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).
This commit is contained in:
parent
111aa3e59d
commit
35b37dfb5f
16 changed files with 930 additions and 58 deletions
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@ -134,4 +134,43 @@ public class CellTransitFindCellSetTests
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Assert.Equal(0xA9B40001u, containing);
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Assert.True(cellSet.Count >= 2, $"Expected ≥2 cells in set (primary + east neighbour), got {cellSet.Count}");
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}
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[Fact]
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public void IndoorSeed_ExitPortalTouchedOnlyBySecondSphere_AddsOutdoorLandcell()
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{
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// Retail CObjCell::find_cell_list passes every SPHEREPATH sphere into
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// CEnvCell::find_transit_cells. When any sphere straddles an outdoor
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// exit portal, CLandCell::add_all_outside_cells runs for the whole
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// sphere array.
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uint lbPrefix = 0xA9B40000u;
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float lbX = ((lbPrefix >> 24) & 0xFFu) * 192f;
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float lbY = ((lbPrefix >> 16) & 0xFFu) * 192f;
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var cellTransform = Matrix4x4.CreateTranslation(new Vector3(lbX, lbY, 0f));
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var exitCell = MakeCellWithPortalAtRightWall(
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cellTransform,
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otherCellId: 0xFFFF,
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flags: 0);
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var cache = new PhysicsDataCache();
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cache.RegisterCellStructForTest(0xA9B40100u, exitCell);
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var spheres = new[]
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{
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// Foot sphere is not near the exit portal plane at local x=2.5.
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new Sphere { Origin = new Vector3(lbX + 0.0f, lbY + 12.0f, 2.5f), Radius = 0.5f },
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// Head sphere reaches the exit portal plane and should trigger
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// outdoor landcell expansion.
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new Sphere { Origin = new Vector3(lbX + 2.0f, lbY + 12.0f, 3.2f), Radius = 0.5f },
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};
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uint containing = CellTransit.FindCellSet(
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cache, spheres, spheres.Length,
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currentCellId: 0xA9B40100u,
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out var cellSet);
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Assert.Equal(0xA9B40100u, containing);
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Assert.Contains(0xA9B40100u, cellSet);
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Assert.Contains(0xA9B40001u, cellSet);
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}
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}
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@ -1,5 +1,6 @@
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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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using AcDream.Core.Physics;
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using Xunit;
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@ -7,6 +8,20 @@ namespace AcDream.Core.Tests.Physics;
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public class CellTransitFindTransitCellsSphereTests
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{
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private static CellBSPTree SinglePlaneCellBsp()
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{
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var leaf = new CellBSPNode { Type = DatReaderWriter.Enums.BSPNodeType.Leaf };
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return new CellBSPTree
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{
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Root = new CellBSPNode
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{
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// Local x >= 0 is inside this synthetic cell.
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SplittingPlane = new Plane(new Vector3(1f, 0f, 0f), 0f),
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PosNode = leaf,
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}
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};
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}
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private static CellPhysics MakeCellWithPortalAtRightWall(
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Matrix4x4 worldTransform, uint otherCellId, ushort flags)
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{
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@ -88,6 +103,77 @@ public class CellTransitFindTransitCellsSphereTests
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Assert.DoesNotContain(0xA9B40101u, candidates);
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}
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[Fact]
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public void LoadedNeighbor_SphereIntersectsNeighborCellBsp_AddsEvenWhenPortalHintWouldReject()
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{
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// Retail CEnvCell::find_transit_cells uses the loaded neighbour's
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// CellBSP sphere-overlap test. The portal-plane side test is only
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// an unloaded-cell hint. flags=2 makes the old heuristic reject
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// this world position even though the sphere overlaps cell B.
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var cellA = MakeCellWithPortalAtRightWall(Matrix4x4.Identity, otherCellId: 0x0101, flags: 2);
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var cellBT = Matrix4x4.CreateTranslation(new Vector3(5f, 0f, 0f));
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Matrix4x4.Invert(cellBT, out var cellBInv);
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var cellB = new CellPhysics
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{
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WorldTransform = cellBT,
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InverseWorldTransform = cellBInv,
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Resolved = new Dictionary<ushort, ResolvedPolygon>(),
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CellBSP = SinglePlaneCellBsp(),
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};
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var cache = new PhysicsDataCache();
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cache.RegisterCellStructForTest(0xA9B40100u, cellA);
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cache.RegisterCellStructForTest(0xA9B40101u, cellB);
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// Cell B local center is x=-0.25, radius=0.5, so the sphere
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// straddles x=0 and intersects the cell volume.
