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/// </para>
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///
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/// <para>
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/// Reference pseudocode:
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/// <c>docs/research/acclient_indoor_transitions_pseudocode.md</c>
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/// (2026-04-13). Retail decomp: <c>CEnvCell::find_transit_cells</c>
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/// (sphere variant) at <c>acclient_2013_pseudo_c.txt</c>.
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/// </para>
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/// </summary>
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public static class CellTransit
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{
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/// <summary>
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/// Small radius padding matching retail's <c>EPSILON</c> usage in the
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/// sphere-plane distance test (research doc §"EnvCell.find_transit_cells").
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/// </summary>
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private const float EPSILON = 0.02f;
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/// <summary>
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/// Indoor portal-neighbour expansion. For each portal of
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/// <paramref name="currentCell"/>, test whether the sphere overlaps
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/// the portal polygon's plane in cell-local space. If so, add the
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/// neighbour cell to <paramref name="candidates"/>.
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///
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/// <para>
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/// Ported from <c>CEnvCell::find_transit_cells</c> (sphere variant)
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/// per the pseudocode doc §"EnvCell.find_transit_cells (sphere variant)".
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/// </para>
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/// </summary>
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public static void FindTransitCellsSphere(
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PhysicsDataCache cache,
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CellPhysics currentCell,
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uint currentCellId,
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Vector3 worldSphereCenter,
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float sphereRadius,
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HashSet<uint> candidates,
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out bool exitOutside)
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{
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var spheres = new[]
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{
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new Sphere
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{
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Origin = worldSphereCenter,
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Radius = sphereRadius,
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},
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};
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FindTransitCellsSphere(
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cache, currentCell, currentCellId,
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spheres, spheres.Length, candidates, out exitOutside);
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}
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/// <summary>
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/// Multi-sphere form used by retail's <c>CObjCell::find_cell_list</c>:
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/// pass <c>sphere_path.num_sphere</c> and <c>sphere_path.global_sphere</c>.
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/// Any sphere can trigger a portal neighbor or outdoor exit.
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/// </summary>
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public static void FindTransitCellsSphere(
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PhysicsDataCache cache,
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CellPhysics currentCell,
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uint currentCellId,
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IReadOnlyList<Sphere> worldSpheres,
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int numSpheres,
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HashSet<uint> candidates,
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out bool exitOutside)
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{
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exitOutside = false;
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uint lbPrefix = currentCellId & 0xFFFF0000u;
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int sphereCount = EffectiveSphereCount(worldSpheres, numSpheres);
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if (currentCell.PortalPolygons is null || sphereCount == 0) return;
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foreach (var portal in currentCell.Portals)
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{
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if (!currentCell.PortalPolygons.TryGetValue(portal.PolygonId, out var poly))
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continue;
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if (portal.OtherCellId == 0xFFFF)
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{
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// Exit portal. Any path sphere straddling the plane triggers
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// the outdoor cell expansion.
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for (int i = 0; i < sphereCount; i++)
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{
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var sphere = worldSpheres[i];
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float rad = sphere.Radius + EPSILON;
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var localCenter = Vector3.Transform(
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sphere.Origin, currentCell.InverseWorldTransform);
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float dist = Vector3.Dot(localCenter, poly.Plane.Normal) + poly.Plane.D;
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bool hit = dist > -rad && dist < rad;
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if (hit)
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{
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exitOutside = true;
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break;
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}
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}
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continue;
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}
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uint otherId = lbPrefix | portal.OtherCellId;
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// Retail CEnvCell::find_transit_cells first asks the loaded
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// neighbour cell whether the sphere intersects its CellBSP.
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// The portal-plane side test is only the unloaded-cell load hint.
