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
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5 changed files with 352 additions and 60 deletions
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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
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/// <c>GameWindow.SampleTerrainZ</c> had its two diagonal arms swapped
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/// (used the SEtoNW triangle test for SWtoNE cells and vice versa),
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/// so on sloped cells scenery sat at a different Z than the visible
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/// terrain by up to ~1.5 m. Routing the fallback through this static
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/// helper guarantees both samplers stay in lock-step.
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/// </para>
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/// </summary>
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public static float SampleZFromHeightmap(
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byte[] heights, float[] heightTable,
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uint landblockX, uint landblockY,
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float localX, float localY)
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{
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ArgumentNullException.ThrowIfNull(heights);
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ArgumentNullException.ThrowIfNull(heightTable);
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if (heights.Length < 81)
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throw new ArgumentException("heights must have 81 entries", nameof(heights));
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if (heightTable.Length < 256)
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throw new ArgumentException("heightTable must have 256 entries", nameof(heightTable));
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float fx = Math.Clamp(localX / CellSize, 0f, CellsPerSide - 0.001f);
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float fy = Math.Clamp(localY / CellSize, 0f, CellsPerSide - 0.001f);
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int cx = (int)fx;
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int cy = (int)fy;
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cx = Math.Clamp(cx, 0, CellsPerSide - 1);
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cy = Math.Clamp(cy, 0, CellsPerSide - 1);
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float tx = fx - cx;
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float ty = fy - cy;
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// x-major heightmap indexing matches TerrainSurface's pre-resolution
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// (heights[x * 9 + y]) and ACE LandblockStruct.
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float hBL = heightTable[heights[cx * HeightmapSide + cy ]];
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float hBR = heightTable[heights[(cx+1) * HeightmapSide + cy ]];
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float hTR = heightTable[heights[(cx+1) * HeightmapSide + (cy+1)]];
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float hTL = heightTable[heights[cx * HeightmapSide + (cy+1)]];
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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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/// Pick the cell's triangle for the chosen diagonal and barycentric-
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/// interpolate Z. Single source of truth shared by both
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/// <see cref="SampleZ"/> (instance, pre-resolved cache) and
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/// <see cref="SampleZFromHeightmap"/> (static, raw heightmap).
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/// Triangle layout matches ACE <c>LandblockStruct.ConstructPolygons</c>:
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/// SWtoNE cells split BL→TR (line y=x), SEtoNW cells split BR→TL
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/// (line x+y=1).
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/// </summary>
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private static float InterpolateZInTriangle(
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float hBL, float hBR, float hTR, float hTL,
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float tx, float ty, bool splitSWtoNE)
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{
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if (splitSWtoNE)
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{
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// Diagonal BL(0,0) → TR(1,1) — line y = x.
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// Triangles: {BL,BR,TR} below (tx > ty), {BL,TR,TL} above.
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if (tx > ty)
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return hBL + (hBR - hBL) * tx + (hTR - hBR) * ty; // BL+BR+TR triangle
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else
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return hBL + (hTR - hTL) * tx + (hTL - hBL) * ty; // BL+TR+TL triangle
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return hBL + (hBR - hBL) * tx + (hTR - hBR) * ty; // BL+BR+TR
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return hBL + (hTR - hTL) * tx + (hTL - hBL) * ty; // BL+TR+TL
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}
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else
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{
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// Diagonal BR(1,0) → TL(0,1) — line x + y = 1.
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// Triangles: {BL,BR,TL} below (tx+ty <= 1), {BR,TR,TL} above.
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if (tx + ty <= 1f)
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return hBL + (hBR - hBL) * tx + (hTL - hBL) * ty; // BL+BR+TL triangle
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else
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return hTR + (hTL - hTR) * (1f - tx) + (hBR - hTR) * (1f - ty); // BR+TR+TL triangle
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return hBL + (hBR - hBL) * tx + (hTL - hBL) * ty; // BL+BR+TL
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return hTR + (hTL - hTR) * (1f - tx) + (hBR - hTR) * (1f - ty); // BR+TR+TL
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}
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}
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