phase(N.1): delete legacy scenery code path; WB is the only path
Phase N.1 step 8 (final code cleanup): now that ACDREAM_USE_WB_SCENERY
has been default-on (commit b84ecbd), remove the legacy in-line
algorithms so we don't accumulate dead-code drift.
Deleted:
- SceneryGenerator.UseWbScenery (feature flag)
- SceneryGenerator.IsOnRoad / DisplaceObject / RoadHalfWidth (legacy
ports — Generate used to call them)
- The legacy in-line implementation in Generate()
- SceneryGeneratorTests.DisplaceObject_* (test the deleted method)
- SceneryWbConformanceTests.cs entirely (purpose served — proved
equivalence pre-migration; would compare WB to WB after delete)
Renamed:
- GenerateViaWb -> GenerateInternal (it's the only path now)
Kept:
- Public IsRoadVertex predicate (small surface, useful)
- WbSceneryAdapter (consumed by GenerateInternal)
- All WbSceneryAdapterTests (still cover the adapter)
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
This commit is contained in:
parent
b84ecbda51
commit
b0ec6deb50
3 changed files with 24 additions and 615 deletions
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@ -25,11 +25,11 @@ namespace AcDream.Core.World;
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/// (scale hash constant 0x7f51=32593 not in dumped chunks;
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/// confirmed against ACViewer which matches all other constants)
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///
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/// Key implementation note: the decompiled client computes each LCG value as a
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/// signed 32-bit int, then normalises with "if (val < 0) val += 2^32" before
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/// dividing by 2^32. This is equivalent to our unchecked((uint)(...)) cast.
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/// ACViewer's reference omits this cast and is subtly wrong for negative inputs.
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/// We deliberately match the decompiled client, not ACViewer.
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/// Phase N.1 (2026-05-08): migrated all algorithm calls to WorldBuilder's
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/// <c>SceneryHelpers</c> + <c>TerrainUtils</c>. The legacy in-line implementations
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/// have been removed; <c>WbSceneryAdapter</c> bridges <c>LandBlock</c> data to WB's
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/// <c>TerrainEntry[]</c>. See
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/// <c>docs/superpowers/specs/2026-05-08-phase-n1-scenery-via-wb-helpers-design.md</c>.
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/// </summary>
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public static class SceneryGenerator
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{
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@ -37,15 +37,7 @@ public static class SceneryGenerator
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private const int VerticesPerSide = 9;
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private const float CellSize = 24.0f;
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private const float LandblockSize = 192.0f; // 8 cells * 24 units
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/// <summary>
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/// Phase N.1: scenery placement uses WorldBuilder's <c>SceneryHelpers</c>
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/// + <c>TerrainUtils</c> by default. Set <c>ACDREAM_USE_WB_SCENERY=0</c>
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/// to restore the legacy in-line algorithms (escape hatch — to be deleted
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/// in Task 8 once we have a session of green visuals).
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/// </summary>
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internal static readonly bool UseWbScenery =
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System.Environment.GetEnvironmentVariable("ACDREAM_USE_WB_SCENERY") != "0";
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private const int CellsPerSide = 8;
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public readonly record struct ScenerySpawn(
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uint ObjectId, // GfxObj or Setup id
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@ -54,12 +46,9 @@ public static class SceneryGenerator
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float Scale);
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/// <summary>
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/// Generate all scenery entries for one landblock. Uses the bit-packed
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/// TerrainInfo Type (bits 2-6) and Scenery (bits 11-15) fields to index into
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/// Region.TerrainInfo.TerrainTypes[type].SceneTypes[scenery] → a SceneInfo
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/// index into Region.SceneInfo.SceneTypes[sceneInfo].Scenes. Each cell picks
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/// one scene via a pseudo-random hash of the cell's global coordinates, then
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/// iterates the scene's ObjectDesc entries with per-object frequency rolls.
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/// Generate all scenery entries for one landblock. Phase N.1 migrated this
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/// to call WorldBuilder's <c>SceneryHelpers</c> + <c>TerrainUtils</c>;
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/// see <c>docs/superpowers/specs/2026-05-08-phase-n1-scenery-via-wb-helpers-design.md</c>.
