feat(render) Campaign FW1: SIX OF TEN FIXTURES FULLY CONFORMANT

Three final pins complete the still-fixture set: (1) the CELL portal
side decode is the INVERSE of the 0x2 bit (uniform with the building
convention; the doorway-still flood proved it - ov=2 n=3 exact, and
foundry-deep stays green); (2) interior frames key the landscape order
off the OUTSIDE-projected landcell (get_outside_cell_id - derived from
the camera origin); (3) the outdoor pview has draw_landscape=FALSE so
look-in floods discard exit portals - the ov=0 pattern of every traced
look-in. CONFORMANT: foundry-deep (every frame), doorway-still,
street-outdoor, terrace-center, terrace-edge (the #456 acceptance
pose), cathedral-arrival - full frames identical to retail. The moving
four diverge only at punch-edge frames (walkabout F9, foundry-entry
F67) - pose-timing sensitivity parked in the driver Skip note.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
This commit is contained in:
Erik 2026-08-30 11:07:29 +02:00
parent 28475d0544
commit 66f9e0d459
6 changed files with 158 additions and 14 deletions

View file

@ -33,7 +33,25 @@ public static class WalkLandscapeDatBuilder
private static int SideCellCountForRing(int ring)
=> ring <= 1 ? 8 : ring == 2 ? 4 : ring <= 4 ? 2 : 1;
public static BuiltWorld Build(DatCollection dats, uint cameraCellId)
/// <summary>Per-frame viewer placement for moving replays (the camera
/// stays within the anchor block in every moving fixture).</summary>
public static void SetViewer(WalkLandscape landscape, uint cameraCellId, Vector3 cameraOrigin)
{
uint low = cameraCellId & 0xFFFFu;
if (low >= 1 && low <= 0x40)
{
int cellIndex = (int)low - 1;
landscape.ViewerCellX = cellIndex / 8;
landscape.ViewerCellY = cellIndex % 8;
}
else
{
landscape.ViewerCellX = Math.Clamp((int)MathF.Floor(cameraOrigin.X / 24f), 0, 7);
landscape.ViewerCellY = Math.Clamp((int)MathF.Floor(cameraOrigin.Y / 24f), 0, 7);
}
}
public static BuiltWorld Build(DatCollection dats, uint cameraCellId, Vector3 cameraOrigin = default)
{
Region region = (Region)dats.Get<Region>(0x13000000u)!;
float[] heightTable = region.LandDefs.LandHeightTable;
@ -57,6 +75,15 @@ public static class WalkLandscapeDatBuilder
landscape.ViewerCellX = cellIndex / 8;
landscape.ViewerCellY = cellIndex % 8;
}
else
{
// Interior camera: retail keys the landscape order off the
// OUTSIDE-projected landcell (Position::get_outside_cell_id via
// SmartBox::RenderNormalMode seen_outside arm) - derive it from
// the camera origin (block-local, 24 m cells).
landscape.ViewerCellX = Math.Clamp((int)MathF.Floor(cameraOrigin.X / 24f), 0, 7);
landscape.ViewerCellY = Math.Clamp((int)MathF.Floor(cameraOrigin.Y / 24f), 0, 7);
}
var cells = new Dictionary<uint, WalkCell>();
var buildings = new Dictionary<WalkBuilding, WalkWorldDatAdapter.BuildingEntry>();

View file

@ -66,7 +66,7 @@ public sealed class WalkLookInGateSweepTests
try
{
WalkLandscapeDatBuilder.BuiltWorld world =
WalkLandscapeDatBuilder.Build(dats, frame.Pose!.CellId);
WalkLandscapeDatBuilder.Build(dats, frame.Pose!.CellId, frame.Pose.Origin);
var ctx = new WalkTraceReplayContext(frame.Pose, world.Cells)
{
Buildings = world.Buildings,

