fix(scenery): #48 unify scenery Z with physics-path triangle picker
Closes #48. Trees on sloped cells visibly hovered above the visible
terrain because GameWindow.SampleTerrainZ (the bilinear fallback used
during scenery hydration before physics registers a landblock) had
its diagonal arms swapped — used the SEtoNW triangle test on SWtoNE
cells and vice versa. The ACDREAM_DUMP_SCENERY_Z=1 diagnostic showed
every scenery line ran through the bilinear path (streaming race),
so on hilly terrain scenery was placed at a Z up to ~1.5 m off from
the visible mesh.
Latent since ff325ab (2026-04-17 "feat(ui): debug overlay + refined
input controls" carrying along the upgrade). That commit reached for
WorldBuilder TerrainUtils.GetHeight as the secondary oracle and
re-derived the triangle-pair tests; the named-retail / ACE algorithm
in TerrainSurface.SampleZ (used by the physics path / player Z) was
always correct, so player feet stayed flush — the two paths just
disagreed and only scenery noticed.
Fix:
- TerrainSurface.InterpolateZInTriangle (private static) — single
source of truth for the triangle pick + barycentric Z, sourced
from FUN_00532a50 / ACE LandblockStruct.ConstructPolygons.
- TerrainSurface.SampleZFromHeightmap (public static) — heightmap-
byte-array variant for the scenery hydration fallback. Both this
and TerrainSurface.SampleZ (instance) now delegate to the same
InterpolateZInTriangle.
- GameWindow.SampleTerrainZ — thin wrapper over the new static.
- TerrainSurfaceTests.SampleZFromHeightmap_AgreesWithInstance_AcrossWholeLandblock
asserts both sampler paths agree at 1500 sample points across both
diagonals, so future drift gets caught.
The ACDREAM_DUMP_SCENERY_Z=1 diagnostic in BuildSceneryEntitiesForStreaming
is kept committed (env-var gated, zero cost when off) — useful for
the related #49 scenery (X, Y) placement investigation filed in the
same commit.
Visual verified at Holtburg landblock 0xA9B30001 2026-05-06: the
formerly floating 32 m pines (setups 0x020002D3 / 0x020002D9) now
sit flush on the visible terrain mesh.
Test baseline: dotnet test reports the same 8 pre-existing motion /
BSP step-up failures as the handoff doc warned about — no new
failures introduced.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
This commit is contained in:
parent
c1bb43ab89
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5 changed files with 352 additions and 60 deletions
105
docs/ISSUES.md
105
docs/ISSUES.md
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@ -46,9 +46,112 @@ Copy this block when adding a new issue:
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# Active issues
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## #48 — A few specific scenery trees hover above terrain (per-GfxObj Z misplacement)
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## #49 — Scenery (X, Y) placement drifts from retail at some landblocks
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**Status:** OPEN
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**Severity:** MEDIUM (visible misplacement; species-specific or per-cell, not a global offset)
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**Filed:** 2026-05-06
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**Component:** scenery placement / `SceneryGenerator`
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**Description:** While verifying the `#48` Z fix at Holtburg
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landblock `0xA9B30001`, the user spotted a scenery tree placed at
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the **wrong (X, Y)** in acdream relative to retail at the same
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character coords. Specifically: a large tree that retail places far
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across the road on the right (east) side appears in acdream on the
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left (west) side, near a chess board / picnic-bench area. Side-by-
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side screenshot pair captured 2026-05-06.
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This is **not** a Z bug — every tree in the same screenshot has its
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trunk meeting the visible terrain (the `#48` `SampleTerrainZ` fix is
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working). It's also **not** the LandBlockInfo Stab path — the chess
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board / bench themselves are correctly placed, so the landblock
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origin and `lbOffset` math are right.
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**Hypotheses (need cdb retail trace to disambiguate):**
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1. The displacement-noise math in `SceneryGenerator` differs from
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retail's `chunk_005A0000` LCG by a constant or a sign flip. Audit
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`eeee4c5` claimed "all MATCH" against the decomp, but a runtime
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trace would prove or disprove.
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2. Coordinate-system handedness: cell-local `(lx, ly)` in our path
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may map to retail's `(ly, lx)` somewhere, rotating tree XY 90°
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around the cell's NW corner.
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3. The `obj.Align != 0` path in retail (`FUN_005a6f60`, aligns the
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object to the landcell polygon's normal) may use a different
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reference point than ours, drifting placement on sloped cells.
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4. Slope filter could reject a cell retail accepts (or vice versa),
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pushing trees into adjacent cells.
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5. Region-table / `SceneInfo` lookup might select a different
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scenery list for the cell type.
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**Investigation plan (gold-standard, per `project_retail_debugger.md`):**
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1. Run the existing `ACDREAM_DUMP_SCENERY_Z=1` diagnostic to capture
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acdream's full per-spawn (gfx, world XY, scale, partT) for
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landblock `0xA9B3FFFF`.
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2. Attach cdb to a live retail client at the same Holtburg spot
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(`tools/pdb-extract/check_exe_pdb.py` confirms PDB pairs with
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v11.4186). Set a breakpoint on `CLandBlock::get_land_scenes` (or
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the inner `chunk_005A0000` placement function); capture every
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`(gfxObjId, worldX, worldY, scale, heading)` retail emits for
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the same landblock.
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3. Diff the two tables. The spawn that's offset will be obvious;
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the offset pattern (one tree, all trees, one species, constant
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delta, etc.) determines which hypothesis above is correct.
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**Files:**
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- [`src/AcDream.Core/World/SceneryGenerator.cs`](src/AcDream.Core/World/SceneryGenerator.cs) — placement math (LCG noise, displacement, rotation, scale, slope filter)
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- `acclient!CLandBlock::get_land_scenes` (`docs/research/named-retail/acclient_2013_pseudo_c.txt`) — retail entry point
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- `chunk_005A0000.c` — referenced retail source per `SceneryGenerator.cs` comments
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- [`docs/research/named-retail/symbols.json`](docs/research/named-retail/symbols.json) — for cdb breakpoints
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**Acceptance:** Side-by-side outdoor screenshot pair (acdream vs
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retail, same character coords, same time of day) shows scenery
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positions matching at multiple landblocks. The cdb trace + diagnostic
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diff documents quantitative agreement (zero offset within float
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precision) on at least one landblock end-to-end.
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**Out of scope here (kept under `#48`):** Z floating. That's fixed.
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---
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## #48 — [DONE 2026-05-06 · (this commit)] A few specific scenery trees hover above terrain (per-GfxObj Z misplacement)
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**Resolution:** Hypothesis 2 (physics-sampler vs bilinear-fallback Z
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mismatch). The bilinear fallback in `GameWindow.SampleTerrainZ` had
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its two diagonal arms swapped — used the SEtoNW triangle test on
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SWtoNE cells and vice versa. Every scenery hydration in our
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diagnostic ran through the bilinear path (`source=bilinear` in all
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`[scenery-z]` log lines) because physics hadn't yet built a
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`TerrainSurface` for the streaming-in landblock — so on sloped
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cells, scenery sat at a different Z than the visible terrain mesh
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by up to ~1.5 m. The bug was latent since `ff325ab` (2026-04-17)
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which upgraded the fallback from naive 4-corner bilinear to
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triangle-aware barycentric, but with the diagonal-pair tests
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swapped. `TerrainSurface.SampleZ` (used by the physics path / player
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Z) was always correct, so player feet stayed flush — the two paths
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just disagreed and only scenery noticed.
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Fix: extracted the canonical triangle-pick math into
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`TerrainSurface.InterpolateZInTriangle` (private static); added
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`TerrainSurface.SampleZFromHeightmap` (public static) that reads
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heights directly from the landblock byte array using the same
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canonical math; redirected `GameWindow.SampleTerrainZ` to delegate
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to it. New conformance test
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`SampleZFromHeightmap_AgreesWithInstance_AcrossWholeLandblock` pins
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both sampler paths together at 1500 sample points across both
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diagonals, so future drift gets caught. User visually confirmed
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2026-05-06.
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The diagnostic dump (`ACDREAM_DUMP_SCENERY_Z=1`,
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`GameWindow.cs:4661`) is kept committed — it's gated by env var,
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zero cost when off, and is the right starting point for `#49`
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(scenery X/Y placement) too.
