acdream/src/AcDream.Core/Physics/CellSurface.cs
Erik 5706e0e10a fix(phys): #111 - ground the validated claim via PHYSICS walkable polygons, not the CellSurface triangle soup
Two grounding selection rules failed against live ACE restores before the
right one: (1) first-hit SampleFloorZ returned 0x171's 99.475 ceiling TOP face
over its 94.0 floor (issue111-verify2.log) - the player committed onto the
roof level, and the session's heartbeats poisoned ACE's save with z=99.475;
(2) nearest-to-reference self-confirmed that poison (the reference SAT on the
ceiling face, issue111-verify3.log). Root insight: ceiling/roof top faces are
upward-facing and XY-projectable - geometrically indistinguishable from
floors in the render-ish CellSurface soup. The PHYSICS walkable set (plane
normal.Z >= PhysicsGlobals.FloorZ over the claim's Resolved cell-local
polygons - retail BSPTREE::find_walkable's filter) contains only real floors:
PhysicsEngine.WalkableFloorZNearest transforms into the cell frame, drops on
each walkable plane under the XY, picks nearest the reference.

Verified live (issue111-verify4.log): ACE restored the roof-poisoned
(0xA9B40171, z=99.475); the snap validated the claim and grounded to
z=94.000 - the first fully clean indoor login of the arc:
[snap] claim=0xA9B40171 VALIDATED -> grounded to its walkable floor z=94.000
[cell-transit] 0x00000000 -> 0xA9B40171 pos=(155.525,12.416,94.000)

Baseline: Core 1381 + 4 pre-existing #99 failures + 1 skip; App/UI/Net green.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-06-10 14:21:59 +02:00

137 lines
4.8 KiB
C#

using System;
using System.Collections.Generic;
using System.Numerics;
namespace AcDream.Core.Physics;
/// <summary>
/// Indoor floor resolver for a single EnvCell. Projects an XY point
/// onto the cell's floor polygons and returns the Z at that point.
///
/// <para>
/// Uses a simplified constructor that takes pre-transformed vertex
/// positions (world-space) and polygon vertex-id lists. The caller
/// is responsible for transforming CellStruct vertices from cell-local
/// space to world space using EnvCell.Position before constructing
/// this surface.
/// </para>
///
/// <para>
/// Floor polygon iteration is brute-force (no BSP). Cell polygon
/// counts are typically &lt; 20, making this acceptable for the MVP.
/// Each polygon is fan-triangulated and tested via point-in-triangle
/// + barycentric Z interpolation.
/// </para>
/// </summary>
public sealed class CellSurface
{
public uint CellId { get; }
private readonly List<(Vector3 A, Vector3 B, Vector3 C)> _triangles;
/// <summary>
/// Construct a CellSurface from pre-transformed vertex positions
/// and polygon definitions.
/// </summary>
/// <param name="cellId">The EnvCell dat id (e.g., 0xA9B40100).</param>
/// <param name="vertices">Vertex id → world-space position map.</param>
/// <param name="polygonVertexIds">
/// List of polygons, each a list of vertex IDs. Polygons with fewer
/// than 3 vertices are skipped. Quads and larger are fan-triangulated.
/// </param>
public CellSurface(
uint cellId,
Dictionary<ushort, Vector3> vertices,
List<List<short>> polygonVertexIds)
{
CellId = cellId;
_triangles = new List<(Vector3, Vector3, Vector3)>();
foreach (var polyVerts in polygonVertexIds)
{
if (polyVerts.Count < 3) continue;
// Resolve vertex positions.
var positions = new List<Vector3>(polyVerts.Count);
bool skip = false;
foreach (var vid in polyVerts)
{
if (!vertices.TryGetValue((ushort)vid, out var pos))
{
skip = true;
break;
}
positions.Add(pos);
}
if (skip) continue;
// Fan triangulation: (v0, v1, v2), (v0, v2, v3), ...
for (int i = 1; i < positions.Count - 1; i++)
{
_triangles.Add((positions[0], positions[i], positions[i + 1]));
}
}
}
/// <summary>
/// Project (worldX, worldY) onto this cell's floor polygons and
/// return the Z. Returns null if outside all floor polygons.
/// ⚠️ Returns the FIRST triangle hit in list order — a cell's triangle
/// soup includes ceiling/roof top faces, so the result can be a surface
/// far above the actual floor (#111: 0xA9B40171 returned its 99.475
/// ceiling over its 94.0 floor). Use <see cref="SampleFloorZNearest"/>
/// when a reference height is known.
/// </summary>
public float? SampleFloorZ(float worldX, float worldY)
{
foreach (var (a, b, c) in _triangles)
{
if (PointInTriangleXY(worldX, worldY, a, b, c, out float z))
return z;
}
return null;
}
// (#111 note: a SampleFloorZNearest variant was tried and removed — even
// nearest-to-reference lands on ceiling faces when the reference itself
// sits on one. Placement snaps must ground via the PHYSICS walkable
// polygons instead: PhysicsEngine.WalkableFloorZNearest.)
/// <summary>
/// Test if (px, py) falls inside triangle (a, b, c) projected onto
/// the XY plane. If inside, computes the barycentric Z interpolation
/// and returns it via <paramref name="z"/>.
/// </summary>
private static bool PointInTriangleXY(
float px, float py,
Vector3 a, Vector3 b, Vector3 c,
out float z)
{
z = 0;
// Barycentric coordinate computation in 2D (XY plane).
float v0x = c.X - a.X, v0y = c.Y - a.Y;
float v1x = b.X - a.X, v1y = b.Y - a.Y;
float v2x = px - a.X, v2y = py - a.Y;
float dot00 = v0x * v0x + v0y * v0y;
float dot01 = v0x * v1x + v0y * v1y;
float dot02 = v0x * v2x + v0y * v2y;
float dot11 = v1x * v1x + v1y * v1y;
float dot12 = v1x * v2x + v1y * v2y;
float denom = dot00 * dot11 - dot01 * dot01;
if (MathF.Abs(denom) < 1e-10f) return false; // degenerate triangle
float invDenom = 1f / denom;
float u = (dot11 * dot02 - dot01 * dot12) * invDenom;
float v = (dot00 * dot12 - dot01 * dot02) * invDenom;
if (u < -1e-6f || v < -1e-6f || u + v > 1f + 1e-6f)
return false;
// Barycentric Z interpolation.
z = a.Z * (1 - u - v) + b.Z * v + c.Z * u;
return true;
}
}