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var otherCell = cache.GetCellStruct(otherId);
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if (otherCell?.CellBSP?.Root is not null)
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{
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for (int i = 0; i < sphereCount; i++)
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{
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var sphere = worldSpheres[i];
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var otherLocalCenter = Vector3.Transform(
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sphere.Origin, otherCell.InverseWorldTransform);
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bool hit = BSPQuery.SphereIntersectsCellBsp(
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otherCell.CellBSP.Root, otherLocalCenter, sphere.Radius);
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if (hit)
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{
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candidates.Add(otherId);
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break;
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}
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}
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continue;
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}
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// Conservative unloaded-cell hint: the sphere is near the portal
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// plane and on the outward side (per PortalSide).
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for (int i = 0; i < sphereCount; i++)
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{
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var sphere = worldSpheres[i];
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float rad = sphere.Radius + EPSILON;
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var localCenter = Vector3.Transform(
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sphere.Origin, currentCell.InverseWorldTransform);
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float dist = Vector3.Dot(localCenter, poly.Plane.Normal) + poly.Plane.D;
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bool hit = portal.PortalSide ? dist > -rad : dist < rad;
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if (hit)
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{
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candidates.Add(otherId);
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break;
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}
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}
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}
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}
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/// <summary>
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/// Outdoor neighbour expansion. Ported from
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/// <c>CLandCell::add_all_outside_cells</c> (sphere variant) per the
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/// pseudocode doc §"LandCell.add_all_outside_cells (sphere variant)".
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///
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/// <para>
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/// The 24×24m landcell grid: a landblock is 8×8 cells. Cell index
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/// within a landblock is computed from local X/Y mod 24. The sphere
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/// adds the primary cell plus up to 3 neighbours when the radius
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/// reaches a cell boundary.
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/// </para>
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/// </summary>
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public static void AddAllOutsideCells(
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Vector3 worldSphereCenter,
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float sphereRadius,
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uint currentCellId,
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HashSet<uint> candidates)
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{
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const float CellSize = 24f;
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uint lbPrefix = currentCellId & 0xFFFF0000u;
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float lbXf = ((lbPrefix >> 24) & 0xFFu) * 192f;
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float lbYf = ((lbPrefix >> 16) & 0xFFu) * 192f;
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float localX = worldSphereCenter.X - lbXf;
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float localY = worldSphereCenter.Y - lbYf;
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float cellLocalX = localX % CellSize;
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float cellLocalY = localY % CellSize;
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float minRad = sphereRadius;
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float maxRad = CellSize - sphereRadius;
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int gridX = (int)(localX / CellSize);
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int gridY = (int)(localY / CellSize);
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if (gridX < 0 || gridX >= 8 || gridY < 0 || gridY >= 8) return;
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AddOutsideCell(candidates, lbPrefix, gridX, gridY);
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if (cellLocalX > maxRad)
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{
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AddOutsideCell(candidates, lbPrefix, gridX + 1, gridY);
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if (cellLocalY > maxRad) AddOutsideCell(candidates, lbPrefix, gridX + 1, gridY + 1);
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if (cellLocalY < minRad) AddOutsideCell(candidates, lbPrefix, gridX + 1, gridY - 1);
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}
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if (cellLocalX < minRad)
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{
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AddOutsideCell(candidates, lbPrefix, gridX - 1, gridY);
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if (cellLocalY > maxRad) AddOutsideCell(candidates, lbPrefix, gridX - 1, gridY + 1);
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if (cellLocalY < minRad) AddOutsideCell(candidates, lbPrefix, gridX - 1, gridY - 1);
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}
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if (cellLocalY > maxRad) AddOutsideCell(candidates, lbPrefix, gridX, gridY + 1);
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if (cellLocalY < minRad) AddOutsideCell(candidates, lbPrefix, gridX, gridY - 1);
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}
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/// <summary>
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/// Multi-sphere outdoor expansion. Retail's sphere variant loops every
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/// path sphere and adds the outdoor landcells touched by any of them.
