fix #130 (the real strip): drawn-shell lift vs draw-space portal consumers
The user's re-gate refuted the scissor fix as THE strip (6c4b6d6was a real but sub-pixel under-coverage): the strip survived, screenshot at a doorway, full width of the opening, top edge only, "very subtle". Root cause (pinned by Issue130DoorwayStripTests.UnliftedGate_*): the +0.02 m shell render lift. Cell shells DRAW 2 cm above the dat origin (z-fight vs coplanar terrain);f35cb8b(the #119-residual fix, 2026-06-11) deliberately reverted the VISIBILITY graph to the physics (unlifted) transform - but the OutsideView color gate (terrain/sky/ scissor through the doorway) and the seal/punch depth fans are DRAW-space consumers and kept projecting the unlifted polygons. The drawn lintel therefore sits one lift-projection above the gate's top edge - measured 6.7 px at a 2.4 m doorway - and that band never receives terrain/sky color while the seal also stamps 2 cm low. A regression fromf35cb8b, NOT from the W=0 clip port (987313astays exonerated). Vertical aperture edges are immune (the lift slides them along themselves) - top edge only, exactly as reported; explains the "also NOW" timing precisely. Fix - draw space draws lifted, visibility stays physics (thef35cb8binvariant, now symmetric): - PortalVisibilityBuilder.Build gains drawLiftZ: the exit-portal branch projects the OutsideView region with the lifted transform; flood admission, side tests, and CellViews are untouched (default 0 keeps every existing visibility test bit-identical). - The seal/punch fans (DrawRetailPViewPortalDepthWrite) lift their world verts to the drawn shell's space. - One shared constant PortalVisibilityBuilder.ShellDrawLiftZ feeds the shell registration (GameWindow:5604), the gate, and the fans. Register: AP-32 ADDED - the +0.02 lift had NO row (a pre-register deviation the 2026-06-12 sweep missed). The row records the split invariant both ways: a draw-space consumer that forgets the lift re-opens the #130 strip; a visibility consumer that picks the lifted transform re-opens the #119-residual side-cull. Pins: the lifted gate covers the drawn (lifted) aperture to 0.00 px across the 147-combo sweep; the unlifted gate shows the 6.7 px strip (sensitivity proof - if the lift is ever removed, this test says the drawLiftZ plumbing can go too). Suites: App 257+1skip / Core 1439+2skip / UI 420 / Net 294 green. Awaiting the user re-gate at a doorway with the lintel on screen. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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@ -4514,45 +4514,50 @@ cap constant (0.5 m) is the tuning knob — see AD-18.
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## #130 — Background-color strip along the TOP outer edge of a doorway when looking out from inside
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**Status:** FIX SHIPPED — awaiting user visual gate
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**Status:** FIX 2 SHIPPED — awaiting user visual re-gate
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**Severity:** LOW-MEDIUM (small strip, but on the most-stared-at pixels in the game)
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**Filed:** 2026-06-12 (user report, post-#119-close session)
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**Component:** render — doorway-slice scissor box math (AD-17 family)
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**Component:** render — drawn-shell lift vs draw-space portal consumers (AP-32)
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**Symptom (user):** standing inside looking out through a doorway, a
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thin strip of background (clear/world) color runs along the OUTER edge
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of the TOP of the doorway opening.
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of the TOP of the doorway opening. Survived the scissor fix (`6c4b6d6`)
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— user screenshot 2026-06-12 evening, "very subtle".
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**Root cause (pinned headlessly 2026-06-12, `Issue130DoorwayStripTests`
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— 147 eye/gaze combos at the real A9B4 0x0170 exit door):** the
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`BeginDoorwayScissor` NDC→pixel conversion (`Floor(origin) +
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Ceiling(size)`) put the box's far edge at `floor(min)+ceil(max−min)` —
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up to ONE PIXEL SHORT of the true top/right edge at unlucky fractional
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alignments. The scissor brackets the ENTIRE landscape slice (sky,
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terrain, statics, weather), the seal stamps the full aperture at true
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depth, and the shell ends at the aperture edge — so the cut pixel row
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never receives color: a background strip along the top edge that comes
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and goes as the eye moves (alignment shifts). Captured live by the
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harness: top edge y=0.7938 at 1080p → row 968 cut; right edge column
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1296 cut at 1920. This violated AD-17's own doctrine (over-inclusion
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safe, under-inclusion is the bug class).
