chore(phys): A6.P3 #98 triage — revert neg-poly + bldg-check experiments
Triage step from the plan at C:\Users\erikn\.claude\plans\ i-did-some-work-sharded-acorn.md. Four sessions on issue #98 left the worktree dirty with ~1352 LOC of mixed work. This commit splits the work into "keep" (defensible + diagnostic) and "drop" (failed experiments), then commits the keep set with the drops removed. Plan asked for three commits (diag / fix / revert); consolidated to one because the diagnostic emits in TransitionTypes.cs are tightly interleaved with the multi-sphere CellTransit calls and the CellId switch. Hunk-level splitting in those files for marginal bisect granularity didn't justify the misclick risk. Reverted entirely (failed experiments per slice 7 handoff): - src/AcDream.Core/Physics/PhysicsDataCache.cs — neg-poly storage fields (Stippling, PosSurface, NegSurface, HasNegativeSide, IsNegativeSide, NegativeSide). - src/AcDream.Core/Physics/ShadowObjectRegistry.cs — isBuilding flag propagation through Register / ShadowEntry. - tests/AcDream.Core.Tests/Physics/BSPQueryTests.cs — 165 lines of PolygonWithNegativeSide_* tests. - tests/AcDream.Core.Tests/Physics/ShadowObjectRegistryTests.cs — isBuilding propagation tests. - src/AcDream.Core/World/WorldEntity.cs — IsLandblockBuilding field (no consumer once ShadowObjectRegistry.isBuilding is gone). - src/AcDream.Core/World/LandblockLoader.cs — IsLandblockBuilding=true setter on building entities (kept BuildBuildingTerrainCells). - src/AcDream.App/Rendering/GameWindow.cs — isBuilding: arg passed to ShadowObjects.Register. - src/AcDream.Core/Physics/BSPQuery.cs — TryAdjustWalkableSide / IsWalkableAt helpers, their callers, the Path 5 / Path 6 neg-poly branch split, the BldgCheck-tied clearCell conditional, and the neg-poly ResolveCellPolygons writes. - src/AcDream.Core/Physics/PhysicsDiagnostics.cs — neg-poly fields in the poly-dump format. - src/AcDream.Core/Physics/TransitionTypes.cs — SpherePath.BldgCheck + SpherePath.HitsInteriorCell fields and every consumer, the savedBldgCheck try/finally around FindCollisions, and the neg-poly format additions to the dump-on-error helper. - src/AcDream.Core/Physics/CellTransit.cs — FindCellSet overloads with hitsInteriorCell out-param and the BuildCellSetAndPickContaining out-param threading. Kept (defensible correctness fixes + diagnostic infrastructure): - src/AcDream.App/Rendering/GameWindow.cs — render-vs-physics cell origin split: the 0.02m render lift no longer leaks into physics BSP caching. lb.BuildingTerrainCells threaded into LandblockMesh.Build. - src/AcDream.Core/World/LoadedLandblock.cs — BuildingTerrainCells record field. - src/AcDream.Core/World/LandblockLoader.cs — BuildBuildingTerrainCells (cy*8+cx from LandBlockInfo.Buildings). - src/AcDream.Core/Terrain/LandblockMesh.cs — hiddenTerrainCells param that collapses owned-cell triangles to a zero-area degenerate. - src/AcDream.App/Streaming/{GpuWorldState,LandblockStreamer}.cs — mechanical BuildingTerrainCells threading through LoadedLandblock reconstructions. - src/AcDream.Core/Physics/CellTransit.cs — multi-sphere FindTransitCellsSphere variant + multi-sphere AddAllOutsideCells + FindCellSet(IReadOnlyList<Sphere>, …) overload + the BSPQuery.SphereIntersectsCellBsp call for loaded neighbours. Matches retail CObjCell::find_cell_list / CEnvCell::find_transit_cells. - src/AcDream.Core/Physics/TransitionTypes.cs — multi-sphere FindCellSet call site, retail-faithful CellId switch after CheckOtherCells, the outdoor-landcell terrain-walkable fallback in CheckOtherCells, and the full diagnostic suite ([step-walk], [walkable-nearest], [issue98-walkable-detail], [cell-set-summary], LastBspHitPoly emits). - src/AcDream.Core/Physics/PhysicsDiagnostics.cs — ProbeStepWalkEnabled gate (ACDREAM_PROBE_STEP_WALK=1) + LogStepWalk helper + FormatVector / FormatPlane utilities. All emit-gated. - src/AcDream.Core/Physics/BSPQuery.cs — diagnostic emits to LastBspHitPoly at four sites in SphereIntersectsPolyInternal / the placement adjustment path. - Test files for the kept work: CellTransitFindCellSetTests, CellTransitFindTransitCellsSphereTests, PhysicsDiagnosticsTests, TransitionCheckOtherCellsTests, LandblockMeshTests, LandblockLoaderTests. Verification: - dotnet build: green, 0 errors, 3 pre-existing warnings. - dotnet test: 1156 passed + 8 failed (baseline was 1148 + 8 pre- existing; the +8 passing are the new tests for the kept defensible work). Same 8 pre-existing failures, no new regressions. Backup of pre-triage worktree state in stash@{0}. A6.P3 #98 is still open; this is the apparatus-prep step, not a fix. Next: cell-dump probe (Step 2 of the plan).
