research(render): Phase U.4c-1 — characterize the flap on real dat evidence

A8CellAudit portals dump extended to print per-portal plane + centroid-derived
InsideSide vs the dat's authored PortalSide. Real Holtburg cottage cells show:
the flap is a DIRECT 0xA9B40171->0xA9B40170 portal side-test flip (0170 is a
direct neighbour, not multi-hop), and our centroid-derived InsideSide is
anti-correlated with the dat PortalSide that retail InitCell (432896) uses.
Evidence selects H2 (port the side test) over H1 (PVS set-grounding). Camera
cell 0171 seenOutside=Y. Full reading + fix direction + open sign question in
the note.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
This commit is contained in:
Erik 2026-05-31 10:13:16 +02:00
parent 639f20fa8a
commit 13d58cae6a
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# U.4c flap characterization — real-dat evidence (Task U.4c-1)
**Date:** 2026-05-31. **Tool:** `tools/A8CellAudit/Program.cs` `portals` subcommand (extended this
session to dump per-portal plane + centroid-`InsideSide` + dat `PortalSide`). DAT-only, no live session.
## TL;DR
The doorway flap is a **direct `0xA9B40171 → 0xA9B40170` portal** side-test flip — **not** a multi-hop
PVS-reachability problem. The window/exit cell `0xA9B40170` is a *direct portal neighbour* of the
camera cell `0xA9B40171`. The root cause is **H2 (confirmed): our per-frame side test
(`CameraOnInteriorSide`) derives the sidedness *sense* from the cell centroid
(`GameWindow.BuildLoadedCell` ~5648), independently of — and anti-correlated with — the dat's
authored per-portal `PortalSide` flag, which retail's `PView::InitCell` (decomp:432896) uses.**
This supersedes the spec's leading hypothesis (H1, stab_list set-grounding): the stab_list/PVS
grounding (Layer 1 data, already plumbed) remains a correct retail-faithful improvement and the
`seen_outside` anchor is real, but the **flap fix is the side-test port**, not set-grounding.
## Real cell topology (Holtburg cottage, landblock 0xA9B40000)
`A8CellAudit portals 0xA9B40171 0xA9B40170 0xA9B40174 0xA9B40175`:
```
0xA9B40171 (camera/root, seenOutside=Y) — 3 portals, all flags=ExactMatch, all BUILDER_SEES=OK:
portal[0] -> 0xA9B40170 polyId=54 N=(0,-1,0) d=-7.65 centroidDot=-4.400 ourInsideSide=1 datPortalSide=0
portal[1] -> 0xA9B40173 polyId=55 N=(-1,0,0) d= 4.10 centroidDot=-2.450 ourInsideSide=1 datPortalSide=0
portal[2] -> 0xA9B40175 polyId=56 N=(0,0,-1) d=-0.00 centroidDot=-4.600 ourInsideSide=1 datPortalSide=0
0xA9B40170 (window cell, seenOutside=Y) — 2 portals, BUILDER_SEES=OK:
portal[0] -> 0xFFFF (EXIT/outdoor) flags=5 polyId=4 N=(0,-0.99,0.10) d=-8.56 centroidDot=-0.346 ourInsideSide=1 datPortalSide=0
portal[1] -> 0xA9B40171 flags=ExactMatch,PortalSide polyId=5 N=(0,-1,0) d=-7.65 centroidDot=+0.480 ourInsideSide=0 datPortalSide=1
0xA9B40174 (seenOutside=Y) -> 0xA9B40175
0xA9B40175 (seenOutside=Y) -> 0xA9B40171, -> 0xA9B40174
```
## Findings
1. **Direct portal, not multi-hop.** `0170` is `0171`'s portal[0]. The [vis] flap (`cells=4 …0170`
vs `cells=3` without it, at stable `root=0xA9B40171`) is the `0171→0170` side test flipping as the
camera moves within `0171`. Multi-hop PVS grounding (H1) would not fix a direct-portal flip.
2. **`PortalSide` is an authored, direction-asymmetric dat flag.** The same opening carries
`PortalSide` UNSET on `0171→0170` and SET on the reverse `0170→0171`. It is in
`portal.Flags` (`DatReaderWriter.Enums.PortalFlags.PortalSide`), already surfaced into
`LoadedCell.Portals[i].Flags` as `(ushort)portal.Flags` (GameWindow:5614-5618). **Our builder
never reads it** — it uses `ClipPlanes[i].InsideSide`, which `BuildLoadedCell` derives from the
cell centroid (`centroidDot >= 0 ? 0 : 1`, ~5648).
3. **Our `InsideSide` is anti-correlated with the dat `PortalSide`.** For `0171→0170`:
`InsideSide=1`, `PortalSide=0`. For `0170→0171`: `InsideSide=0`, `PortalSide=1`. We synthesize a
sidedness sense (with our own cross-product normal winding) that is opposite to the authoritative
dat value. A centroid guess is also structurally fragile for non-convex / oddly-placed portals
and for the 3rd-person camera **eye** (which can sit on the far side of an interior portal plane
while still rooted in the cell).
4. **Camera cell `0171` has `seenOutside=Y`.** Retail keeps the landscape engaged while the camera
is in `0171` (`RenderNormalMode` 92649; `grab_visible_cells` 311878). Terrain should not vanish
from `0171`. (Retail still gates the *per-frame draw* on `outside_view` non-empty in `DrawCells`
432715 — so the real fix is keeping `0170`'s exit in the per-frame view, i.e. fixing the side
test, not floating terrain off `outside_view`.)
