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>
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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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# 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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