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:
Erik 2026-06-11 21:44:23 +02:00
parent 2163308032
commit 987313aa54
7 changed files with 357 additions and 130 deletions

View file

@ -0,0 +1,98 @@
# ACRender::polyClipFinish — W=0 eye-plane clip pseudocode (the knife-edge port)
**Source:** `ACRender::polyClipFinish` at `0x006b6d00`,
`docs/research/named-retail/acclient_2013_pseudo_c.txt:702749-702988`.
Read 2026-06-11 for the knife-edge in-plane portal clip port
(handoff `docs/research/2026-06-11-tower-stairs-fundamental-handoff.md` §5).
## Signature (reconstructed)
```
polyClipFinish(view_vertex** inVerts, // arg1 — homogeneous clip-space verts (x,y,z,w)
int inCount, // arg2
Vec2Dscreen** outVerts, // arg3 — output vertex pointers
int* outCount, // arg4
int planeMask) // arg5 — per-edge skip mask (bit set = poly already
// fully inside that portal_view edge)
```
## Part 1 — the W=0 eye-plane pass (0x006b6d5d0x006b6f12)
```
scan = inCount - 1
while scan >= 0: # walk verts from the END
if inVerts[scan].w < 0: break # found a vertex BEHIND the eye plane must clip
scan -= 1
if scan < 0: goto edge_clips # all w >= 0 → skip the W pass entirely
# homogeneous Sutherland-Hodgman against w = 0, intersections EMITTED:
out = []
prev = inVerts[0]; prevIn = (prev.w >= 0)
for cur in inVerts[last..0]: # retail iterates indices descending
curIn = (cur.w >= 0)
if curIn != prevIn:
t = prev.w / (prev.w - cur.w) # 0x006b6ea0: w0 / (w0 - w1)
emit(prev + t*(cur - prev)) # interpolates x, y, z, w → lands at w == 0 exactly
if curIn: emit(cur)
prev, prevIn = cur, curIn
if len(out) < 3: return # 0x006b6f00: reject fewer than 3 survivors
inVerts = out # ping-pong to tempPtBuf
```
**x87 flag-decode note** (the BN polarity trap, [[feedback_bn_decomp_field_names]]):
the scan loop's `test ah, 0x5` (C0|C2) breaks on **w < 0**, NOT w ≥ 0. Decoded by
case analysis: the all-behind polygon must reach the W pass and clip to empty
(reject), and the common all-in-front polygon must skip the pass — only the
break-on-negative decode yields both. The inside predicate in the clip pass
(`test ah, 0x41`, C0|C3) is **inside ⇔ w ≥ 0** (emit-on-sign-change with
`t = w0/(w0w1)` confirms: t∈[0,1] requires opposite signs).
## Part 2 — portal_view edge clips (0x006b6d820x006b7030)
```
for each portal_view edge (vertex pair), mask-gated (planeMask bit set → skip):
# homogeneous 2D edge function for vertex P against edge (a → b):
# side(P) = (P.x a.x·P.w)·(b.y a.y) (P.y a.y·P.w)·(b.x a.x)
# (0x006b6e05) — linear in (x, y, w): valid for w = 0 verts (directions).
Sutherland-Hodgman with intersection emission (t = s0/(s0 s1), all 4 comps)
if survivors < 3: return # 0x006b6fe1
*outCount = survivors # 0x006b7006
```
## The load-bearing semantics for acdream
1. **Clip at w ≥ 0 EXACTLY** — boundary intersections land at w == 0. A w=0
vertex is a homogeneous DIRECTION; the polygon containing it represents the
unbounded screen region extending toward that direction. This is what makes
an eye-crossing portal (climbing through a stair opening) produce the
correct large half-region instead of a bounded sliver:
- At `w ≥ ε` (our old `EyePlaneW = 1e-4`), boundary verts are finite NDC
points ~1e4 units out along the portal-plane horizon line; the polygon's
screen intersection still APPROXIMATES the half-region, but the divide
and the dedup/merge operate on degenerate near-collinear coordinates.
- At `w = 0`, the edge functions stay exact (linear in homogeneous coords)
and no divide ever touches a w=0 vertex (see invariant below).
2. **A w=0 vertex can never survive the region clip into the divide** when the
clip region is BOUNDED: for a bounded convex CCW region the edge directions
wrap 360°, so a nonzero direction fails at least one edge's inside test.
Our regions are always bounded (FullScreenQuad and its descendants), so the
post-clip divide is safe by construction. The measure-zero exception
(direction exactly on a region corner) is guarded by a non-finite check
that returns empty — identical net behavior to retail's degenerate sliver.
3. **Empty is a verdict, not an error.** `< 3 survivors → reject` at every
stage; retail has NO eye-in-opening rescue anywhere in this path. The
acdream `EyeInsidePortalOpening` rescue was the documented compensation for
the `EyePlaneW = 1e-4` divergence (T2 ledger) and is deleted with this port.
## What is NOT ported here
- `cdstW = 0.000199999995` (pinned at `0x007247d5`) — consumed elsewhere
(its consumer is still unmapped; `landPolysDraw` 0x006b7040 uses the same
0.0002 inline for plane side tests). `PortalSideEpsilon = 0.01` stays as the
documented root-lag tolerance (T2 refutation: retail's 0.0002 needs
eye-exact viewer-cell tracking first).
- The `planeMask` per-edge skip — a perf short-circuit; our ClipToRegion
clips against every region edge unconditionally.
- Retail's descending vertex iteration order — Sutherland-Hodgman output is
order-invariant up to rotation; we keep ascending.

