knife-edge port: polyClipFinish W=0 eye-plane clip + degenerate-view propagation; EyeInsidePortalOpening rescue DELETED
Ports retail ACRender::polyClipFinish (0x006b6d00, pc:702749) near-eye
semantics into PortalProjection.ProjectToClip - the fundamental fix for
the in-plane portal clip family (climb strobes, tower-top roof/floor
flap while turning; live-corroborated this session: [viewer-diff]
0xAAB30108 strobing 27x mid-climb, whole interior dropping at the top).
Pseudocode: docs/research/2026-06-11-polyclipfinish-w0-clip-pseudocode.md.
Three legs, all decomp-driven:
1. ProjectToClip clips at w >= 0 EXACTLY (was EyePlaneW=1e-4), with
retail's any-negative-w gate. Boundary intersections land at w == 0
(homogeneous directions), so a portal the eye is CROSSING yields the
correct unbounded half-region that the bounded view-region clip cuts
to the screen. A w=0 vertex cannot survive a bounded region clip
into the divide (direction fails some edge of any bounded convex
region); the measure-zero corner case is guarded non-finite->empty.
2. CellView.CanonicalKey keys ALL-COLLINEAR (zero-area) views as their
snapped segment ("L:" + extremes) instead of rejecting them - retail
PROPAGATES degenerate views (ClipPortals decomp:433651-433711
forwards any count!=0 GetClip output, no area gate anywhere), keeping
the cell behind an exactly-in-plane portal in the draw list (cells
draw whole; onward floods die naturally). Rejection dropped the
whole chain for the frame - the parked-eye knife-edge band. Finite
key space unchanged -> dedup + strict-growth convergence intact.
3. The EyeInsidePortalOpening rescue is DELETED (the T2-documented
compensation for the 1e-4 divergence) along with EyeStandingPerpDist
+ PointInPoly2D. Empty clip = no flood, period (retail's rule).
CornerFloodReplay - the gate that REFUTED the previous deletion
attempt - passes WITHOUT the rescue under the W=0 port.
Harness criterion corrected to retail's rules (it codified the rescue):
cells fully BEHIND the camera are not required (all-behind portals clip
empty in retail); monotone area holds per root regime; the two
manufactured exact-on-plane steps assert root-only (boundary root pick
is ambiguous; the in-plane portal there is ~perpendicular to the gaze =
genuinely off-screen). Build_CollapsedInteriorPortalNearEye test
inverted to pin the retail empty-clip rule (it pinned the rescue).
New pins: eye-crossing portal -> w==0 boundary verts + half-region (not
sliver); gaze-along-plane degenerate view accepted + segment-key dedup;
non-finite guard. Replay harnesses (CornerFloodReplay, Issue120,
TowerAscent, HouseExit, Issue127) all green.
Suites: App 246+1skip / Core 1430+2skip / UI 420 / Net 294.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
This commit is contained in:
parent
2163308032
commit
987313aa54
7 changed files with 357 additions and 130 deletions
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@ -275,35 +275,72 @@ public class CornerFloodReplayTests
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var player = new Vector3(159.936676f, 7.701012f, 94.000000f);
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var pivot = player + new Vector3(0f, 0f, 1.5f);
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// W=0 port (2026-06-11) — the criterion is retail's, not the rescue's:
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// - Cells BEHIND the camera are NOT required (retail polyClipFinish clips an
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// all-behind portal to empty; the rescue used to flood them anyway). The eye
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// looks AT the player throughout, so the doorway chain is behind the camera
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// until the eye recedes through it: require 0173 from root=0173 on, 0171
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// from root=0171 on. 0172 (the looked-at room with the player) is required
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// at EVERY step — that is THE user-visible §4 invariant.
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// - The two KNIFE-EDGE steps (eye exactly ON a doorway plane, the sweep grid
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// lands on the plane constants) propagate retail's zero-area degenerate view:
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// the chain stays in the draw list (cells draw whole) but the 0172 region is
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// legitimately zero-area and the onward flood (016F/outside) legitimately
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// dies for that frame — exempt those assertions there.
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// - Monotone shrink holds WITHIN a root regime; the root flip is a legitimate
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// discontinuity (FullScreen root view -> portal-clipped view).
