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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16 changed files with 930 additions and 58 deletions
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@ -1,12 +1,13 @@
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using System.Collections.Generic;
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using System.Numerics;
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using DatReaderWriter.Types;
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namespace AcDream.Core.Physics;
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/// <summary>
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/// Indoor walking Phase 2 (2026-05-19). Portal-graph cell traversal,
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/// ported from retail's <c>CObjCell::find_cell_list</c> family
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/// (sphere variant for the player's single foot sphere).
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/// (sphere variant for the player's path spheres).
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///
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/// <para>
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/// Replaces Phase D's AABB containment. Uses the cell BSP for retail-
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@ -50,40 +51,109 @@ public static class CellTransit
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float sphereRadius,
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HashSet<uint> candidates,
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out bool exitOutside)
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{
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var spheres = new[]
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{
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new Sphere
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{
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Origin = worldSphereCenter,
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Radius = sphereRadius,
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},
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};
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FindTransitCellsSphere(
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cache, currentCell, currentCellId,
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spheres, spheres.Length, candidates, out exitOutside);
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}
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/// <summary>
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/// Multi-sphere form used by retail's <c>CObjCell::find_cell_list</c>:
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/// pass <c>sphere_path.num_sphere</c> and <c>sphere_path.global_sphere</c>.
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/// Any sphere can trigger a portal neighbor or outdoor exit.
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/// </summary>
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public static void FindTransitCellsSphere(
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PhysicsDataCache cache,
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CellPhysics currentCell,
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uint currentCellId,
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IReadOnlyList<Sphere> worldSpheres,
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int numSpheres,
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HashSet<uint> candidates,
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out bool exitOutside)
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{
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exitOutside = false;
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if (currentCell.PortalPolygons is null) return;
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uint lbPrefix = currentCellId & 0xFFFF0000u;
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float rad = sphereRadius + EPSILON;
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int sphereCount = EffectiveSphereCount(worldSpheres, numSpheres);
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// Cell-local sphere center.
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var localCenter = Vector3.Transform(worldSphereCenter, currentCell.InverseWorldTransform);
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if (currentCell.PortalPolygons is null || sphereCount == 0) return;
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foreach (var portal in currentCell.Portals)
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{
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if (!currentCell.PortalPolygons.TryGetValue(portal.PolygonId, out var poly))
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continue;
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// Signed distance from sphere center to portal plane (cell-local).
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float dist = Vector3.Dot(localCenter, poly.Plane.Normal) + poly.Plane.D;
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if (portal.OtherCellId == 0xFFFF)
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{
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// Exit portal. Sphere must straddle the plane.
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if (dist > -rad && dist < rad)
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exitOutside = true;
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// Exit portal. Any path sphere straddling the plane triggers
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// the outdoor cell expansion.
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for (int i = 0; i < sphereCount; i++)
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{
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var sphere = worldSpheres[i];
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float rad = sphere.Radius + EPSILON;
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var localCenter = Vector3.Transform(
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sphere.Origin, currentCell.InverseWorldTransform);
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float dist = Vector3.Dot(localCenter, poly.Plane.Normal) + poly.Plane.D;
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bool hit = dist > -rad && dist < rad;
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if (hit)
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{
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exitOutside = true;
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break;
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}
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}
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continue;
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}
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uint otherId = lbPrefix | portal.OtherCellId;
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// Conservative add: the sphere is near the portal plane and on the
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// outward side (per PortalSide). This is the load-hint branch from
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// the research doc. A more retail-faithful path would call
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// CellBSP.sphere_intersects_cell on the neighbour — deferred.
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if (portal.PortalSide ? dist > -rad : dist < rad)
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candidates.Add(otherId);
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// Retail CEnvCell::find_transit_cells first asks the loaded
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// neighbour cell whether the sphere intersects its CellBSP.
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// The portal-plane side test is only the unloaded-cell load hint.
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var otherCell = cache.GetCellStruct(otherId);
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if (otherCell?.CellBSP?.Root is not null)
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{
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for (int i = 0; i < sphereCount; i++)
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{
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var sphere = worldSpheres[i];
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var otherLocalCenter = Vector3.Transform(
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sphere.Origin, otherCell.InverseWorldTransform);
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bool hit = BSPQuery.SphereIntersectsCellBsp(
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otherCell.CellBSP.Root, otherLocalCenter, sphere.Radius);
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if (hit)
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{
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candidates.Add(otherId);
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break;
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}
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}
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continue;
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}
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// Conservative unloaded-cell hint: the sphere is near the portal
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// plane and on the outward side (per PortalSide).
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for (int i = 0; i < sphereCount; i++)
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{
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var sphere = worldSpheres[i];
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float rad = sphere.Radius + EPSILON;
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var localCenter = Vector3.Transform(
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sphere.Origin, currentCell.InverseWorldTransform);
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float dist = Vector3.Dot(localCenter, poly.Plane.Normal) + poly.Plane.D;
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bool hit = portal.PortalSide ? dist > -rad : dist < rad;
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if (hit)
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{
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candidates.Add(otherId);
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break;
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}
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}
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}
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}
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if (cellLocalY < minRad) AddOutsideCell(candidates, lbPrefix, gridX, gridY - 1);
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}
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/// <summary>
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/// Multi-sphere outdoor expansion. Retail's sphere variant loops every
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/// path sphere and adds the outdoor landcells touched by any of them.
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/// </summary>
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public static void AddAllOutsideCells(
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IReadOnlyList<Sphere> worldSpheres,
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int numSpheres,
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uint currentCellId,
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HashSet<uint> candidates)
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{
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int sphereCount = EffectiveSphereCount(worldSpheres, numSpheres);
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for (int i = 0; i < sphereCount; i++)
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{
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var sphere = worldSpheres[i];
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AddAllOutsideCells(sphere.Origin, sphere.Radius, currentCellId, candidates);
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}
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}
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private static void AddOutsideCell(HashSet<uint> candidates, uint lbPrefix, int gridX, int gridY)
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{
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if (gridX < 0 || gridX >= 8 || gridY < 0 || gridY >= 8) return;
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float sphereRadius,
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uint currentCellId)
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{
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return BuildCellSetAndPickContaining(
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cache, worldSphereCenter, sphereRadius, currentCellId,
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out _);
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return FindCellSet(cache, worldSphereCenter, sphereRadius, currentCellId, out _);
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}
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/// <summary>
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float sphereRadius,
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uint currentCellId,
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out IReadOnlyCollection<uint> cellSet)
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{
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var spheres = new[]
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{
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new Sphere
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{
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Origin = worldSphereCenter,
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Radius = sphereRadius,
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},
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};
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return FindCellSet(cache, spheres, spheres.Length, currentCellId, out cellSet);
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}
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/// <summary>
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/// Multi-sphere form of <see cref="FindCellSet(PhysicsDataCache, Vector3, float, uint, out IReadOnlyCollection{uint})"/>.
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/// Containment still uses sphere 0's center, matching retail's
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/// <c>CObjCell::find_cell_list</c> loop after the transit set is built.
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/// </summary>
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public static uint FindCellSet(
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PhysicsDataCache cache,
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IReadOnlyList<Sphere> worldSpheres,
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int numSpheres,
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uint currentCellId,
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out IReadOnlyCollection<uint> cellSet)
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{
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var containing = BuildCellSetAndPickContaining(
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cache, worldSphereCenter, sphereRadius, currentCellId,
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cache, worldSpheres, numSpheres, currentCellId,
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out var candidates);
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cellSet = candidates;
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return containing;
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private static uint BuildCellSetAndPickContaining(
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PhysicsDataCache cache,
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Vector3 worldSphereCenter,
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float sphereRadius,
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IReadOnlyList<Sphere> worldSpheres,
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int numSpheres,
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uint currentCellId,
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out HashSet<uint> candidates)
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{
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candidates = new HashSet<uint>();
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int sphereCount = EffectiveSphereCount(worldSpheres, numSpheres);
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if (sphereCount == 0) return currentCellId;
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Vector3 worldSphereCenter = worldSpheres[0].Origin;
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float sphereRadius = worldSpheres[0].Radius;
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uint currentLow = currentCellId & 0xFFFFu;
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if (currentLow >= 0x0100u)
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var sizeBefore = candidates.Count;
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FindTransitCellsSphere(
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cache, cell, cellId, worldSphereCenter, sphereRadius,
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cache, cell, cellId, worldSpheres, sphereCount,
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candidates, out bool exitOutside);
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if (candidates.Count > sizeBefore)
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if (exitOutside)
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{
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// Add neighbour outdoor cells too.
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AddAllOutsideCells(worldSphereCenter, sphereRadius, currentCellId, candidates);
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AddAllOutsideCells(worldSpheres, sphereCount, currentCellId, candidates);
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}
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}
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}
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{
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// Outdoor seed: expand neighbour landcells AND check for building stabs
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// with portals into interior EnvCells.
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AddAllOutsideCells(worldSphereCenter, sphereRadius, currentCellId, candidates);
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AddAllOutsideCells(worldSpheres, sphereCount, currentCellId, candidates);
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// For each landcell candidate, see if it carries a building stab; if so,
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// check whether the sphere has crossed into any of the building's interior
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var local = Vector3.Transform(worldSphereCenter, cand.InverseWorldTransform);
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if (BSPQuery.PointInsideCellBsp(cand.CellBSP.Root, local))
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{
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return candId;
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}
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}
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// No cell contained the sphere center. Stay in the input cell.
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return currentCellId;
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}
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private static int EffectiveSphereCount(IReadOnlyList<Sphere> worldSpheres, int numSpheres)
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{
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if (numSpheres <= 0 || worldSpheres.Count == 0) return 0;
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return numSpheres < worldSpheres.Count ? numSpheres : worldSpheres.Count;
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}
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}
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