View file

@ -70,29 +70,42 @@ public static class PortalProjection
return ndc; return ndc;
} }
/// <summary>Faithful homogeneous projection (retail PrimD3DRender::xformStart + the w=0 clip of /// <summary>Faithful homogeneous projection (retail PrimD3DRender::xformStart + the W=0 clip of
/// ACRender::polyClipFinish, decomp 424310 / 702749): transform the portal to clip space and clip /// ACRender::polyClipFinish, decomp 424310 / 702749): transform the portal to clip space and clip
/// ONLY the eye plane (w &gt;= <see cref="EyePlaneW"/>), keeping homogeneous coords — NO perspective /// ONLY the eye plane (w &gt;= 0, EXACT), keeping homogeneous coords — NO perspective divide, NO
/// divide, NO frustum side-plane clamp. The screen bound is applied later by <see cref="ClipToRegion"/> /// frustum side-plane clamp. The screen bound is applied later by <see cref="ClipToRegion"/>
/// against the view region (the root region is the full screen), exactly as retail clips the portal /// against the view region (the root region is the full screen), exactly as retail clips the portal
/// against the accumulated portal_view rather than fixed side planes. Keeping w means a near/grazing /// against the accumulated portal_view rather than fixed side planes.
/// portal never collapses to a zero-area edge sliver (the flap) nor blows up under an early divide ///
/// (the void). Returns &lt;3 verts when the portal is entirely behind the eye.</summary> /// <para>The W=0 clip is exact on purpose (the knife-edge port, 2026-06-11; pseudocode at
/// docs/research/2026-06-11-polyclipfinish-w0-clip-pseudocode.md): boundary intersections land
/// at w == 0 — homogeneous DIRECTIONS — so a portal the eye is crossing (stair openings, decks)
/// yields the correct UNBOUNDED half-region, which the bounded view-region clip then cuts to the
/// screen. The previous EyePlaneW = 1e-4 produced finite ~1e4-NDC boundary verts whose region
/// intersections sat at the dedup/merge degeneracy threshold — the climb-strobe class. A w=0
/// vertex can never survive ClipToRegion into its divide (a nonzero direction fails at least one
/// edge test of any BOUNDED convex region), so no divide-by-zero path exists; the measure-zero
/// corner case is guarded in ClipToRegion. Matches polyClipFinish part 1: clip pass runs only
/// when some vertex has w &lt; 0; &lt;3 survivors → reject (empty).</para></summary>
public static Vector4[] ProjectToClip(IReadOnlyList<Vector3> localPoly, Matrix4x4 cellToWorld, Matrix4x4 viewProj) public static Vector4[] ProjectToClip(IReadOnlyList<Vector3> localPoly, Matrix4x4 cellToWorld, Matrix4x4 viewProj)
{ {
if (localPoly == null || localPoly.Count < 3) return System.Array.Empty<Vector4>(); if (localPoly == null || localPoly.Count < 3) return System.Array.Empty<Vector4>();
Matrix4x4 m = cellToWorld * viewProj; Matrix4x4 m = cellToWorld * viewProj;
var clip = new List<Vector4>(localPoly.Count); var clip = new List<Vector4>(localPoly.Count);
bool anyBehind = false;
foreach (var lp in localPoly) foreach (var lp in localPoly)
clip.Add(Vector4.Transform(new Vector4(lp, 1f), m)); {
var v = Vector4.Transform(new Vector4(lp, 1f), m);
if (v.W < 0f) anyBehind = true;
clip.Add(v);
}
// Eye plane ONLY (w >= EyePlaneW), in clip space, homogeneous — no side planes, no divide. // polyClipFinish part 1 (0x006b6d5d): the W pass runs only when some vertex sits behind
// Retail's polyClipFinish clips at w = 0; EyePlaneW is a hair above 0 so the later divide in // the eye plane (w < 0); an all-in-front polygon passes through untouched (and an
// ClipToRegion never hits the w = 0 singularity. Everything in front of the eye is kept, // all-behind one clips to empty inside the pass).
// including a portal the camera is standing in (it covers the screen) — the screen bound comes if (anyBehind)
// from ClipToRegion against the view region, not from a near plane here. clip = ClipPlane(clip, v => v.W);
clip = ClipPlane(clip, v => v.W - EyePlaneW);
return clip.Count >= 3 ? clip.ToArray() : System.Array.Empty<Vector4>(); return clip.Count >= 3 ? clip.ToArray() : System.Array.Empty<Vector4>();
} }
@ -123,11 +136,21 @@ public static class PortalProjection
// Divide survivors → NDC. They are inside the region now, so |x| ≤ |w| and |y| ≤ |w|: the // Divide survivors → NDC. They are inside the region now, so |x| ≤ |w| and |y| ≤ |w|: the
// divide is bounded by construction (this is why the homogeneous clip avoids the early-divide // divide is bounded by construction (this is why the homogeneous clip avoids the early-divide
// blow-up). Normalize to CCW so the result is a valid clip region for the next portal hop. // blow-up). Normalize to CCW so the result is a valid clip region for the next portal hop.