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**Root cause (the REAL strip, pinned by
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`Issue130DoorwayStripTests.UnliftedGate_LeavesTheStripAtTheDrawnTopEdge`):
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the +0.02 m shell render lift.** Cell shells DRAW 2 cm above the dat
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origin (z-fight vs terrain, AP-32); since `f35cb8b` (the #119-residual
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fix) the visibility graph deliberately uses the PHYSICS (unlifted)
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transform — but the OutsideView color gate and the seal fans, which are
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DRAW-space consumers, kept the unlifted polygons. The drawn lintel
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therefore sits one lift-projection ABOVE the gate's top edge —
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**6.7 px at a 2.4 m doorway** (measured) — and that band gets no
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terrain/sky color while the seal also stamps 2 cm low. Regression from
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`f35cb8b` (2026-06-11), NOT from the W=0 clip port. Vertical edges are
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immune (the lift slides them along themselves) — top edge only, exactly
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as reported.
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**Lead 1 REFUTED:** the W=0 clip port `987313a` is exonerated by the
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same harness — the CPU polygon pipeline (ProjectToClip → ClipToRegion
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merges → ClipPlaneSet planes) is sub-pixel exact against the raw
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aperture projection (worst 0.54 px; 0.00 px in the aligned case). For
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an all-in-front doorway polygon the port is bit-identical to the old
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path by construction (the W clip pass only runs when a vertex has
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w < 0).
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**Fix 2:** draw-space consumers re-apply the lift —
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`PortalVisibilityBuilder.Build(drawLiftZ:)` projects the exit-portal
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OutsideView region with the lifted transform (flood admission, side
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tests, CellViews stay physics-space per f35cb8b), and the seal/punch
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fans lift their world verts. One shared constant
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`PortalVisibilityBuilder.ShellDrawLiftZ` now feeds the shell
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registration, the gate, and the fans. AP-32 register row added (the
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lift had no row). Pins: the lifted gate covers the drawn aperture to
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0.00 px across the 147-combo sweep; the unlifted gate shows the 6.7 px
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strip (sensitivity).
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**Fix:** conservative outer bound `floor(min)/ceil(max)` extracted to
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`NdcScissorRect.ToPixels` (GL-free, unit-tested); `BeginDoorwayScissor`
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delegates. Pins: `NdcScissorRectTests` (containment property + both
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captured alignments) + `Issue130DoorwayStripTests` (scissor never cuts
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plane-admitted fragments; CPU-pipeline exactness canary ≤1.2 px).
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**Fix 1 (also real, sub-pixel): `6c4b6d6`** — the doorway-slice scissor
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`Floor(origin)+Ceiling(size)` cut up to 1 px off the top/right edges;
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now a conservative outer bound (`NdcScissorRect`, AD-17 doctrine).
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The W=0 clip port `987313a` is exonerated (CPU pipeline sub-pixel exact
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in like-for-like space).
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**Gate:** stand inside any cottage, look out the door, sweep the gaze —
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no background strip at the top edge at any alignment.
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**Gate:** stand inside, look out the door with the lintel on screen,
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sweep the gaze — no background strip at the top edge at any alignment
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or distance.
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---
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@ -92,7 +92,7 @@ accepted-divergence entries (#96, #49, #50).
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---
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## 3. Documented approximation (AP) — 31 rows
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## 3. Documented approximation (AP) — 32 rows
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| # | Divergence | Where (file:line) | Why it is safe / justified | Risk if assumption breaks | Retail oracle |
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|---|---|---|---|---|---|
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@ -127,6 +127,7 @@ accepted-divergence entries (#96, #49, #50).