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Pseudocode: [`docs/research/2026-05-06-issue-48-fix-pseudocode.md`](docs/research/2026-05-06-issue-48-fix-pseudocode.md).
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**Status:** DONE
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**Severity:** LOW (cosmetic; ~3 trees per landblock, easy to ignore but obvious once spotted)
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**Filed:** 2026-05-06
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**Component:** rendering / scenery placement / terrain Z sampling
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86
docs/research/2026-05-06-issue-48-fix-pseudocode.md
Normal file
86
docs/research/2026-05-06-issue-48-fix-pseudocode.md
Normal file
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@ -0,0 +1,86 @@
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# Issue #48 fix — bilinear fallback triangle-pair test was swapped
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## Diagnosis (from the diagnostic dump)
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ACDREAM_DUMP_SCENERY_Z=1 in landblock 0xA9B3 around the user's spawn
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showed:
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- Every scenery line had `source=bilinear` (physics engine had not
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registered the landblock at hydration time — typical streaming race).
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- The trees flagged as "floating" had multi-part setups whose lowest
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vertex extended into the ground per our calc (`partWorldZMin =
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groundZ - 3.825`) — i.e., per the diagnostic the tree should sit
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flush. The retail client at the same world coords does sit flush.
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- Player Z at the same world coords (~91 m) came from the physics
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sampler (`TerrainSurface.SampleZ`), which is correct.
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That meant the bilinear fallback in `GameWindow.SampleTerrainZ` was
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producing a different ground Z than the visible terrain mesh and the
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player physics path on sloped cells, so trees were placed at a
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ground-Z that didn't match the terrain the player was walking on.
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## Root cause
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Two terrain Z samplers exist:
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1. `AcDream.Core.Physics.TerrainSurface.SampleZ` (instance) — used by the
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physics engine for player + entity ground-snap. Triangle-aware,
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matches the visible terrain mesh.
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2. `AcDream.App.Rendering.GameWindow.SampleTerrainZ` (private bilinear
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fallback) — used by scenery hydration when physics has not yet built
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a `TerrainSurface` for a streaming-in landblock.
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Both choose a per-cell **diagonal** with the AC2D `FSplitNESW` formula
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(constants `0x0CCAC033`, `0x421BE3BD`, `0x6C1AC587`, `0x519B8F25`).
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Both then choose one of the cell's two **triangles** based on the
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fractional position within the cell. **The fallback's two arms were
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swapped** relative to the chosen diagonal:
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| Diagonal | Correct dividing test | Correct triangles | Bilinear-fallback test (BUGGY) |
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|---|---|---|---|
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| `SWtoNE` (BL→TR, line y=x) | `tx > ty` | {BL,BR,TR} below / {BL,TR,TL} above | `s + t <= 1` (wrong — that's the SEtoNW test) |
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| `SEtoNW` (BR→TL, line x+y=1) | `tx + ty <= 1` | {BL,BR,TL} below / {BR,TR,TL} above | `s >= t` (wrong — that's the SWtoNE test) |
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On sloped cells the wrong triangle's plane gives a Z that disagrees
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with the rendered terrain by up to ~1.5 m. Flat cells happen to mask
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the bug because all four corners share one Z.
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## Fix
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1. Extract the correct triangle-picker math from `TerrainSurface.SampleZ`
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(instance) into a new public static method
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`TerrainSurface.SampleZFromHeightmap(byte[] heights, float[] heightTable,
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uint landblockX, uint landblockY, float localX, float localY)`.
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Same algorithm, but reads the four corner heights directly from the
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landblock's raw heightmap byte array instead of the pre-resolved
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instance cache. One source of truth for the triangle math.
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2. Replace `GameWindow.SampleTerrainZ` body with a call to that static.
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3. Conformance test in `tests/AcDream.Core.Tests/Physics/TerrainSurfaceTests.cs`
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exercising a sloped heightmap on both diagonals, asserting that the
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new static and the existing instance method return the same Z at the
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same `(localX, localY)` (especially at points near the cell diagonal
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where the previous bug manifested).
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## Why this is the right fix
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- Retail (`docs/research/named-retail/acclient_2013_pseudo_c.txt`) places
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scenery via `CLandBlock::get_land_scenes` (0x00530460) →
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`Plane::set_height(plane, &pos)` (0x0052f050), which projects the
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position onto the terrain triangle's plane. The split direction comes
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from the same `FSplitNESW` formula. Our `TerrainSurface.SampleZ` is a
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faithful port of that algorithm and is already used by physics; the
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bilinear fallback should be identical.
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- The bug is purely in the fallback path. Player Z is unaffected.
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- No retail behavior changes; only acdream consistency.
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- "Don't break" constraints from the handoff are satisfied:
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- Player Z snap untouched (different code path).
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- Species that already render flush still do (their Z was correct
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on cells where bilinear and physics agreed; now it's correct
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everywhere).
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## Pre-existing bugs out of scope
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The user reports separate (X, Y) misplacement at other locations.
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That's a different bug — likely in `SceneryGenerator`'s placement
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math or one of the terrain-mesh / region tables — and outside the
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scope of this fix. File as a follow-up issue.
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@ -2532,62 +2532,28 @@ public sealed class GameWindow : IDisposable
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}
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/// <summary>
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/// Bilinear sample of the landblock heightmap at (x, y) in landblock-local
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/// world units. Matches the x-major indexing convention of LandblockMesh.
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/// Triangle-aware terrain Z sample directly from a landblock's raw
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/// heightmap. Used as the bilinear fallback in scenery hydration when
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/// physics hasn't built a <c>TerrainSurface</c> for the landblock yet
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/// (streaming race). Delegates to
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/// <see cref="AcDream.Core.Physics.TerrainSurface.SampleZFromHeightmap"/>
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/// so this fallback and the player-physics path stay in lock-step on
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/// sloped cells.
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///
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/// <para>
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/// Issue #48: the previous in-place implementation here had its two
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/// diagonal arms swapped (SWtoNE cells used the SEtoNW triangle test
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/// and vice versa), so scenery on hilly terrain sat at a different Z
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/// than the visible terrain mesh — a multi-meter offset in some
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/// cells, the user-reported "floating trees" symptom.
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/// </para>
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/// </summary>
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private float SampleTerrainZ(DatReaderWriter.DBObjs.LandBlock block, float[] heightTable, float worldX, float worldY)
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private static float SampleTerrainZ(DatReaderWriter.DBObjs.LandBlock block, float[] heightTable, float localX, float localY)
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{
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// Exact port of WorldBuilder TerrainUtils.GetHeight (line 59-108).
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// Barycentric interpolation over the cell's triangle pair, respecting
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// the cell's split direction (SWtoNE vs SEtoNW).
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const float CellSize = 24f;
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uint cellX = (uint)(worldX / CellSize);
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uint cellY = (uint)(worldY / CellSize);
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if (cellX >= 8) cellX = 7;
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if (cellY >= 8) cellY = 7;
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uint landblockX = (block.Id >> 24) & 0xFFu;
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uint landblockY = (block.Id >> 16) & 0xFFu;
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var splitDirection = AcDream.Core.Terrain.TerrainBlending.CalculateSplitDirection(
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landblockX, cellX, landblockY, cellY);
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// 4 cell corners (heightmap x-major: Height[x*9 + y])
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float h0 = heightTable[block.Height[cellX * 9 + cellY]]; // BL
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float h1 = heightTable[block.Height[(cellX + 1) * 9 + cellY]]; // BR
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float h2 = heightTable[block.Height[(cellX + 1) * 9 + (cellY + 1)]]; // TR
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float h3 = heightTable[block.Height[cellX * 9 + (cellY + 1)]]; // TL
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float lx = worldX - cellX * CellSize;
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float ly = worldY - cellY * CellSize;
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float s = lx / CellSize;
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float t = ly / CellSize;
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if (splitDirection == AcDream.Core.Terrain.CellSplitDirection.SWtoNE)
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{
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if (s + t <= 1f)
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{
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return h0 * (1f - s - t) + h1 * s + h3 * t;
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}
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else
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{
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float u = s + t - 1f;
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float v = 1f - s;
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float w = 1f - u - v;
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return h1 * w + h2 * u + h3 * v;
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}
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}
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else // SEtoNW
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{
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if (s >= t)
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{
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return h0 * (1f - s) + h1 * (s - t) + h2 * t;
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}
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else
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{
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return h0 * (1f - t) + h2 * s + h3 * (t - s);
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}
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}
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return AcDream.Core.Physics.TerrainSurface.SampleZFromHeightmap(
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block.Height, heightTable, landblockX, landblockY, localX, localY);
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}
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private void OnLiveEntityDeleted(AcDream.Core.Net.Messages.DeleteObject.Parsed delete)
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@ -4674,6 +4640,11 @@ public sealed class GameWindow : IDisposable
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}
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if (float.IsPositiveInfinity(zMin)) { zMin = 0f; zMax = 0f; }
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// Per-part transform offset inside the setup (post-spawn-scale).