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/// </summary>
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public static IReadOnlyList<ScenerySpawn> Generate(
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DatCollection dats,
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@ -69,210 +58,20 @@ public static class SceneryGenerator
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HashSet<int>? buildingCells = null,
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float[]? heightTable = null)
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{
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// Phase N.1: route to the WorldBuilder-backed implementation when
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// ACDREAM_USE_WB_SCENERY=1. See
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// docs/superpowers/specs/2026-05-08-phase-n1-scenery-via-wb-helpers-design.md.
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if (UseWbScenery)
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return GenerateViaWb(dats, region, block, landblockId, buildingCells);
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var result = new List<ScenerySpawn>();
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if (region.TerrainInfo?.TerrainTypes is null || region.SceneInfo?.SceneTypes is null)
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return result;
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uint blockX = (landblockId >> 24) * 8; // 8 cells per landblock
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uint blockY = ((landblockId >> 16) & 0xFFu) * 8;
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// RETAIL iterates 9×9 = 81 VERTICES, not 8×8 = 64 cells.
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// Named retail: CLandBlock::get_land_scenes (0x00530460) uses
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// `side_vertex_count` (offset 0x40, value 9) as the loop bound.
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// The do-while condition `(var+1) < side_vertex_count` runs var 0..8.
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// Edge vertices (x=8 or y=8) produce valid spawns when the per-object
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// displacement shifts the position back into the [0, 192) range.
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for (int x = 0; x < VerticesPerSide; x++)
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{
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for (int y = 0; y < VerticesPerSide; y++)
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{
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int i = x * VerticesPerSide + y;
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ushort raw = block.Terrain[i];
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uint terrainType = (uint)((raw >> 2) & 0x1F); // bits 2-6
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uint sceneType = (uint)((raw >> 11) & 0x1F); // bits 11-15
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// NOTE: retail does NOT skip based on this vertex's road bit.
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// The road test happens AFTER displacement via the 4-corner
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// polygonal OnRoad check (see below). Removing the
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// pre-displacement early-exit restores retail behavior.
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if (terrainType >= region.TerrainInfo.TerrainTypes.Count) continue;
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var sceneTypeList = region.TerrainInfo.TerrainTypes[(int)terrainType].SceneTypes;
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if (sceneType >= sceneTypeList.Count) continue;
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uint sceneInfo = sceneTypeList[(int)sceneType];
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if (sceneInfo >= region.SceneInfo.SceneTypes.Count) continue;
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var scenes = region.SceneInfo.SceneTypes[(int)sceneInfo].Scenes;
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if (scenes.Count == 0) continue;
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uint cellX = (uint)x;
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uint cellY = (uint)y;
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uint globalCellX = cellX + blockX;
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uint globalCellY = cellY + blockY;
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// Scene-selection hash: picks one scene from the terrain's scene list.
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// Decompiled: chunk_00530000.c line 1144
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// iVar5 = (iVar8 * 0x2a7f2b89 + 0x6c1ac587) * iVar9 + iVar8 * -0x421be3bd + 0x7f8cda01
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// where iVar8=globalCellX, iVar9=globalCellY.
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uint cellMat = globalCellY * (712977289u * globalCellX + 1813693831u)
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- 1109124029u * globalCellX + 2139937281u;
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double offset = cellMat * 2.3283064e-10;
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int sceneIdx = (int)(scenes.Count * offset);
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if (sceneIdx >= scenes.Count || sceneIdx < 0) sceneIdx = 0;
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uint sceneId = (uint)scenes[sceneIdx];
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var scene = dats.Get<Scene>(sceneId);
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if (scene is null) continue;
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// Per-object hashes: roll frequency, compute displacement, scale, rotation.