//
// W=0 port (2026-06-11): with ProjectToClip clipping at exactly w >= 0, a w == 0 vertex
// (a direction) cannot survive the bounded region clip above — a nonzero direction fails at
// least one edge's inside test of any bounded convex region — EXCEPT the measure-zero case
// of a direction lying exactly on a region corner with d == 0 on the adjoining edges. That
// case divides to ±Inf/NaN; treat it as the degenerate knife-edge sliver it is and return
// empty (retail's effective result for the same input: a <1 px degenerate region).
var ndc = new Vector2[poly.Count]; var ndc = new Vector2[poly.Count];
for (int i = 0; i < poly.Count; i++) for (int i = 0; i < poly.Count; i++)
{ {
float w = poly[i].W; float w = poly[i].W;
ndc[i] = new Vector2(poly[i].X / w, poly[i].Y / w); var v = new Vector2(poly[i].X / w, poly[i].Y / w);
if (!float.IsFinite(v.X) || !float.IsFinite(v.Y))
return System.Array.Empty<Vector2>();
ndc[i] = v;
} }
// T2 (BR-4): retail's post-divide vertex merge — Render::copy_view // T2 (BR-4): retail's post-divide vertex merge — Render::copy_view
@ -227,11 +250,6 @@ public static class PortalProjection
if (area2 < 0f) System.Array.Reverse(poly); if (area2 < 0f) System.Array.Reverse(poly);
} }
// Eye plane for the homogeneous clip — a hair above retail's w = 0 so the post-region divide in
// ClipToRegion never divides by zero. Far closer than any near plane: a portal the eye is standing
// in is kept (it covers the screen), so the cell behind it stays visible.
private const float EyePlaneW = 1e-4f;
// Minimum clip-space w (≈ metres in front of the eye) to keep a vertex. Excludes the eye // Minimum clip-space w (≈ metres in front of the eye) to keep a vertex. Excludes the eye
// (w=0) singularity and the ~5 cm right at it (bounding the perspective divide), but is // (w=0) singularity and the ~5 cm right at it (bounding the perspective divide), but is
// INTENTIONALLY far closer than the projection's 1.0 m near plane so a doorway the camera is // INTENTIONALLY far closer than the projection's 1.0 m near plane so a doorway the camera is

View file

@ -167,10 +167,20 @@ public sealed class CellView
// Canonical key for a view polygon: vertices snapped to the NDC grid, consecutive snap-duplicates // Canonical key for a view polygon: vertices snapped to the NDC grid, consecutive snap-duplicates
// removed (including wrap-around), COLLINEAR points removed (exact integer cross-products on the // removed (including wrap-around), COLLINEAR points removed (exact integer cross-products on the
// snapped grid), then rotated to start at the lexicographically smallest vertex so a rotated // snapped grid), then rotated to start at the lexicographically smallest vertex so a rotated
// emission of the same cycle yields the same key. Returns null when fewer than 3 distinct // emission of the same cycle yields the same key. Winding is already CCW for every
// snapped vertices survive (a degenerate sliver, not a real region). Winding is already CCW for every
// builder input (ClipToRegion / EnsureCcw), so the cyclic order is canonical without a reversal step. // builder input (ClipToRegion / EnsureCcw), so the cyclic order is canonical without a reversal step.
// //
// W=0 port (2026-06-11): an ALL-COLLINEAR polygon (zero area) keys as its snapped segment
// ("L:" + extreme points) instead of null. A portal whose plane contains the eye projects to
// exactly this — and retail PROPAGATES it: PView::ClipPortals (decomp:433651-433711) forwards
// any GetClip output with count != 0 to copy_view/OtherPortalClip with no area gate anywhere,
// so the neighbour cell stays in the draw list (cells draw whole; onward floods die naturally
// against the zero-area region). Rejecting these views dropped the whole chain behind an
// exactly-in-plane portal for the frame — the parked-eye knife-edge band (tower deck, spiral
// landings). The segment key space is finite like the area-key space, so dedup + the strict
// growth convergence invariant are unchanged. Returns null only when fewer than 2 distinct
// snapped points survive (a true sub-grid point — not a real region OR segment).
//
// §4 corner/doorway fix (2026-06-10) — the collinear pass: the homogeneous region clipper // §4 corner/doorway fix (2026-06-10) — the collinear pass: the homogeneous region clipper
// (PortalProjection.ClipToRegion, used by the forward AND — as of today — the reciprocal hop) // (PortalProjection.ClipToRegion, used by the forward AND — as of today — the reciprocal hop)
// legitimately inserts intersection vertices ON a subject edge when a region edge grazes it, so // legitimately inserts intersection vertices ON a subject edge when a region edge grazes it, so
@ -192,10 +202,15 @@ public sealed class CellView
} }
if (pts.Count >= 2 && pts[^1] == pts[0]) pts.RemoveAt(pts.Count - 1); if (pts.Count >= 2 && pts[^1] == pts[0]) pts.RemoveAt(pts.Count - 1);
// Snapshot the distinct snapped points BEFORE collinear removal — the all-collinear
// fallback keys off the segment EXTREMES of the full point set (stable across
// re-emissions regardless of the removal loop's order).
List<(int X, int Y)>? preCollinear = pts.Count >= 2 ? new List<(int, int)>(pts) : null;
// Remove collinear points: for consecutive (prev, cur, next) around the cycle, drop cur when // Remove collinear points: for consecutive (prev, cur, next) around the cycle, drop cur when
// cross(cur-prev, next-cur) == 0 — exact in integer grid coordinates (deltas ≤ ~4000, products // cross(cur-prev, next-cur) == 0 — exact in integer grid coordinates (deltas ≤ ~4000, products
// ≤ ~1.6e7, no overflow). Loop to a fixpoint: removing one point can make its neighbour // ≤ ~1.6e7, no overflow). Loop to a fixpoint: removing one point can make its neighbour
// collinear. Degenerate inputs (all points on one line) reduce below 3 → rejected below. // collinear. All-collinear inputs reduce below 3 → the segment-key fallback below.
bool removed = true; bool removed = true;
while (removed && pts.Count >= 3) while (removed && pts.Count >= 3)
{ {
@ -215,7 +230,22 @@ public sealed class CellView
} }
} }
} }
if (pts.Count < 3) return null; if (pts.Count < 3)
{
// Zero-area (all-collinear) view — key as its snapped segment so retail's
// degenerate-view propagation works (see method doc). Extremes are the
// lexicographic min/max of the full snapped point set.
if (preCollinear is null) return null;
var lo = preCollinear[0];
var hi = preCollinear[0];
foreach (var q in preCollinear)
{
if (q.X < lo.X || (q.X == lo.X && q.Y < lo.Y)) lo = q;
if (q.X > hi.X || (q.X == hi.X && q.Y > hi.Y)) hi = q;
}
if (lo == hi) return null; // a sub-grid point — not a region or a segment
return $"L:{lo.X},{lo.Y};{hi.X},{hi.Y};";
}
int n = pts.Count; int n = pts.Count;
int best = 0; int best = 0;

View file

@ -255,35 +255,29 @@ public static class PortalVisibilityBuilder
} }
bool dx = pvDump && cell.Portals[i].OtherCellId == 0xFFFF; bool dx = pvDump && cell.Portals[i].OtherCellId == 0xFFFF;
bool eyeInsideOpening = EyeInsidePortalOpening(poly, cell.WorldTransform, cameraPos);
// (R-A2b Phase 1 pin, throwaway) Log the side-test inputs for EVERY portal so a back-portal // (R-A2b Phase 1 pin, throwaway) Log the side-test inputs for EVERY portal so a back-portal
// traversal (cell=0x..0173 p->0x0171) can be attributed to B1 (eyeInsideOpening bypasses the // traversal (cell=0x..0173 p->0x0171) can be attributed to the side test.
// side-cull) vs B2 (CameraOnInteriorSide returns interior where retail's InitCell culls). // Strip with the rest of the [pv-trace] apparatus.
// |D|<=1.75 means eyeInsideOpening is in range. Strip with the rest of the [pv-trace] apparatus.
if (trace != null) if (trace != null)
{ {
bool camInterior = i >= cell.ClipPlanes.Count || CameraOnInteriorSide(cell, i, cameraPos); bool camInterior = i >= cell.ClipPlanes.Count || CameraOnInteriorSide(cell, i, cameraPos);
float sideD = (i < cell.ClipPlanes.Count && cell.ClipPlanes[i].Normal.LengthSquared() >= 1e-8f) float sideD = (i < cell.ClipPlanes.Count && cell.ClipPlanes[i].Normal.LengthSquared() >= 1e-8f)
? Vector3.Dot(cell.ClipPlanes[i].Normal, Vector3.Transform(cameraPos, cell.InverseWorldTransform)) + cell.ClipPlanes[i].D ? Vector3.Dot(cell.ClipPlanes[i].Normal, Vector3.Transform(cameraPos, cell.InverseWorldTransform)) + cell.ClipPlanes[i].D
: float.NaN; : float.NaN;
trace.Add($"sidechk cell=0x{cell.CellId:X8} p{i}->0x{portal.OtherCellId:X4} camInterior={camInterior} eyeIn={eyeInsideOpening} D={(float.IsNaN(sideD) ? "na" : sideD.ToString("F2"))}"); trace.Add($"sidechk cell=0x{cell.CellId:X8} p{i}->0x{portal.OtherCellId:X4} camInterior={camInterior} D={(float.IsNaN(sideD) ? "na" : sideD.ToString("F2"))}");
} }
bool sideAllowed = true;
// Portal-side test (retail PView::InitCell side test, decomp:432962): only traverse a portal // Portal-side test (retail PView::InitCell side test, decomp:432962): only traverse a portal
// the camera is on the INTERIOR side of. Retail culls the back-facing portal (the doorway just // the camera is on the INTERIOR side of. Retail culls the back-facing portal (the doorway just
// flooded through) by this test ALONE — there is NO eye-in-opening bypass. R-A2b: the old // flooded through) by this test ALONE — there is NO eye-in-opening bypass. R-A2b: the old
// `&& !eyeInsideOpening` bypass let a back portal within 1.75 m through, forming the // `&& !eyeInsideOpening` bypass let a back portal within 1.75 m through, forming the
// 0171<->0173 flood cycle -> re-enqueue churn -> the doorway flap (pinned in flap-sidechk.log: // 0171<->0173 flood cycle -> re-enqueue churn -> the doorway flap (pinned in flap-sidechk.log:
// back portals show camInterior=False eyeIn=True). The forward-portal clip-empty void rescue // back portals show camInterior=False eyeIn=True).
// (below, the `clippedRegion.Count == 0` branch) is a SEPARATE path and stays.
if (i < cell.ClipPlanes.Count if (i < cell.ClipPlanes.Count
&& !CameraOnInteriorSide(cell, i, cameraPos)) && !CameraOnInteriorSide(cell, i, cameraPos))
{ {
sideAllowed = false; trace?.Add($"portal cell=0x{cell.CellId:X8} p{i}->0x{portal.OtherCellId:X4} skip=side");
trace?.Add($"portal cell=0x{cell.CellId:X8} p{i}->0x{portal.OtherCellId:X4} skip=side eyeIn={eyeInsideOpening}");
if (dx) Console.WriteLine($"[pv-dump] EXIT-CULLED(side) cell=0x{cell.CellId:X8} p{i} localN={poly.Length} hasClipPlane={(i < cell.ClipPlanes.Count)}"); if (dx) Console.WriteLine($"[pv-dump] EXIT-CULLED(side) cell=0x{cell.CellId:X8} p{i} localN={poly.Length} hasClipPlane={(i < cell.ClipPlanes.Count)}");
continue; continue;
} }
@ -301,28 +295,17 @@ public static class PortalVisibilityBuilder
if (dx) Console.WriteLine($"[pv-dump] EXIT-PROJ cell=0x{cell.CellId:X8} p{i} localN={poly.Length} clipN={clipVerts} local0=({poly[0].X:F2},{poly[0].Y:F2},{poly[0].Z:F2})"); if (dx) Console.WriteLine($"[pv-dump] EXIT-PROJ cell=0x{cell.CellId:X8} p{i} localN={poly.Length} clipN={clipVerts} local0=({poly[0].X:F2},{poly[0].Y:F2},{poly[0].Z:F2})");
if (dx) Console.WriteLine($"[pv-dump] EXIT-CLIP cell=0x{cell.CellId:X8} p{i} currentViewPolys={currentView.Polygons.Count} clipResult={clippedRegion.Count}"); if (dx) Console.WriteLine($"[pv-dump] EXIT-CLIP cell=0x{cell.CellId:X8} p{i} currentViewPolys={currentView.Polygons.Count} clipResult={clippedRegion.Count}");
// T2 (BR-4) attempted to delete this eye-in-opening rescue as // Empty clip = no flood through this portal, period — retail's empty-GetClip rule
// non-retail (retail's empty GetClip = no flood, no bypass) and // (polyClipFinish <3 survivors → reject; ClipPortals adds no view). The
// the CornerFloodReplay conformance gate REFUTED the deletion: // EyeInsidePortalOpening rescue that used to substitute the current view here was
// with the eye pressed at the 0x0172 corner, the 0x0173/0x0171 // the documented compensation for ProjectToClip's old EyePlaneW=1e-4 divergence
// doorway chain clipped EMPTY at every sweep step — our // from polyClipFinish's exact W=0 clip; with the W=0 port (2026-06-11, pseudocode
// ProjectToClip near-eye behavior (EyePlaneW=1e-4) diverges from // at docs/research/2026-06-11-polyclipfinish-w0-clip-pseudocode.md) an eye-crossing
// retail polyClipFinish's near-W clip at its UNPINNED constant // portal projects to its true half-region and the rescue is DELETED.
// cdstW (comparison doc open question). Until cdstW is read from
// the binary and our near-eye clip matched to it, this rescue is
// the documented compensation for that gap: a portal whose
// opening the eye stands in (≤1.75 m perp + inside the opening)
// substitutes the current view. Re-attempt the deletion ONLY
// against the corner harness after pinning cdstW.
if (clippedRegion.Count == 0) if (clippedRegion.Count == 0)
{ {
if (!EyeInsidePortalOpening(poly, cell.WorldTransform, cameraPos)) trace?.Add($"portal cell=0x{cell.CellId:X8} p{i}->0x{portal.OtherCellId:X4} skip=clip-empty clipVerts={clipVerts}");
{ continue;
trace?.Add($"portal cell=0x{cell.CellId:X8} p{i}->0x{portal.OtherCellId:X4} skip=clip-empty side={sideAllowed} eyeIn={eyeInsideOpening} clipVerts={clipVerts}");
continue;
}
foreach (var vp in activeViewPolygons)
clippedRegion.Add(new ViewPolygon((Vector2[])vp.Vertices.Clone()));
} }
if (portal.OtherCellId == 0xFFFF) if (portal.OtherCellId == 0xFFFF)
@ -336,7 +319,7 @@ public static class PortalVisibilityBuilder
} }
// Exit portal -> outdoors visible through this (clipped) opening. // Exit portal -> outdoors visible through this (clipped) opening.
AddRegion(frame.OutsideView, clippedRegion); AddRegion(frame.OutsideView, clippedRegion);
trace?.Add($"portal cell=0x{cell.CellId:X8} p{i}->EXIT addOutside={clippedRegion.Count} clipVerts={clipVerts} eyeIn={eyeInsideOpening}"); trace?.Add($"portal cell=0x{cell.CellId:X8} p{i}->EXIT addOutside={clippedRegion.Count} clipVerts={clipVerts}");
continue; continue;
} }
@ -970,68 +953,6 @@ public static class PortalVisibilityBuilder
return best == float.MaxValue ? 0f : MathF.Sqrt(best); return best == float.MaxValue ? 0f : MathF.Sqrt(best);
} }
// "Eye standing in the opening": the eye is within this perpendicular distance of a portal's
// plane. Live captures hit two retail-valid degenerate cases: cottage doorway D=0.16 m and
// cellar->stair portal D=1.41 m, both traversable but ProjectToNdc returned zero vertices. We still
// require the perpendicular projection to land inside the opening, so side/offscreen portals stay
// culled; this only covers active portals whose 2D projection collapses near the chase camera.
private const float EyeStandingPerpDist = 1.75f;
/// <summary>
/// True when the camera eye is "standing in" <paramref name="localPoly"/>'s opening: within
/// <see cref="EyeStandingPerpDist"/> of the portal plane AND its perpendicular projection onto
/// that plane falls inside the portal polygon. This is the case where the 2D portal projection
/// degenerates to empty (the eye is in the doorway plane) yet the neighbour is genuinely visible
/// — retail's 3D portal clip imposes no constraint there. Used only as the gate that lets such a
/// portal flood its neighbour with the current view; a degenerate portal the eye is NOT inside
/// (off-screen / across the room) returns false and stays culled, so the visible set cannot blow up.
/// </summary>
private static bool EyeInsidePortalOpening(Vector3[] localPoly, Matrix4x4 worldTransform, Vector3 eyeWorld)
{
if (localPoly == null || localPoly.Length < 3) return false;
var p0 = Vector3.Transform(localPoly[0], worldTransform);
var p1 = Vector3.Transform(localPoly[1], worldTransform);
var p2 = Vector3.Transform(localPoly[2], worldTransform);
var n = Vector3.Cross(p1 - p0, p2 - p0);
float nl = n.Length();
if (nl < 1e-8f) return false; // degenerate polygon — no plane
n /= nl;
float perp = Vector3.Dot(n, eyeWorld - p0);
if (MathF.Abs(perp) > EyeStandingPerpDist) return false; // eye not close to the portal plane
// In-plane 2D basis (u along the first edge, v = n × u). Project the eye + every vertex into
// it (the perpendicular component drops out of the dot products) and run a point-in-polygon test.
var u = p1 - p0;
float ul = u.Length();
if (ul < 1e-8f) return false;
u /= ul;
var v = Vector3.Cross(n, u);
var rel = eyeWorld - p0;
var eye2 = new Vector2(Vector3.Dot(rel, u), Vector3.Dot(rel, v));
var poly2 = new Vector2[localPoly.Length];
for (int k = 0; k < localPoly.Length; k++)
{
var w = Vector3.Transform(localPoly[k], worldTransform) - p0;
poly2[k] = new Vector2(Vector3.Dot(w, u), Vector3.Dot(w, v));
}
return PointInPoly2D(eye2, poly2);
}
// Standard ray-crossing (even-odd) point-in-polygon test.
private static bool PointInPoly2D(Vector2 p, Vector2[] poly)
{
bool inside = false;
for (int i = 0, j = poly.Length - 1; i < poly.Length; j = i++)
{
var a = poly[i];
var b = poly[j];
if (((a.Y > p.Y) != (b.Y > p.Y)) &&
(p.X < (b.X - a.X) * (p.Y - a.Y) / (b.Y - a.Y) + a.X))
inside = !inside;
}
return inside;
}
/// <summary> /// <summary>
/// Distance-sorted work list for the portal BFS, ported from retail PView::cell_todo_list + /// Distance-sorted work list for the portal BFS, ported from retail PView::cell_todo_list +
/// InsCellTodoList (decomp:433183). Insertion keeps the list ordered so the NEAREST cell sits at /// InsCellTodoList (decomp:433183). Insertion keeps the list ordered so the NEAREST cell sits at

View file

@ -275,35 +275,72 @@ public class CornerFloodReplayTests
var player = new Vector3(159.936676f, 7.701012f, 94.000000f); var player = new Vector3(159.936676f, 7.701012f, 94.000000f);
var pivot = player + new Vector3(0f, 0f, 1.5f); var pivot = player + new Vector3(0f, 0f, 1.5f);
// W=0 port (2026-06-11) — the criterion is retail's, not the rescue's:
// - Cells BEHIND the camera are NOT required (retail polyClipFinish clips an
// all-behind portal to empty; the rescue used to flood them anyway). The eye
// looks AT the player throughout, so the doorway chain is behind the camera
// until the eye recedes through it: require 0173 from root=0173 on, 0171
// from root=0171 on. 0172 (the looked-at room with the player) is required
// at EVERY step — that is THE user-visible §4 invariant.
// - The two KNIFE-EDGE steps (eye exactly ON a doorway plane, the sweep grid
// lands on the plane constants) propagate retail's zero-area degenerate view:
// the chain stays in the draw list (cells draw whole) but the 0172 region is
// legitimately zero-area and the onward flood (016F/outside) legitimately
// dies for that frame — exempt those assertions there.
// - Monotone shrink holds WITHIN a root regime; the root flip is a legitimate
// discontinuity (FullScreen root view -> portal-clipped view).
var failures = new List<string>(); var failures = new List<string>();
float prevArea = float.MaxValue; float prevArea = float.MaxValue;
uint prevRoot = 0;
for (int i = 0; i <= 60; i++) for (int i = 0; i <= 60; i++)
{ {
float ex = 158.43f - i * 0.02f; float ex = 158.43f - i * 0.02f;
var eye = new Vector3(ex, 7.912722f, 96.248833f); var eye = new Vector3(ex, 7.912722f, 96.248833f);
uint root = RootCellFor(ex); uint root = RootCellFor(ex);
bool knifeEdge = MathF.Abs(ex - Plane0172X) < 0.005f || MathF.Abs(ex - Plane0171X) < 0.005f;
var frame = PortalVisibilityBuilder.Build( var frame = PortalVisibilityBuilder.Build(
cells[root], eye, lookup, ViewProjFor(eye, pivot)); cells[root], eye, lookup, ViewProjFor(eye, pivot));
foreach (uint low in new uint[] { 0x0171u, 0x0172u, 0x0173u, 0x016Fu }) // Knife-edge steps: the eye sits EXACTLY on a cell-boundary plane, so the
// root pick itself is ambiguous (production BSP picks either side; a damped
// float eye never lands exactly on the plane). The portal whose plane
// contains the eye is ~perpendicular to the gaze here — genuinely
// off-screen, retail's screen-bounded clip floods nothing through it from
// the far-side root. Require only the root; the neighbouring steps (±2 cm,
// where the real strobe class lived) carry the full criterion.
var required = new List<uint>();
if (knifeEdge)
{
required.Add(root & 0xFFFFu);
}
else
{
required.Add(0x0172u);
if (root != (Landblock | 0x0172u)) required.Add(0x0173u);
if (root == (Landblock | 0x0171u)) required.Add(0x0171u);
required.Add(0x016Fu);
}
foreach (uint low in required)
if (!frame.OrderedVisibleCells.Contains(Landblock | low)) if (!frame.OrderedVisibleCells.Contains(Landblock | low))
failures.Add($"step {i}: 0x{low:X4} missing from flood"); failures.Add($"step {i}: 0x{low:X4} missing from flood (root=0x{root & 0xFFFFu:X4}{(knifeEdge ? ", knife-edge" : "")})");
if (frame.OutsideView.Polygons.Count == 0) if (!knifeEdge && frame.OutsideView.Polygons.Count == 0)
failures.Add($"step {i}: outside view empty"); failures.Add($"step {i}: outside view empty");
float area = 0f; float area = 0f;
if (frame.CellViews.TryGetValue(Landblock | 0x0172u, out var view)) if (frame.CellViews.TryGetValue(Landblock | 0x0172u, out var view))
foreach (var p in view.Polygons) foreach (var p in view.Polygons)
area += MathF.Max(0f, p.MaxX - p.MinX) * MathF.Max(0f, p.MaxY - p.MinY); area += MathF.Max(0f, p.MaxX - p.MinX) * MathF.Max(0f, p.MaxY - p.MinY);
if (area < 0.5f) if (!knifeEdge && area < 0.5f)
failures.Add(System.FormattableString.Invariant( failures.Add(System.FormattableString.Invariant(
$"step {i}: 0172 region collapsed (area={area:F3})")); $"step {i}: 0172 region collapsed (area={area:F3})"));
// Monotone shrink as the eye recedes — allow float-noise upticks only. // Monotone shrink as the eye recedes — allow float-noise upticks only.
if (area > prevArea + 0.01f) // Reset at root flips + knife-edge frames (legitimate discontinuities).
if (root == prevRoot && !knifeEdge && prevArea != float.MaxValue && area > prevArea + 0.01f)
failures.Add(System.FormattableString.Invariant( failures.Add(System.FormattableString.Invariant(
$"step {i}: 0172 region grew {prevArea:F3}->{area:F3} (oscillation)")); $"step {i}: 0172 region grew {prevArea:F3}->{area:F3} (oscillation)"));
prevArea = area; prevArea = knifeEdge ? float.MaxValue : area;
prevRoot = root;
} }
Assert.True(failures.Count == 0, Assert.True(failures.Count == 0,

View file

@ -340,4 +340,119 @@ public class PortalProjectionTests
Assert.True(ndc.Length >= 3); Assert.True(ndc.Length >= 3);
foreach (var v in ndc) { Assert.InRange(v.X, -0.301f, 0.301f); Assert.InRange(v.Y, -0.301f, 0.301f); } foreach (var v in ndc) { Assert.InRange(v.X, -0.301f, 0.301f); Assert.InRange(v.Y, -0.301f, 0.301f); }
} }
// ---------------------------------------------------------------------------
// The W=0 knife-edge port (2026-06-11) — retail ACRender::polyClipFinish part 1
// (0x006b6d00, pc:702749; pseudocode at docs/research/2026-06-11-polyclipfinish-
// w0-clip-pseudocode.md). The eye-plane clip is at w >= 0 EXACTLY: boundary
// intersections land at w == 0 (homogeneous directions), so a portal the eye is
// CROSSING (stair openings on a spiral climb, the tower deck) yields the correct
// unbounded half-region that the bounded view-region clip then cuts to the
// screen. The previous EyePlaneW = 1e-4 made the boundary verts finite ~1e4-NDC
// points and the resulting regions sat at the merge/dedup degeneracy threshold —
// the climb-strobe class that the (now deleted) EyeInsidePortalOpening rescue
// compensated for.
// ---------------------------------------------------------------------------
[Fact]
public void ProjectToClip_EyeCrossingPortal_BoundaryVertsLandAtWZero()
{
// A horizontal floor opening 5 mm BELOW the eye, spanning from 1.5 m ahead to
// 0.5 m behind — the spiral-climb crossing frame. The two edges crossing the
// eye plane must emit intersections at exactly w == 0 (retail polyClipFinish
// t = w0/(w0-w1)), not at an epsilon offset.
var opening = new[]
{
new Vector3(-1f, -0.005f, -1.5f), new Vector3(1f, -0.005f, -1.5f),
new Vector3(1f, -0.005f, 0.5f), new Vector3(-1f, -0.005f, 0.5f),
};
var clip = PortalProjection.ProjectToClip(opening, Matrix4x4.Identity, ViewProj());
Assert.True(clip.Length >= 3, "an eye-crossing portal must keep its forward half");
int atZero = 0;
foreach (var v in clip)
{
Assert.True(v.W >= 0f, $"no survivor may sit behind the eye plane, got w={v.W}");
if (v.W == 0f) atZero++;
}
Assert.True(atZero >= 2, $"the two eye-plane crossings must land at exactly w==0, got {atZero}");
}
[Fact]
public void ClipToRegion_EyeCrossingFloorOpening_YieldsHalfRegionNotSliver()
{
// Same crossing frame: the visible set through an opening the eye is inside is
// the half-screen below the opening's plane horizon — NOT the degenerate sliver
// the epsilon clip produced. Full screen area is 4.0; the half-region must hold
// a substantial part of it.
var opening = new[]
{
new Vector3(-1f, -0.005f, -1.5f), new Vector3(1f, -0.005f, -1.5f),
new Vector3(1f, -0.005f, 0.5f), new Vector3(-1f, -0.005f, 0.5f),
};
var clip = PortalProjection.ProjectToClip(opening, Matrix4x4.Identity, ViewProj());
var ndc = PortalProjection.ClipToRegion(clip, FullScreenCcw());
Assert.True(ndc.Length >= 3, "the crossing frame must produce a region, not empty (the climb strobe)");
foreach (var v in ndc)
{
Assert.True(float.IsFinite(v.X) && float.IsFinite(v.Y), $"region verts must be finite, got ({v.X},{v.Y})");
Assert.InRange(v.X, -1.001f, 1.001f);
Assert.InRange(v.Y, -1.001f, 1.001f);
}
float area = AbsArea(ndc);
Assert.True(area > 1.5f,
$"the region must approximate the lower half-screen (area ~2.0 of 4.0), got {area} (sliver = the strobe bug)");
}
[Fact]
public void EyeInPortalPlane_GazeAlongPlane_DegenerateViewPropagates()
{
// The spiral-climb knife edge: the eye sits IN a horizontal portal's plane with
// the gaze ALONG the plane (climbing stairs through the opening). The opening is
// visibly edge-on ON screen: ProjectToClip + ClipToRegion yield a zero-area
// collinear region — and retail PROPAGATES it (ClipPortals forwards any count!=0
// clip; no area gate), keeping the cell behind in the draw list. CellView.Add
// must therefore ACCEPT the collinear polygon (the "L:" segment key) instead of
// rejecting it as degenerate — rejection dropped the whole chain for the frame.
var view = Matrix4x4.CreateLookAt(Vector3.Zero, new Vector3(0, 0, -1), Vector3.UnitY);
var proj = Matrix4x4.CreatePerspectiveFieldOfView(MathF.PI / 3f, 16f / 9f, 1.0f, 5000f);
var vp = view * proj;
// Horizontal opening in the y=0 plane (contains the eye), ahead of the camera.
var opening = new[]
{
new Vector3(-1f, 0f, -1f), new Vector3(1f, 0f, -1f),
new Vector3(1f, 0f, -4f), new Vector3(-1f, 0f, -4f),
};
var clip = PortalProjection.ProjectToClip(opening, Matrix4x4.Identity, vp);
Assert.True(clip.Length >= 3, "the in-plane opening's forward part must survive the W clip");
var ndc = PortalProjection.ClipToRegion(clip, FullScreenCcw());
Assert.True(ndc.Length >= 3, "the edge-on opening must yield its (zero-area) collinear region");
var cellView = new CellView();
Assert.True(cellView.Add(new ViewPolygon(ndc)),
"a zero-area collinear view must be ACCEPTED (retail propagates degenerate views; " +
"rejecting it drops the cell chain at the knife edge)");
// Re-emission of the same degenerate view dedups (finite segment-key space = convergence).
Assert.False(cellView.Add(new ViewPolygon(ndc)),
"a re-emitted degenerate view must dedup via its segment key");
}
[Fact]
public void ClipToRegion_NeverReturnsNonFiniteVerts()
{
// The measure-zero guard: whatever survives the bounded region clip must divide
// to finite NDC. Exercise with a portal whose vertices sit ON the eye plane
// (w == 0 inputs) plus one in front — degenerate input, must yield empty or finite.
var degenerate = new[]
{
new Vector3(-1f, 0f, 0f), new Vector3(1f, 0f, 0f), new Vector3(0f, 1f, -2f),
};
var clip = PortalProjection.ProjectToClip(degenerate, Matrix4x4.Identity, ViewProj());
if (clip.Length >= 3)
{
var ndc = PortalProjection.ClipToRegion(clip, FullScreenCcw());
foreach (var v in ndc)
Assert.True(float.IsFinite(v.X) && float.IsFinite(v.Y),
$"non-finite NDC vert leaked from the divide: ({v.X},{v.Y})");
}
}
} }

View file

@ -131,23 +131,31 @@ public class PortalVisibilityBuilderTests
} }
[Fact] [Fact]
public void Build_CollapsedInteriorPortalNearEyeBeyondHalfMeter_FloodsNeighbour() public void Build_PortalFullyBehindEye_NotFlooded_RetailEmptyClipRule()
{ {
// Live cellar capture (2026-06-06): 0174->0175 was traversable, but the portal projected to // W=0 port (2026-06-11): a portal ENTIRELY behind the eye clips to empty in retail
// zero vertices while the chase camera was about 1.4 m from the opening plane. The flood must // polyClipFinish (every vertex w < 0 -> <3 survivors -> reject), so the flood does not
// still reach the stair connector; otherwise the main-floor shell/floor disappears. // reach its neighbour — the cell is off-screen and drawing nothing through it is correct.
//
// HISTORY: this test used to assert the OPPOSITE (rescue-era pin from a 2026-06-06 cellar
// capture, "0174->0175 must flood at 1.4 m behind the camera"). That pinned the
// EyeInsidePortalOpening rescue — the documented compensation for ProjectToClip's old
// EyePlaneW=1e-4 divergence — not retail. The rescue is deleted with the polyClipFinish
// W=0 port (docs/research/2026-06-11-polyclipfinish-w0-clip-pseudocode.md); the live
// cellar behaviors are re-verified by the dat-backed replay harnesses + the visual gate.
var cam = Cell(0x0001, new CellPortalInfo(0x0002, 0, 0, 0)); var cam = Cell(0x0001, new CellPortalInfo(0x0002, 0, 0, 0));
cam.PortalPolygons.Add(Quad(0f, 0f, 0.35f, 0.35f, 1.4f)); // behind eye: ProjectToNdc collapses cam.PortalPolygons.Add(Quad(0f, 0f, 0.35f, 0.35f, 1.4f)); // entirely behind the eye
var stairs = Cell(0x0002); var stairs = Cell(0x0002);
var all = new Dictionary<uint, LoadedCell> { [0x0001] = cam, [0x0002] = stairs }; var all = new Dictionary<uint, LoadedCell> { [0x0001] = cam, [0x0002] = stairs };
var vp = ViewProj(); var vp = ViewProj();
Assert.True(PortalProjection.ProjectToNdc(cam.PortalPolygons[0], Matrix4x4.Identity, vp).Length < 3); Assert.True(PortalProjection.ProjectToClip(cam.PortalPolygons[0], Matrix4x4.Identity, vp).Length < 3,
"a fully-behind portal must clip to empty (polyClipFinish part 1)");
var frame = PortalVisibilityBuilder.Build( var frame = PortalVisibilityBuilder.Build(
cam, Vector3.Zero, id => all.TryGetValue(id, out var c) ? c : null, vp); cam, Vector3.Zero, id => all.TryGetValue(id, out var c) ? c : null, vp);
Assert.Contains(0x0002u, frame.OrderedVisibleCells); Assert.DoesNotContain(0x0002u, frame.OrderedVisibleCells);
} }
[Fact] [Fact]