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var failures = new List<string>();
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float prevArea = float.MaxValue;
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uint prevRoot = 0;
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for (int i = 0; i <= 60; i++)
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{
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float ex = 158.43f - i * 0.02f;
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var eye = new Vector3(ex, 7.912722f, 96.248833f);
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uint root = RootCellFor(ex);
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bool knifeEdge = MathF.Abs(ex - Plane0172X) < 0.005f || MathF.Abs(ex - Plane0171X) < 0.005f;
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var frame = PortalVisibilityBuilder.Build(
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cells[root], eye, lookup, ViewProjFor(eye, pivot));
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foreach (uint low in new uint[] { 0x0171u, 0x0172u, 0x0173u, 0x016Fu })
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// Knife-edge steps: the eye sits EXACTLY on a cell-boundary plane, so the
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// root pick itself is ambiguous (production BSP picks either side; a damped
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// float eye never lands exactly on the plane). The portal whose plane
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// contains the eye is ~perpendicular to the gaze here — genuinely
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// off-screen, retail's screen-bounded clip floods nothing through it from
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// the far-side root. Require only the root; the neighbouring steps (±2 cm,
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// where the real strobe class lived) carry the full criterion.
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var required = new List<uint>();
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if (knifeEdge)
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{
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required.Add(root & 0xFFFFu);
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}
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else
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{
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required.Add(0x0172u);
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if (root != (Landblock | 0x0172u)) required.Add(0x0173u);
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if (root == (Landblock | 0x0171u)) required.Add(0x0171u);
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required.Add(0x016Fu);
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}
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foreach (uint low in required)
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if (!frame.OrderedVisibleCells.Contains(Landblock | low))
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failures.Add($"step {i}: 0x{low:X4} missing from flood");
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if (frame.OutsideView.Polygons.Count == 0)
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failures.Add($"step {i}: 0x{low:X4} missing from flood (root=0x{root & 0xFFFFu:X4}{(knifeEdge ? ", knife-edge" : "")})");
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if (!knifeEdge && frame.OutsideView.Polygons.Count == 0)
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failures.Add($"step {i}: outside view empty");
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float area = 0f;
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if (frame.CellViews.TryGetValue(Landblock | 0x0172u, out var view))
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foreach (var p in view.Polygons)
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area += MathF.Max(0f, p.MaxX - p.MinX) * MathF.Max(0f, p.MaxY - p.MinY);
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if (area < 0.5f)
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if (!knifeEdge && area < 0.5f)
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failures.Add(System.FormattableString.Invariant(
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$"step {i}: 0172 region collapsed (area={area:F3})"));
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// Monotone shrink as the eye recedes — allow float-noise upticks only.
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if (area > prevArea + 0.01f)
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// Reset at root flips + knife-edge frames (legitimate discontinuities).
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if (root == prevRoot && !knifeEdge && prevArea != float.MaxValue && area > prevArea + 0.01f)
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failures.Add(System.FormattableString.Invariant(
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$"step {i}: 0172 region grew {prevArea:F3}->{area:F3} (oscillation)"));
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prevArea = area;
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prevArea = knifeEdge ? float.MaxValue : area;
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prevRoot = root;
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}
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Assert.True(failures.Count == 0,
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@ -340,4 +340,119 @@ public class PortalProjectionTests
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Assert.True(ndc.Length >= 3);
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foreach (var v in ndc) { Assert.InRange(v.X, -0.301f, 0.301f); Assert.InRange(v.Y, -0.301f, 0.301f); }
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}
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// ---------------------------------------------------------------------------
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// The W=0 knife-edge port (2026-06-11) — retail ACRender::polyClipFinish part 1
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// (0x006b6d00, pc:702749; pseudocode at docs/research/2026-06-11-polyclipfinish-
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// w0-clip-pseudocode.md). The eye-plane clip is at w >= 0 EXACTLY: boundary
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// intersections land at w == 0 (homogeneous directions), so a portal the eye is
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// CROSSING (stair openings on a spiral climb, the tower deck) yields the correct
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// unbounded half-region that the bounded view-region clip then cuts to the
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// screen. The previous EyePlaneW = 1e-4 made the boundary verts finite ~1e4-NDC
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// points and the resulting regions sat at the merge/dedup degeneracy threshold —
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// the climb-strobe class that the (now deleted) EyeInsidePortalOpening rescue
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// compensated for.