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// Decompiled: chunk_00530000.c lines 1168-1174
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// iStack_60 = iVar9 * 0x6c1ac587 → cellYMat
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// uStack_78 = iVar9 * iVar8 * 0x5111bfef + 0x70892fb7 → cellMat2
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// iStack_64 = iVar8 * -0x421be3bd → cellXMat
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// initial: local_90 = uStack_78 * 0x5b67 (j=0 term)
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// per-loop: iStack_70 = (iStack_60 - local_90) + iStack_64; local_90 += uStack_78
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// ⟹ iStack_70 = cellYMat - cellMat2 * (0x5b67 + j) + cellXMat
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uint cellXMat = unchecked(0u - 1109124029u * globalCellX);
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uint cellYMat = 1813693831u * globalCellY;
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uint cellMat2 = 1360117743u * globalCellX * globalCellY + 1888038839u;
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for (uint j = 0; j < scene.Objects.Count; j++)
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{
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var obj = scene.Objects[(int)j];
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if (obj.WeenieObj != 0) continue; // Weenie entries are dynamic spawns, not static scenery
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// Frequency roll: chunk_00530000.c line 1174 + 1179
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// (fVar1 * _DAT_007c6f10 < (float)piVar11[0x11]) → noise < obj.Frequency
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double noise = unchecked((uint)(cellXMat + cellYMat - cellMat2 * (23399u + j))) * 2.3283064e-10;
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if (noise >= obj.Frequency) continue;
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// Displacement: pseudo-random offset within the cell.
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var localPos = DisplaceObject(obj, globalCellX, globalCellY, j);
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float lx = cellX * CellSize + localPos.X;
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float ly = cellY * CellSize + localPos.Y;
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if (lx < 0 || ly < 0 || lx >= LandblockSize || ly >= LandblockSize)
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continue;
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// Retail post-displacement road check (FUN_00530d30).
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// Ported from ACViewer Landblock.OnRoad — uses the 4-corner
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// road bits of the containing cell plus the 5-unit road
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// half-width to test whether the displaced (lx,ly) lies on
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// the road ribbon.
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bool isOnRoad = IsOnRoad(block, lx, ly);
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if (isOnRoad)
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{
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continue;
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}
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// Per-spawn building check on the DISPLACED position's cell.
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// Retail: CSortCell::has_building(cell) per spawn, not per vertex.
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// WorldBuilder: buildingsGrid[gx2, gy2] with 8×8 cell grid.
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if (buildingCells is not null)
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{
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int dcx = Math.Clamp((int)(lx / CellSize), 0, CellsPerSide - 1);
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int dcy = Math.Clamp((int)(ly / CellSize), 0, CellsPerSide - 1);
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if (buildingCells.Contains(dcx * VerticesPerSide + dcy))
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continue;
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}
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// Slope filter: retail uses CLandCell::find_terrain_poly →
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// polygon->plane.N.z to get the triangle-specific normal.
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// SampleNormalZFromHeightmap picks the correct triangle via
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// the cell's split direction, matching retail + WorldBuilder.
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if (heightTable is not null && (obj.MinSlope > 0f || obj.MaxSlope < 1f))
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{
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float nz = AcDream.Core.Physics.TerrainSurface.SampleNormalZFromHeightmap(
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block.Height, heightTable,
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landblockId >> 24, (landblockId >> 16) & 0xFFu,
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lx, ly);
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if (nz < obj.MinSlope || nz > obj.MaxSlope) continue;
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}
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// BaseLoc.Z offset: scenery-specific vertical offset from
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// the ground (e.g., flowers planted at -0.1m so they
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// don't float above grass). The renderer adds groundZ
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// later, so pass the BaseLoc.Z through as-is.
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float lz = obj.BaseLoc.Origin.Z;
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// Rotation: chunk_005A0000.c lines 4924-4931 (FUN_005a6e60)
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// Retail calls FUN_00425f10(baseLoc) to copy baseLoc.Orientation
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// into the frame, THEN calls AFrame::set_heading(degrees).
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//
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// set_heading uses yaw = -(450 - heading) % 360 before converting
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// to a quaternion, which introduces a 90° offset + sign flip
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// relative to a naive Z rotation. WorldBuilder's
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// SceneryHelpers.SetHeading reproduces this.
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//
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// For objects with Align != 0, retail uses FUN_005a6f60 to
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// align to the landcell polygon's normal instead of setting
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// heading from the noise.