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var worldSphereCenter = new Vector3(4.75f, 0f, 2.5f);
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var candidates = new HashSet<uint>();
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CellTransit.FindTransitCellsSphere(
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cache, cellA, currentCellId: 0xA9B40100u,
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worldSphereCenter, sphereRadius: 0.5f, candidates, out bool exitOutside);
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Assert.Contains(0xA9B40101u, candidates);
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Assert.False(exitOutside);
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}
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[Fact]
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public void LoadedNeighbor_SphereOutsideNeighborCellBsp_DoesNotUsePortalHintFallback()
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{
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// With a loaded neighbour, retail trusts sphere_intersects_cell.
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// This guards against adding the neighbour merely because the
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// current-cell portal plane would have accepted the sphere.
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var cellA = MakeCellWithPortalAtRightWall(Matrix4x4.Identity, otherCellId: 0x0101, flags: 0);
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var cellBT = Matrix4x4.CreateTranslation(new Vector3(5f, 0f, 0f));
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Matrix4x4.Invert(cellBT, out var cellBInv);
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var cellB = new CellPhysics
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{
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WorldTransform = cellBT,
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InverseWorldTransform = cellBInv,
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Resolved = new Dictionary<ushort, ResolvedPolygon>(),
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CellBSP = SinglePlaneCellBsp(),
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};
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var cache = new PhysicsDataCache();
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cache.RegisterCellStructForTest(0xA9B40100u, cellA);
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cache.RegisterCellStructForTest(0xA9B40101u, cellB);
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// Current portal-plane heuristic would add this (near x=2.5), but
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// in cell B local space x=-1.95 with radius=0.5 is fully outside.
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var worldSphereCenter = new Vector3(3.05f, 0f, 2.5f);
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var candidates = new HashSet<uint>();
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CellTransit.FindTransitCellsSphere(
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cache, cellA, currentCellId: 0xA9B40100u,
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worldSphereCenter, sphereRadius: 0.5f, candidates, out bool exitOutside);
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Assert.DoesNotContain(0xA9B40101u, candidates);
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Assert.False(exitOutside);
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}
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[Fact]
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public void ExitPortal_SphereStraddlesPortalPlane_FlagsCheckOutside()
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{
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@ -105,4 +191,29 @@ public class CellTransitFindTransitCellsSphereTests
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Assert.True(exitOutside);
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}
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[Fact]
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public void ExitPortal_SecondSphereStraddlesPortalPlane_FlagsCheckOutside()
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{
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// Retail passes the whole SPHEREPATH global_sphere array into
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// CEnvCell::find_transit_cells. The head sphere can be the one that
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// overlaps an exit portal while the foot sphere is still clear.
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var exitCell = MakeCellWithPortalAtRightWall(Matrix4x4.Identity, otherCellId: 0xFFFF, flags: 0);
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var cache = new PhysicsDataCache();
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cache.RegisterCellStructForTest(0xA9B40100u, exitCell);
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var spheres = new[]
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{
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new Sphere { Origin = new Vector3(0.0f, 0f, 2.5f), Radius = 0.5f },
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new Sphere { Origin = new Vector3(2.0f, 0f, 3.2f), Radius = 0.5f },
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};
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var candidates = new HashSet<uint>();
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CellTransit.FindTransitCellsSphere(
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cache, exitCell, currentCellId: 0xA9B40100u,
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spheres, spheres.Length, candidates, out bool exitOutside);
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Assert.True(exitOutside);
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}
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}
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@ -118,4 +118,27 @@ public class PhysicsDiagnosticsTests
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PhysicsDiagnostics.ProbePushBackEnabled = initial;
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}
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}
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// -----------------------------------------------------------------------
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// ProbeStepWalkEnabled - flag gates the [step-walk] emission path.
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// A6.P3 issue #98 (2026-05-23).
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// -----------------------------------------------------------------------
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[Fact]
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public void ProbeStepWalk_StaticApi_Roundtrip()
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{
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bool initial = PhysicsDiagnostics.ProbeStepWalkEnabled;
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try
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{
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PhysicsDiagnostics.ProbeStepWalkEnabled = true;
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Assert.True(PhysicsDiagnostics.ProbeStepWalkEnabled);
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PhysicsDiagnostics.ProbeStepWalkEnabled = false;
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Assert.False(PhysicsDiagnostics.ProbeStepWalkEnabled);
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}
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finally
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{
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PhysicsDiagnostics.ProbeStepWalkEnabled = initial;
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}
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}
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}
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@ -139,4 +139,33 @@ public class TransitionCheckOtherCellsTests
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Assert.Equal(TransitionState.OK, result);
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}
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[Fact]
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public void CheckOtherCells_OutdoorLandcellCandidate_UsesTerrainWalkable()
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{
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var engine = new PhysicsEngine();
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engine.DataCache = new PhysicsDataCache();
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var heights = new byte[81];
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Array.Fill(heights, (byte)0);
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var ht = new float[256];
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for (int i = 0; i < 256; i++) ht[i] = i * 1.0f;
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engine.AddLandblock(0xA9B4FFFFu, new TerrainSurface(heights, ht),
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Array.Empty<CellSurface>(), Array.Empty<PortalPlane>(),
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worldOffsetX: 0f, worldOffsetY: 0f);
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var t = MakeTransition(contactFlag: true);
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t.SpherePath.InitPath(new Vector3(10f, 10f, -0.28f), new Vector3(10f, 10f, -0.28f),
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cellId: 0xA9B40147u, sphereRadius: 0.48f);
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var footCenter = new Vector3(10f, 10f, 0.20f);
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var cellSet = new HashSet<uint> { 0xA9B40001u };
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var result = t.CheckOtherCells(engine, footCenter, 0.48f, cellSet);
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Assert.Equal(TransitionState.Adjusted, result);
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Assert.True(t.CollisionInfo.ContactPlaneValid);
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Assert.Equal(0xA9B40001u, t.CollisionInfo.ContactPlaneCellId);
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Assert.True(t.SpherePath.CheckPos.Z > -0.28f);
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}
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}
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@ -54,6 +54,35 @@ public class LandblockMeshTests
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Assert.Equal(128 * 3, mesh.Indices.Length);
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}
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[Fact]
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public void Build_HiddenTerrainCell_PreservesCountsAndDegeneratesOnlyThatCell()
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{
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var block = BuildFlatLandBlock();
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var cache = new Dictionary<uint, SurfaceInfo>();
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int hiddenCell = (3 * LandblockMesh.CellsPerSide) + 5;
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var mesh = LandblockMesh.Build(
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block,
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0,
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0,
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IdentityHeightTable,
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MakeContext(),
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cache,
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new HashSet<int> { hiddenCell });
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Assert.Equal(LandblockMesh.VerticesPerLandblock, mesh.Vertices.Length);
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Assert.Equal(LandblockMesh.VerticesPerLandblock, mesh.Indices.Length);
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int hiddenBase = hiddenCell * LandblockMesh.VerticesPerCell;
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for (int i = 0; i < LandblockMesh.VerticesPerCell; i++)
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Assert.Equal((uint)hiddenBase, mesh.Indices[hiddenBase + i]);
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int visibleCell = hiddenCell + 1;
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int visibleBase = visibleCell * LandblockMesh.VerticesPerCell;
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for (int i = 0; i < LandblockMesh.VerticesPerCell; i++)
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Assert.Equal((uint)(visibleBase + i), mesh.Indices[visibleBase + i]);
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}
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[Fact]
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public void Build_Vertices_CoverExactly192x192WorldUnits()
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{
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@ -117,6 +117,35 @@ public class LandblockLoaderTests
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Assert.Empty(entities);
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}
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[Fact]
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public void BuildBuildingTerrainCells_UsesBuildingsOnlyAndMapsToMeshCellIndex()
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{
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var info = new LandBlockInfo
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{
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Objects =
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{
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new Stab
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{
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Id = 0x02000001u,
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Frame = new Frame { Origin = new Vector3(120, 72, 0) },
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},
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},
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Buildings =
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{
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new BuildingInfo
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{
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ModelId = 0x020000AAu,
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Frame = new Frame { Origin = new Vector3(141.5f, 7.2f, 94f) },
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},
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},
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};
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var cells = LandblockLoader.BuildBuildingTerrainCells(info);
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Assert.Single(cells);
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Assert.Contains(5, cells); // cy=0, cx=5 => mesh index cy * 8 + cx.
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}
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[Fact]
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public void BuildEntitiesFromInfo_WithLandblockId_NamespacesIdsForGlobalUniqueness()
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{
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