feat(render) Campaign FW1: FIRST TRACE CONFORMANCE GREEN (foundry-deep)

The replay harness reconstructs the camera from a pose-stamped oracle
frame (Frame quaternion w,x,y,z storage order; +Y forward / +Z up;
landblock-local origin) and drives the ported walk over adapter-built
cells (cell transforms from EnvCell.Position now populated). The
foundry-deep fixture - the pure-interior frame shape - reproduces
retail EXACTLY on every complete frame: DI + DC(ov=0, [cell]) with no
landscape, 39/39. Conventions are now pinned by live retail output; the
remaining nine fixtures need the outdoor world build-out (landscape
blocks, terrain z-slabs, building transforms + active-view clip) and
join the same gate.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
This commit is contained in:
Erik 2026-08-30 10:23:39 +02:00
parent a6b37c0aac
commit 0f01fb4430
4 changed files with 184 additions and 0 deletions

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@ -36,6 +36,11 @@ public sealed class WalkCell
public WalkPolygon[] PortalPolygons = [];
public uint[] StabList = [];
/// <summary>Cell-local → landblock-local (retail <c>CEnvCell.pos</c>;
/// the frame the flood's plane tests and projections run in).</summary>
public Matrix4x4 WorldTransform = Matrix4x4.Identity;
public Matrix4x4 InverseWorldTransform = Matrix4x4.Identity;
// ---- walk state (retail: fields on CEnvCell) ----
public int NumView;
public readonly List<WalkPortalView> PortalViews = new();

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@ -58,12 +58,21 @@ public static class WalkWorldDatAdapter
?? new WalkPolygon();
}
Matrix4x4 worldTransform =
Matrix4x4.CreateFromQuaternion(envCell.Position.Orientation)
* Matrix4x4.CreateTranslation(
envCell.Position.Origin.X,
envCell.Position.Origin.Y,
envCell.Position.Origin.Z);
Matrix4x4.Invert(worldTransform, out Matrix4x4 inverse);
return new WalkCell
{
CellId = cellId,
Portals = portals,
PortalPolygons = polygons,
StabList = envCell.VisibleCells.Select(v => lbMask | v).ToArray(),
WorldTransform = worldTransform,
InverseWorldTransform = inverse,
};
}

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@ -0,0 +1,60 @@
using AcDream.App.Tests.Rendering;
using AcDream.App.Rendering.Walk;
using DatReaderWriter;
using DatReaderWriter.Options;
namespace AcDream.App.Tests.Rendering.Walk;
/// <summary>
/// FW1's conformance gate, first slice: replay pose-stamped oracle
/// fixtures through the ported walk and require the identical event
/// sequence. The projection-light interior fixtures gate first
/// (docs/research/2026-08-30-fw-walk-oracle/README.md, posed round);
/// the outdoor/landscape fixtures join as the landscape world build
/// lands.
/// </summary>
[Trait("Lane", "InstalledDat")]
public sealed class WalkTraceConformanceTests
{
private sealed class Recorder : IWalkEventSink
{
public readonly List<WalkEvent> Events = new();
public void Emit(in WalkEvent walkEvent) => Events.Add(walkEvent);
}
private static DatCollection OpenDats()
{
string? datDir = CornerFloodReplayTests.ResolveDatDir();
if (datDir is null)
{
Assert.Fail("Lane=InstalledDat requires an installed retail DAT directory; see docs/release-gate.md.");
}
return new DatCollection(datDir!, DatAccessType.Read);
}
[Fact]
public void Foundry_deep_reproduces_every_complete_frame_exactly()
{
IReadOnlyList<WalkOracleFrame> frames = WalkOracleTrace.Load("posed/foundry-deep");
Assert.NotEmpty(frames);
using DatCollection dats = OpenDats();
Dictionary<uint, WalkCell> cells =
WalkWorldDatAdapter.BuildInteriorCells(dats, 0xA9B40000u);
var landscape = new WalkLandscape { MidWidth = 1, Blocks = new WalkLandBlock?[1] };
foreach (WalkOracleFrame frame in frames)
{
Assert.NotNull(frame.Pose);
WalkCell camera = Assert.Contains(frame.Pose!.CellId, cells);
var ctx = new WalkTraceReplayContext(frame.Pose, cells);
var walk = new RetailFrameWalk();
var recorder = new Recorder();
walk.WalkFrame(frame.Pose.CellId, camera, landscape, ctx, recorder);
Assert.Equal(
WalkTraceReplayContext.Signature(frame),
WalkTraceReplayContext.Signature(recorder.Events));
}
}
}

