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
|
|
@ -134,4 +134,43 @@ public class CellTransitFindCellSetTests
|
|||
Assert.Equal(0xA9B40001u, containing);
|
||||
Assert.True(cellSet.Count >= 2, $"Expected ≥2 cells in set (primary + east neighbour), got {cellSet.Count}");
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void IndoorSeed_ExitPortalTouchedOnlyBySecondSphere_AddsOutdoorLandcell()
|
||||
{
|
||||
// Retail CObjCell::find_cell_list passes every SPHEREPATH sphere into
|
||||
// CEnvCell::find_transit_cells. When any sphere straddles an outdoor
|
||||
// exit portal, CLandCell::add_all_outside_cells runs for the whole
|
||||
// sphere array.
|
||||
uint lbPrefix = 0xA9B40000u;
|
||||
float lbX = ((lbPrefix >> 24) & 0xFFu) * 192f;
|
||||
float lbY = ((lbPrefix >> 16) & 0xFFu) * 192f;
|
||||
|
||||
var cellTransform = Matrix4x4.CreateTranslation(new Vector3(lbX, lbY, 0f));
|
||||
var exitCell = MakeCellWithPortalAtRightWall(
|
||||
cellTransform,
|
||||
otherCellId: 0xFFFF,
|
||||
flags: 0);
|
||||
|
||||
var cache = new PhysicsDataCache();
|
||||
cache.RegisterCellStructForTest(0xA9B40100u, exitCell);
|
||||
|
||||
var spheres = new[]
|
||||
{
|
||||
// Foot sphere is not near the exit portal plane at local x=2.5.
|
||||
new Sphere { Origin = new Vector3(lbX + 0.0f, lbY + 12.0f, 2.5f), Radius = 0.5f },
|
||||
// Head sphere reaches the exit portal plane and should trigger
|
||||
// outdoor landcell expansion.
|
||||
new Sphere { Origin = new Vector3(lbX + 2.0f, lbY + 12.0f, 3.2f), Radius = 0.5f },
|
||||
};
|
||||
|
||||
uint containing = CellTransit.FindCellSet(
|
||||
cache, spheres, spheres.Length,
|
||||
currentCellId: 0xA9B40100u,
|
||||
out var cellSet);
|
||||
|
||||
Assert.Equal(0xA9B40100u, containing);
|
||||
Assert.Contains(0xA9B40100u, cellSet);
|
||||
Assert.Contains(0xA9B40001u, cellSet);
|
||||
}
|
||||
}
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue