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:
Erik 2026-05-07 14:30:25 +02:00
parent c1bb43ab89
commit a4693954d8
5 changed files with 352 additions and 60 deletions

View file

@ -2532,62 +2532,28 @@ public sealed class GameWindow : IDisposable
}
/// <summary>
/// Bilinear sample of the landblock heightmap at (x, y) in landblock-local
/// world units. Matches the x-major indexing convention of LandblockMesh.
/// Triangle-aware terrain Z sample directly from a landblock's raw
/// heightmap. Used as the bilinear fallback in scenery hydration when
/// physics hasn't built a <c>TerrainSurface</c> for the landblock yet
/// (streaming race). Delegates to
/// <see cref="AcDream.Core.Physics.TerrainSurface.SampleZFromHeightmap"/>
/// so this fallback and the player-physics path stay in lock-step on
/// sloped cells.
///
/// <para>
/// Issue #48: the previous in-place implementation here had its two
/// diagonal arms swapped (SWtoNE cells used the SEtoNW triangle test
/// and vice versa), so scenery on hilly terrain sat at a different Z
/// than the visible terrain mesh — a multi-meter offset in some
/// cells, the user-reported "floating trees" symptom.
/// </para>
/// </summary>
private float SampleTerrainZ(DatReaderWriter.DBObjs.LandBlock block, float[] heightTable, float worldX, float worldY)
private static float SampleTerrainZ(DatReaderWriter.DBObjs.LandBlock block, float[] heightTable, float localX, float localY)
{
// Exact port of WorldBuilder TerrainUtils.GetHeight (line 59-108).
// Barycentric interpolation over the cell's triangle pair, respecting
// the cell's split direction (SWtoNE vs SEtoNW).
const float CellSize = 24f;
uint cellX = (uint)(worldX / CellSize);
uint cellY = (uint)(worldY / CellSize);
if (cellX >= 8) cellX = 7;
if (cellY >= 8) cellY = 7;
uint landblockX = (block.Id >> 24) & 0xFFu;
uint landblockY = (block.Id >> 16) & 0xFFu;
var splitDirection = AcDream.Core.Terrain.TerrainBlending.CalculateSplitDirection(
landblockX, cellX, landblockY, cellY);
// 4 cell corners (heightmap x-major: Height[x*9 + y])
float h0 = heightTable[block.Height[cellX * 9 + cellY]]; // BL
float h1 = heightTable[block.Height[(cellX + 1) * 9 + cellY]]; // BR
float h2 = heightTable[block.Height[(cellX + 1) * 9 + (cellY + 1)]]; // TR
float h3 = heightTable[block.Height[cellX * 9 + (cellY + 1)]]; // TL
float lx = worldX - cellX * CellSize;
float ly = worldY - cellY * CellSize;
float s = lx / CellSize;
float t = ly / CellSize;
if (splitDirection == AcDream.Core.Terrain.CellSplitDirection.SWtoNE)
{
if (s + t <= 1f)
{
return h0 * (1f - s - t) + h1 * s + h3 * t;
}
else
{
float u = s + t - 1f;
float v = 1f - s;
float w = 1f - u - v;
return h1 * w + h2 * u + h3 * v;
}
}
else // SEtoNW
{
if (s >= t)
{
return h0 * (1f - s) + h1 * (s - t) + h2 * t;
}
else
{
return h0 * (1f - t) + h2 * s + h3 * (t - s);
}
}
return AcDream.Core.Physics.TerrainSurface.SampleZFromHeightmap(
block.Height, heightTable, landblockX, landblockY, localX, localY);
}
private void OnLiveEntityDeleted(AcDream.Core.Net.Messages.DeleteObject.Parsed delete)
@ -4674,6 +4640,11 @@ public sealed class GameWindow : IDisposable
}
if (float.IsPositiveInfinity(zMin)) { zMin = 0f; zMax = 0f; }
// Per-part transform offset inside the setup (post-spawn-scale).
// For setup spawns this is Setup.PlacementFrames[Default].Frames[i] *
// spawn.Scale. For single-GfxObj spawns it's identity * spawn.Scale.
var partT = mr.PartTransform.Translation;
bool hasDD = dgfx.Flags.HasFlag(DatReaderWriter.Enums.GfxObjFlags.HasDIDDegrade);
string ddInfo = string.Empty;
if (hasDD && dgfx.DIDDegrade != 0)
@ -4695,12 +4666,20 @@ public sealed class GameWindow : IDisposable
}
}
// partWorldZMin = the lowest vertex of this part in world space.
// = finalZ (setup origin in world Z) + partT.Z (part offset) + zMin (mesh-local lowest vertex)
// If everything is right and the lowest part of the tree should
// touch the ground, we expect partWorldZMin <= groundZ for at
// least one part of a multi-part setup.
float partWorldZMin = finalZ + partT.Z + zMin;
Console.WriteLine(
$"[scenery-z] lb=0x{lb.LandblockId:X8} root=0x{spawn.ObjectId:X8} gfx=0x{mr.GfxObjId:X8}" +
$" source={source}" +
$" world=({worldPx:F2},{worldPy:F2}) localXY=({localX:F2},{localY:F2})" +
$" groundZ={groundZ:F3} BaseLoc.Z={spawn.LocalPosition.Z:F3} finalZ={finalZ:F3}" +
$" zRange=[{zMin:F3}..{zMax:F3}] zSpan={zMax - zMin:F3}" +
$" partT=({partT.X:F2},{partT.Y:F2},{partT.Z:F3}) spawnScale={spawn.Scale:F3}" +
$" zRange=[{zMin:F3}..{zMax:F3}] partWorldZMin={partWorldZMin:F3} delta={partWorldZMin - groundZ:F3}" +
$" hasDIDDegrade={hasDD}{ddInfo}");
}
}

View file

@ -143,23 +143,89 @@ public sealed class TerrainSurface
// and ACE's LandblockStruct.ConstructPolygons.
bool splitSWtoNE = IsSplitSWtoNE(_landblockX, (uint)cx, _landblockY, (uint)cy);
return InterpolateZInTriangle(hBL, hBR, hTR, hTL, tx, ty, splitSWtoNE);
}
/// <summary>
/// Sample terrain Z directly from a landblock's raw heightmap. Same
/// algorithm as <see cref="SampleZ"/> (instance), but reads the four
/// corner heights through <c>heightTable[heights[x*9+y]]</c> on the fly
/// instead of from the pre-resolved instance cache. Use this when a
/// <see cref="TerrainSurface"/> hasn't been built yet for a landblock —
/// e.g. scenery hydration during streaming, before physics has registered
/// the landblock. Both paths produce the same Z, so scenery sits flush
/// with the visible terrain mesh and with the player physics path.
///
/// <para>
/// 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
}
}