5. **All portal polygons resolve (`BUILDER_SEES=OK`).** Not a degenerate-polygon bug.
## The fix (evidence-selected: H2)
Port retail `PView::InitCell` (decomp:432896, sidedness at 432928-432968) sidedness into the
builder's portal-traversal test: use the dat's authored `PortalSide` (from `portal.Flags`) for the
traversal *sense*, replacing the centroid-derived `InsideSide`. The plane (Normal, D) still comes
from the portal polygon geometry; only the *sense* source changes (centroid guess → authored bit).
**Open detail — the exact sign-correct mapping (do NOT guess; port + validate).** InitCell's
condition is convoluted in the BN decomp (a "clearly behind ⇒ cull" branch, an on-plane branch, and
`if (computed_sidedness == portal_side) cull else traverse`), and it interacts with the portal
polygon's normal orientation/winding. The `A8CellAudit` `retailTraversesAtCentroid` column was a
first-cut formula and is UNRELIABLE (it reported "no-traverse" for all of `0171`'s portals, which is
absurd — proof the naive sense was wrong). Resolve the exact sense by reading InitCell carefully,
porting it, and validating that (a) all of `0171`'s neighbours stay reachable from interior poses
and (b) `0170` (and its exit) stays reachable across a camera sweep near the `0171→0170` plane —
then the live visual gate. Keep `Builder_BackFacingPortal_NotTraversed` / sealed-cellar /
window-narrowing tests faithful (a fix that just "always traverses" is a band-aid and must fail
them).
## Apparatus
`A8CellAudit portals <cellIds...>` now prints, per portal: plane `N`/`d`, `centroidDot`, our
`InsideSide`, the dat `PortalSide`. Use it on any flap cell to see the centroid-vs-authored
divergence. The committed Task-1 synthetic flap test (`Build_NearBoundaryIntermediatePortal…`) models
the *mechanism* (a side-test flip drops a downstream exit cell) but via a multi-hop `InsideSide`
cull; U.4c-3 should re-author it (or add a sibling) to faithfully model the **direct-portal
`PortalSide`-vs-centroid** divergence, so the test is a clean gate for the actual fix.

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@ -189,9 +189,46 @@ static void DumpCellPortals(DatCollection dats, uint envCellId)
(missing.Count > 0 ? $" MISSING=[{string.Join(",", missing)}]" : "");
}
// U.4c characterization: compute the plane + centroid-derived InsideSide
// EXACTLY as GameWindow.BuildLoadedCell does, and compare its traversal
// SENSE against the dat's authored PortalSide flag (retail portal_side).
// If they disagree for a portal the camera should see through, that is the
// flap's root: our centroid guess culls where retail's authored bit traverses.
string sideText = "no-cellStruct";
if (cellStruct is not null && cellStruct.Polygons.TryGetValue(portal.PolygonId, out var sp)
&& sp.VertexIds.Count >= 3
&& TryGetOrigin(cellStruct, (ushort)sp.VertexIds[0], out var s0)
&& TryGetOrigin(cellStruct, (ushort)sp.VertexIds[1], out var s1)
&& TryGetOrigin(cellStruct, (ushort)sp.VertexIds[2], out var s2))
{
var n = Vector3.Cross(s1 - s0, s2 - s0);
n = n.LengthSquared() > 0f ? Vector3.Normalize(n) : Vector3.Zero;
float d = -Vector3.Dot(n, s0);
// Cell centroid = AABB center over all cellStruct verts (matches BuildLoadedCell).
var mn = new Vector3(float.MaxValue); var mx = new Vector3(float.MinValue);
foreach (var v in cellStruct.VertexArray.Vertices.Values)
{ mn = Vector3.Min(mn, v.Origin); mx = Vector3.Max(mx, v.Origin); }
var centroid = (mn + mx) * 0.5f;
float centroidDot = Vector3.Dot(n, centroid) + d;
int ourInsideSide = centroidDot >= 0 ? 0 : 1; // GameWindow.cs:5648
int datPortalSide = portal.Flags.HasFlag(PortalFlags.PortalSide) ? 1 : 0;
// Our test traverses when the camera is on the centroid's side of the plane.
// Retail (InitCell 432962) traverses when computed-sidedness != portal_side,
// where sidedness==1 means "in front" (dot>eps). At the centroid our test
// always traverses; the meaningful question is whether the centroid side
// (front if centroidDot>0) matches retail's traverse-sense for this portal.
int centroidSidedness = centroidDot > 0 ? 1 : 0; // 1=front
bool retailTraversesAtCentroid = centroidSidedness != datPortalSide;
sideText =
$"N=({n.X:F2},{n.Y:F2},{n.Z:F2}) d={d:F2} centroidDot={centroidDot:F3} " +
$"ourInsideSide={ourInsideSide} datPortalSide={datPortalSide} " +
$"retailTraversesAtCentroid={(retailTraversesAtCentroid ? "Y" : "n")}";
}
Console.WriteLine(
$" portal[{i}] other=0x{portal.OtherCellId:X4} -> {dest} " +
$"flags={portal.Flags} polyId={portal.PolygonId} | {resolveText}");
Console.WriteLine($" SIDES: {sideText}");
}
Console.WriteLine(