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| AP-29 | Target-indicator fallback for entities with no baked selection sphere: invented 1.5 m × scale box + 16/12 px screen floors (primary path is a faithful `GetObjectBoundingBox` port) | `src/AcDream.App/UI/TargetIndicatorPanel.cs:86` | Fallback only fires when the Setup didn't bake a selection sphere — rare in practice | Sphere-less entities get a non-retail indicator size/placement; the pixel floors prevent retail's far-distance collapse | `SmartBox::GetObjectBoundingBox` 0x00452e20; `GetSelectionSphere` |
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| AP-30 | AutonomousPosition diff cadence compares with epsilons (1 mm pos, 1e-4 normal, 1 mm dist); retail's `Frame::is_equal` is an exact float compare | `src/AcDream.App/Input/PlayerMovementController.cs:1541` | Sub-millimeter epsilon is well below any movement worth suppressing; comparisons are against last-SENT state so drift accumulates past the epsilon | Sub-epsilon drift suppresses an AP send retail would have made — negligible today; a consumer expecting retail's exact send-on-any-change cadence sees fewer packets | `Frame::is_equal` pc:700263 |
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| AP-31 | Scenery placement drift + the 0xA9B1 road-edge tree — WB-upstream divergences from retail, ACCEPTED (**#49/#50**, 2026-05-11) | `src/AcDream.Core/World/SceneryGenerator.cs` (via `WbSceneryAdapter`) | Piecemeal patching against WB upstream is net-negative (the `e279c46` road-check attempt over-suppressed scenery elsewhere, reverted `677a726`); visible impact = a handful of trees a few meters off | The same WB-upstream class could hide a *larger* placement divergence elsewhere; revisit only via a coherent ACME-style per-vertex filter port | `CLandBlock::get_land_scenes`; ACME GameScene.cs:1074 per-vertex road filter |
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| AP-32 | Cell shells DRAW +0.02 m above the dat EnvCell origin (`ShellDrawLiftZ`, z-fight vs coplanar terrain); retail draws at the origin verbatim. Split invariant: PHYSICS + visibility graph UNLIFTED (f35cb8b, **#119**-residual), every DRAW-space consumer of portal/cell geometry LIFTED (OutsideView color gate via `Build(drawLiftZ)`, seal/punch fans — **#130**) | `src/AcDream.App/Rendering/GameWindow.cs:5604` (const at `PortalVisibilityBuilder.ShellDrawLiftZ`) | Shell floors coplanar with terrain z-fight in our z-buffered frame; the 2 cm lift is the documented stand-in | A new draw-space consumer of portal/cell polygons that forgets the lift re-opens a 2 cm seam at horizontal aperture edges (the #130 top-edge strip, ~7 px at 2.4 m); a visibility consumer that picks up the LIFTED transform re-opens the #119-residual horizontal-portal side-cull | retail draws cell geometry at the dat EnvCell origin (no lift) |
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---
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@ -5599,9 +5599,13 @@ public sealed class GameWindow : IDisposable
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_pendingCellMeshes[envCellId] = cellSubMeshes;
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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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// contact planes use the EnvCell origin verbatim. The lift
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// constant is shared with every draw-space consumer of
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// portal polygons (OutsideView gate, seal/punch fans) —
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// see PortalVisibilityBuilder.ShellDrawLiftZ (#130).
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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 cellOrigin = physicsCellOrigin + new System.Numerics.Vector3(
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0f, 0f, AcDream.App.Rendering.PortalVisibilityBuilder.ShellDrawLiftZ);
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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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@ -9699,9 +9703,16 @@ public sealed class GameWindow : IDisposable
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if (localVerts.Length < 3)
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continue;
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// cell.WorldTransform is the PHYSICS (unlifted) transform (f35cb8b);
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// the shell that rasterizes this aperture draws +ShellDrawLiftZ
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// higher. The seal/punch is a DRAW — stamp depth in the same lifted
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// space or the stamp sits 2 cm below the drawn hole (#130 family).
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int n = System.Math.Min(localVerts.Length, world.Length);
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for (int v = 0; v < n; v++)
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{
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world[v] = System.Numerics.Vector3.Transform(localVerts[v], cell.WorldTransform);
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world[v].Z += AcDream.App.Rendering.PortalVisibilityBuilder.ShellDrawLiftZ;
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}
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_portalDepthMask.DrawDepthFan(world[..n], viewProjection, sliceCtx.Slice.Planes, forceFarZ);
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}
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@ -97,16 +97,31 @@ public static class PortalVisibilityBuilder
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Console.WriteLine($"[pv-ERROR] chain tail(24):{tail}");
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}
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/// <summary>The +Z world lift applied to DRAWN cell shells (z-fighting vs
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/// terrain; applied in GameWindow's cell registration). The visibility
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/// graph stays in PHYSICS (unlifted) space — feeding the lift into portal
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/// planes broke horizontal-portal side tests (#119-residual, f35cb8b).
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/// Draw-space consumers of portal polygons (the OutsideView color gate
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/// here, the seal/punch depth fans in GameWindow) must apply this lift so
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/// they meet the drawn shell's aperture edge — the unlifted gate left a
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/// 2 cm background strip under the drawn lintel (#130).</summary>
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public const float ShellDrawLiftZ = 0.02f;
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/// <param name="lookup">Resolve a full cell id to its LoadedCell, or null if not loaded.</param>
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/// <param name="buildingMembership">Optional: true if a cell id is in the camera building's cell
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/// set. When provided, a neighbour OUTSIDE the set routes to CrossBuildingViews instead of
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/// continuing the in-building BFS. Pass null to treat all reachable cells as in-building.</param>
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/// <param name="drawLiftZ">World +Z applied ONLY to the exit-portal projection feeding
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/// <see cref="PortalVisibilityFrame.OutsideView"/> (a draw-space region; see
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/// <see cref="ShellDrawLiftZ"/>). Flood admission, side tests, and CellViews are unaffected.
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/// Production passes <see cref="ShellDrawLiftZ"/>; tests replaying visibility semantics pass 0.</param>
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public static PortalVisibilityFrame Build(
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LoadedCell cameraCell,
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Vector3 cameraPos,
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Func<uint, LoadedCell?> lookup,
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Matrix4x4 viewProj,
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Func<uint, bool>? buildingMembership = null)
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Func<uint, bool>? buildingMembership = null,
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float drawLiftZ = 0f)
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{
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var frame = new PortalVisibilityFrame();
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if (cameraCell == null) return frame;
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@ -318,8 +333,22 @@ public static class PortalVisibilityBuilder
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Console.WriteLine($"[pv-dump] clipped({cp.Vertices.Length})=[{string.Join(" ", System.Array.ConvertAll((Vector2[])cp.Vertices, v => $"({v.X:F3},{v.Y:F3})"))}]");
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}
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// Exit portal -> outdoors visible through this (clipped) opening.
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AddRegion(frame.OutsideView, clippedRegion);
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trace?.Add($"portal cell=0x{cell.CellId:X8} p{i}->EXIT addOutside={clippedRegion.Count} clipVerts={clipVerts}");
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// OutsideView gates DRAWN color (terrain/sky/scissor), and the
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// shell that rasterizes this aperture draws +drawLiftZ above
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// the physics transform — project the region in the SAME
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// lifted space or terrain stops a lift-height short of the
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// drawn lintel (#130 strip). Flood semantics keep the
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// unlifted clippedRegion path above.
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var outsideRegion = drawLiftZ == 0f
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? clippedRegion
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: ClipPortalAgainstView(
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poly,
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cell.WorldTransform * Matrix4x4.CreateTranslation(0f, 0f, drawLiftZ),
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viewProj,
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activeViewPolygons,
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out _);
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AddRegion(frame.OutsideView, outsideRegion);
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trace?.Add($"portal cell=0x{cell.CellId:X8} p{i}->EXIT addOutside={outsideRegion.Count} clipVerts={clipVerts}");
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continue;
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}
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@ -54,7 +54,9 @@ public sealed class RetailPViewRenderer
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ctx.RootCell,
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ctx.ViewerEyePos,
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ctx.CellLookup,
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ctx.ViewProjection);
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ctx.ViewProjection,
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buildingMembership: null,
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drawLiftZ: PortalVisibilityBuilder.ShellDrawLiftZ);
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// R-A2: outdoor root — flood each nearby building SEPARATELY from its own entrance and merge
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// the small (~2-cell) per-building views into the frame. Retail reaches building interiors via
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Assert.True(exitIdx >= 0, "0x0170 has no exit portal polygon");
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var localPoly = root.PortalPolygons[exitIdx];
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// DRAWN space: the shell that rasterizes the aperture (and the seal fan)
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// draws +ShellDrawLiftZ above the physics transform — the gate must be
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// compared against the drawn hole, not the physics polygon (#130: the
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// unlifted gate left a 2 cm background strip under the drawn lintel).
