Five reviewer-flagged items addressed: - Fix #1: GameWindow building-loop now reuses TerrainSurface.ComputeOutdoorCellId instead of re-deriving the row-major cell-index formula. DRY win; no risk of the two formulas drifting. - Fix #2: BuildingPhysics.ExactMatch decoder now references DatReaderWriter.Enums.PortalFlags.ExactMatch instead of magic 0x0001. - Fix #3: ExactMatch XML doc clarified as "reserved per retail's CBldPortal::exact_match; not currently consumed by CheckBuildingTransit". - Fix #4: CheckBuildingTransit docstring now explicitly documents the retail divergence — retail's sphere_intersects_cell (radius-aware) vs. our PointInsideCellBsp (radius-less). The sphereRadius parameter is reserved for the future sphere_intersects_cell port. Practical effect noted: entry fires ~sphereRadius (~0.48m) deeper than retail. - Fix #5: Test method `SphereInsideBuildingPortalDestination_AddsInteriorCell` renamed to `BuildingPortalWithUnloadedCellBSP_NoCandidateAdded` — the test asserts Empty(candidates), not that the cell is added. Comment updated. 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 Opus 4.7 (1M context) <noreply@anthropic.com>
52 lines
2 KiB
C#
52 lines
2 KiB
C#
using System.Collections.Generic;
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using System.Numerics;
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using DatReaderWriter.Enums;
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namespace AcDream.Core.Physics;
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/// <summary>
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/// Indoor walking Phase 2 (2026-05-19). Cached building portal data
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/// for outdoor→indoor cell entry. One per outdoor landcell that contains
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/// a building stab. Mirrors retail's <c>BuildingObj.Portals</c> array
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/// (per the pseudocode doc §"LandCell.find_transit_cells").
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/// </summary>
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public sealed class BuildingPhysics
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{
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public required Matrix4x4 WorldTransform { get; init; }
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public required Matrix4x4 InverseWorldTransform { get; init; }
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public required IReadOnlyList<BldPortalInfo> Portals { get; init; }
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}
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/// <summary>
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/// One building portal: the connection from a SortCell's BuildingObj to
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/// an interior EnvCell. ExactMatch is decoded from <see cref="Flags"/>
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/// bit 0 (<c>PortalFlags.ExactMatch = 0x0001</c>).
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/// </summary>
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public readonly struct BldPortalInfo
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{
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public BldPortalInfo(uint otherCellId, ushort otherPortalId, ushort flags)
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{
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OtherCellId = otherCellId;
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OtherPortalId = otherPortalId;
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Flags = flags;
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}
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/// <summary>Full id of the interior EnvCell this portal connects to.</summary>
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public uint OtherCellId { get; }
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/// <summary>The portal id within the destination EnvCell.</summary>
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public ushort OtherPortalId { get; }
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public ushort Flags { get; }
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/// <summary>
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/// Bit 0 of <see cref="Flags"/> (<c>DatReaderWriter.Enums.PortalFlags.ExactMatch</c>).
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///
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/// <para>
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/// Reserved per retail's <c>CBldPortal::exact_match</c>. NOT currently
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/// consumed by <see cref="CellTransit.CheckBuildingTransit"/> — every
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/// portal overlap is treated as a valid entry trigger. If a future
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/// regression surfaces (e.g., a building entered by overlapping a
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/// non-exact-match portal), wire this into the entry test.
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/// </para>
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/// </summary>
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public bool ExactMatch => (Flags & (ushort)PortalFlags.ExactMatch) != 0;
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}
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