fix(#186): render side-cull mis-sided thin connectors — use dat PortalSide bit, not AABB centroid

The indoor GREY flap at a top-floor connecting room. The render portal side-cull
reconstructed each doorway's "interior side" (PortalClipPlane.InsideSide) from the
cell's AABB CENTROID. For a THIN connector cell (0xF6820118, 5 render polys), the
bounding-box center falls on the WRONG side of the 0118->0116 doorway, so the eye
read as a back-portal and the forward room 0116 was culled -> the aperture showed
the fog clear color = grey.

Retail's PView::InitCell (0x005a4b70) and acdream's own PHYSICS path
(CellTransit.cs:190) both read the explicit dat PortalSide bit ((Flags&2)==0)
instead of guessing from geometry. Port the render path (GameWindow.BuildLoadedCell)
to the same bit.

Proven by a live retail cdb trace (retail draws 0116 from the 0118 root at the grey
pose; tools/cdb/issue186-connector-decider.cdb) + an offline dat diagnostic
(Issue186...PortalSide_CentroidVsDatBit_AtGreyEye): the dat bit matches the old
centroid on every portal of these cells EXCEPT the one #186 breaks, so the switch is
surgical. Full regression green (App 741 / Core 2631); the CornerFlood + Issue113
dat-loading helpers updated to the same bit confirm every real Holtburg/tower/hall
cell floods identically. Touches neither PortalSideEpsilon nor the deleted
EyeInsidePortalOpening rescue (the two DO-NOT-RETRY traps).

Live-gated: user-confirmed no grey at any camera angle; probe shows 216 root=0118
frames, 0 still grey (0118->0116 now TRV, vis=4).

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
This commit is contained in:
Erik 2026-07-08 15:06:33 +02:00
parent 9d35a9786f
commit 8257b9ba10
6 changed files with 164 additions and 13 deletions

View file

@ -88,7 +88,6 @@ public class CornerFloodReplayTests
var portals = new List<CellPortalInfo>();
var clipPlanes = new List<PortalClipPlane>();
var portalPolygons = new List<Vector3[]>();
var centroid = (boundsMin + boundsMax) * 0.5f;
foreach (var portal in envCell.CellPortals)
{
@ -106,10 +105,13 @@ public class CornerFloodReplayTests
var p2 = new Vector3(v2.Origin.X, v2.Origin.Y, v2.Origin.Z);
var normal = Vector3.Normalize(Vector3.Cross(p1 - p0, p2 - p0));
float d = -Vector3.Dot(normal, p0);
float centroidDot = Vector3.Dot(normal, centroid) + d;
// InsideSide from the dat PortalSide bit — mirrors the production fix
// (GameWindow.BuildLoadedCell): retail InitCell (0x005a4b70) + physics
// CellTransit use the dat bit; the old AABB-centroid guess mis-sided thin
// connectors (#186). Kept identical here so this replay stays a faithful mirror.
clipPlanes.Add(new PortalClipPlane
{
Normal = normal, D = d, InsideSide = centroidDot >= 0 ? 0 : 1,
Normal = normal, D = d, InsideSide = ((ushort)portal.Flags & 0x2) == 0 ? 1 : 0,
});
}
else

View file

@ -77,7 +77,6 @@ public class Issue113MeetingHallFloodTests
var portals = new List<CellPortalInfo>();
var clipPlanes = new List<PortalClipPlane>();
var portalPolygons = new List<Vector3[]>();
var centroid = (boundsMin + boundsMax) * 0.5f;
foreach (var portal in envCell.CellPortals)
{
@ -95,10 +94,13 @@ public class Issue113MeetingHallFloodTests
var p2 = new Vector3(v2.Origin.X, v2.Origin.Y, v2.Origin.Z);
var normal = Vector3.Normalize(Vector3.Cross(p1 - p0, p2 - p0));
float d = -Vector3.Dot(normal, p0);
float centroidDot = Vector3.Dot(normal, centroid) + d;
// InsideSide from the dat PortalSide bit — mirrors the production fix
// (GameWindow.BuildLoadedCell): retail InitCell (0x005a4b70) + physics
// CellTransit use the dat bit; the old AABB-centroid guess mis-sided thin
// connectors (#186). Kept identical here so this replay stays a faithful mirror.
clipPlanes.Add(new PortalClipPlane
{
Normal = normal, D = d, InsideSide = centroidDot >= 0 ? 0 : 1,
Normal = normal, D = d, InsideSide = ((ushort)portal.Flags & 0x2) == 0 ? 1 : 0,
});
}
else