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>
65 lines
2.5 KiB
C#
65 lines
2.5 KiB
C#
using System.Collections.Generic;
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using System.Numerics;
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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 CellTransitCheckBuildingTransitTests
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{
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[Fact]
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public void BuildingPortalWithUnloadedCellBSP_NoCandidateAdded()
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{
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// Verifies the null-CellBSP guard: when the destination interior cell
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// is cached but its CellBSP isn't yet loaded (or is structurally absent),
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// CheckBuildingTransit must NOT add the cell to candidates — even though
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// PointInsideCellBsp(null, _) returns true.
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//
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// Happy-path (CellBSP present, sphere inside) requires a synthetic
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// CellBSPTree which is non-trivial to construct from DatReaderWriter
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// types. Deferred to visual verification.
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// Building at world origin. One portal to interior cell 0xA9B40100.
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var building = new BuildingPhysics
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{
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WorldTransform = Matrix4x4.Identity,
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InverseWorldTransform = Matrix4x4.Identity,
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Portals = new[]
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{
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new BldPortalInfo(
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otherCellId: 0xA9B40100u,
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otherPortalId: 0,
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flags: 0),
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},
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};
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// Interior cell with null CellBSP — PointInsideCellBsp(null, _) returns true,
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// but CheckBuildingTransit guards on CellBSP?.Root being non-null, so this
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// cell is skipped.
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var interiorCell = new CellPhysics
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{
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WorldTransform = Matrix4x4.Identity,
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InverseWorldTransform = Matrix4x4.Identity,
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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, interiorCell);
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var candidates = new HashSet<uint>();
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CellTransit.CheckBuildingTransit(
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cache, building,
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worldSphereCenter: new Vector3(0, 0, 0),
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sphereRadius: 0.5f,
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candidates);
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// CellBSP is null → containment guard (otherCell?.CellBSP?.Root is null)
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// skips this cell. No candidate added.
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Assert.Empty(candidates);
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}
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// A second test that uses a synthetic CellBSP whose Root.Type == BSPNodeType.Leaf
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// (which PointInsideCellBsp short-circuits as "inside") would verify the
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// happy path. Constructing a CellBSPTree by hand from DatReaderWriter
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// types is awkward; deferred to integration testing at visual-verify time.
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}
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