merge: bring main into claude/hopeful-maxwell-214a12 (LayoutDesc importer branch)
main was 65 commits ahead of this branch's fork point. Only conflict was the divergence register: both sides appended an 'AP-32' row. Resolved by keeping main's AP-32..AP-36 (cell-shell lift, look-in cells, alpha deferral, dungeon streaming, point lights) and renumbering the importer's row to AP-37; AP header count -> 37. GameWindow.cs auto-merged cleanly. Verified: AcDream.App builds 0/0; AcDream.App.Tests 354 passed / 1 skipped / 0 failed. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
This commit is contained in:
commit
5ac9d8c19c
53 changed files with 6691 additions and 439 deletions
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@ -0,0 +1,153 @@
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using System;
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using System.Collections.Generic;
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using System.Numerics;
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using AcDream.App.Rendering;
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using DatReaderWriter;
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using DatReaderWriter.Options;
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using Xunit;
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using Xunit.Abstractions;
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namespace AcDream.App.Tests.Rendering;
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/// <summary>
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/// #124 — far-building interiors under an INTERIOR root. Retail seeds the
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/// look-in flood by clipping a building's aperture against the CURRENTLY
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/// INSTALLED view (PView::GetClip 0x005a4320 inside ConstructView(CBldPortal)
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/// 0x005a59a0): full screen outdoors, the accumulated doorway (outside) view
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/// when looked into from inside. These tests pin BuildFromExterior's
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/// seedRegion parameter — the port of that installed-view clip — against the
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/// real Holtburg corner-building door.
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/// </summary>
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public class Issue124LookInSeedRegionTests
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{
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private readonly ITestOutputHelper _out;
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public Issue124LookInSeedRegionTests(ITestOutputHelper output) => _out = output;
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private const uint ExitCellId = CornerFloodReplayTests.Landblock | 0x0170u;
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private static Matrix4x4 ViewProjFor(Vector3 eye, Vector3 lookAt)
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{
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var view = Matrix4x4.CreateLookAt(eye, lookAt, Vector3.UnitZ);
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var proj = Matrix4x4.CreatePerspectiveFieldOfView(1.2f, 1280f / 720f, 1f, 5000f);
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return view * proj;
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}
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private static (Dictionary<uint, LoadedCell> cells, LoadedCell exitCell, int exitIdx,
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Vector3 centroid, Vector3 outward) LoadFixture(DatCollection dats)
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{
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var cells = CornerFloodReplayTests.LoadBuilding(dats);
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var exitCell = cells[ExitCellId];
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int exitIdx = -1;
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for (int i = 0; i < exitCell.Portals.Count; i++)
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{
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if (exitCell.Portals[i].OtherCellId == 0xFFFF && i < exitCell.PortalPolygons.Count
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&& exitCell.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 = exitCell.PortalPolygons[exitIdx];
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Vector3 centroid = Vector3.Zero;
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foreach (var lp in localPoly)
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centroid += Vector3.Transform(lp, exitCell.WorldTransform);
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centroid /= localPoly.Length;
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var plane = exitCell.ClipPlanes[exitIdx];
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var normal = Vector3.TransformNormal(plane.Normal, exitCell.WorldTransform);
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var cellCenter = Vector3.Transform(
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(exitCell.LocalBoundsMin + exitCell.LocalBoundsMax) * 0.5f, exitCell.WorldTransform);
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// outward = away from the cell interior.
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if (Vector3.Dot(normal, cellCenter - centroid) > 0)
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normal = -normal;
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return (cells, exitCell, exitIdx, centroid, Vector3.Normalize(normal));
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}
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private static Vector4 ApertureNdcAabb(LoadedCell cell, int idx, Matrix4x4 viewProj)
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{
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float minX = float.MaxValue, minY = float.MaxValue, maxX = float.MinValue, maxY = float.MinValue;
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foreach (var lp in cell.PortalPolygons[idx])
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{
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var w = Vector3.Transform(lp, cell.WorldTransform);
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var c = Vector4.Transform(new Vector4(w, 1f), viewProj);
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Assert.True(c.W > 0.05f, "fixture eye must keep the aperture fully in front");
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minX = MathF.Min(minX, c.X / c.W); maxX = MathF.Max(maxX, c.X / c.W);
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minY = MathF.Min(minY, c.Y / c.W); maxY = MathF.Max(maxY, c.Y / c.W);
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}
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return new Vector4(minX, minY, maxX, maxY);
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}
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private static ViewPolygon Quad(float minX, float minY, float maxX, float maxY) =>
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new(new[]
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{
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new Vector2(minX, minY), new Vector2(maxX, minY),
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new Vector2(maxX, maxY), new Vector2(minX, maxY),
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});
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[Fact]
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public void SeedRegion_ContainingAperture_Floods_DisjointRegion_DoesNot()
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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, exitCell, exitIdx, centroid, outward) = LoadFixture(dats);
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LoadedCell? Lookup(uint id) => cells.TryGetValue(id, out var c) ? c : null;
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// Eye OUTSIDE the building, 3 m in front of the exit door, gaze at it
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// — the look-in geometry of a viewer peering at this building through
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// some other opening.
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var eye = centroid + outward * 3f;
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var viewProj = ViewProjFor(eye, centroid);
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var ap = ApertureNdcAabb(exitCell, exitIdx, viewProj);
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_out.WriteLine(FormattableString.Invariant(
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$"aperture ndc=({ap.X:F3},{ap.Y:F3},{ap.Z:F3},{ap.W:F3})"));
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// Sanity: the full-screen (outdoor-root) seed floods.
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var full = PortalVisibilityBuilder.BuildFromExterior(
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cells.Values, eye, Lookup, viewProj);
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Assert.True(full.OrderedVisibleCells.Count > 0, "full-screen seed must flood");
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// A region containing the aperture floods — and never MORE than the
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// full-screen seed (region-restricting can only shrink the flood).
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var containing = new[] { Quad(ap.X - 0.05f, ap.Y - 0.05f, ap.Z + 0.05f, ap.W + 0.05f) };
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var seeded = PortalVisibilityBuilder.BuildFromExterior(
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cells.Values, eye, Lookup, viewProj, float.PositiveInfinity, containing);
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Assert.True(seeded.OrderedVisibleCells.Count > 0, "containing region must flood");
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Assert.True(seeded.OrderedVisibleCells.Count <= full.OrderedVisibleCells.Count);
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// A region strictly disjoint from the aperture must not flood — the
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// doorway doesn't show this building, so its interior never builds
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// (retail: GetClip vs the installed view returns empty → no look-in).
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Assert.True(ap.Z < 0.70f || ap.X > -0.70f, "fixture aperture unexpectedly fills the screen");
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var disjoint = ap.Z < 0.70f
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? new[] { Quad(0.75f, 0.75f, 0.99f, 0.99f) }
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: new[] { Quad(-0.99f, -0.99f, -0.75f, -0.75f) };
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var none = PortalVisibilityBuilder.BuildFromExterior(
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cells.Values, eye, Lookup, viewProj, float.PositiveInfinity, disjoint);
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Assert.True(none.OrderedVisibleCells.Count == 0,
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FormattableString.Invariant($"disjoint region flooded {none.OrderedVisibleCells.Count} cells"));
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}
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[Fact]
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public void EyeOnInteriorSide_ExitDoorNeverSeeds()
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{
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// The root's own doorway must not look-in on itself: the seed eye-side
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// test (retail ConstructView's sidedness vs portal_side) excludes any
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// aperture the eye is on the interior side of — this is what lets the
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// interior-root gather pass ALL nearby buildings including the
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// viewer's own without special-casing.
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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, exitCell, _, centroid, outward) = LoadFixture(dats);
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LoadedCell? Lookup(uint id) => cells.TryGetValue(id, out var c) ? c : null;
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var eye = centroid - outward * 2f; // 2 m INSIDE the doorway
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var viewProj = ViewProjFor(eye, centroid);
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var frame = PortalVisibilityBuilder.BuildFromExterior(
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new[] { exitCell }, eye, Lookup, viewProj);
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Assert.True(frame.OrderedVisibleCells.Count == 0,
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"an interior-side eye must not seed its own cell's exit portal");
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}
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}
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@ -218,4 +218,133 @@ public class Issue127FloodFlipReplayTests
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Assert.Fail($"flood admission differs across the captured 4 cm pair (preGate={preGate}, fov={fov:F2}) — see output for the flipping cells");
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}
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}
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// Centre of a building group's exit-portal AABB (world space).
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private static (bool Has, Vector3 Center) PortalCenterFor(List<LoadedCell> group)
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{
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var (has, min, max) = PortalBoundsFor(group);
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return (has, (min + max) * 0.5f);
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}
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// Per-building admitted cells (this group only) at one (eye, gaze) — the
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// production per-building flood + optional PortalBounds frustum pre-gate.
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private static HashSet<uint> BuildingAdmits(
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World w, List<LoadedCell> group, Vector3 eye, Matrix4x4 viewProj,
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FrustumPlanes frustum, bool withPreGate)
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{
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var result = new HashSet<uint>();
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if (withPreGate)
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{
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var (has, min, max) = PortalBoundsFor(group);
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if (has && !FrustumCuller.IsAabbVisible(frustum, min, max))
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return result;
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}
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var bf = PortalVisibilityBuilder.ConstructViewBuilding(group, eye, w.Lookup, viewProj);
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foreach (uint id in bf.OrderedVisibleCells)
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result.Add(id);
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return result;
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}
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/// <summary>
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/// #127 distant-building churn detector. The captured 4 cm pair is now
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/// stable (the near-eye W=0 clip port), but the user symptom is buildings
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/// flickering when RUNNING PAST at a distance. This strafes the eye past
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/// each loaded building at several distances in 1 mm steps with the gaze
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/// fixed forward (the run-past geometry) and counts, per building cell, how
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/// many times its admission toggles over the monotone strafe. A stable
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/// flood toggles a cell AT MOST ONCE along a monotone eye path (it enters
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/// or leaves the view a single time); >=2 toggles is churn — the building
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/// flickers. preGate off vs on separates flood-math churn from the
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/// PortalBounds frustum pre-gate.
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///
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/// RESULT (2026-06-12, HEAD post-W=0-clip-port + #120 containment): ZERO
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/// churning cases across all 21 building groups x {10,30,60,120,190} m x
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/// 100 mm-steps, both preGate states. The near-eye knife-edge class the
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/// W=0 polyClipFinish port (987313a) killed was the distant-building
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/// flicker too; the user re-gate ("Seems to have been fixed") agrees.
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/// Now the REGRESSION PIN — it asserts zero churn.
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/// </summary>
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[Fact]
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public void DistantBuildingStrafe_NoAdmissionChurn()
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{
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var w = LoadWorld();
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if (w is null) return;
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const float fovY = MathF.PI / 3f;
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const float eyeHeight = 1.8f;
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const float strafeSpanM = 0.10f; // 10 cm strafe
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const int strafeSteps = 100; // 1 mm/step
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var distances = new[] { 10f, 30f, 60f, 120f, 190f };
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int totalChurn = 0;
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foreach (bool preGate in new[] { false, true })
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{
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int worstToggles = 0;
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string worstDesc = "(none)";
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int churningCases = 0;
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for (int gi = 0; gi < w.BuildingGroups.Count; gi++)
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{
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var group = w.BuildingGroups[gi];
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var (has, center) = PortalCenterFor(group);
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if (!has) continue;
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foreach (float dist in distances)
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{
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// Eye south of the building at eye height, gaze NORTH toward
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// the building centre; strafe along world +X (run-past).
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var gaze = Vector3.Normalize(new Vector3(0f, 1f, -0.05f));
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var strafeDir = Vector3.Normalize(Vector3.Cross(Vector3.UnitZ, gaze)); // ~world +X
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var eyeBase = new Vector3(center.X, center.Y - dist, center.Z + eyeHeight)
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- strafeDir * (strafeSpanM * 0.5f);
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var toggleCount = new Dictionary<uint, int>();
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var prevIn = new Dictionary<uint, bool>();
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for (int s = 0; s <= strafeSteps; s++)
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{
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var eye = eyeBase + strafeDir * (strafeSpanM * s / strafeSteps);
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var vp = ViewProjFor(eye, gaze, fovY);
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var frustum = FrustumPlanes.FromViewProjection(vp);
|
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var admits = BuildingAdmits(w, group, eye, vp, frustum, preGate);
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|
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var seen = new HashSet<uint>(admits);
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foreach (uint id in seen)
|
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{
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bool wasIn = prevIn.TryGetValue(id, out var p) && p;
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if (!wasIn && prevIn.ContainsKey(id))
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toggleCount[id] = toggleCount.GetValueOrDefault(id) + 1;
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prevIn[id] = true;
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}
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foreach (var id in new List<uint>(prevIn.Keys))
|
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if (!seen.Contains(id))
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{
|
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if (prevIn[id])
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toggleCount[id] = toggleCount.GetValueOrDefault(id) + 1;
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prevIn[id] = false;
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}
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}
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|
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foreach (var (id, toggles) in toggleCount)
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{
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if (toggles < 2) continue; // <=1 = clean enter/leave
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churningCases++;
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if (toggles > worstToggles)
|
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{
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worstToggles = toggles;
|
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worstDesc = FormattableString.Invariant(
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$"group#{gi} dist={dist:F0}m cell=0x{id:X8} toggles={toggles}");
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}
|
||||
}
|
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}
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}
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|
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_out.WriteLine(FormattableString.Invariant(
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$"preGate={preGate}: churningCases={churningCases} worst={worstDesc} (worstToggles={worstToggles})"));
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totalChurn += churningCases;
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}
|
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|
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Assert.True(totalChurn == 0,
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$"{totalChurn} distant-building admission churn case(s) — a building's cells toggle >=2x " +
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"over a monotone run-past strafe (the #127 flicker); see output for the worst building/distance/cell");
|
||||
}
|
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}
|
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|
|
|
|||
68
tests/AcDream.App.Tests/Rendering/Issue129PunchBiasTests.cs
Normal file
68
tests/AcDream.App.Tests/Rendering/Issue129PunchBiasTests.cs
Normal file
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|
@ -0,0 +1,68 @@
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|||
using System;
|
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using AcDream.App.Rendering;
|
||||
using Xunit;
|
||||
|
||||
namespace AcDream.App.Tests.Rendering;
|
||||
|
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/// <summary>
|
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/// #129 — doors/doorways leak through terrain and houses from over a landblock
|
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/// away. The punch's mark pass (#117, AD-18) biased the aperture fan toward
|
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/// the viewer by a CONSTANT 0.0005 NDC. NDC depth is non-linear: a constant
|
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/// NDC bias b spans ≈ b·d²·(f−n)/(f·n) meters of eye depth at eye distance d
|
||||
/// — 0.125 m at 5 m but ~190 m at a landblock (znear 0.1), so distant
|
||||
/// occluders in front of an aperture passed the mark and were far-Z punched:
|
||||
/// the door-shaped leak. The fix caps the bias's eye-space span
|
||||
/// (PortalDepthMaskRenderer.MarkBiasNdc): identical to the validated constant
|
||||
/// below the ~10 m crossover, never more than the cap beyond it.
|
||||
/// </summary>
|
||||
public class Issue129PunchBiasTests
|
||||
{
|
||||
private const float Near = PortalDepthMaskRenderer.CameraNearPlaneMeters; // 0.1 (retail znear)
|
||||
private const float Far = 5000f;
|
||||
|
||||
/// <summary>Eye-depth span (meters) covered by an NDC depth bias b at eye
|
||||
/// distance d: ndc(d) = f(d−n)/((f−n)d) ⇒ d(ndc) inverse ⇒
|
||||
/// span = b·d²·(f−n)/(f·n) (exact for small b via the derivative).</summary>
|
||||
private static float EyeSpanMeters(float biasNdc, float d) =>
|
||||
biasNdc * d * d * (Far - Near) / (Far * Near);
|
||||
|
||||
[Fact]
|
||||
public void OldConstantBias_SpansMetersAtALandblock_TheLeak()
|
||||
{
|
||||
// The refuted form (documentation of WHY the constant was wrong):
|
||||
// 0.0005 NDC at ~one landblock spans far more eye depth than any
|
||||
// occluder separation — everything in front got punched.
|
||||
Assert.True(EyeSpanMeters(0.0005f, 192f) > 100f);
|
||||
// ...while at close range it was a sane sliver:
|
||||
Assert.InRange(EyeSpanMeters(0.0005f, 5f), 0.05f, 0.30f);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void CappedBias_MatchesValidatedConstant_AtCloseRange()
|
||||
{
|
||||
// Below the crossover the T5-validated constant must win unchanged —
|
||||
// this preserves the #108 grass coverage bit-for-bit.
|
||||
foreach (float d in new[] { 0.5f, 1f, 3f, 5f, 8f, 9.9f })
|
||||
Assert.Equal(0.0005f, PortalDepthMaskRenderer.MarkBiasNdc(d), 6);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void CappedBias_EyeSpanNeverExceedsCap_AtAnyDistance()
|
||||
{
|
||||
for (float d = 1f; d <= 400f; d += 1f)
|
||||
{
|
||||
float span = EyeSpanMeters(PortalDepthMaskRenderer.MarkBiasNdc(d), d);
|
||||
Assert.True(span <= PortalDepthMaskRenderer.PunchMarkBiasEyeCapMeters * 1.02f,
|
||||
FormattableString.Invariant($"bias spans {span:F2} m of eye depth at d={d} m"));
|
||||
}
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void CappedBias_At200m_CannotReachOccluders()
|
||||
{
|
||||
// The reported #129 distance: occluder separations are tens of
|
||||
// meters; the punch reach must stay under the 0.5 m cap.
|
||||
float span = EyeSpanMeters(PortalDepthMaskRenderer.MarkBiasNdc(200f), 200f);
|
||||
Assert.True(span <= 0.51f, FormattableString.Invariant($"span {span:F3} m at 200 m"));
|
||||
}
|
||||
}
|
||||
435
tests/AcDream.App.Tests/Rendering/Issue130DoorwayStripTests.cs
Normal file
435
tests/AcDream.App.Tests/Rendering/Issue130DoorwayStripTests.cs
Normal file
|
|
@ -0,0 +1,435 @@
|
|||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Numerics;
|
||||
using AcDream.App.Rendering;
|
||||
using DatReaderWriter;
|
||||
using DatReaderWriter.Options;
|
||||
using Xunit;
|
||||
using Xunit.Abstractions;
|
||||
|
||||
namespace AcDream.App.Tests.Rendering;
|
||||
|
||||
/// <summary>
|
||||
/// #130 — background-color strip along the TOP outer edge of a doorway when
|
||||
/// looking out from inside. Mechanism model (2026-06-12 evidence sweep): for
|
||||
/// an interior root the SEAL stamps the FULL raw dat portal polygon at true
|
||||
/// depth (PortalDepthMaskRenderer, root-cell slice = full screen), while
|
||||
/// terrain/sky COLOR is gated per fragment by the OutsideView region — the
|
||||
/// same dat polygon run through ProjectToClip → ClipToRegion (1-px
|
||||
/// MergeSubPixelVertices) → ClipPlaneSet.From (0.5° collinear merge) → planes,
|
||||
/// with a Floor/Ceil pixel scissor (BeginDoorwayScissor) on the slice AABB on
|
||||
/// top. Every one of those passes can only SHRINK the gate, so any shave shows
|
||||
/// as a strip of clear color between the gate's top edge and the aperture's
|
||||
/// rasterized top edge (the shell wall starts above it; the seal z-kills
|
||||
/// everything beyond; nothing re-covers).
|
||||
///
|
||||
/// This harness measures that gap headlessly at the real Holtburg corner
|
||||
/// building exit door (A9B4 0x0170, the HouseExitWalkReplay door): project the
|
||||
/// aperture, run the production flood + assembler, then walk sample points
|
||||
/// just inside the aperture's top edge downward until the gate admits them.
|
||||
/// Plane-gap and scissor-gap are measured separately (mechanism attribution).
|
||||
///
|
||||
/// VERDICT (2026-06-12, 147 eye/gaze combos): the CPU polygon pipeline is
|
||||
/// sub-pixel exact (worst 0.54 px) — the W=0 clip port 987313a and both merge
|
||||
/// passes are EXONERATED. The strip was the scissor box: the old
|
||||
/// Floor(origin)+Ceiling(size) form cut up to 1 px off the TOP/RIGHT edges at
|
||||
/// unlucky fractional alignments (captured live by this harness: top edge
|
||||
/// y=0.7938 at 1080p → row 968 cut; right edge x=0.3503 at 1920 → column 1296
|
||||
/// cut). Fixed by the conservative NdcScissorRect bound; the assertions below
|
||||
/// pin both properties.
|
||||
/// </summary>
|
||||
public class Issue130DoorwayStripTests
|
||||
{
|
||||
private readonly ITestOutputHelper _out;
|
||||
public Issue130DoorwayStripTests(ITestOutputHelper output) => _out = output;
|
||||
|
||||
private const uint ExitCellId = CornerFloodReplayTests.Landblock | 0x0170u;
|
||||
|
||||
// Production projection convention (CornerFloodReplayTests.ViewProjFor):
|
||||
// FovY 1.2 rad, 1280x720 viewport, near 1, far 5000. The flood clip is
|
||||
// near-independent so near/far exactness is not load-bearing.
|
||||
private static Matrix4x4 ViewProjFor(Vector3 eye, Vector3 lookAt)
|
||||
{
|
||||
var view = Matrix4x4.CreateLookAt(eye, lookAt, Vector3.UnitZ);
|
||||
var proj = Matrix4x4.CreatePerspectiveFieldOfView(1.2f, 1280f / 720f, 1f, 5000f);
|
||||
return view * proj;
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void Diagnostic_ExitDoorTopEdge_GateVsAperture()
|
||||
{
|
||||
var datDir = CornerFloodReplayTests.ResolveDatDir();
|
||||
if (datDir is null) { _out.WriteLine("SKIP: dats unavailable"); return; }
|
||||
|
||||
using var dats = new DatCollection(datDir, DatAccessType.Read);
|
||||
var cells = CornerFloodReplayTests.LoadBuilding(dats);
|
||||
var root = cells[ExitCellId];
|
||||
LoadedCell? Lookup(uint id) => cells.TryGetValue(id, out var c) ? c : null;
|
||||
|
||||
// Find the exit portal (OtherCellId == 0xFFFF) and its world polygon.
|
||||
int exitIdx = -1;
|
||||
for (int i = 0; i < root.Portals.Count; i++)
|
||||
{
|
||||
if (root.Portals[i].OtherCellId == 0xFFFF && i < root.PortalPolygons.Count
|
||||
&& root.PortalPolygons[i].Length >= 3)
|
||||
{ exitIdx = i; break; }
|
||||
}
|
||||
Assert.True(exitIdx >= 0, "0x0170 has no exit portal polygon");
|
||||
|
||||
var localPoly = root.PortalPolygons[exitIdx];
|
||||
// DRAWN space: the shell that rasterizes the aperture (and the seal fan)
|
||||
// draws +ShellDrawLiftZ above the physics transform — the gate must be
|
||||
// compared against the drawn hole, not the physics polygon (#130: the
|
||||
// unlifted gate left a 2 cm background strip under the drawn lintel).
|
||||
var worldPoly = new Vector3[localPoly.Length];
|
||||
for (int i = 0; i < localPoly.Length; i++)
|
||||
{
|
||||
worldPoly[i] = Vector3.Transform(localPoly[i], root.WorldTransform);
|
||||
worldPoly[i].Z += PortalVisibilityBuilder.ShellDrawLiftZ;
|
||||
}
|
||||
|
||||
Vector3 centroid = Vector3.Zero;
|
||||
foreach (var w in worldPoly) centroid += w;
|
||||
centroid /= worldPoly.Length;
|
||||
|
||||
// Inward direction: the portal plane normal signed toward the cell
|
||||
// interior (ClipPlanes carries InsideSide from the load).
|
||||
var plane = root.ClipPlanes[exitIdx];
|
||||
var worldNormal = Vector3.TransformNormal(plane.Normal, root.WorldTransform);
|
||||
var cellCenterWorld = Vector3.Transform(
|
||||
(root.LocalBoundsMin + root.LocalBoundsMax) * 0.5f, root.WorldTransform);
|
||||
if (Vector3.Dot(worldNormal, cellCenterWorld - centroid) < 0)
|
||||
worldNormal = -worldNormal;
|
||||
worldNormal = Vector3.Normalize(worldNormal);
|
||||
|
||||
_out.WriteLine(FormattableString.Invariant(
|
||||
$"exit portal idx={exitIdx} verts={localPoly.Length} centroid=({centroid.X:F2},{centroid.Y:F2},{centroid.Z:F2}) inward=({worldNormal.X:F2},{worldNormal.Y:F2},{worldNormal.Z:F2})"));
|
||||
for (int i = 0; i < worldPoly.Length; i++)
|
||||
_out.WriteLine(FormattableString.Invariant(
|
||||
$" poly[{i}] world=({worldPoly[i].X:F3},{worldPoly[i].Y:F3},{worldPoly[i].Z:F3})"));
|
||||
|
||||
float worstPlaneGapPx = 0f, worstScissorGapPx = 0f;
|
||||
string worstDesc = "(none)";
|
||||
|
||||
// Eye sweep: back off the doorway along the inward normal at several
|
||||
// distances/heights/lateral offsets; gaze at the centroid plus raised /
|
||||
// lowered targets (NDC alignment of the top edge varies with gaze).
|
||||
var lateral = Vector3.Normalize(Vector3.Cross(worldNormal, Vector3.UnitZ));
|
||||
float[] dists = { 0.6f, 1.0f, 1.6f, 2.4f, 3.5f };
|
||||
float[] heights = { 0.9f, 1.4f, 1.7f };
|
||||
float[] laterals = { -0.8f, 0f, 0.8f };
|
||||
float[] gazeRaise = { -0.4f, 0f, 0.4f, 0.9f };
|
||||
|
||||
int evaluated = 0;
|
||||
foreach (float d in dists)
|
||||
foreach (float h in heights)
|
||||
foreach (float lat in laterals)
|
||||
foreach (float gz in gazeRaise)
|
||||
{
|
||||
var eye = centroid + worldNormal * d + lateral * lat;
|
||||
eye.Z = centroid.Z - 1.0f + h; // door centroid sits mid-opening; bias to floor-ish
|
||||
var look = centroid + new Vector3(0, 0, gz);
|
||||
var viewProj = ViewProjFor(eye, look);
|
||||
|
||||
// Aperture truth: the seal's footprint = the raw polygon's projection.
|
||||
var clip = new Vector4[worldPoly.Length];
|
||||
float minW = float.MaxValue;
|
||||
for (int i = 0; i < worldPoly.Length; i++)
|
||||
{
|
||||
clip[i] = Vector4.Transform(new Vector4(worldPoly[i], 1f), viewProj);
|
||||
minW = MathF.Min(minW, clip[i].W);
|
||||
}
|
||||
if (minW <= 0.05f) continue; // eye in/behind the door plane — out of #130's scenario
|
||||
var aperture = new Vector2[clip.Length];
|
||||
for (int i = 0; i < clip.Length; i++)
|
||||
aperture[i] = new Vector2(clip[i].X / clip[i].W, clip[i].Y / clip[i].W);
|
||||
|
||||
var pv = PortalVisibilityBuilder.Build(root, eye, Lookup, viewProj,
|
||||
buildingMembership: null, drawLiftZ: PortalVisibilityBuilder.ShellDrawLiftZ);
|
||||
var asm = ClipFrameAssembler.Assemble(ClipFrame.NoClip(), pv);
|
||||
if (asm.OutsideViewSlices.Length == 0)
|
||||
{
|
||||
_out.WriteLine(FormattableString.Invariant(
|
||||
$"d={d} h={h} lat={lat} gz={gz}: NO outside slice (outPolys={pv.OutsideView.Polygons.Count})"));
|
||||
continue;
|
||||
}
|
||||
evaluated++;
|
||||
|
||||
(float planeGapPx, float scissorGapPx, float atX) =
|
||||
MeasureTopEdgeGap(aperture, asm.OutsideViewSlices, 1920, 1080);
|
||||
|
||||
if (planeGapPx > worstPlaneGapPx || scissorGapPx > worstScissorGapPx)
|
||||
{
|
||||
worstDesc = FormattableString.Invariant(
|
||||
$"d={d} h={h} lat={lat} gz={gz} minW={minW:F2} atX={atX:F3} slices={asm.OutsideViewSlices.Length} mode={asm.TerrainMode} outVerts={DescribePolys(pv.OutsideView)} apVerts={aperture.Length}");
|
||||
worstPlaneGapPx = MathF.Max(worstPlaneGapPx, planeGapPx);
|
||||
worstScissorGapPx = MathF.Max(worstScissorGapPx, scissorGapPx);
|
||||
}
|
||||
|
||||
if (planeGapPx > 0.55f || scissorGapPx > 0.55f)
|
||||
{
|
||||
_out.WriteLine(FormattableString.Invariant(
|
||||
$"GAP d={d} h={h} lat={lat} gz={gz}: planeGap={planeGapPx:F2}px scissorGap={scissorGapPx:F2}px atX={atX:F3} mode={asm.TerrainMode} outVerts={DescribePolys(pv.OutsideView)}"));
|
||||
float apTop = TopBoundaryY(aperture, atX);
|
||||
foreach (var slice in asm.OutsideViewSlices)
|
||||
_out.WriteLine(FormattableString.Invariant(
|
||||
$" slice slot={slice.Slot} planes={slice.Planes.Length} aabb=({slice.NdcAabb.X:F4},{slice.NdcAabb.Y:F4},{slice.NdcAabb.Z:F4},{slice.NdcAabb.W:F4}) apTopAtX={apTop:F4}"));
|
||||
foreach (var poly in pv.OutsideView.Polygons)
|
||||
{
|
||||
var sb = new System.Text.StringBuilder(" outPoly:");
|
||||
foreach (var v in poly.Vertices)
|
||||
sb.Append(FormattableString.Invariant($" ({v.X:F4},{v.Y:F4})"));
|
||||
_out.WriteLine(sb.ToString());
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
_out.WriteLine(FormattableString.Invariant(
|
||||
$"evaluated={evaluated} worstPlaneGapPx={worstPlaneGapPx:F2} worstScissorGapPx={worstScissorGapPx:F2} @ {worstDesc}"));
|
||||
|
||||
Assert.True(evaluated > 100, $"sweep degenerated: only {evaluated} eye/gaze combos evaluated");
|
||||
// PIN 1 (#130): the scissor box never cuts a fragment the plane gate
|
||||
// admits — conservative containment (AD-17's over-include doctrine).
|
||||
// One probe step is ~0.11 px; anything beyond it is a real cut row.
|
||||
Assert.True(worstScissorGapPx <= 0.15f, FormattableString.Invariant(
|
||||
$"scissor under-covers the plane-admitted region by {worstScissorGapPx:F2}px @ {worstDesc}"));
|
||||
// PIN 2 (canary): the CPU polygon pipeline (ProjectToClip → ClipToRegion
|
||||
// merges → ClipPlaneSet planes) stays sub-pixel exact against the raw
|
||||
// aperture projection. Observed 0.54 px worst (2026-06-12); the
|
||||
// production vertex-merge floor is ~1 px — beyond 1.2 px means a new
|
||||
// under-inclusion shaver entered the pipeline.
|
||||
Assert.True(worstPlaneGapPx <= 1.2f, FormattableString.Invariant(
|
||||
$"plane gate under-covers the aperture top edge by {worstPlaneGapPx:F2}px @ {worstDesc}"));
|
||||
}
|
||||
|
||||
/// <summary>Sensitivity proof + regression documentation: a gate built in
|
||||
/// PHYSICS space (drawLiftZ 0) against the DRAWN (lifted) aperture shows a
|
||||
/// multi-pixel strip at a close doorway — the user-visible #130 strip
|
||||
/// (f35cb8b split the lift out of the visibility transform; the OutsideView
|
||||
/// kept gating drawn color in unlifted space). If this stops failing-by-gap,
|
||||
/// the lift is gone and the production drawLiftZ plumbing can go too.</summary>
|
||||
[Fact]
|
||||
public void UnliftedGate_LeavesTheStripAtTheDrawnTopEdge()
|
||||
{
|
||||
var datDir = CornerFloodReplayTests.ResolveDatDir();
|
||||
if (datDir is null) { _out.WriteLine("SKIP: dats unavailable"); return; }
|
||||
|
||||
using var dats = new DatCollection(datDir, DatAccessType.Read);
|
||||
var cells = CornerFloodReplayTests.LoadBuilding(dats);
|
||||
var root = cells[ExitCellId];
|
||||
LoadedCell? Lookup(uint id) => cells.TryGetValue(id, out var c) ? c : null;
|
||||
|
||||
int exitIdx = -1;
|
||||
for (int i = 0; i < root.Portals.Count; i++)
|
||||
{
|
||||
if (root.Portals[i].OtherCellId == 0xFFFF && i < root.PortalPolygons.Count
|
||||
&& root.PortalPolygons[i].Length >= 3)
|
||||
{ exitIdx = i; break; }
|
||||
}
|
||||
Assert.True(exitIdx >= 0);
|
||||
|
||||
var localPoly = root.PortalPolygons[exitIdx];
|
||||
var worldPoly = new Vector3[localPoly.Length];
|
||||
Vector3 centroid = Vector3.Zero;
|
||||
for (int i = 0; i < localPoly.Length; i++)
|
||||
{
|
||||
worldPoly[i] = Vector3.Transform(localPoly[i], root.WorldTransform);
|
||||
worldPoly[i].Z += PortalVisibilityBuilder.ShellDrawLiftZ; // drawn space
|
||||
centroid += worldPoly[i];
|
||||
}
|
||||
centroid /= worldPoly.Length;
|
||||
|
||||
var plane = root.ClipPlanes[exitIdx];
|
||||
var worldNormal = Vector3.TransformNormal(plane.Normal, root.WorldTransform);
|
||||
var cellCenterWorld = Vector3.Transform(
|
||||
(root.LocalBoundsMin + root.LocalBoundsMax) * 0.5f, root.WorldTransform);
|
||||
if (Vector3.Dot(worldNormal, cellCenterWorld - centroid) < 0)
|
||||
worldNormal = -worldNormal;
|
||||
worldNormal = Vector3.Normalize(worldNormal);
|
||||
|
||||
// d=2.4 m, eye low (0.9 m above the opening's base), gaze at the
|
||||
// centroid — the main sweep's clean case, where the aperture top edge
|
||||
// projects ON SCREEN (y≈0.79; a closer/higher eye pushes the lintel
|
||||
// past the screen top and the seam becomes unmeasurable).
|
||||
var eye = centroid + worldNormal * 2.4f;
|
||||
eye.Z = centroid.Z - 1.0f + 0.9f;
|
||||
var viewProj = ViewProjFor(eye, centroid);
|
||||
|
||||
var clip = new Vector4[worldPoly.Length];
|
||||
for (int i = 0; i < worldPoly.Length; i++)
|
||||
clip[i] = Vector4.Transform(new Vector4(worldPoly[i], 1f), viewProj);
|
||||
var aperture = new Vector2[clip.Length];
|
||||
for (int i = 0; i < clip.Length; i++)
|
||||
aperture[i] = new Vector2(clip[i].X / clip[i].W, clip[i].Y / clip[i].W);
|
||||
|
||||
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>();
|
||||
foreach (var p in view.Polygons) parts.Add(p.Vertices.Length.ToString());
|
||||
return $"[{string.Join(",", parts)}]";
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// For sample x positions across the aperture's projected top edge, find the
|
||||
/// aperture boundary's top y, then walk downward until the gate admits the
|
||||
/// point. Returns the worst gaps in 1080p pixels (plane gate and modeled
|
||||
/// scissor gate measured independently), and the x of the worst plane gap.
|
||||
/// </summary>
|
||||
private static (float planeGapPx, float scissorGapPx, float atX) MeasureTopEdgeGap(
|
||||
Vector2[] aperture, ClipViewSlice[] slices, int fbW, int fbH,
|
||||
ITestOutputHelper? debug = null)
|
||||
{
|
||||
const float Inset = 1e-4f; // dodge exact-boundary ambiguity
|
||||
const float StepY = 0.0002f; // ~0.1 px at 1080p
|
||||
const float CapY = 0.02f; // stop searching beyond ~10 px
|
||||
|
||||
float minX = float.MaxValue, maxX = float.MinValue;
|
||||
foreach (var v in aperture) { minX = MathF.Min(minX, v.X); maxX = MathF.Max(maxX, v.X); }
|
||||
float span = maxX - minX;
|
||||
if (span <= 0.01f) return (0, 0, 0);
|
||||
|
||||
float worstPlane = 0, worstScissor = 0, atX = 0;
|
||||
const int Samples = 160;
|
||||
for (int s = 0; s <= Samples; s++)
|
||||
{
|
||||
float x = minX + span * (0.01f + 0.98f * s / Samples);
|
||||
if (MathF.Abs(x) > 0.98f) continue; // off screen — no pixel exists there
|
||||
float topY = TopBoundaryY(aperture, x);
|
||||
if (float.IsNaN(topY) || MathF.Abs(topY) > 0.98f) continue; // off screen / no boundary
|
||||
|
||||
var p = new Vector2(x, topY - Inset);
|
||||
|
||||
float planeGap = GapBelow(p, q => AnySliceAdmitsPlanes(slices, q), StepY, CapY);
|
||||
// The scissor question is "does the box cut pixels the PLANES would
|
||||
// draw" — measure it from the planes-admitted top, not the aperture
|
||||
// top (at slanted corners the aperture top can sit legitimately
|
||||
// outside the gate polygon's column).
|
||||
var pPlanes = new Vector2(p.X, p.Y - planeGap - Inset);
|
||||
float scissorGap = GapBelow(pPlanes, q => AnySliceAdmitsScissor(slices, q, fbW, fbH), StepY, CapY);
|
||||
|
||||
if (debug is not null && scissorGap > 0.005f)
|
||||
debug.WriteLine(FormattableString.Invariant(
|
||||
$" sample x={x:F4} apTop={topY:F4} planeGap={planeGap * fbH / 2f:F2}px pPlanes=({pPlanes.X:F4},{pPlanes.Y:F4}) scissorGap={scissorGap * fbH / 2f:F2}px"));
|
||||
|
||||
if (planeGap > worstPlane) { worstPlane = planeGap; atX = x; }
|
||||
worstScissor = MathF.Max(worstScissor, scissorGap);
|
||||
}
|
||||
// NDC y → pixels at the given framebuffer height.
|
||||
return (worstPlane * fbH / 2f, worstScissor * fbH / 2f, atX);
|
||||
}
|
||||
|
||||
private static float GapBelow(Vector2 start, Func<Vector2, bool> admitted, float step, float cap)
|
||||
{
|
||||
if (admitted(start)) return 0f;
|
||||
for (float dy = step; dy <= cap; dy += step)
|
||||
{
|
||||
if (admitted(new Vector2(start.X, start.Y - dy)))
|
||||
return dy;
|
||||
}
|
||||
return cap;
|
||||
}
|
||||
|
||||
// Production semantics: each OutsideView polygon is one slice; the union of
|
||||
// slices is drawn. A slice with planes gates per fragment via
|
||||
// gl_ClipDistance (dot((nx,ny,0,d),(x,y,z,1)) >= 0 for an NDC point);
|
||||
// a planeless slice (scissor fallback) admits its whole NDC AABB.
|
||||
private static bool AnySliceAdmitsPlanes(ClipViewSlice[] slices, Vector2 p)
|
||||
{
|
||||
foreach (var slice in slices)
|
||||
{
|
||||
if (slice.Planes.Length == 0)
|
||||
{
|
||||
if (p.X >= slice.NdcAabb.X && p.Y >= slice.NdcAabb.Y
|
||||
&& p.X <= slice.NdcAabb.Z && p.Y <= slice.NdcAabb.W)
|
||||
return true;
|
||||
continue;
|
||||
}
|
||||
bool inside = true;
|
||||
foreach (var pl in slice.Planes)
|
||||
{
|
||||
if (pl.X * p.X + pl.Y * p.Y + pl.W < 0f) { inside = false; break; }
|
||||
}
|
||||
if (inside) return true;
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
// Production scissor (BeginDoorwayScissor → NdcScissorRect.ToPixels): a
|
||||
// point is admitted when its pixel falls inside some slice's scissor box.
|
||||
private static bool AnySliceAdmitsScissor(ClipViewSlice[] slices, Vector2 p, int fbW, int fbH)
|
||||
{
|
||||
int pixX = (int)MathF.Floor((p.X * 0.5f + 0.5f) * fbW);
|
||||
int pixY = (int)MathF.Floor((p.Y * 0.5f + 0.5f) * fbH);
|
||||
foreach (var slice in slices)
|
||||
{
|
||||
var box = NdcScissorRect.ToPixels(slice.NdcAabb, fbW, fbH);
|
||||
if (pixX >= box.X && pixX < box.X + box.Width
|
||||
&& pixY >= box.Y && pixY < box.Y + box.Height)
|
||||
return true;
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
/// <summary>Highest boundary y of the polygon at vertical line x (NaN when
|
||||
/// the line misses the polygon).</summary>
|
||||
private static float TopBoundaryY(Vector2[] poly, float x)
|
||||
{
|
||||
float best = float.NaN;
|
||||
for (int i = 0; i < poly.Length; i++)
|
||||
{
|
||||
var a = poly[i];
|
||||
var b = poly[(i + 1) % poly.Length];
|
||||
if (MathF.Abs(a.X - b.X) < 1e-9f)
|
||||
{
|
||||
if (MathF.Abs(a.X - x) < 1e-6f)
|
||||
{
|
||||
float hi = MathF.Max(a.Y, b.Y);
|
||||
if (float.IsNaN(best) || hi > best) best = hi;
|
||||
}
|
||||
continue;
|
||||
}
|
||||
float t = (x - a.X) / (b.X - a.X);
|
||||
if (t < 0f || t > 1f) continue;
|
||||
float y = a.Y + t * (b.Y - a.Y);
|
||||
if (float.IsNaN(best) || y > best) best = y;
|
||||
}
|
||||
return best;
|
||||
}
|
||||
}
|
||||
112
tests/AcDream.App.Tests/Rendering/Issue131SetupProbeTests.cs
Normal file
112
tests/AcDream.App.Tests/Rendering/Issue131SetupProbeTests.cs
Normal file
|
|
@ -0,0 +1,112 @@
|
|||
using System;
|
||||
using DatReaderWriter;
|
||||
using DatReaderWriter.Options;
|
||||
using Xunit;
|
||||
using Xunit.Abstractions;
|
||||
using DatSetup = DatReaderWriter.DBObjs.Setup;
|
||||
using DatGfxObj = DatReaderWriter.DBObjs.GfxObj;
|
||||
|
||||
namespace AcDream.App.Tests.Rendering;
|
||||
|
||||
/// <summary>
|
||||
/// #131 diagnostic (throwaway): identify the Holtburg portal among the
|
||||
/// outside-stage setup ids captured by the [outstage] probe, by dumping each
|
||||
/// candidate setup's parts + bounds from the dat. The portal's setup is the
|
||||
/// translucent swirl; lamp posts / creatures / signs identify by part shape.
|
||||
/// </summary>
|
||||
public class Issue131SetupProbeTests
|
||||
{
|
||||
private readonly ITestOutputHelper _out;
|
||||
public Issue131SetupProbeTests(ITestOutputHelper output) => _out = output;
|
||||
|
||||
/// <summary>#131: from the captured cottage-interior frame (the user's
|
||||
/// portal-missing viewpoint), does the look-in flood admit the hall's
|
||||
/// PORCH cell 0xA9B4017A (the portal's owner cell, pinned by the teleport
|
||||
/// pCell flip)? If not admitted, no pass can draw the swirl regardless of
|
||||
/// the emitter plumbing.</summary>
|
||||
[Fact]
|
||||
public void Diagnostic_LookInFlood_AdmitsHallPorchFromCottage()
|
||||
{
|
||||
var datDir = CornerFloodReplayTests.ResolveDatDir();
|
||||
if (datDir is null) { _out.WriteLine("SKIP: dats unavailable"); return; }
|
||||
using var dats = new DatCollection(datDir, DatAccessType.Read);
|
||||
|
||||
var cells = Issue120ReciprocalPingPongTests.LoadAllInteriorCells(dats, 0xA9B40000u);
|
||||
_out.WriteLine(FormattableString.Invariant($"loaded {cells.Count} A9B4 interior cells; hasPorch017A={cells.ContainsKey(0xA9B4017Au)}"));
|
||||
AcDream.App.Rendering.LoadedCell? Lookup(uint id) => cells.TryGetValue(id, out var c) ? c : null;
|
||||
|
||||
// The captured frame: [viewer] root=0xA9B40171 eye=(155.255,14.533,96.074)
|
||||
// fwd=(0.0702,0.9554,-0.2869) (portal-owner-verdicts.log:135118).
|
||||
var eye = new System.Numerics.Vector3(155.255f, 14.533f, 96.074f);
|
||||
var fwd = new System.Numerics.Vector3(0.0702f, 0.9554f, -0.2869f);
|
||||
var view = System.Numerics.Matrix4x4.CreateLookAt(eye, eye + fwd, System.Numerics.Vector3.UnitZ);
|
||||
var proj = System.Numerics.Matrix4x4.CreatePerspectiveFieldOfView(1.2f, 1280f / 720f, 1f, 5000f);
|
||||
var viewProj = view * proj;
|
||||
|
||||
var root = cells[0xA9B40171u];
|
||||
var pv = AcDream.App.Rendering.PortalVisibilityBuilder.Build(
|
||||
root, eye, Lookup, viewProj,
|
||||
buildingMembership: null,
|
||||
drawLiftZ: AcDream.App.Rendering.PortalVisibilityBuilder.ShellDrawLiftZ);
|
||||
_out.WriteLine(FormattableString.Invariant(
|
||||
$"main flood={pv.OrderedVisibleCells.Count} outPolys={pv.OutsideView.Polygons.Count}"));
|
||||
|
||||
var lookIn = AcDream.App.Rendering.PortalVisibilityBuilder.BuildFromExterior(
|
||||
cells.Values, eye, Lookup, viewProj,
|
||||
float.PositiveInfinity, pv.OutsideView.Polygons);
|
||||
var sb = new System.Text.StringBuilder("look-in admitted:");
|
||||
foreach (uint id in lookIn.OrderedVisibleCells)
|
||||
sb.Append(FormattableString.Invariant($" 0x{id & 0xFFFFu:X4}"));
|
||||
_out.WriteLine(sb.ToString());
|
||||
_out.WriteLine(FormattableString.Invariant(
|
||||
$"porch 0x017A admitted: {lookIn.OrderedVisibleCells.Contains(0xA9B4017Au)}"));
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void Diagnostic_DumpOutstageCandidateSetups()
|
||||
{
|
||||
var datDir = CornerFloodReplayTests.ResolveDatDir();
|
||||
if (datDir is null) { _out.WriteLine("SKIP: dats unavailable"); return; }
|
||||
using var dats = new DatCollection(datDir, DatAccessType.Read);
|
||||
|
||||
uint[] candidates =
|
||||
{
|
||||
0x020010AC, // 0x7A9B4050 PASS r=11.9 — portal candidate A
|
||||
0x02000B8E, // 0x7A9B403B PASS r=11.6 — portal candidate B
|
||||
0x020019FF, // many instances (lamp posts?)
|
||||
0x02000290,
|
||||
0x02000001, // baseline (human?)
|
||||
0x02000E08,
|
||||
};
|
||||
|
||||
foreach (uint setupId in candidates)
|
||||
{
|
||||
var setup = dats.Get<DatSetup>(setupId);
|
||||
if (setup is null)
|
||||
{
|
||||
_out.WriteLine(FormattableString.Invariant($"setup 0x{setupId:X8}: NOT FOUND"));
|
||||
continue;
|
||||
}
|
||||
_out.WriteLine(FormattableString.Invariant(
|
||||
$"setup 0x{setupId:X8}: parts={setup.Parts.Count}"));
|
||||
int shown = 0;
|
||||
foreach (uint partId in setup.Parts)
|
||||
{
|
||||
if (shown++ >= 4) { _out.WriteLine(" ..."); break; }
|
||||
var gfx = dats.Get<DatGfxObj>(partId);
|
||||
if (gfx is null) { _out.WriteLine(FormattableString.Invariant($" part 0x{partId:X8}: not found")); continue; }
|
||||
var sb = new System.Text.StringBuilder();
|
||||
sb.Append(FormattableString.Invariant(
|
||||
$" part 0x{partId:X8}: polys={gfx.Polygons.Count} verts={gfx.VertexArray.Vertices.Count} surfaces=["));
|
||||
int sShown = 0;
|
||||
foreach (uint surfId in gfx.Surfaces)
|
||||
{
|
||||
if (sShown++ >= 6) { sb.Append(" ..."); break; }
|
||||
sb.Append(FormattableString.Invariant($" 0x{surfId:X8}"));
|
||||
}
|
||||
sb.Append(" ]");
|
||||
_out.WriteLine(sb.ToString());
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
@ -0,0 +1,198 @@
|
|||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using System.Numerics;
|
||||
using AcDream.App.Rendering;
|
||||
using DatReaderWriter;
|
||||
using DatReaderWriter.Options;
|
||||
using Xunit;
|
||||
using Xunit.Abstractions;
|
||||
using DatLandBlockInfo = DatReaderWriter.DBObjs.LandBlockInfo;
|
||||
|
||||
namespace AcDream.App.Tests.Rendering;
|
||||
|
||||
/// <summary>
|
||||
/// #95 MEASUREMENT (2026-06-13): entering the 0x0007 dungeon (Town Network) explodes
|
||||
/// WB-DIAG to ~9.1M instances/frame. Suspected cause: <see cref="PortalVisibilityBuilder.Build"/>
|
||||
/// floods the dungeon's portal graph WITHOUT the retail grab_visible_cells stab_list bounding
|
||||
/// (decomp:311878). A dungeon cell has <c>seen_outside==0</c>; retail's PVS for it is just the
|
||||
/// cell's <c>stab_list</c> (<see cref="LoadedCell.VisibleCells"/>) — typically a small bounded
|
||||
/// set. If our flood instead visits ~all cells of the landblock, that is the blowup.
|
||||
///
|
||||
/// This is a DIAGNOSTIC, not a fix: it loads the real 0x0007 interior cells, runs the real
|
||||
/// production flood from representative dungeon-cell roots, and PRINTS the ground-truth numbers —
|
||||
/// flood visited-cell-set size (<see cref="PortalVisibilityFrame.OrderedVisibleCells"/>) vs the
|
||||
/// root's stab_list size (<see cref="LoadedCell.VisibleCells"/>), plus how many visited cells
|
||||
/// cross landblocks. The single assertion just guarantees the test ran; the VALUE is the output.
|
||||
/// </summary>
|
||||
public class Issue95DungeonFloodDiagnosticTests
|
||||
{
|
||||
private const uint TownNetwork = 0x00070000u;
|
||||
|
||||
private readonly ITestOutputHelper _out;
|
||||
public Issue95DungeonFloodDiagnosticTests(ITestOutputHelper output) => _out = output;
|
||||
|
||||
// Production-ish projection (mirrors the sibling harnesses): FovY ~1.2, 1280x720,
|
||||
// near 0.1, far 5000. The flood's clip is near-independent, so exactness is not
|
||||
// load-bearing for cell-count measurement.
|
||||
private static Matrix4x4 ViewProjFor(Vector3 eye, Vector3 lookAt)
|
||||
{
|
||||
var view = Matrix4x4.CreateLookAt(eye, lookAt, Vector3.UnitZ);
|
||||
var proj = Matrix4x4.CreatePerspectiveFieldOfView(1.2f, 1280f / 720f, 0.1f, 5000f);
|
||||
return view * proj;
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void Measure_DungeonFlood_VisibleCellCount()
|
||||
{
|
||||
var datDir = CornerFloodReplayTests.ResolveDatDir();
|
||||
if (datDir is null)
|
||||
{
|
||||
_out.WriteLine("SKIP: dat dir did not resolve (ACDREAM_DAT_DIR unset and "
|
||||
+ "%USERPROFILE%\\Documents\\Asheron's Call absent). No numbers measured.");
|
||||
// Diagnostic test: do not hard-fail when dats are absent (matches sibling harnesses).
|
||||
return;
|
||||
}
|
||||
_out.WriteLine($"dat dir resolved: {datDir}");
|
||||
|
||||
using var dats = new DatCollection(datDir, DatAccessType.Read);
|
||||
|
||||
// 1) LandBlockInfo header — NumCells for 0x0007.
|
||||
var lbi = dats.Get<DatLandBlockInfo>(TownNetwork | 0xFFFEu);
|
||||
if (lbi is null)
|
||||
{
|
||||
_out.WriteLine($"SKIP: LandBlockInfo 0x{TownNetwork | 0xFFFEu:X8} not found in the dat "
|
||||
+ "(0x0007 may not exist in this client_cell_1.dat).");
|
||||
return;
|
||||
}
|
||||
_out.WriteLine($"=== 0x0007 (Town Network) LandBlockInfo ===");
|
||||
_out.WriteLine($"NumCells (DatLandBlockInfo.NumCells) = {lbi.NumCells}");
|
||||
|
||||
// 2) Load ALL interior cells (sparse ids tolerated — see LoadAllInteriorCells).
|
||||
var loaded = Issue120ReciprocalPingPongTests.LoadAllInteriorCells(dats, TownNetwork);
|
||||
_out.WriteLine($"cells actually loaded = {loaded.Count}");
|
||||
Assert.True(loaded.Count > 0, "no interior cells loaded for 0x0007 — cannot measure");
|
||||
|
||||
Func<uint, LoadedCell?> lookup = id => loaded.TryGetValue(id, out var c) ? c : null;
|
||||
|
||||
// 3) Per-cell stab_list (VisibleCells) distribution across ALL loaded cells.
|
||||
// This is the bounded retail PVS size we expect the flood to roughly match.
|
||||
var stabSizes = loaded.Values.Select(c => c.VisibleCells.Count).ToList();
|
||||
int seenOutsideCount = loaded.Values.Count(c => c.SeenOutside);
|
||||
int interiorCount = loaded.Count - seenOutsideCount;
|
||||
_out.WriteLine("");
|
||||
_out.WriteLine("=== stab_list (LoadedCell.VisibleCells) distribution over ALL loaded cells ===");
|
||||
_out.WriteLine($"cells with SeenOutside==true (entrance/exterior-facing) = {seenOutsideCount}");
|
||||
_out.WriteLine($"cells with SeenOutside==false (interior dungeon) = {interiorCount}");
|
||||
if (stabSizes.Count > 0)
|
||||
_out.WriteLine(FormattableString.Invariant(
|
||||
$"VisibleCells.Count min={stabSizes.Min()} max={stabSizes.Max()} avg={stabSizes.Average():F1} sum={stabSizes.Sum()}"));
|
||||
int emptyStab = stabSizes.Count(s => s == 0);
|
||||
_out.WriteLine($"cells with EMPTY stab_list (no dat PVS) = {emptyStab}");
|
||||
|
||||
// 4) Pick representative DUNGEON roots: the first interior (SeenOutside==false) cells in
|
||||
// ascending id order. If none exist, fall back to 0x00070100 and report that.
|
||||
var interiorRoots = loaded
|
||||
.Where(kv => !kv.Value.SeenOutside)
|
||||
.OrderBy(kv => kv.Key)
|
||||
.Select(kv => kv.Value)
|
||||
.Take(5)
|
||||
.ToList();
|
||||
|
||||
if (interiorRoots.Count == 0)
|
||||
{
|
||||
_out.WriteLine("");
|
||||
_out.WriteLine("NOTE: NO cell has SeenOutside==false (all cells see the exterior). "
|
||||
+ "Falling back to root 0x00070100 for the flood measurement.");
|
||||
if (loaded.TryGetValue(TownNetwork | 0x0100u, out var fallback))
|
||||
interiorRoots.Add(fallback);
|
||||
else
|
||||
{
|
||||
_out.WriteLine("WARN: 0x00070100 not loaded either; using the lowest-id loaded cell.");
|
||||
interiorRoots.Add(loaded.OrderBy(kv => kv.Key).First().Value);
|
||||
}
|
||||
}
|
||||
|
||||
_out.WriteLine("");
|
||||
_out.WriteLine("=== PER-ROOT FLOOD MEASUREMENT (PortalVisibilityBuilder.Build) ===");
|
||||
_out.WriteLine("property read for the visited-cell set: PortalVisibilityFrame.OrderedVisibleCells");
|
||||
_out.WriteLine("root | seenOut | stab(VisibleCells) | flood(OrderedVisibleCells) | crossLB | dir");
|
||||
|
||||
var floodSizes = new List<int>();
|
||||
foreach (var root in interiorRoots)
|
||||
{
|
||||
// Eye at the root cell's world origin, looking toward its first portal (or +X if none),
|
||||
// so the flood actually fires through an opening. Sweep all 6 axis directions and KEEP
|
||||
// the maximum visited-set — the blowup is a worst-case-over-orientation quantity.
|
||||
var eye = root.WorldPosition;
|
||||
int bestFlood = -1;
|
||||
string bestDir = "?";
|
||||
int bestCrossLb = -1;
|
||||
List<uint>? bestVisited = null;
|
||||
|
||||
// Direction candidates: toward each portal's polygon centroid (the natural look-through),
|
||||
// plus the 6 cardinal axes as a fallback sweep.
|
||||
var lookTargets = new List<(Vector3 target, string label)>();
|
||||
for (int pi = 0; pi < root.Portals.Count && pi < root.PortalPolygons.Count; pi++)
|
||||
{
|
||||
var poly = root.PortalPolygons[pi];
|
||||
if (poly is { Length: >= 1 })
|
||||
{
|
||||
var cl = Vector3.Zero;
|
||||
foreach (var v in poly) cl += v;
|
||||
cl /= poly.Length;
|
||||
lookTargets.Add((Vector3.Transform(cl, root.WorldTransform),
|
||||
$"portal{pi}->0x{root.Portals[pi].OtherCellId:X4}"));
|
||||
}
|
||||
}
|
||||
foreach (var (d, lbl) in new (Vector3, string)[]
|
||||
{
|
||||
(Vector3.UnitX, "+X"), (-Vector3.UnitX, "-X"),
|
||||
(Vector3.UnitY, "+Y"), (-Vector3.UnitY, "-Y"),
|
||||
(Vector3.UnitZ, "+Z"), (-Vector3.UnitZ, "-Z"),
|
||||
})
|
||||
lookTargets.Add((eye + d * 5f, lbl));
|
||||
|
||||
foreach (var (target, label) in lookTargets)
|
||||
{
|
||||
if (Vector3.DistanceSquared(target, eye) < 1e-6f) continue;
|
||||
var frame = PortalVisibilityBuilder.Build(root, eye, lookup, ViewProjFor(eye, target));
|
||||
int floodN = frame.OrderedVisibleCells.Count;
|
||||
if (floodN > bestFlood)
|
||||
{
|
||||
bestFlood = floodN;
|
||||
bestDir = label;
|
||||
bestVisited = frame.OrderedVisibleCells;
|
||||
bestCrossLb = frame.OrderedVisibleCells.Count(id => (id & 0xFFFF0000u) != TownNetwork);
|
||||
}
|
||||
}
|
||||
|
||||
floodSizes.Add(bestFlood);
|
||||
_out.WriteLine(FormattableString.Invariant(
|
||||
$"0x{root.CellId:X8} | {(root.SeenOutside ? "Y" : "N"),5} | {root.VisibleCells.Count,18} | {bestFlood,26} | {bestCrossLb,7} | {bestDir}"));
|
||||
|
||||
// For the FIRST root, also print the actual visited set + stab set for eyeballing.
|
||||
if (ReferenceEquals(root, interiorRoots[0]) && bestVisited is not null)
|
||||
{
|
||||
_out.WriteLine(" first-root visited (OrderedVisibleCells, low ids): "
|
||||
+ string.Join(" ", bestVisited.Select(id => $"{id & 0xFFFFu:X4}")));
|
||||
_out.WriteLine(" first-root stab_list (VisibleCells, low ids): "
|
||||
+ string.Join(" ", root.VisibleCells.Select(id => $"{id & 0xFFFFu:X4}")));
|
||||
}
|
||||
}
|
||||
|
||||
// 5) Aggregate flood-size stats across the sampled roots — the headline numbers.
|
||||
_out.WriteLine("");
|
||||
_out.WriteLine("=== AGGREGATE over sampled roots ===");
|
||||
if (floodSizes.Count > 0)
|
||||
_out.WriteLine(FormattableString.Invariant(
|
||||
$"flood visited-set size (OrderedVisibleCells): min={floodSizes.Min()} max={floodSizes.Max()} avg={floodSizes.Average():F1} (NumCells={lbi.NumCells}, loaded={loaded.Count})"));
|
||||
var sampledStab = interiorRoots.Select(r => r.VisibleCells.Count).ToList();
|
||||
if (sampledStab.Count > 0)
|
||||
_out.WriteLine(FormattableString.Invariant(
|
||||
$"sampled roots' stab_list size (VisibleCells): min={sampledStab.Min()} max={sampledStab.Max()} avg={sampledStab.Average():F1}"));
|
||||
_out.WriteLine("");
|
||||
_out.WriteLine("INTERPRETATION: if flood max ~= loaded.Count (visits ~all cells) while stab "
|
||||
+ "is small, that is the #95 blowup — the flood is unbounded by the retail stab_list PVS.");
|
||||
}
|
||||
}
|
||||
80
tests/AcDream.App.Tests/Rendering/NdcScissorRectTests.cs
Normal file
80
tests/AcDream.App.Tests/Rendering/NdcScissorRectTests.cs
Normal file
|
|
@ -0,0 +1,80 @@
|
|||
using System;
|
||||
using System.Numerics;
|
||||
using AcDream.App.Rendering;
|
||||
using Xunit;
|
||||
|
||||
namespace AcDream.App.Tests.Rendering;
|
||||
|
||||
/// <summary>
|
||||
/// #130: the doorway-slice scissor must be a CONSERVATIVE outer bound of its
|
||||
/// NDC AABB (AD-17: over-inclusion safe, under-inclusion is the bug class).
|
||||
/// The old Floor(origin)+Ceiling(size) form put the far edge at
|
||||
/// floor(min)+ceil(max−min), up to one pixel short of the true max edge —
|
||||
/// the doorway top-edge background strip.
|
||||
/// </summary>
|
||||
public class NdcScissorRectTests
|
||||
{
|
||||
/// <summary>Containment property: every pixel whose CENTER lies inside the
|
||||
/// NDC box is inside the scissor box, across a dense grid of fractional
|
||||
/// alignments at two framebuffer sizes.</summary>
|
||||
[Theory]
|
||||
[InlineData(1920, 1080)]
|
||||
[InlineData(2560, 1440)]
|
||||
public void EveryCenterInsidePixel_IsInsideTheBox(int fbW, int fbH)
|
||||
{
|
||||
for (int i = 0; i < 251; i++)
|
||||
{
|
||||
// Sweep fractional alignments of all four edges.
|
||||
float f = i / 251f;
|
||||
float minX = -0.83f + f * 0.0031f;
|
||||
float minY = -0.71f + f * 0.0047f;
|
||||
float maxX = 0.339f + f * 0.0043f;
|
||||
float maxY = 0.7938f + f * 0.0029f;
|
||||
var box = NdcScissorRect.ToPixels(new Vector4(minX, minY, maxX, maxY), fbW, fbH);
|
||||
|
||||
// Pixel-space extremes of center-inside pixels.
|
||||
float x0 = (minX * 0.5f + 0.5f) * fbW, x1 = (maxX * 0.5f + 0.5f) * fbW;
|
||||
float y0 = (minY * 0.5f + 0.5f) * fbH, y1 = (maxY * 0.5f + 0.5f) * fbH;
|
||||
int loX = (int)MathF.Ceiling(x0 - 0.5f), hiX = (int)MathF.Floor(x1 - 0.5f);
|
||||
int loY = (int)MathF.Ceiling(y0 - 0.5f), hiY = (int)MathF.Floor(y1 - 0.5f);
|
||||
|
||||
Assert.True(box.X <= loX, $"left cut: box.X={box.X} > loX={loX} (minX={minX})");
|
||||
Assert.True(box.Y <= loY, $"bottom cut: box.Y={box.Y} > loY={loY} (minY={minY})");
|
||||
Assert.True(box.X + box.Width > hiX, $"right cut: box ends {box.X + box.Width} <= hiX={hiX} (maxX={maxX})");
|
||||
Assert.True(box.Y + box.Height > hiY, $"top cut: box ends {box.Y + box.Height} <= hiY={hiY} (maxY={maxY})");
|
||||
// Over-inclusion stays bounded (≤1 px per edge).
|
||||
Assert.True(box.X >= loX - 1 && box.Y >= loY - 1);
|
||||
Assert.True(box.X + box.Width <= hiX + 2 && box.Y + box.Height <= hiY + 2);
|
||||
}
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void CapturedRegression_TopEdgeRow968_At1080p()
|
||||
{
|
||||
// Issue130DoorwayStripTests live capture: aperture top y=0.7938 →
|
||||
// pixel row 968 (center 968.5 < 968.65). The old formula ended the box
|
||||
// at row 967 — the visible strip.
|
||||
var box = NdcScissorRect.ToPixels(new Vector4(-0.339f, -0.743f, 0.339f, 0.7938f), 1920, 1080);
|
||||
Assert.True(box.Y + box.Height > 968, $"top row 968 cut: box ends at {box.Y + box.Height}");
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void CapturedRegression_RightColumn1296_At1920()
|
||||
{
|
||||
// Issue130DoorwayStripTests live capture: gate right edge x=0.3507 →
|
||||
// pixel column 1296 admitted by the plane gate; the old formula ended
|
||||
// the box at column 1295.
|
||||
var box = NdcScissorRect.ToPixels(new Vector4(-0.2845f, -1.0f, 0.3507f, 0.2630f), 1920, 1080);
|
||||
Assert.True(box.X + box.Width > 1296, $"right column 1296 cut: box ends at {box.X + box.Width}");
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void DegenerateAndOffscreenBoxes_StayValid()
|
||||
{
|
||||
// Past-the-edge regions clamp to the screen and keep min 1 px size.
|
||||
var box = NdcScissorRect.ToPixels(new Vector4(0.999f, 0.999f, 1.5f, 1.5f), 1920, 1080);
|
||||
Assert.True(box.Width >= 1 && box.Height >= 1);
|
||||
var inverted = NdcScissorRect.ToPixels(new Vector4(1f, 1f, -1f, -1f), 1920, 1080);
|
||||
Assert.True(inverted.Width >= 1 && inverted.Height >= 1);
|
||||
}
|
||||
}
|
||||
|
|
@ -0,0 +1,82 @@
|
|||
using System;
|
||||
using System.Numerics;
|
||||
using Xunit;
|
||||
|
||||
namespace AcDream.App.Tests.Rendering;
|
||||
|
||||
/// <summary>
|
||||
/// #108-residual orientation pin: TerrainModernRenderer culls terrain back
|
||||
/// faces with FrontFace(Ccw) — the GL port of retail's single-sided terrain
|
||||
/// (ACRender::landPolysDraw 0x006b7040: a land triangle draws ONLY when the
|
||||
/// camera is on the POSITIVE side of its plane via Plane::which_side2).
|
||||
///
|
||||
/// The FrontFace choice rests on one mapping fact: under the production
|
||||
/// camera convention (Matrix4x4.CreateLookAt with up = world +Z, Numerics
|
||||
/// CreatePerspectiveFieldOfView — RetailChaseCamera.cs:203 / :52), an
|
||||
/// UP-FACING terrain triangle that LandblockMesh emits CCW in world XY
|
||||
/// rasterizes
|
||||
/// · CCW in NDC/window space when the eye is ABOVE its plane (kept), and
|
||||
/// · CW when the eye is BELOW (culled — retail draws nothing there: from
|
||||
/// a below-grade cellar eye the door aperture shows sky, never grass).
|
||||
/// This test pins that mapping in pure CPU math so a projection-convention
|
||||
/// change (handedness, Y-flip) can't silently invert the cull and either
|
||||
/// resurrect the #108 grass window or cull terrain from above.
|
||||
/// </summary>
|
||||
public class TerrainCullOrientationTests
|
||||
{
|
||||
// An up-facing triangle, CCW in world XY viewed from above — the exact
|
||||
// emission convention pinned by LandblockMeshTests (crossZ > 0).
|
||||
private static readonly Vector3[] Triangle =
|
||||
{
|
||||
new(-1f, 10f, 94f),
|
||||
new( 1f, 10f, 94f),
|
||||
new( 1f, 12f, 94f),
|
||||
};
|
||||
|
||||
private static float NdcSignedArea2(Vector3 eye, Vector3 forward)
|
||||
{
|
||||
// The production camera shape: look-at with world-Z up
|
||||
// (RetailChaseCamera.cs:203), Numerics perspective with the retail
|
||||
// znear 0.1 (RetailChaseCamera.cs:52).
|
||||
var view = Matrix4x4.CreateLookAt(eye, eye + forward, Vector3.UnitZ);
|
||||
var proj = Matrix4x4.CreatePerspectiveFieldOfView(MathF.PI / 3f, 16f / 9f, 0.1f, 5000f);
|
||||
var viewProj = view * proj;
|
||||
|
||||
Span<Vector2> ndc = stackalloc Vector2[3];
|
||||
for (int i = 0; i < 3; i++)
|
||||
{
|
||||
var c = Vector4.Transform(new Vector4(Triangle[i], 1f), viewProj);
|
||||
Assert.True(c.W > 1e-3f, "test triangle must be in front of the eye");
|
||||
ndc[i] = new Vector2(c.X / c.W, c.Y / c.W);
|
||||
}
|
||||
|
||||
// Twice the signed area: > 0 = CCW in NDC (GL window space keeps the
|
||||
// orientation — NDC y up maps to window y up, no flip).
|
||||
return (ndc[1].X - ndc[0].X) * (ndc[2].Y - ndc[0].Y)
|
||||
- (ndc[1].Y - ndc[0].Y) * (ndc[2].X - ndc[0].X);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void EyeAboveTerrainPlane_WindsCcw_FrontFaceKept()
|
||||
{
|
||||
// Eye above grade looking forward-down at the triangle (the normal
|
||||
// outdoor view). Retail: which_side2 = POSITIVE → drawn.
|
||||
float area = NdcSignedArea2(new Vector3(0f, 5f, 96.5f), new Vector3(0f, 1f, -0.3f));
|
||||
Assert.True(area > 0f,
|
||||
$"above-plane eye must see the terrain triangle CCW (area2={area}) — " +
|
||||
"FrontFace(Ccw)+Cull(Back) would otherwise cull terrain from above");
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void EyeBelowTerrainPlane_WindsCw_BackfaceCulled()
|
||||
{
|
||||
// Eye below grade (the cellar-stairwell window) looking up-forward at
|
||||
// the underside. Retail: which_side2 = NEGATIVE → not drawn at all —
|
||||
// the #108 grass that covered the exit door was exactly this
|
||||
// underside rasterizing when culling was left disabled.
|
||||
float area = NdcSignedArea2(new Vector3(0f, 5f, 92.5f), new Vector3(0f, 1f, 0.2f));
|
||||
Assert.True(area < 0f,
|
||||
$"below-plane eye must see the terrain triangle CW (area2={area}) — " +
|
||||
"it must backface-cull like retail's which_side2 eye-side gate");
|
||||
}
|
||||
}
|
||||
147
tests/AcDream.App.Tests/World/TeleportArrivalControllerTests.cs
Normal file
147
tests/AcDream.App.Tests/World/TeleportArrivalControllerTests.cs
Normal file
|
|
@ -0,0 +1,147 @@
|
|||
using System.Collections.Generic;
|
||||
using System.Numerics;
|
||||
using AcDream.App.World;
|
||||
using Xunit;
|
||||
|
||||
namespace AcDream.App.Tests.World;
|
||||
|
||||
public class TeleportArrivalControllerTests
|
||||
{
|
||||
// Records each Place(destPos, destCell, forced) call.
|
||||
private sealed record PlaceCall(Vector3 Pos, uint Cell, bool Forced);
|
||||
|
||||
private static TeleportArrivalController Make(
|
||||
ArrivalReadiness verdict,
|
||||
List<PlaceCall> placed,
|
||||
int maxHoldFrames = TeleportArrivalController.DefaultMaxHoldFrames)
|
||||
=> new(
|
||||
readiness: (_, _) => verdict,
|
||||
place: (pos, cell, forced) => placed.Add(new PlaceCall(pos, cell, forced)),
|
||||
maxHoldFrames: maxHoldFrames);
|
||||
|
||||
[Fact]
|
||||
public void BeginArrival_EntersHolding()
|
||||
{
|
||||
var placed = new List<PlaceCall>();
|
||||
var c = Make(ArrivalReadiness.NotReady, placed);
|
||||
|
||||
c.BeginArrival(new Vector3(1, 2, 3), 0x01250126u);
|
||||
|
||||
Assert.Equal(TeleportArrivalPhase.Holding, c.Phase);
|
||||
Assert.Empty(placed);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void Tick_WhenIdle_IsNoOp()
|
||||
{
|
||||
var placed = new List<PlaceCall>();
|
||||
var c = Make(ArrivalReadiness.Ready, placed);
|
||||
|
||||
c.Tick(); // never began
|
||||
|
||||
Assert.Equal(TeleportArrivalPhase.Idle, c.Phase);
|
||||
Assert.Empty(placed);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void Tick_NotReady_KeepsHolding_DoesNotPlace()
|
||||
{
|
||||
var placed = new List<PlaceCall>();
|
||||
var c = Make(ArrivalReadiness.NotReady, placed);
|
||||
c.BeginArrival(new Vector3(1, 2, 3), 0x01250126u);
|
||||
|
||||
c.Tick();
|
||||
c.Tick();
|
||||
|
||||
Assert.Equal(TeleportArrivalPhase.Holding, c.Phase);
|
||||
Assert.Empty(placed);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void Tick_Ready_PlacesUnforced_AndIdles()
|
||||
{
|
||||
var placed = new List<PlaceCall>();
|
||||
var c = Make(ArrivalReadiness.Ready, placed);
|
||||
c.BeginArrival(new Vector3(30, -60, 6.005f), 0x01250126u);
|
||||
|
||||
c.Tick();
|
||||
|
||||
Assert.Equal(TeleportArrivalPhase.Idle, c.Phase);
|
||||
var call = Assert.Single(placed);
|
||||
Assert.False(call.Forced);
|
||||
Assert.Equal(0x01250126u, call.Cell);
|
||||
Assert.Equal(new Vector3(30, -60, 6.005f), call.Pos);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void Tick_Impossible_PlacesForced_AndIdles()
|
||||
{
|
||||
var placed = new List<PlaceCall>();
|
||||
var c = Make(ArrivalReadiness.Impossible, placed);
|
||||
c.BeginArrival(new Vector3(1, 2, 3), 0x0125FF00u);
|
||||
|
||||
c.Tick();
|
||||
|
||||
Assert.Equal(TeleportArrivalPhase.Idle, c.Phase);
|
||||
var call = Assert.Single(placed);
|
||||
Assert.True(call.Forced);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void Tick_Timeout_PlacesForced_AfterMaxHoldFrames()
|
||||
{
|
||||
var placed = new List<PlaceCall>();
|
||||
var c = Make(ArrivalReadiness.NotReady, placed, maxHoldFrames: 3);
|
||||
c.BeginArrival(new Vector3(1, 2, 3), 0x01250126u);
|
||||
|
||||
c.Tick(); // 1
|
||||
c.Tick(); // 2
|
||||
Assert.Empty(placed);
|
||||
Assert.Equal(TeleportArrivalPhase.Holding, c.Phase);
|
||||
|
||||
c.Tick(); // 3 -> timeout
|
||||
|
||||
var call = Assert.Single(placed);
|
||||
Assert.True(call.Forced);
|
||||
Assert.Equal(TeleportArrivalPhase.Idle, c.Phase);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void BeginArrival_AfterPlace_ReArms()
|
||||
{
|
||||
var placed = new List<PlaceCall>();
|
||||
var c = Make(ArrivalReadiness.Ready, placed);
|
||||
|
||||
c.BeginArrival(new Vector3(1, 0, 0), 0x01250126u);
|
||||
c.Tick(); // places #1, idle
|
||||
c.BeginArrival(new Vector3(2, 0, 0), 0x01250127u);
|
||||
c.Tick(); // places #2, idle
|
||||
|
||||
Assert.Equal(2, placed.Count);
|
||||
Assert.Equal(0x01250127u, placed[1].Cell);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void BeginArrival_DuringHold_ResetsTimeoutCounter()
|
||||
{
|
||||
var placed = new List<PlaceCall>();
|
||||
var c = Make(ArrivalReadiness.NotReady, placed, maxHoldFrames: 3);
|
||||
|
||||
c.BeginArrival(new Vector3(1, 0, 0), 0x01250126u);
|
||||
c.Tick(); // held=1
|
||||
c.Tick(); // held=2 (one short of the timeout)
|
||||
|
||||
// Re-arm mid-hold with a fresh destination: the counter must restart.
|
||||
c.BeginArrival(new Vector3(2, 0, 0), 0x01250199u);
|
||||
c.Tick(); // held=1 again (NOT 3 -> no placement yet)
|
||||
c.Tick(); // held=2
|
||||
Assert.Empty(placed);
|
||||
Assert.Equal(TeleportArrivalPhase.Holding, c.Phase);
|
||||
|
||||
c.Tick(); // held=3 -> timeout, forced place of the SECOND destination
|
||||
var call = Assert.Single(placed);
|
||||
Assert.True(call.Forced);
|
||||
Assert.Equal(0x01250199u, call.Cell);
|
||||
Assert.Equal(new Vector3(2, 0, 0), call.Pos);
|
||||
}
|
||||
}
|
||||
Loading…
Add table
Add a link
Reference in a new issue