feat(diag): Cluster A — extend [cell-cache] with AABB + bsphere + recursive poly count

The original Phase E [cell-cache] probe (fda6af7) only showed the BSP root
node's direct poly count, which was always 0 for non-trivial trees (internal
node root). Extending the probe to:

- Recursively walk the BSP tree and count total leaf polys
- Detect unmatched poly IDs (BSP leaves referencing IDs not in our resolved dict)
- Dump the BSP root bounding sphere (center + radius)
- Dump the cell's local AABB (min/max from poly vertices)
- Dump the cell's world origin (cellTransform * (0,0,0))

The extended data made the route-δ diagnosis definitive: Holtburg cells DO
have full physics polygons in their BSPs (e.g. 0xA9B40143 has 14 polys all
resolved, full Z range 0-2.8 m). The bug is upstream — AABB-based cell
containment is too tight to capture a standing player at most thresholds
between rooms, so the indoor cell-BSP branch fires only intermittently.

Retail uses portal traversal (CObjMaint::HandleObjectEnterCell + cell-side
portal data) which propagates CellId at door crossings. Our AABB-containment
shortcut is partial. This diagnostic stays in place as infrastructure for
the follow-up "Indoor portal-based cell tracking" phase.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
This commit is contained in:
Erik 2026-05-19 16:04:45 +02:00
parent fda6af7ad0
commit 1f11ba9b38

View file

@ -174,8 +174,48 @@ public sealed class PhysicsDataCache
var root = cellStruct.PhysicsBSP?.Root;
int bspRootPolyCount = root?.Polygons?.Count ?? 0;
bool bspRootHasChildren = root?.PosNode is not null || root?.NegNode is not null;
// Recursive walk: count total leaf poly references + how many of
// those poly IDs are absent from the resolved dict. If
// bspTotalLeafPolys == 0 the BSP has no collidable polys at all.
// If bspUnmatchedIds > 0 the BSP references IDs we didn't resolve
// (data-deserialization quirk hypothesis).
int bspTotalLeafPolys = 0;
int bspUnmatchedIds = 0;
if (root is not null)
{
var stack = new System.Collections.Generic.Stack<DatReaderWriter.Types.PhysicsBSPNode>();
stack.Push(root);
while (stack.Count > 0)
{
var n = stack.Pop();
if (n.Polygons is not null)
{
foreach (var pid in n.Polygons)
{
bspTotalLeafPolys++;
if (!resolved.ContainsKey(pid)) bspUnmatchedIds++;
}
}
if (n.PosNode is not null) stack.Push(n.PosNode);
if (n.NegNode is not null) stack.Push(n.NegNode);
}
}
var bs = root?.BoundingSphere;
string bsStr = bs is null
? "bsphere=n/a"
: System.FormattableString.Invariant(
$"bsphere=({bs.Origin.X:F2},{bs.Origin.Y:F2},{bs.Origin.Z:F2}) r={bs.Radius:F2}");
// World origin = cellTransform * (0,0,0,1). Tells us where this cell
// sits in world coordinates, so we can cross-check whether the
// player's worldPos actually lies inside the AABB when transformed
// back to local.
var worldOrigin = Vector3.Transform(Vector3.Zero, worldTransform);
Console.WriteLine(System.FormattableString.Invariant(
$"[cell-cache] envCellId=0x{envCellId:X8} physicsPolyCount={cellStruct.PhysicsPolygons?.Count ?? 0} resolvedCount={resolved.Count} bspRootPolyCount={bspRootPolyCount} bspRootHasChildren={bspRootHasChildren}"));
$"[cell-cache] envCellId=0x{envCellId:X8} physicsPolyCount={cellStruct.PhysicsPolygons?.Count ?? 0} resolvedCount={resolved.Count} bspTotalLeafPolys={bspTotalLeafPolys} bspUnmatchedIds={bspUnmatchedIds} {bsStr} aabbMin=({aabbMin.X:F2},{aabbMin.Y:F2},{aabbMin.Z:F2}) aabbMax=({aabbMax.X:F2},{aabbMax.Y:F2},{aabbMax.Z:F2}) worldOrigin=({worldOrigin.X:F2},{worldOrigin.Y:F2},{worldOrigin.Z:F2})"));
}
}