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).
219 lines
8.3 KiB
C#
219 lines
8.3 KiB
C#
using System.Collections.Generic;
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using System.Numerics;
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using DatReaderWriter.Types;
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using AcDream.Core.Physics;
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using Xunit;
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namespace AcDream.Core.Tests.Physics;
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public class CellTransitFindTransitCellsSphereTests
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{
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private static CellBSPTree SinglePlaneCellBsp()
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{
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var leaf = new CellBSPNode { Type = DatReaderWriter.Enums.BSPNodeType.Leaf };
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return new CellBSPTree
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{
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Root = new CellBSPNode
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{
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// Local x >= 0 is inside this synthetic cell.
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SplittingPlane = new Plane(new Vector3(1f, 0f, 0f), 0f),
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PosNode = leaf,
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}
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};
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}
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private static CellPhysics MakeCellWithPortalAtRightWall(
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Matrix4x4 worldTransform, uint otherCellId, ushort flags)
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{
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// Portal poly at local x=2.5 (right wall), normal +X.
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var portalPolyA = new ResolvedPolygon
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{
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Vertices = new[]
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{
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new Vector3(2.5f, -2.5f, 0f),
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new Vector3(2.5f, 2.5f, 0f),
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new Vector3(2.5f, 2.5f, 5f),
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new Vector3(2.5f, -2.5f, 5f),
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},
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Plane = new Plane(new Vector3(1, 0, 0), -2.5f), // x = 2.5
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NumPoints = 4,
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SidesType = DatReaderWriter.Enums.CullMode.None,
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};
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Matrix4x4.Invert(worldTransform, out var inv);
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return new CellPhysics
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{
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WorldTransform = worldTransform,
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InverseWorldTransform = inv,
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Resolved = new Dictionary<ushort, ResolvedPolygon>(),
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PortalPolygons = new Dictionary<ushort, ResolvedPolygon> { [10] = portalPolyA },
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Portals = new[]
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{
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new PortalInfo(otherCellId: (ushort)otherCellId, polygonId: 10, flags: flags),
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},
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};
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}
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[Fact]
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public void SphereInsideCellA_NearPortal_AddsCellB()
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{
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var cellA = MakeCellWithPortalAtRightWall(Matrix4x4.Identity, otherCellId: 0x0101, flags: 0);
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var cellBT = Matrix4x4.CreateTranslation(new Vector3(5f, 0f, 0f));
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Matrix4x4.Invert(cellBT, out var cellBInv);
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var cellB = new CellPhysics
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{
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WorldTransform = cellBT,
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InverseWorldTransform = cellBInv,
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Resolved = new Dictionary<ushort, ResolvedPolygon>(),
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};
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var cache = new PhysicsDataCache();
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cache.RegisterCellStructForTest(0xA9B40100u, cellA);
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cache.RegisterCellStructForTest(0xA9B40101u, cellB);
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// Sphere center near portal (local x=2.0, radius=0.5 → reaches x=2.5 = portal plane).
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var worldSphereCenter = new Vector3(2.0f, 0f, 2.5f);
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var candidates = new HashSet<uint>();
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CellTransit.FindTransitCellsSphere(
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cache, cellA, currentCellId: 0xA9B40100u,
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worldSphereCenter, sphereRadius: 0.5f, candidates, out bool exitOutside);
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Assert.Contains(0xA9B40101u, candidates);
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Assert.False(exitOutside);
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}
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[Fact]
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public void SphereInsideCellA_FarFromPortal_DoesNotAddCellB()
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{
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var cellA = MakeCellWithPortalAtRightWall(Matrix4x4.Identity, otherCellId: 0x0101, flags: 0);
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var cache = new PhysicsDataCache();
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cache.RegisterCellStructForTest(0xA9B40100u, cellA);
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// Sphere far from portal (local x=-1.0, reach to x=-0.5 — nowhere near portal at x=2.5).
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var worldSphereCenter = new Vector3(-1.0f, 0f, 2.5f);
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var candidates = new HashSet<uint>();
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CellTransit.FindTransitCellsSphere(
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cache, cellA, currentCellId: 0xA9B40100u,
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worldSphereCenter, sphereRadius: 0.5f, candidates, out bool exitOutside);
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Assert.DoesNotContain(0xA9B40101u, candidates);
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}
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[Fact]
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public void LoadedNeighbor_SphereIntersectsNeighborCellBsp_AddsEvenWhenPortalHintWouldReject()
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{
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// Retail CEnvCell::find_transit_cells uses the loaded neighbour's
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// CellBSP sphere-overlap test. The portal-plane side test is only
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// an unloaded-cell hint. flags=2 makes the old heuristic reject
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// this world position even though the sphere overlaps cell B.