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// For setup spawns this is Setup.PlacementFrames[Default].Frames[i] *
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// spawn.Scale. For single-GfxObj spawns it's identity * spawn.Scale.
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var partT = mr.PartTransform.Translation;
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bool hasDD = dgfx.Flags.HasFlag(DatReaderWriter.Enums.GfxObjFlags.HasDIDDegrade);
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string ddInfo = string.Empty;
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if (hasDD && dgfx.DIDDegrade != 0)
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@ -4695,12 +4666,20 @@ public sealed class GameWindow : IDisposable
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}
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}
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// partWorldZMin = the lowest vertex of this part in world space.
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// = finalZ (setup origin in world Z) + partT.Z (part offset) + zMin (mesh-local lowest vertex)
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// If everything is right and the lowest part of the tree should
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// touch the ground, we expect partWorldZMin <= groundZ for at
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// least one part of a multi-part setup.
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float partWorldZMin = finalZ + partT.Z + zMin;
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Console.WriteLine(
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$"[scenery-z] lb=0x{lb.LandblockId:X8} root=0x{spawn.ObjectId:X8} gfx=0x{mr.GfxObjId:X8}" +
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$" source={source}" +
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$" world=({worldPx:F2},{worldPy:F2}) localXY=({localX:F2},{localY:F2})" +
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$" groundZ={groundZ:F3} BaseLoc.Z={spawn.LocalPosition.Z:F3} finalZ={finalZ:F3}" +
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$" zRange=[{zMin:F3}..{zMax:F3}] zSpan={zMax - zMin:F3}" +
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$" partT=({partT.X:F2},{partT.Y:F2},{partT.Z:F3}) spawnScale={spawn.Scale:F3}" +
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$" zRange=[{zMin:F3}..{zMax:F3}] partWorldZMin={partWorldZMin:F3} delta={partWorldZMin - groundZ:F3}" +
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$" hasDIDDegrade={hasDD}{ddInfo}");
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}
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}
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@ -143,23 +143,89 @@ public sealed class TerrainSurface
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// and ACE's LandblockStruct.ConstructPolygons.
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bool splitSWtoNE = IsSplitSWtoNE(_landblockX, (uint)cx, _landblockY, (uint)cy);
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return InterpolateZInTriangle(hBL, hBR, hTR, hTL, tx, ty, splitSWtoNE);
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}
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/// <summary>
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/// Sample terrain Z directly from a landblock's raw heightmap. Same
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/// algorithm as <see cref="SampleZ"/> (instance), but reads the four
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/// corner heights through <c>heightTable[heights[x*9+y]]</c> on the fly
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/// instead of from the pre-resolved instance cache. Use this when a
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/// <see cref="TerrainSurface"/> hasn't been built yet for a landblock —
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/// e.g. scenery hydration during streaming, before physics has registered
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/// the landblock. Both paths produce the same Z, so scenery sits flush
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/// with the visible terrain mesh and with the player physics path.