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/// </summary>
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public static void AddAllOutsideCells(
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IReadOnlyList<Sphere> worldSpheres,
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int numSpheres,
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uint currentCellId,
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HashSet<uint> candidates)
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{
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int sphereCount = EffectiveSphereCount(worldSpheres, numSpheres);
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for (int i = 0; i < sphereCount; i++)
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{
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var sphere = worldSpheres[i];
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AddAllOutsideCells(sphere.Origin, sphere.Radius, currentCellId, candidates);
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}
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}
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private static void AddOutsideCell(HashSet<uint> candidates, uint lbPrefix, int gridX, int gridY)
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{
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if (gridX < 0 || gridX >= 8 || gridY < 0 || gridY >= 8) return;
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// Cell index within landblock: row-major (X * 8 + Y) + 1.
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uint low = (uint)(gridX * 8 + gridY + 1);
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candidates.Add(lbPrefix | low);
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}
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/// <summary>
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/// Outdoor→indoor entry path. Ported from retail's
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/// <c>BuildingObj::find_building_transit_cells</c> +
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/// <c>EnvCell::check_building_transit</c>. For each portal of the
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/// outdoor building, look up the destination interior cell and test
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/// whether the sphere overlaps it via
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/// <see cref="BSPQuery.SphereIntersectsCellBsp"/>. If so, add the
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/// interior cell to <paramref name="candidates"/>.
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///
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/// <para>
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/// Issue #89 closed (2026-05-20): uses retail's radius-aware
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/// <c>CCellStruct::sphere_intersects_cell</c>
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/// (<c>acclient_2013_pseudo_c.txt:317666</c>) ported as
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/// <see cref="BSPQuery.SphereIntersectsCellBsp"/>. Promotes CellId to
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/// the interior cell the moment ANY part of the foot-sphere crosses
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/// the cell boundary — matches retail entry timing exactly and
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/// closes the login-inside-inn classification race where the player
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/// would briefly be classified outdoor and walk through walls.
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/// </para>
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/// </summary>
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public static void CheckBuildingTransit(
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PhysicsDataCache cache,
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BuildingPhysics building,
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Vector3 worldSphereCenter,
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float sphereRadius,
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HashSet<uint> candidates)
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{
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foreach (var portal in building.Portals)
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{
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var otherCell = cache.GetCellStruct(portal.OtherCellId);
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if (otherCell?.CellBSP?.Root is null)
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{
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if (PhysicsDiagnostics.ProbeIndoorBspEnabled)
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{
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string reason = otherCell is null ? "cell not cached" : "CellBSP null";
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Console.WriteLine(System.FormattableString.Invariant(
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$"[check-bldg] portal->0x{portal.OtherCellId:X8} skipped: {reason}"));
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}
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continue;
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}
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// Sphere center in the OTHER cell's local space.
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// Issue #89 closed (2026-05-20): use radius-aware sphere-overlap
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// (matches retail's CCellStruct::sphere_intersects_cell at
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// acclient_2013_pseudo_c.txt:317666) instead of point-only. This
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// promotes the player's CellId to the interior cell the moment
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// ANY part of the foot-sphere crosses the cell boundary — the
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// entry-side counterpart to issue #90's sticky-stay fix. Without
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// it, login-inside-the-inn keeps the player classified outdoor
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// until they walk further in (sphere center crosses), letting
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// them run through exterior walls on the way out.
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var localCenter = Vector3.Transform(worldSphereCenter, otherCell.InverseWorldTransform);
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bool inside = BSPQuery.SphereIntersectsCellBsp(otherCell.CellBSP.Root, localCenter, sphereRadius);
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if (PhysicsDiagnostics.ProbeIndoorBspEnabled)
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{
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Console.WriteLine(System.FormattableString.Invariant(
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$"[check-bldg] portal->0x{portal.OtherCellId:X8} wpos=({worldSphereCenter.X:F3},{worldSphereCenter.Y:F3},{worldSphereCenter.Z:F3}) lpos=({localCenter.X:F3},{localCenter.Y:F3},{localCenter.Z:F3}) r={sphereRadius:F3} inside={inside}"));
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}
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if (inside)
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{
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candidates.Add(portal.OtherCellId);
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}
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}
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}
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/// <summary>
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/// Top-level cell-tracking driver, ported from retail's
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/// <c>CObjCell::find_cell_list</c> (sphere variant).
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///
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/// <para>
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/// Walks the portal graph from <paramref name="currentCellId"/>,
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/// finds the cell whose <see cref="CellPhysics.CellBSP"/> contains
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/// the sphere center, and returns its full id (landblock-prefixed).
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/// Falls back to <paramref name="currentCellId"/> when no candidate
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/// matches. The candidate set built internally is discarded; use
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/// <see cref="FindCellSet"/> to recover it.
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/// </para>
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///
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/// <para>
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/// Pseudocode reference:
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/// <c>docs/research/acclient_indoor_transitions_pseudocode.md</c>
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/// §"Overall Driver: find_cell_list".
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/// </para>
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/// </summary>
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public static uint FindCellList(
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PhysicsDataCache cache,
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Vector3 worldSphereCenter,
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float sphereRadius,
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uint currentCellId)
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{
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return FindCellSet(cache, worldSphereCenter, sphereRadius, currentCellId, out _);
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}
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/// <summary>
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/// Phase A4 (2026-05-20). Same portal-graph traversal as
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/// <see cref="FindCellList"/> but additionally returns the full
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/// candidate set built during traversal. Used by
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/// <see cref="Transition.CheckOtherCells"/> to iterate every cell
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/// the sphere overlaps for per-cell BSP collision.
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///
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/// <para>
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/// Retail oracle: <c>CTransition::check_other_cells</c> at
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/// <c>acclient_2013_pseudo_c.txt:272717-272798</c> calls
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/// <c>CObjCell::find_cell_list(&this->cell_array, &var_4c, ...)</c>
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/// which fills both the cell_array (set) and var_4c (containing cell).
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/// </para>
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/// </summary>
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public static uint FindCellSet(
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PhysicsDataCache cache,
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Vector3 worldSphereCenter,
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float sphereRadius,
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uint currentCellId,
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out IReadOnlyCollection<uint> cellSet)
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{
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var spheres = new[]
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{
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new Sphere
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{
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Origin = worldSphereCenter,
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Radius = sphereRadius,
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},
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};
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return FindCellSet(cache, spheres, spheres.Length, currentCellId, out cellSet);
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}
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/// <summary>
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/// Multi-sphere form of <see cref="FindCellSet(PhysicsDataCache, Vector3, float, uint, out IReadOnlyCollection{uint})"/>.
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/// Containment still uses sphere 0's center, matching retail's
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/// <c>CObjCell::find_cell_list</c> loop after the transit set is built.
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/// </summary>
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public static uint FindCellSet(
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PhysicsDataCache cache,
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IReadOnlyList<Sphere> worldSpheres,
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int numSpheres,
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uint currentCellId,
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out IReadOnlyCollection<uint> cellSet)
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{
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var containing = BuildCellSetAndPickContaining(
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cache, worldSpheres, numSpheres, currentCellId,
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out var candidates);
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cellSet = candidates;
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return containing;
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}
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private static uint BuildCellSetAndPickContaining(
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PhysicsDataCache cache,
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IReadOnlyList<Sphere> worldSpheres,
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int numSpheres,
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uint currentCellId,
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out HashSet<uint> candidates)
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{
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candidates = new HashSet<uint>();
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int sphereCount = EffectiveSphereCount(worldSpheres, numSpheres);
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if (sphereCount == 0) return currentCellId;
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Vector3 worldSphereCenter = worldSpheres[0].Origin;
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float sphereRadius = worldSpheres[0].Radius;
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uint currentLow = currentCellId & 0xFFFFu;
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if (currentLow >= 0x0100u)
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{
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// Indoor seed.