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var cellA = MakeCellWithPortalAtRightWall(Matrix4x4.Identity, otherCellId: 0x0101, flags: 2);
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var cellBT = Matrix4x4.CreateTranslation(new Vector3(5f, 0f, 0f));
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Matrix4x4.Invert(cellBT, out var cellBInv);
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var cellB = new CellPhysics
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{
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WorldTransform = cellBT,
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InverseWorldTransform = cellBInv,
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Resolved = new Dictionary<ushort, ResolvedPolygon>(),
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CellBSP = SinglePlaneCellBsp(),
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};
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var cache = new PhysicsDataCache();
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cache.RegisterCellStructForTest(0xA9B40100u, cellA);
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cache.RegisterCellStructForTest(0xA9B40101u, cellB);
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// Cell B local center is x=-0.25, radius=0.5, so the sphere
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// straddles x=0 and intersects the cell volume.
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var worldSphereCenter = new Vector3(4.75f, 0f, 2.5f);
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var candidates = new HashSet<uint>();
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CellTransit.FindTransitCellsSphere(
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cache, cellA, currentCellId: 0xA9B40100u,
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worldSphereCenter, sphereRadius: 0.5f, candidates, out bool exitOutside);
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Assert.Contains(0xA9B40101u, candidates);
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Assert.False(exitOutside);
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}
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[Fact]
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public void LoadedNeighbor_SphereOutsideNeighborCellBsp_DoesNotUsePortalHintFallback()
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{
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// With a loaded neighbour, retail trusts sphere_intersects_cell.
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// This guards against adding the neighbour merely because the
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// current-cell portal plane would have accepted the sphere.
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var cellA = MakeCellWithPortalAtRightWall(Matrix4x4.Identity, otherCellId: 0x0101, flags: 0);
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var cellBT = Matrix4x4.CreateTranslation(new Vector3(5f, 0f, 0f));
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Matrix4x4.Invert(cellBT, out var cellBInv);
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var cellB = new CellPhysics
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{
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WorldTransform = cellBT,
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InverseWorldTransform = cellBInv,
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Resolved = new Dictionary<ushort, ResolvedPolygon>(),
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CellBSP = SinglePlaneCellBsp(),
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};
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var cache = new PhysicsDataCache();
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cache.RegisterCellStructForTest(0xA9B40100u, cellA);
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cache.RegisterCellStructForTest(0xA9B40101u, cellB);
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// Current portal-plane heuristic would add this (near x=2.5), but
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// in cell B local space x=-1.95 with radius=0.5 is fully outside.
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var worldSphereCenter = new Vector3(3.05f, 0f, 2.5f);
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var candidates = new HashSet<uint>();
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CellTransit.FindTransitCellsSphere(
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cache, cellA, currentCellId: 0xA9B40100u,
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worldSphereCenter, sphereRadius: 0.5f, candidates, out bool exitOutside);
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Assert.DoesNotContain(0xA9B40101u, candidates);
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Assert.False(exitOutside);
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}
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[Fact]
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public void ExitPortal_SphereStraddlesPortalPlane_FlagsCheckOutside()
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{
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var exitCell = MakeCellWithPortalAtRightWall(Matrix4x4.Identity, otherCellId: 0xFFFF, flags: 0);
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var cache = new PhysicsDataCache();
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cache.RegisterCellStructForTest(0xA9B40100u, exitCell);
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var worldSphereCenter = new Vector3(2.0f, 0f, 2.5f);
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var candidates = new HashSet<uint>();
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CellTransit.FindTransitCellsSphere(
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cache, exitCell, currentCellId: 0xA9B40100u,
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worldSphereCenter, sphereRadius: 0.5f, candidates, out bool exitOutside);
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Assert.True(exitOutside);
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}
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[Fact]
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public void ExitPortal_SecondSphereStraddlesPortalPlane_FlagsCheckOutside()
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{
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// Retail passes the whole SPHEREPATH global_sphere array into
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// CEnvCell::find_transit_cells. The head sphere can be the one that
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// overlaps an exit portal while the foot sphere is still clear.
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var exitCell = MakeCellWithPortalAtRightWall(Matrix4x4.Identity, otherCellId: 0xFFFF, flags: 0);
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var cache = new PhysicsDataCache();
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cache.RegisterCellStructForTest(0xA9B40100u, exitCell);
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var spheres = new[]
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{
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new Sphere { Origin = new Vector3(0.0f, 0f, 2.5f), Radius = 0.5f },
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new Sphere { Origin = new Vector3(2.0f, 0f, 3.2f), Radius = 0.5f },
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};
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var candidates = new HashSet<uint>();
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CellTransit.FindTransitCellsSphere(
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cache, exitCell, currentCellId: 0xA9B40100u,
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spheres, spheres.Length, candidates, out bool exitOutside);
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Assert.True(exitOutside);
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}
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}
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