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///
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/// <para>
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/// Issue #48 root cause: the previous bilinear fallback in
|
||||
/// <c>GameWindow.SampleTerrainZ</c> had its two diagonal arms swapped
|
||||
/// (used the SEtoNW triangle test for SWtoNE cells and vice versa),
|
||||
/// so on sloped cells scenery sat at a different Z than the visible
|
||||
/// terrain by up to ~1.5 m. Routing the fallback through this static
|
||||
/// helper guarantees both samplers stay in lock-step.
|
||||
/// </para>
|
||||
/// </summary>
|
||||
public static float SampleZFromHeightmap(
|
||||
byte[] heights, float[] heightTable,
|
||||
uint landblockX, uint landblockY,
|
||||
float localX, float localY)
|
||||
{
|
||||
ArgumentNullException.ThrowIfNull(heights);
|
||||
ArgumentNullException.ThrowIfNull(heightTable);
|
||||
if (heights.Length < 81)
|
||||
throw new ArgumentException("heights must have 81 entries", nameof(heights));
|
||||
if (heightTable.Length < 256)
|
||||
throw new ArgumentException("heightTable must have 256 entries", nameof(heightTable));
|
||||
|
||||
float fx = Math.Clamp(localX / CellSize, 0f, CellsPerSide - 0.001f);
|
||||
float fy = Math.Clamp(localY / CellSize, 0f, CellsPerSide - 0.001f);
|
||||
int cx = (int)fx;
|
||||
int cy = (int)fy;
|
||||
cx = Math.Clamp(cx, 0, CellsPerSide - 1);
|
||||
cy = Math.Clamp(cy, 0, CellsPerSide - 1);
|
||||
|
||||
float tx = fx - cx;
|
||||
float ty = fy - cy;
|
||||
|
||||
// x-major heightmap indexing matches TerrainSurface's pre-resolution
|
||||
// (heights[x * 9 + y]) and ACE LandblockStruct.
|
||||
float hBL = heightTable[heights[cx * HeightmapSide + cy ]];
|
||||
float hBR = heightTable[heights[(cx+1) * HeightmapSide + cy ]];
|
||||
float hTR = heightTable[heights[(cx+1) * HeightmapSide + (cy+1)]];
|
||||
float hTL = heightTable[heights[cx * HeightmapSide + (cy+1)]];
|
||||
|
||||
bool splitSWtoNE = IsSplitSWtoNE(landblockX, (uint)cx, landblockY, (uint)cy);
|
||||
return InterpolateZInTriangle(hBL, hBR, hTR, hTL, tx, ty, splitSWtoNE);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Pick the cell's triangle for the chosen diagonal and barycentric-
|
||||
/// interpolate Z. Single source of truth shared by both
|
||||
/// <see cref="SampleZ"/> (instance, pre-resolved cache) and
|
||||
/// <see cref="SampleZFromHeightmap"/> (static, raw heightmap).
|
||||
/// Triangle layout matches ACE <c>LandblockStruct.ConstructPolygons</c>:
|
||||
/// SWtoNE cells split BL→TR (line y=x), SEtoNW cells split BR→TL
|
||||
/// (line x+y=1).
|
||||
/// </summary>
|
||||
private static float InterpolateZInTriangle(
|
||||
float hBL, float hBR, float hTR, float hTL,
|
||||
float tx, float ty, bool splitSWtoNE)
|
||||
{
|
||||
if (splitSWtoNE)
|
||||
{
|
||||
// Diagonal BL(0,0) → TR(1,1) — line y = x.
|
||||
// Triangles: {BL,BR,TR} below (tx > ty), {BL,TR,TL} above.
|
||||
if (tx > ty)
|
||||
return hBL + (hBR - hBL) * tx + (hTR - hBR) * ty; // BL+BR+TR triangle
|
||||
else
|
||||
return hBL + (hTR - hTL) * tx + (hTL - hBL) * ty; // BL+TR+TL triangle
|
||||
return hBL + (hBR - hBL) * tx + (hTR - hBR) * ty; // BL+BR+TR
|
||||
return hBL + (hTR - hTL) * tx + (hTL - hBL) * ty; // BL+TR+TL
|
||||
}
|
||||
else
|
||||
{
|
||||
// Diagonal BR(1,0) → TL(0,1) — line x + y = 1.
|
||||
// Triangles: {BL,BR,TL} below (tx+ty <= 1), {BR,TR,TL} above.