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var currentCell = cache.GetCellStruct(currentCellId);
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if (currentCell is null) return currentCellId;
|
||
|
||
candidates.Add(currentCellId);
|
||
|
||
// BFS the portal graph (one hop per pass — usually 1-2 passes is enough).
|
||
var pending = new Queue<uint>();
|
||
var visited = new HashSet<uint>();
|
||
pending.Enqueue(currentCellId);
|
||
visited.Add(currentCellId);
|
||
int maxIterations = 16; // hard cap; portal graphs are small
|
||
while (pending.Count > 0 && maxIterations-- > 0)
|
||
{
|
||
uint cellId = pending.Dequeue();
|
||
var cell = cache.GetCellStruct(cellId);
|
||
if (cell is null) continue;
|
||
|
||
var sizeBefore = candidates.Count;
|
||
FindTransitCellsSphere(
|
||
cache, cell, cellId, worldSpheres, sphereCount,
|
||
candidates, out bool exitOutside);
|
||
|
||
if (candidates.Count > sizeBefore)
|
||
{
|
||
foreach (var c in candidates)
|
||
{
|
||
if (visited.Add(c)) // only enqueue if NEW
|
||
pending.Enqueue(c);
|
||
}
|
||
}
|
||
|
||
if (exitOutside)
|
||
{
|
||
// Add neighbour outdoor cells too.
|
||
AddAllOutsideCells(worldSpheres, sphereCount, currentCellId, candidates);
|
||
}
|
||
}
|
||
}
|
||
else
|
||
{
|
||
// Outdoor seed: expand neighbour landcells AND check for building stabs
|
||
// with portals into interior EnvCells.
|
||
AddAllOutsideCells(worldSpheres, sphereCount, currentCellId, candidates);
|
||
|
||
// For each landcell candidate, see if it carries a building stab; if so,
|
||
// check whether the sphere has crossed into any of the building's interior
|
||
// EnvCells via CheckBuildingTransit.
|
||
//
|
||
// NOTE: PhysicsEngine.ResolveCellId currently bypasses this entire branch
|
||
// for outdoor seeds (it uses its own _landblocks terrain grid loop). The
|
||
// outdoor→indoor production path therefore runs through ResolveCellId's
|
||
// OWN outdoor branch (see below for the call there too). This block is
|
||
// exercised by direct-FindCellList callers (tests, future re-entry from
|
||
// an indoor cell exiting through a portal that lands outside near a
|
||
// building).
|
||
var landcellSnapshot = new List<uint>(candidates);
|
||
foreach (uint landcellId in landcellSnapshot)
|
||
{
|
||
var building = cache.GetBuilding(landcellId);
|
||
if (building is null) continue;
|
||
CheckBuildingTransit(cache, building, worldSphereCenter, sphereRadius, candidates);
|
||
}
|
||
}
|
||
|
||
// Containment test: for each candidate, transform worldSphereCenter to
|
||
// local and test PointInsideCellBsp.
|
||
foreach (uint candId in candidates)
|
||
{
|
||
var cand = cache.GetCellStruct(candId);
|
||
if (cand?.CellBSP?.Root is null) continue;
|
||
|
||
var local = Vector3.Transform(worldSphereCenter, cand.InverseWorldTransform);
|
||
if (BSPQuery.PointInsideCellBsp(cand.CellBSP.Root, local))
|
||
{
|
||
return candId;
|
||
}
|
||
}
|
||
|
||
// No cell contained the sphere center. Stay in the input cell.
|
||
return currentCellId;
|
||
}
|
||
|
||
private static int EffectiveSphereCount(IReadOnlyList<Sphere> worldSpheres, int numSpheres)
|
||
{
|
||
if (numSpheres <= 0 || worldSpheres.Count == 0) return 0;
|
||
return numSpheres < worldSpheres.Count ? numSpheres : worldSpheres.Count;
|
||
}
|
||
}
|