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111aa3e59d
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16 changed files with 930 additions and 58 deletions
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@ -1806,7 +1806,7 @@ public sealed class GameWindow : IDisposable
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// _heightTable and _blendCtx are read-only after initialization.
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// lb.Heightmap is the pre-loaded LandBlock; no dat read needed here.
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return AcDream.Core.Terrain.LandblockMesh.Build(
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lb.Heightmap, lbX, lbY, _heightTable, _blendCtx, _surfaceCache);
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lb.Heightmap, lbX, lbY, _heightTable, _blendCtx, _surfaceCache, lb.BuildingTerrainCells);
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});
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_streamer.Start();
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@ -5112,7 +5112,8 @@ public sealed class GameWindow : IDisposable
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return new AcDream.Core.World.LoadedLandblock(
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baseLoaded.LandblockId,
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baseLoaded.Heightmap,
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merged);
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merged,
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baseLoaded.BuildingTerrainCells);
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}
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/// <summary>
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@ -5360,11 +5361,16 @@ public sealed class GameWindow : IDisposable
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{
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_pendingCellMeshes[envCellId] = cellSubMeshes;
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var cellOrigin = envCell.Position.Origin + lbOffset
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+ new System.Numerics.Vector3(0f, 0f, 0.02f);
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// Keep the small render lift out of physics; retail BSP
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// contact planes use the EnvCell origin verbatim.
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var physicsCellOrigin = envCell.Position.Origin + lbOffset;
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var cellOrigin = physicsCellOrigin + new System.Numerics.Vector3(0f, 0f, 0.02f);
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var cellTransform =
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System.Numerics.Matrix4x4.CreateFromQuaternion(envCell.Position.Orientation) *
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System.Numerics.Matrix4x4.CreateTranslation(cellOrigin);
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var physicsCellTransform =
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System.Numerics.Matrix4x4.CreateFromQuaternion(envCell.Position.Orientation) *
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System.Numerics.Matrix4x4.CreateTranslation(physicsCellOrigin);
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var cellMeshRef = new AcDream.Core.World.MeshRef(envCellId, cellTransform);
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@ -5383,7 +5389,7 @@ public sealed class GameWindow : IDisposable
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BuildLoadedCell(envCellId, envCell, cellStruct, cellOrigin, cellTransform);
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// Cache CellStruct physics BSP for indoor collision.
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_physicsDataCache.CacheCellStruct(envCellId, envCell, cellStruct, cellTransform);
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_physicsDataCache.CacheCellStruct(envCellId, envCell, cellStruct, physicsCellTransform);
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}
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}
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}
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@ -8752,7 +8758,7 @@ public sealed class GameWindow : IDisposable
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uint lbX = (id >> 24) & 0xFFu;
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uint lbY = (id >> 16) & 0xFFu;
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return AcDream.Core.Terrain.LandblockMesh.Build(
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lb.Heightmap, lbX, lbY, _heightTable, _blendCtx, _surfaceCache);
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lb.Heightmap, lbX, lbY, _heightTable, _blendCtx, _surfaceCache, lb.BuildingTerrainCells);
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});
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_streamer.Start();
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