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var worldPoly = new Vector3[localPoly.Length];
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for (int i = 0; i < localPoly.Length; i++)
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{
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worldPoly[i] = Vector3.Transform(localPoly[i], root.WorldTransform);
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worldPoly[i].Z += PortalVisibilityBuilder.ShellDrawLiftZ;
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}
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Vector3 centroid = Vector3.Zero;
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foreach (var w in worldPoly) centroid += w;
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for (int i = 0; i < clip.Length; i++)
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aperture[i] = new Vector2(clip[i].X / clip[i].W, clip[i].Y / clip[i].W);
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var pv = PortalVisibilityBuilder.Build(root, eye, Lookup, viewProj);
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var pv = PortalVisibilityBuilder.Build(root, eye, Lookup, viewProj,
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buildingMembership: null, drawLiftZ: PortalVisibilityBuilder.ShellDrawLiftZ);
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var asm = ClipFrameAssembler.Assemble(ClipFrame.NoClip(), pv);
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if (asm.OutsideViewSlices.Length == 0)
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{
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$"plane gate under-covers the aperture top edge by {worstPlaneGapPx:F2}px @ {worstDesc}"));
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}
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/// <summary>Sensitivity proof + regression documentation: a gate built in
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/// PHYSICS space (drawLiftZ 0) against the DRAWN (lifted) aperture shows a
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/// multi-pixel strip at a close doorway — the user-visible #130 strip
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/// (f35cb8b split the lift out of the visibility transform; the OutsideView
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/// kept gating drawn color in unlifted space). If this stops failing-by-gap,
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/// the lift is gone and the production drawLiftZ plumbing can go too.</summary>
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[Fact]
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public void UnliftedGate_LeavesTheStripAtTheDrawnTopEdge()
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{
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var datDir = CornerFloodReplayTests.ResolveDatDir();
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if (datDir is null) { _out.WriteLine("SKIP: dats unavailable"); return; }
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using var dats = new DatCollection(datDir, DatAccessType.Read);
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var cells = CornerFloodReplayTests.LoadBuilding(dats);
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var root = cells[ExitCellId];
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LoadedCell? Lookup(uint id) => cells.TryGetValue(id, out var c) ? c : null;
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int exitIdx = -1;
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for (int i = 0; i < root.Portals.Count; i++)
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{
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if (root.Portals[i].OtherCellId == 0xFFFF && i < root.PortalPolygons.Count
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&& root.PortalPolygons[i].Length >= 3)
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{ exitIdx = i; break; }
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}
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Assert.True(exitIdx >= 0);
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var localPoly = root.PortalPolygons[exitIdx];
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var worldPoly = new Vector3[localPoly.Length];
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Vector3 centroid = Vector3.Zero;
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for (int i = 0; i < localPoly.Length; i++)
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{
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worldPoly[i] = Vector3.Transform(localPoly[i], root.WorldTransform);
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worldPoly[i].Z += PortalVisibilityBuilder.ShellDrawLiftZ; // drawn space
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centroid += worldPoly[i];
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}
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centroid /= worldPoly.Length;
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var plane = root.ClipPlanes[exitIdx];
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var worldNormal = Vector3.TransformNormal(plane.Normal, root.WorldTransform);
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var cellCenterWorld = Vector3.Transform(
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(root.LocalBoundsMin + root.LocalBoundsMax) * 0.5f, root.WorldTransform);
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if (Vector3.Dot(worldNormal, cellCenterWorld - centroid) < 0)
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worldNormal = -worldNormal;
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worldNormal = Vector3.Normalize(worldNormal);
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// d=2.4 m, eye low (0.9 m above the opening's base), gaze at the
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// centroid — the main sweep's clean case, where the aperture top edge
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// projects ON SCREEN (y≈0.79; a closer/higher eye pushes the lintel
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// past the screen top and the seam becomes unmeasurable).
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var eye = centroid + worldNormal * 2.4f;
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eye.Z = centroid.Z - 1.0f + 0.9f;
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var viewProj = ViewProjFor(eye, centroid);
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var clip = new Vector4[worldPoly.Length];
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for (int i = 0; i < worldPoly.Length; i++)
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clip[i] = Vector4.Transform(new Vector4(worldPoly[i], 1f), viewProj);
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var aperture = new Vector2[clip.Length];
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for (int i = 0; i < clip.Length; i++)
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aperture[i] = new Vector2(clip[i].X / clip[i].W, clip[i].Y / clip[i].W);
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var pvUnlifted = PortalVisibilityBuilder.Build(root, eye, Lookup, viewProj); // drawLiftZ 0
|
||||
var asmUnlifted = ClipFrameAssembler.Assemble(ClipFrame.NoClip(), pvUnlifted);
|
||||
Assert.True(asmUnlifted.OutsideViewSlices.Length > 0);
|
||||
(float unliftedGapPx, _, _) = MeasureTopEdgeGap(aperture, asmUnlifted.OutsideViewSlices, 1920, 1080);
|
||||
|
||||
var pvLifted = PortalVisibilityBuilder.Build(root, eye, Lookup, viewProj,
|
||||
buildingMembership: null, drawLiftZ: PortalVisibilityBuilder.ShellDrawLiftZ);
|
||||
var asmLifted = ClipFrameAssembler.Assemble(ClipFrame.NoClip(), pvLifted);
|
||||
Assert.True(asmLifted.OutsideViewSlices.Length > 0);
|
||||
(float liftedGapPx, _, _) = MeasureTopEdgeGap(aperture, asmLifted.OutsideViewSlices, 1920, 1080);
|
||||
|
||||
_out.WriteLine(FormattableString.Invariant(
|
||||
$"top-edge gap vs the DRAWN aperture at d=2.4 m: unliftedGate={unliftedGapPx:F2}px liftedGate={liftedGapPx:F2}px"));
|
||||
var dbg = new System.Text.StringBuilder(" aperture(LIFTED):");
|
||||
foreach (var v in aperture) dbg.Append(FormattableString.Invariant($" ({v.X:F4},{v.Y:F4})"));
|
||||
_out.WriteLine(dbg.ToString());
|
||||
foreach (var poly in pvUnlifted.OutsideView.Polygons)
|
||||
{
|
||||
var sb = new System.Text.StringBuilder(" unliftedGatePoly:");
|
||||
foreach (var v in poly.Vertices) sb.Append(FormattableString.Invariant($" ({v.X:F4},{v.Y:F4})"));
|
||||
_out.WriteLine(sb.ToString());
|
||||
}
|
||||
foreach (var poly in pvLifted.OutsideView.Polygons)
|
||||
{
|
||||
var sb = new System.Text.StringBuilder(" liftedGatePoly:");
|
||||
foreach (var v in poly.Vertices) sb.Append(FormattableString.Invariant($" ({v.X:F4},{v.Y:F4})"));
|
||||
_out.WriteLine(sb.ToString());
|
||||
}
|
||||
|
||||
// The strip the user saw: physics-space gate vs drawn hole, several px.
|
||||
Assert.True(unliftedGapPx > 2.0f, FormattableString.Invariant(
|
||||
$"expected the unlifted gate to show the strip (>2px), got {unliftedGapPx:F2}px"));
|
||||
// The fix: a gate in drawn space covers the drawn hole.
|
||||
Assert.True(liftedGapPx <= 1.2f, FormattableString.Invariant(
|
||||
$"lifted gate still under-covers by {liftedGapPx:F2}px"));
|
||||
}
|
||||
|
||||
private static string DescribePolys(CellView view)
|
||||
{
|
||||
var parts = new List<string>();
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue