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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@ -378,6 +378,23 @@ public static class PhysicsDiagnostics
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public static bool ProbePlacementFailEnabled { get; set; } =
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Environment.GetEnvironmentVariable("ACDREAM_PROBE_PLACEMENT_FAIL") == "1";
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/// <summary>
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/// A6.P3 issue #98 step-walk investigation (2026-05-23). When true,
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/// emits one <c>[step-walk]</c> line at selected points in the transition
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/// sub-step loop and step-down probe. The line records requested vs
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/// adjusted offset, current/check sphere position, cell id, walk interp,
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/// contact planes, and walkable flags so a cellar-ramp capture can answer
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/// whether forward motion is being projected into rising Z or lost before
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/// the placement check.
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///
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/// <para>
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/// Initial state from <c>ACDREAM_PROBE_STEP_WALK=1</c>. One-shot
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/// diagnostic; no DebugPanel mirror until the root cause is identified.
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/// </para>
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/// </summary>
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public static bool ProbeStepWalkEnabled { get; set; } =
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Environment.GetEnvironmentVariable("ACDREAM_PROBE_STEP_WALK") == "1";
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/// <summary>
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/// Side-channel populated by <c>BSPQuery.SphereIntersectsSolidInternal</c>
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/// at the leaf where it returns true. Either
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@ -549,6 +566,82 @@ public static class PhysicsDiagnostics
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primaryCellId, otherCellId, bspResult, halted));
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}
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/// <summary>
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/// Emit one <c>[step-walk]</c> line for issue #98's cellar-ramp
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/// investigation. Caller MUST guard with
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/// <c>if (!ProbeStepWalkEnabled) return;</c> before calling.
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/// </summary>
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public static void LogStepWalk(
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string site,
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int stepIndex,
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int stepCount,
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SpherePath sp,
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CollisionInfo ci,
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ObjectInfo oi,
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Vector3 requestedOffset,
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Vector3 adjustedOffset,
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TransitionState? state = null,
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string? detail = null)
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{
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var culture = System.Globalization.CultureInfo.InvariantCulture;
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var checkDelta = sp.CheckPos - sp.CurPos;
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string stateText = state.HasValue ? state.Value.ToString() : "n/a";
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string stepText = stepIndex >= 0 && stepCount > 0
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? string.Format(culture, "{0}/{1}", stepIndex + 1, stepCount)
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: "-";
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Console.WriteLine(string.Format(culture,
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"[step-walk] site={0} step={1} state={2} " +
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"cur=({3:F4},{4:F4},{5:F4}) check=({6:F4},{7:F4},{8:F4}) " +
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"delta=({9:F4},{10:F4},{11:F4}) cell=0x{12:X8}->0x{13:X8} " +
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"req=({14:F4},{15:F4},{16:F4}) adj=({17:F4},{18:F4},{19:F4}) " +
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"winterp={20:F4} stepUp={21} stepDown={22} insert={23} " +
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"oi=0x{24:X} contact={25} onWalkable={26} " +
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"cp={27} lkcp={28} hit={29} slide={30} walkPoly={31} lastWalkPoly={32}{33}",
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site, stepText, stateText,
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sp.CurPos.X, sp.CurPos.Y, sp.CurPos.Z,
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sp.CheckPos.X, sp.CheckPos.Y, sp.CheckPos.Z,
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checkDelta.X, checkDelta.Y, checkDelta.Z,
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sp.CurCellId, sp.CheckCellId,
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requestedOffset.X, requestedOffset.Y, requestedOffset.Z,
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adjustedOffset.X, adjustedOffset.Y, adjustedOffset.Z,
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sp.WalkInterp,
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sp.StepUp, sp.StepDown, sp.InsertType,
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(uint)oi.State, oi.Contact, oi.OnWalkable,
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FormatPlane(ci.ContactPlaneValid, ci.ContactPlane, ci.ContactPlaneCellId, ci.ContactPlaneIsWater),
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FormatPlane(ci.LastKnownContactPlaneValid, ci.LastKnownContactPlane, ci.LastKnownContactPlaneCellId, ci.LastKnownContactPlaneIsWater),
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FormatVector(ci.CollisionNormalValid, ci.CollisionNormal),
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FormatVector(ci.SlidingNormalValid, ci.SlidingNormal),
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sp.HasWalkablePolygon, sp.HasLastWalkablePolygon,
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string.IsNullOrEmpty(detail) ? string.Empty : " " + detail));
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}
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private static string FormatVector(bool valid, Vector3 value)
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{
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if (!valid)
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return "n/a";
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return string.Format(System.Globalization.CultureInfo.InvariantCulture,
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"({0:F4},{1:F4},{2:F4})",
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value.X, value.Y, value.Z);
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}
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private static string FormatPlane(bool valid, Plane plane, uint cellId, bool isWater)
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{
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if (!valid)
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return "n/a";
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float zAtOrigin = MathF.Abs(plane.Normal.Z) > PhysicsGlobals.EPSILON
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? -plane.D / plane.Normal.Z
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: float.NaN;
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return string.Format(System.Globalization.CultureInfo.InvariantCulture,
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"cell=0x{0:X8},water={1},n=({2:F4},{3:F4},{4:F4}),d={5:F4},z0={6:F4}",
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cellId, isWater,
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plane.Normal.X, plane.Normal.Y, plane.Normal.Z, plane.D,
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zAtOrigin);
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}
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public static void LogCpBoolWrite(string field, bool oldValue, bool newValue)
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{
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var caller = GetCpCallerName();
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