View file

@ -31,7 +31,7 @@ public sealed class WalkPortalGateDumpTests
Assert.NotNull(frame.Pose);
using var dats = new DatCollection(datDir!, DatAccessType.Read);
WalkLandscapeDatBuilder.BuiltWorld world =
WalkLandscapeDatBuilder.Build(dats, frame.Pose!.CellId);
WalkLandscapeDatBuilder.Build(dats, frame.Pose!.CellId, frame.Pose.Origin);
var ctx = new WalkTraceReplayContext(frame.Pose, world.Cells)
{
Buildings = world.Buildings,

View file

@ -32,14 +32,7 @@ public sealed class WalkTraceConformanceTests
return new DatCollection(datDir!, DatAccessType.Read);
}
[Fact(Skip = "FW1 outdoor adjudication (2026-08-30 state): with the pinned "
+ "camera basis the BLD roster+order match retail EXACTLY except one "
+ "ring-1 boundary pair (aab50002 extra / a9b3003c missing). The "
+ "look-in punches fire at the wrong buildings under BOTH GfxObj "
+ "plane-winding conventions (retail: only 001a and 0022, cells "
+ "a9b4016x) — adjudicate the PortalRef.PortalIndex join and the "
+ "BuildingPortal side-flag decode with a per-building dump next. "
+ "Re-enable as the outdoor gate when adjudicated.")]
[Fact]
public void Street_outdoor_first_frame_diff()
{
// The first landscape-involving conformance case: diff-first (the
@ -51,7 +44,7 @@ public sealed class WalkTraceConformanceTests
WalkOracleFrame frame = frames[1]; // frame 2: pose settled (marker timing)
Assert.NotNull(frame.Pose);
WalkLandscapeDatBuilder.BuiltWorld world =
WalkLandscapeDatBuilder.Build(dats, frame.Pose!.CellId);
WalkLandscapeDatBuilder.Build(dats, frame.Pose!.CellId, frame.Pose.Origin);
var ctx = new WalkTraceReplayContext(frame.Pose, world.Cells)
{
Buildings = world.Buildings,
@ -68,6 +61,123 @@ public sealed class WalkTraceConformanceTests
$"walk diverged from retail\nEXPECTED: {expected}\nACTUAL: {actual}");
}
[Fact]
public void Doorway_still_first_frame_diff()
{
// Interior flood adjudication: DI + DC(ov=2, n=3) + the landscape
// through two exit views — tests the flood depth in isolation from
// the building look-in machinery.
IReadOnlyList<WalkOracleFrame> frames =
WalkOracleTrace.Load("posed/holtburg-doorway-still");
Assert.NotEmpty(frames);
using DatCollection dats = OpenDats();
WalkOracleFrame frame = frames[1];
Assert.NotNull(frame.Pose);
WalkLandscapeDatBuilder.BuiltWorld world =
WalkLandscapeDatBuilder.Build(dats, frame.Pose!.CellId, frame.Pose.Origin);
var ctx = new WalkTraceReplayContext(frame.Pose, world.Cells)
{
Buildings = world.Buildings,
};
WalkCell camera = Assert.Contains(frame.Pose.CellId, world.Cells);
var walk = new RetailFrameWalk();
var recorder = new Recorder();
walk.WalkFrame(frame.Pose.CellId, camera, world.Landscape, ctx, recorder);
string expected = WalkTraceReplayContext.Signature(frame);
string actual = WalkTraceReplayContext.Signature(recorder.Events);
Assert.True(
expected == actual,
$"walk diverged from retail\nEXPECTED: {expected}\nACTUAL: {actual}");
}
[Theory]
[InlineData("posed/terrace-center")]
[InlineData("posed/terrace-edge")]
[InlineData("posed/cathedral-arrival")]
public void Still_fixture_first_frame_reproduces_exactly(string fixture)
{
IReadOnlyList<WalkOracleFrame> frames = WalkOracleTrace.Load(fixture);
Assert.NotEmpty(frames);
using DatCollection dats = OpenDats();
WalkOracleFrame frame = frames[1];
Assert.NotNull(frame.Pose);
WalkLandscapeDatBuilder.BuiltWorld world =
WalkLandscapeDatBuilder.Build(dats, frame.Pose!.CellId, frame.Pose.Origin);
var ctx = new WalkTraceReplayContext(frame.Pose, world.Cells)
{
Buildings = world.Buildings,
};
WalkCell? camera = (frame.Pose.CellId & 0xFFFFu) >= 0x100
? Assert.Contains(frame.Pose.CellId, world.Cells)
: null;
var walk = new RetailFrameWalk();
var recorder = new Recorder();
walk.WalkFrame(frame.Pose.CellId, camera, world.Landscape, ctx, recorder);
string expected = WalkTraceReplayContext.Signature(frame);
string actual = WalkTraceReplayContext.Signature(recorder.Events);
Assert.True(
expected == actual,
$"walk diverged from retail ({fixture})\nEXPECTED: {expected}\nACTUAL: {actual}");
}
[Theory(Skip = "FW1 moving-fixture tail (2026-08-30): the six STILL fixtures are "
+ "fully conformant; the moving four diverge only at punch-edge frames "
+ "(walkout/transitions F2: retail punches 001e where the replay does "
+ "not; walkabout diverges at F9, foundry-entry at F67) - pose-timing/"
+ "threshold sensitivity to adjudicate next (the exact pose-application "
+ "point within the frame).")]
[InlineData("posed/holtburg-walkout")]
[InlineData("posed/holtburg-transitions")]
[InlineData("posed/holtburg-walkabout")]
[InlineData("posed/foundry-entry")]
public void Moving_fixture_reproduces_every_pairable_frame(string fixture)
{
// Marker timing: the pose stamped at frame N+1 is the camera state
// frame N drew with (fixture README) — pair events(N) with
// pose(N+1). One walk + one landscape carry state across frames,
// reproducing retail's cross-frame caches (the stale cell-order
// quirk included).
IReadOnlyList<WalkOracleFrame> frames = WalkOracleTrace.Load(fixture);
Assert.True(frames.Count >= 3);
using DatCollection dats = OpenDats();
WalkOraclePose anchor = frames[1].Pose!;
WalkLandscapeDatBuilder.BuiltWorld world =
WalkLandscapeDatBuilder.Build(dats, anchor.CellId, anchor.Origin);
var walk = new RetailFrameWalk();
for (int n = 1; n < frames.Count - 1; n++)
{
WalkOracleFrame frame = frames[n];
WalkOraclePose pose = frames[n + 1].Pose!;
Assert.NotNull(pose);
WalkLandscapeDatBuilder.SetViewer(world.Landscape, pose.CellId, pose.Origin);
var ctx = new WalkTraceReplayContext(pose, world.Cells)
{
Buildings = world.Buildings,
};
WalkCell? camera = null;
if ((pose.CellId & 0xFFFFu) >= 0x100)
{
Assert.True(
world.Cells.TryGetValue(pose.CellId, out camera),
$"frame {frame.Number}: interior camera cell {pose.CellId:x8} not loaded");
}
var recorder = new Recorder();
walk.WalkFrame(pose.CellId, camera, world.Landscape, ctx, recorder);
string expected = WalkTraceReplayContext.Signature(frame);
string actual = WalkTraceReplayContext.Signature(recorder.Events);
Assert.True(
expected == actual,
$"frame {frame.Number} diverged ({fixture})\nEXPECTED: {expected}\nACTUAL: {actual}");
}
}
[Fact]
public void Foundry_deep_reproduces_every_complete_frame_exactly()
{

View file

@ -63,7 +63,10 @@ public static class WalkWorldDatAdapter
? 0xFFFFFFFFu
: lbMask | portal.OtherCellId,
PolygonIndex = i,
PortalSide = ((ushort)portal.Flags & 0x2) != 0 ? 1 : 0,
// Data-pinned 2026-08-30 (the doorway-still flood): cell
// portal_side is the INVERSE of the 0x2 bit — the same
// convention the building-portal sweep pinned.
PortalSide = ((ushort)portal.Flags & 0x2) != 0 ? 0 : 1,
ExactMatch = ((ushort)portal.Flags & 0x1) != 0,
OtherPortalId = unchecked((short)portal.OtherPortalId),
};