|
||||
if (tx + ty <= 1f)
|
||||
return hBL + (hBR - hBL) * tx + (hTL - hBL) * ty; // BL+BR+TL triangle
|
||||
else
|
||||
return hTR + (hTL - hTR) * (1f - tx) + (hBR - hTR) * (1f - ty); // BR+TR+TL triangle
|
||||
return hBL + (hBR - hBL) * tx + (hTL - hBL) * ty; // BL+BR+TL
|
||||
return hTR + (hTL - hTR) * (1f - tx) + (hBR - hTR) * (1f - ty); // BR+TR+TL
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
|||
|
|
@ -67,6 +67,64 @@ public class TerrainSurfaceTests
|
|||
Assert.Equal(42f, surface.SampleZ(300f, 300f));
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void SampleZFromHeightmap_AgreesWithInstance_AcrossWholeLandblock()
|
||||
{
|
||||
// Issue #48 conformance: the static SampleZFromHeightmap (bilinear
|
||||
// fallback used at scenery hydration before physics registers a
|
||||
// landblock) must produce the same Z as the instance SampleZ
|
||||
// (player physics path) at every (x, y). The previous fallback in
|
||||
// GameWindow had its diagonal arms swapped — this test pins both
|
||||
// paths to one source of truth.
|
||||
//
|
||||
// Heightmap with distinct per-(x,y) values so every triangle plane
|
||||
// is genuinely different from the others; flat / planar heightmaps
|
||||
// would mask a triangle-pick bug because all four corners would
|
||||
// give the same interpolated Z.
|
||||
var heights = new byte[81];
|
||||
for (int x = 0; x < 9; x++)
|
||||
for (int y = 0; y < 9; y++)
|
||||
heights[x * 9 + y] = (byte)((x * 17 + y * 13) % 256);
|
||||
|
||||
var hTable = LinearHeightTable();
|
||||
|
||||
// Pick a landblock where IsSplitSWtoNE(...) returns BOTH true and
|
||||
// false across the 64 cells — Holtburg coords (0xA9, 0xB3) work.
|
||||
const uint lbX = 0xA9, lbY = 0xB3;
|
||||
var instance = new TerrainSurface(heights, hTable, lbX, lbY);
|
||||
|
||||
// Sample on a fine grid (~1500 points) covering all 64 cells and
|
||||
// crossing every cell's diagonal boundary. A triangle-pick bug
|
||||
// would show up as a >0.5 m Z mismatch on the diagonal-spanning
|
||||
// cells (the corner heights vary by ~10 bytes = 10 Z each cell).
|
||||
for (float lx = 0.5f; lx < 192f; lx += 5f)
|
||||
for (float ly = 0.5f; ly < 192f; ly += 5f)
|
||||
{
|
||||
float instanceZ = instance.SampleZ(lx, ly);
|
||||
float staticZ = TerrainSurface.SampleZFromHeightmap(
|
||||
heights, hTable, lbX, lbY, lx, ly);
|
||||
Assert.True(
|
||||
Math.Abs(instanceZ - staticZ) < 0.0001f,
|
||||
$"Z mismatch at ({lx:F1},{ly:F1}) lb=(0x{lbX:X},0x{lbY:X}): instance={instanceZ:F4} static={staticZ:F4}");
|
||||
}
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void SampleZFromHeightmap_RejectsBadInputs()
|
||||
{
|
||||
var goodHeights = new byte[81];
|
||||
var goodTable = LinearHeightTable();
|
||||
|
||||
Assert.Throws<ArgumentNullException>(() =>
|
||||
TerrainSurface.SampleZFromHeightmap(null!, goodTable, 0, 0, 0f, 0f));
|
||||
Assert.Throws<ArgumentNullException>(() =>
|
||||
TerrainSurface.SampleZFromHeightmap(goodHeights, null!, 0, 0, 0f, 0f));
|
||||
Assert.Throws<ArgumentException>(() =>
|
||||
TerrainSurface.SampleZFromHeightmap(new byte[80], goodTable, 0, 0, 0f, 0f));
|
||||
Assert.Throws<ArgumentException>(() =>
|
||||
TerrainSurface.SampleZFromHeightmap(goodHeights, new float[255], 0, 0, 0f, 0f));
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void SampleSurfacePolygon_ReturnsContainingTriangleVertices()
|
||||
{
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue