test(render) Campaign FW1: the portal-gate microscope + its verdict

Per-portal dump for the street fixture (archived beside the fixtures):
retail punched exactly the buildings whose portal polygons MY camera
model clips to NOTHING (001a/0022: clipN=0, doorways ~75 deg off my
north-facing axis) and skipped the ones mine puts on-screen (001e/0026:
clipN=4-6) - a clean inversion isolating the final look-in delta to
either the camera FACING decode (re-check the terrace-edge fixture
against its known vista direction; the motion sweep's 20-degree
residual is now suspect) or a portal-pass clip mechanism that does not
gate on the active view (cdb ConstructView(CBldPortal) trace next
retail session). All layers above are retail-pinned.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
This commit is contained in:
Erik 2026-08-30 10:58:09 +02:00
parent e23a589a6b
commit 5f18ba5507
2 changed files with 118 additions and 0 deletions

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pose cell=a9b40029 origin=<132.77141, 23.892355, 96.33006>
building a9b4001a: dist=54.7 eff=0.0 eyeLocal=<47.290646, 28.046478, 2.3300629> portals=3
level BSP portal refs: 3
ref idx=2 other=a9b4016e rawSide=0 exact=True planeD@eye=-43.04 eyeSide=1 clipN=0 gate(side==rawSide)=reject
ref idx=1 other=a9b4016d rawSide=0 exact=True planeD@eye=51.54 eyeSide=0 clipN=0 gate(side==rawSide)=PASS
ref idx=0 other=a9b4016c rawSide=0 exact=True planeD@eye=33.35 eyeSide=0 clipN=0 gate(side==rawSide)=PASS
building a9b4001e: dist=120.2 eff=20.2 eyeLocal=<107.64956, 48.678543, 30.330063> portals=10
level BSP portal refs: 10
ref idx=6 other=a9b40107 rawSide=0 exact=True planeD@eye=115.15 eyeSide=0 clipN=4 gate(side==rawSide)=PASS
ref idx=9 other=a9b4010b rawSide=0 exact=True planeD@eye=59.68 eyeSide=0 clipN=4 gate(side==rawSide)=PASS
ref idx=4 other=a9b40102 rawSide=0 exact=True planeD@eye=112.65 eyeSide=0 clipN=6 gate(side==rawSide)=PASS
ref idx=3 other=a9b40103 rawSide=0 exact=True planeD@eye=-102.65 eyeSide=1 clipN=6 gate(side==rawSide)=reject
ref idx=7 other=a9b40109 rawSide=0 exact=True planeD@eye=59.68 eyeSide=0 clipN=4 gate(side==rawSide)=PASS
ref idx=8 other=a9b4010a rawSide=0 exact=True planeD@eye=59.68 eyeSide=0 clipN=4 gate(side==rawSide)=PASS
ref idx=5 other=a9b40106 rawSide=0 exact=True planeD@eye=116.65 eyeSide=0 clipN=4 gate(side==rawSide)=PASS
ref idx=0 other=a9b40100 rawSide=0 exact=True planeD@eye=-25.33 eyeSide=1 clipN=4 gate(side==rawSide)=reject
ref idx=1 other=a9b40100 rawSide=0 exact=True planeD@eye=-25.33 eyeSide=1 clipN=4 gate(side==rawSide)=reject
ref idx=2 other=a9b40100 rawSide=0 exact=True planeD@eye=-25.33 eyeSide=1 clipN=4 gate(side==rawSide)=reject
building a9b40022: dist=28.3 eff=0.0 eyeLocal=<12.107626, 25.2714, 2.3300629> portals=3
level BSP portal refs: 3
ref idx=2 other=a9b4015e rawSide=0 exact=True planeD@eye=17.11 eyeSide=0 clipN=0 gate(side==rawSide)=PASS
ref idx=0 other=a9b40164 rawSide=0 exact=True planeD@eye=-14.27 eyeSide=1 clipN=0 gate(side==rawSide)=reject
ref idx=1 other=a9b40165 rawSide=0 exact=True planeD@eye=35.27 eyeSide=0 clipN=0 gate(side==rawSide)=PASS
building a9b40026: dist=117.7 eff=17.7 eyeLocal=<-28.271423, 111.60765, 30.330063> portals=5
level BSP portal refs: 5
ref idx=1 other=a9b40120 rawSide=1 exact=True planeD@eye=-117.26 eyeSide=1 clipN=4 gate(side==rawSide)=PASS
ref idx=2 other=a9b40122 rawSide=0 exact=True planeD@eye=117.26 eyeSide=0 clipN=4 gate(side==rawSide)=PASS
ref idx=4 other=a9b40125 rawSide=0 exact=True planeD@eye=117.26 eyeSide=0 clipN=4 gate(side==rawSide)=PASS
ref idx=3 other=a9b40124 rawSide=0 exact=True planeD@eye=-22.07 eyeSide=1 clipN=4 gate(side==rawSide)=reject
ref idx=0 other=a9b4011f rawSide=0 exact=True planeD@eye=-22.07 eyeSide=1 clipN=4 gate(side==rawSide)=reject

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using AcDream.App.Tests.Rendering;
using AcDream.App.Rendering.Walk;
using DatReaderWriter;
using DatReaderWriter.Options;
using System.Numerics;
using System.Text;
namespace AcDream.App.Tests.Rendering.Walk;
/// <summary>
/// FW1 look-in gate microscope: for the street fixture pose, dump every
/// gate input for building a9b4001a (retail punches it) vs a9b4001e
/// (retail does not): raw portal flags, the BSP-emitted polygon's plane,
/// the eye's signed distance and side, and the active-view clip count.
/// Writes the dump to the scratch directory; always passes.
/// </summary>
[Trait("Lane", "InstalledDat")]
public sealed class WalkPortalGateDumpTests
{
[Fact]
public void Dump_the_gate_inputs_for_a_punching_and_a_silent_building()
{
string? datDir = CornerFloodReplayTests.ResolveDatDir();
if (datDir is null)
{
Assert.Fail("Lane=InstalledDat requires an installed retail DAT directory.");
}
IReadOnlyList<WalkOracleFrame> frames =
WalkOracleTrace.Load("posed/holtburg-street-outdoor");
WalkOracleFrame frame = frames[1];
Assert.NotNull(frame.Pose);
using var dats = new DatCollection(datDir!, DatAccessType.Read);
WalkLandscapeDatBuilder.BuiltWorld world =
WalkLandscapeDatBuilder.Build(dats, frame.Pose!.CellId);
var ctx = new WalkTraceReplayContext(frame.Pose, world.Cells)
{
Buildings = world.Buildings,
};
// Install the outdoor default view as the active clip context.
var defaultView = new WalkPortalView();
WalkCopyView.AppendFullViewportQuad(
defaultView, ctx.Rays, ctx.WorldViewpoint,
ctx.ViewportWidth, ctx.ViewportHeight);
ctx.SetActiveView(defaultView, 0);
var dump = new StringBuilder();
Span<WalkScreenPoint> clipped = stackalloc WalkScreenPoint[64];
dump.AppendLine($"pose cell={frame.Pose.CellId:x8} origin={frame.Pose.Origin}");
foreach (uint id in new[] { 0xA9B4001Au, 0xA9B4001Eu, 0xA9B40022u, 0xA9B40026u })
{
WalkBuilding building = world.Buildings.Keys.Single(b => b.PositionCellId == id);
float dist = ctx.ViewerDistanceTo(building);
Vector3 eyeInBuilding = ctx.ViewpointInBuilding(building);
dump.AppendLine(
$"building {id:x8}: dist={dist:f1} eff={MathF.Max(0f, dist - 100f):f1} "
+ $"eyeLocal={eyeInBuilding} portals={building.Portals.Length}");
WalkBspNode? bsp = building.SelectDrawingBsp(dist);
var refs = new List<WalkPortalRef>();
Collect(bsp, refs);
dump.AppendLine($" level BSP portal refs: {refs.Count}");
foreach (WalkPortalRef portalRef in refs)
{
ref WalkBldPortal bp = ref building.Portals[portalRef.PortalIndex];
float d = Vector3.Dot(portalRef.Polygon.Plane.Normal, eyeInBuilding)
+ portalRef.Polygon.Plane.D;
int side = d > WalkVisibilityMath.Epsilon ? 0
: d < -WalkVisibilityMath.Epsilon ? 1 : 2;
int n = ctx.ClipBuildingPolygon(building, portalRef.Polygon, side, clipped);
dump.AppendLine(
$" ref idx={portalRef.PortalIndex} other={bp.OtherCellId:x8} "
+ $"rawSide={bp.PortalSide} exact={bp.ExactMatch} "
+ $"planeD@eye={d:f2} eyeSide={side} clipN={n} "
+ $"gate(side==rawSide)={(side == bp.PortalSide ? "PASS" : "reject")}");
}
}
string path = Path.Combine(Path.GetTempPath(), "fw1-portal-gate-dump.txt");
File.WriteAllText(path, dump.ToString());
Assert.True(true);
}
private static void Collect(WalkBspNode? node, List<WalkPortalRef> into)
{
if (node is null) return;
if (node.InPortals is not null) into.AddRange(node.InPortals);
Collect(node.PosNode, into);
Collect(node.NegNode, into);
}
}