fix(scenery): #49 9×9 loop, per-spawn building check, triangle slope
Three fixes to match retail CLandBlock::get_land_scenes (0x00530460): 1. Loop bound: iterate 9×9 vertices (side_vertex_count=9), not 8×8 cells. Edge vertices (x=8 or y=8) produce valid spawns when the per-object displacement shifts the position back into [0, 192). Confirmed by named retail decomp do-while condition, WorldBuilder vertLength=9, ACViewer Terrain.Count=81, AC2D wTopo[9][9]. 2. Building suppression: check at the DISPLACED position's cell (CSortCell::has_building per spawn), not at the loop vertex index. Matches WorldBuilder buildingsGrid[gx2, gy2] pattern. 3. Slope filter: replace finite-difference gradient approximation with triangle-aware normal sampling via new static method TerrainSurface.SampleNormalZFromHeightmap. Picks the correct triangle via IsSplitSWtoNE, matching retail find_terrain_poly → polygon->plane.N.z and WorldBuilder's GetNormal(). Tests: 5 new tests for SampleNormalZFromHeightmap (flat=1.0, sloped<1, cross-validates with SampleSurface instance method) and DisplaceObject edge-vertex validity. Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
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4 changed files with 203 additions and 49 deletions
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@ -139,6 +139,52 @@ public class TerrainSurfaceTests
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Assert.Contains(sample.Vertices, v => v.X == 0f && v.Y == 0f);
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}
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[Fact]
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public void SampleNormalZFromHeightmap_FlatTerrain_ReturnsOne()
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{
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var heights = FlatHeightmap(50);
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var hTable = LinearHeightTable();
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float nz = TerrainSurface.SampleNormalZFromHeightmap(heights, hTable, 0, 0, 96f, 96f);
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Assert.Equal(1f, nz, precision: 5);
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}
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[Fact]
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public void SampleNormalZFromHeightmap_SlopedTerrain_ReturnsLessThanOne()
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{
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var heights = new byte[81];
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for (int x = 0; x < 9; x++)
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for (int y = 0; y < 9; y++)
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heights[x * 9 + y] = (byte)(x * 20);
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var hTable = LinearHeightTable();
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float nz = TerrainSurface.SampleNormalZFromHeightmap(heights, hTable, 0, 0, 12f, 12f);
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Assert.True(nz < 1f, $"Sloped terrain should have nz < 1.0, got {nz}");
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Assert.True(nz > 0f, $"nz should be positive, got {nz}");
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}
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[Fact]
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public void SampleNormalZFromHeightmap_AgreesWithSampleSurface()
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{
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var heights = new byte[81];
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for (int x = 0; x < 9; x++)
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for (int y = 0; y < 9; y++)
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heights[x * 9 + y] = (byte)((x * 17 + y * 13) % 256);
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var hTable = LinearHeightTable();
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const uint lbX = 0xA9, lbY = 0xB3;
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var instance = new TerrainSurface(heights, hTable, lbX, lbY);
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for (float lx = 0.5f; lx < 192f; lx += 8f)
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for (float ly = 0.5f; ly < 192f; ly += 8f)
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{
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var (_, normal) = instance.SampleSurface(lx, ly);
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float staticNz = TerrainSurface.SampleNormalZFromHeightmap(
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heights, hTable, lbX, lbY, lx, ly);
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Assert.True(
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Math.Abs(normal.Z - staticNz) < 0.0001f,
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$"NormalZ mismatch at ({lx:F1},{ly:F1}): instance={normal.Z:F4} static={staticNz:F4}");
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}
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}
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[Fact]
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public void ComputeOutdoorCellId_Origin_ReturnsFirst()
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{
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