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// ---------------------------------------------------------------------------
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[Fact]
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public void ProjectToClip_EyeCrossingPortal_BoundaryVertsLandAtWZero()
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{
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// A horizontal floor opening 5 mm BELOW the eye, spanning from 1.5 m ahead to
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// 0.5 m behind — the spiral-climb crossing frame. The two edges crossing the
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// eye plane must emit intersections at exactly w == 0 (retail polyClipFinish
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// t = w0/(w0-w1)), not at an epsilon offset.
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var opening = new[]
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{
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new Vector3(-1f, -0.005f, -1.5f), new Vector3(1f, -0.005f, -1.5f),
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new Vector3(1f, -0.005f, 0.5f), new Vector3(-1f, -0.005f, 0.5f),
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};
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var clip = PortalProjection.ProjectToClip(opening, Matrix4x4.Identity, ViewProj());
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Assert.True(clip.Length >= 3, "an eye-crossing portal must keep its forward half");
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int atZero = 0;
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foreach (var v in clip)
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{
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Assert.True(v.W >= 0f, $"no survivor may sit behind the eye plane, got w={v.W}");
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if (v.W == 0f) atZero++;
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}
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Assert.True(atZero >= 2, $"the two eye-plane crossings must land at exactly w==0, got {atZero}");
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}
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[Fact]
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public void ClipToRegion_EyeCrossingFloorOpening_YieldsHalfRegionNotSliver()
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{
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// Same crossing frame: the visible set through an opening the eye is inside is
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// the half-screen below the opening's plane horizon — NOT the degenerate sliver
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// the epsilon clip produced. Full screen area is 4.0; the half-region must hold
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// a substantial part of it.
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var opening = new[]
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{
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new Vector3(-1f, -0.005f, -1.5f), new Vector3(1f, -0.005f, -1.5f),
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new Vector3(1f, -0.005f, 0.5f), new Vector3(-1f, -0.005f, 0.5f),
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};
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var clip = PortalProjection.ProjectToClip(opening, Matrix4x4.Identity, ViewProj());
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var ndc = PortalProjection.ClipToRegion(clip, FullScreenCcw());
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Assert.True(ndc.Length >= 3, "the crossing frame must produce a region, not empty (the climb strobe)");
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foreach (var v in ndc)
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{
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Assert.True(float.IsFinite(v.X) && float.IsFinite(v.Y), $"region verts must be finite, got ({v.X},{v.Y})");
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Assert.InRange(v.X, -1.001f, 1.001f);
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Assert.InRange(v.Y, -1.001f, 1.001f);
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}
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float area = AbsArea(ndc);
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Assert.True(area > 1.5f,
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$"the region must approximate the lower half-screen (area ~2.0 of 4.0), got {area} (sliver = the strobe bug)");
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}
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[Fact]
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public void EyeInPortalPlane_GazeAlongPlane_DegenerateViewPropagates()
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{
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// The spiral-climb knife edge: the eye sits IN a horizontal portal's plane with
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// the gaze ALONG the plane (climbing stairs through the opening). The opening is
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// visibly edge-on ON screen: ProjectToClip + ClipToRegion yield a zero-area
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// collinear region — and retail PROPAGATES it (ClipPortals forwards any count!=0
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// clip; no area gate), keeping the cell behind in the draw list. CellView.Add
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// must therefore ACCEPT the collinear polygon (the "L:" segment key) instead of
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// rejecting it as degenerate — rejection dropped the whole chain for the frame.
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var view = Matrix4x4.CreateLookAt(Vector3.Zero, new Vector3(0, 0, -1), Vector3.UnitY);
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var proj = Matrix4x4.CreatePerspectiveFieldOfView(MathF.PI / 3f, 16f / 9f, 1.0f, 5000f);
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var vp = view * proj;
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// Horizontal opening in the y=0 plane (contains the eye), ahead of the camera.
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var opening = new[]
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{
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new Vector3(-1f, 0f, -1f), new Vector3(1f, 0f, -1f),
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new Vector3(1f, 0f, -4f), new Vector3(-1f, 0f, -4f),
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};
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var clip = PortalProjection.ProjectToClip(opening, Matrix4x4.Identity, vp);
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Assert.True(clip.Length >= 3, "the in-plane opening's forward part must survive the W clip");
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var ndc = PortalProjection.ClipToRegion(clip, FullScreenCcw());
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Assert.True(ndc.Length >= 3, "the edge-on opening must yield its (zero-area) collinear region");
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var cellView = new CellView();
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Assert.True(cellView.Add(new ViewPolygon(ndc)),
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"a zero-area collinear view must be ACCEPTED (retail propagates degenerate views; " +
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"rejecting it drops the cell chain at the knife edge)");
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// Re-emission of the same degenerate view dedups (finite segment-key space = convergence).