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@ -0,0 +1,110 @@
using System.Numerics;
using AcDream.App.Rendering.Walk;
namespace AcDream.App.Tests.Rendering.Walk;
/// <summary>
/// The FW1 conformance replay harness: reconstructs the camera state from a
/// pose-stamped oracle frame and drives the ported walk over
/// adapter-built world data. Convention notes (adjudicate against the
/// fixtures, loudly, on any mismatch):
/// <list type="bullet">
/// <item>The dumped quaternion is retail Frame storage order w,x,y,z
/// (q0=w) — unit-norm verified on the captures.</item>
/// <item>Retail's frame axes: +Y forward, +Z up (the camera looks along
/// the rotated +Y).</item>
/// <item>Pose origin is landblock-local, the same space the adapter's
/// cell transforms produce.</item>
/// </list>
/// </summary>
public sealed class WalkTraceReplayContext : IWalkFrameContext, IRetailFrameWalkContext
{
private sealed class BasisRayCaster(
Vector3 right, Vector3 forward, Vector3 up,
float halfWidth, float halfHeight, float focal) : IWalkRayCaster
{
public Vector3 RayThrough(float screenX, float screenY)
{
// Screen origin top-left, y down (the xformStart convention).
float nx = (screenX - halfWidth) / halfWidth;
float ny = (halfHeight - screenY) / halfHeight;
return right * (nx / focal) + forward + up * (ny / focal);
}
}
private readonly Dictionary<uint, WalkCell> _cells;
private readonly Matrix4x4 _viewProjection;
private readonly IWalkRayCaster _rays;
public WalkTraceReplayContext(
WalkOraclePose pose, Dictionary<uint, WalkCell> cells,
float viewportWidth = 800f, float viewportHeight = 600f,
float verticalFovRadians = 1.0f)
{
_cells = cells;
WorldViewpoint = pose.Origin;
var rotation = new Quaternion(pose.Q1, pose.Q2, pose.Q3, pose.Q0);
Vector3 forward = Vector3.Transform(Vector3.UnitY, rotation);
Vector3 up = Vector3.Transform(Vector3.UnitZ, rotation);
Vector3 right = Vector3.Transform(Vector3.UnitX, rotation);
Matrix4x4 view = Matrix4x4.CreateLookAt(pose.Origin, pose.Origin + forward, up);
Matrix4x4 projection = Matrix4x4.CreatePerspectiveFieldOfView(
verticalFovRadians, viewportWidth / viewportHeight, 0.1f, 5000f);
_viewProjection = view * projection;
ViewportWidth = viewportWidth;
ViewportHeight = viewportHeight;
float focal = MathF.Tan(verticalFovRadians / 2f);
_rays = new BasisRayCaster(
right, forward, up, viewportWidth / 2f, viewportHeight / 2f, focal);
// The retail CY near plane: N = forward, d = dot(eye, forward) znear.
CyPlane = new WalkPlane(forward, -Vector3.Dot(pose.Origin, forward) - 0.1f);
}
public Vector3 ViewpointIn(WalkCell cell)
=> Vector3.Transform(WorldViewpoint, cell.InverseWorldTransform);
public Matrix4x4 ObjectToClip(WalkCell cell)
=> cell.WorldTransform * _viewProjection;
public WalkCell? GetVisible(uint cellId) => _cells.GetValueOrDefault(cellId);
public IWalkRayCaster Rays => _rays;
public Vector3 WorldViewpoint { get; }
public float ViewportWidth { get; }
public float ViewportHeight { get; }
public WalkPlane CyPlane { get; }
public IWalkFrameContext CellContext => this;
public void SetActiveView(WalkPortalView views, int index) { }
public Vector3 ViewpointInBuilding(WalkBuilding building) => WorldViewpoint;
public int ClipBuildingPolygon(
WalkBuilding building, WalkPolygon polygon, int side, Span<WalkScreenPoint> output)
=> 0; // building look-ins join the conformance surface with the landscape fixtures
// ---- signatures for comparing walk output to oracle frames ----
public static string Signature(IEnumerable<WalkEvent> events)
=> string.Join("|", events.Select(e => e.Kind switch
{
WalkEventKind.Landscape => "LS",
WalkEventKind.Building => $"BLD:{e.CellId:x8}",
WalkEventKind.DrawInside => $"DI:{e.CellId:x8}",
WalkEventKind.DrawCells =>
$"DC:ov={e.OutsideViewCount}:{string.Join(',', e.Cells.Select(c => c.ToString("x8")))}",
_ => "?",
}));
public static string Signature(WalkOracleFrame frame)
=> string.Join("|", frame.Events.Select(e => e.Kind switch
{
WalkOracleEventKind.Landscape => "LS",
WalkOracleEventKind.Building => $"BLD:{e.CellId!.Value:x8}",
WalkOracleEventKind.DrawInside => $"DI:{e.CellId!.Value:x8}",
WalkOracleEventKind.DrawCells =>
$"DC:ov={e.OutsideViewCount}:{string.Join(',', e.Cells.Select(c => c.ToString("x8")))}",
_ => "?",
}));
}