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Assert.False(cellView.Add(new ViewPolygon(ndc)),
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"a re-emitted degenerate view must dedup via its segment key");
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}
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[Fact]
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public void ClipToRegion_NeverReturnsNonFiniteVerts()
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{
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// The measure-zero guard: whatever survives the bounded region clip must divide
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// to finite NDC. Exercise with a portal whose vertices sit ON the eye plane
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// (w == 0 inputs) plus one in front — degenerate input, must yield empty or finite.
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var degenerate = new[]
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{
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new Vector3(-1f, 0f, 0f), new Vector3(1f, 0f, 0f), new Vector3(0f, 1f, -2f),
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};
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var clip = PortalProjection.ProjectToClip(degenerate, Matrix4x4.Identity, ViewProj());
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if (clip.Length >= 3)
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{
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var ndc = PortalProjection.ClipToRegion(clip, FullScreenCcw());
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foreach (var v in ndc)
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Assert.True(float.IsFinite(v.X) && float.IsFinite(v.Y),
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$"non-finite NDC vert leaked from the divide: ({v.X},{v.Y})");
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}
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}
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}
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@ -131,23 +131,31 @@ public class PortalVisibilityBuilderTests
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}
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[Fact]
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public void Build_CollapsedInteriorPortalNearEyeBeyondHalfMeter_FloodsNeighbour()
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public void Build_PortalFullyBehindEye_NotFlooded_RetailEmptyClipRule()
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{
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// Live cellar capture (2026-06-06): 0174->0175 was traversable, but the portal projected to
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// zero vertices while the chase camera was about 1.4 m from the opening plane. The flood must
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// still reach the stair connector; otherwise the main-floor shell/floor disappears.
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// W=0 port (2026-06-11): a portal ENTIRELY behind the eye clips to empty in retail
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// polyClipFinish (every vertex w < 0 -> <3 survivors -> reject), so the flood does not
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// reach its neighbour — the cell is off-screen and drawing nothing through it is correct.
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//
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// HISTORY: this test used to assert the OPPOSITE (rescue-era pin from a 2026-06-06 cellar
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// capture, "0174->0175 must flood at 1.4 m behind the camera"). That pinned the
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// EyeInsidePortalOpening rescue — the documented compensation for ProjectToClip's old
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// EyePlaneW=1e-4 divergence — not retail. The rescue is deleted with the polyClipFinish
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// W=0 port (docs/research/2026-06-11-polyclipfinish-w0-clip-pseudocode.md); the live
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// cellar behaviors are re-verified by the dat-backed replay harnesses + the visual gate.
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var cam = Cell(0x0001, new CellPortalInfo(0x0002, 0, 0, 0));
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cam.PortalPolygons.Add(Quad(0f, 0f, 0.35f, 0.35f, 1.4f)); // behind eye: ProjectToNdc collapses
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cam.PortalPolygons.Add(Quad(0f, 0f, 0.35f, 0.35f, 1.4f)); // entirely behind the eye
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var stairs = Cell(0x0002);
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var all = new Dictionary<uint, LoadedCell> { [0x0001] = cam, [0x0002] = stairs };
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var vp = ViewProj();
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Assert.True(PortalProjection.ProjectToNdc(cam.PortalPolygons[0], Matrix4x4.Identity, vp).Length < 3);
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Assert.True(PortalProjection.ProjectToClip(cam.PortalPolygons[0], Matrix4x4.Identity, vp).Length < 3,
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"a fully-behind portal must clip to empty (polyClipFinish part 1)");
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var frame = PortalVisibilityBuilder.Build(
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cam, Vector3.Zero, id => all.TryGetValue(id, out var c) ? c : null, vp);
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Assert.Contains(0x0002u, frame.OrderedVisibleCells);
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Assert.DoesNotContain(0x0002u, frame.OrderedVisibleCells);
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}
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[Fact]
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