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//
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// Composition: final = baseLoc.Orientation * headingQuat
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Quaternion rotation = obj.BaseLoc.Orientation;
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if (rotation.LengthSquared() < 0.0001f)
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rotation = Quaternion.Identity;
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if (obj.MaxRotation > 0f)
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{
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double rotNoise = unchecked((uint)(1813693831u * globalCellY
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- (j + 63127u) * (1360117743u * globalCellY * globalCellX + 1888038839u)
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- 1109124029u * globalCellX)) * 2.3283064e-10;
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float degrees = (float)(rotNoise * obj.MaxRotation);
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// AFrame::set_heading transform — matches retail.
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float yawDeg = -((450f - degrees) % 360f);
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float yawRad = yawDeg * MathF.PI / 180f;
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var headingQuat = Quaternion.CreateFromAxisAngle(Vector3.UnitZ, yawRad);
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rotation = headingQuat * rotation;
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}
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// Scale: ACViewer Physics/Common/ObjectDesc.cs ScaleObj() (confirmed matches pattern)
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// offset constant 0x7f51 = 32593 (not in dumped chunks; cross-verified via ACViewer)
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// same LCG structure as rotation/displacement; uint cast per decompiled normalisation
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float scale;
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if (obj.MinScale == obj.MaxScale)
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{
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scale = obj.MaxScale;
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}
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else
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{
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double scaleNoise = unchecked((uint)(1813693831u * globalCellY
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- (j + 32593u) * (1360117743u * globalCellY * globalCellX + 1888038839u)
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- 1109124029u * globalCellX)) * 2.3283064e-10;
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scale = (float)(Math.Pow(obj.MaxScale / obj.MinScale, scaleNoise) * obj.MinScale);
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}
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if (scale <= 0) scale = 1f;
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result.Add(new ScenerySpawn(
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ObjectId: obj.ObjectId,
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LocalPosition: new Vector3(lx, ly, lz),
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Rotation: rotation,
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Scale: scale));
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}
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}
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}
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return result;
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// heightTable kept for backward compat; WB path uses
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// region.LandDefs.LandHeightTable internally via TerrainUtils.GetNormal.
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_ = heightTable;
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return GenerateInternal(dats, region, block, landblockId, buildingCells);
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}
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/// <summary>
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/// Phase N.1 alternative implementation that delegates the
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/// algorithm calls to WorldBuilder's <c>SceneryHelpers</c> +
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/// <c>TerrainUtils</c>. Structurally identical to <see cref="Generate"/>
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/// but with WB's tested ports doing the work. Selected by
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/// <see cref="UseWbScenery"/>.
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/// Returns true if the raw terrain word indicates a road vertex.
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/// Bits 0-1 of the terrain word encode the road type; any non-zero value
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/// means the vertex is on a road. Ported from ACViewer GetRoad().
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/// </summary>
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private static IReadOnlyList<ScenerySpawn> GenerateViaWb(
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public static bool IsRoadVertex(ushort raw) => (raw & 0x3u) != 0;
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private static IReadOnlyList<ScenerySpawn> GenerateInternal(
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DatCollection dats,
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Region region,
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LandBlock block,
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@ -394,160 +193,4 @@ public static class SceneryGenerator
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return result;
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}
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/// <summary>
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/// Returns true if the raw terrain word indicates a road vertex.
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/// Bits 0-1 of the terrain word encode the road type; any non-zero value
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/// means the vertex is on a road. Ported from ACViewer GetRoad().
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/// </summary>
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public static bool IsRoadVertex(ushort raw) => (raw & 0x3u) != 0;
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/// <summary>
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/// Half-width of a road ribbon in world units — the road extends from each
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/// road vertex by this amount into the neighbor cells. Matches retail's
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/// `_DAT_007c9cc0 = 5.0f` in FUN_00530d30.
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/// </summary>
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private const float RoadHalfWidth = 5.0f;
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/// <summary>
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/// Retail-faithful road ribbon test — direct port of ACViewer's
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/// Landblock.OnRoad (Physics/Common/Landblock.cs lines 300-398), which
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/// itself is a port of CLandBlock::on_road (named-retail 0x0052FFF0).
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///
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/// Classifies the 4 corners of the cell containing (lx, ly) by road type
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/// (bits 0-1 of the terrain word) and applies a different geometric test
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/// based on which corners are road vertices. Road ribbons have a 5m
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/// half-width (TileLength - RoadWidth = 19m).
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/// </summary>
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internal static bool IsOnRoad(LandBlock block, float lx, float ly)
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{
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int x = (int)MathF.Floor(lx / CellSize);
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int y = (int)MathF.Floor(ly / CellSize);
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// Clamp so we don't index past the 9x9 terrain grid
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x = Math.Clamp(x, 0, CellsPerSide - 1);
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y = Math.Clamp(y, 0, CellsPerSide - 1);
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float rMin = RoadHalfWidth; // 5
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float rMax = CellSize - RoadHalfWidth; // 19
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// Corner road bits (ACViewer convention):
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// r0 = (x0, y0) = SW
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// r1 = (x0, y1) = NW
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// r2 = (x1, y0) = SE
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// r3 = (x1, y1) = NE
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bool r0 = IsRoadVertex(block.Terrain[x * VerticesPerSide + y]);
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bool r1 = IsRoadVertex(block.Terrain[x * VerticesPerSide + (y + 1)]);
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bool r2 = IsRoadVertex(block.Terrain[(x + 1) * VerticesPerSide + y]);
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bool r3 = IsRoadVertex(block.Terrain[(x + 1) * VerticesPerSide + (y + 1)]);
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if (!r0 && !r1 && !r2 && !r3) return false;
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float dx = lx - x * CellSize;
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float dy = ly - y * CellSize;
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if (r0)
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{
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if (r1)
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{
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if (r2)
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{
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if (r3) return true;
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return dx < rMin || dy < rMin;
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}
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else
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{
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if (r3) return dx < rMin || dy > rMax;
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return dx < rMin;
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}
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}
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else
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||||
{
|
||||
if (r2)
|
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{
|
||||
if (r3) return dx > rMax || dy < rMin;
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||||
return dy < rMin;
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||||
}
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||||
else
|
||||
{
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if (r3) return MathF.Abs(dx - dy) < rMin;
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return dx + dy < rMin;
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||||
}
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||||
}
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}
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else
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{
|
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if (r1)
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{
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if (r2)
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{
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if (r3) return dx > rMax || dy > rMax;
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return MathF.Abs(dx + dy - CellSize) < rMin;
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}
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else
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{
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if (r3) return dy > rMax;
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return CellSize + dx - dy < rMin;
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}
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||||
}
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else
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{
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if (r2)
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{
|
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if (r3) return dx > rMax;
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return CellSize - dx + dy < rMin;
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}
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||||
else
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{
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if (r3) return CellSize * 2f - dx - dy < rMin;
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return false;
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||||
}
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}
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||||
}
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||||
}
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||||
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private const int CellsPerSide = 8;
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|
||||
/// <summary>
|
||||
/// Pseudo-random displacement within a cell for a scenery object. Returns a
|
||||
/// Vector3 in local cell-offset space (the caller adds it to the cell corner
|
||||
/// to get landblock-local position).
|
||||
///
|
||||
/// Verified against decompiled acclient.exe: chunk_005A0000.c lines 4844-4903 (FUN_005a6cc0).
|
||||
/// X offset constant 0xb2cd = 45773; Y offset constant 0x11c0f = 72719.
|
||||
/// Quadrant hash: line 4880; thresholds 0.25/0.5/0.75 map to _DAT_007c97cc/_DAT_007938b8/_DAT_0079c6dc.
|
||||
/// Decompiled normalises signed-int LCG results with "if (val < 0) val += 2^32"; our
|
||||
/// unchecked((uint)(...)) is exactly equivalent.
|
||||
/// </summary>
|
||||
internal static Vector3 DisplaceObject(ObjectDesc obj, uint ix, uint iy, uint iq)
|
||||
{
|
||||
float x, y;
|
||||
var baseLoc = obj.BaseLoc.Origin;
|
||||
|
||||
// X displacement: chunk_005A0000.c lines 4858-4866
|
||||
// iVar4 = (param_3 * 0x6c1ac587 - (param_2 * param_3 * 0x5111bfef + 0x70892fb7) * (param_4 + 0xb2cd)) + param_2 * -0x421be3bd
|
||||
if (obj.DisplaceX <= 0)
|
||||
x = baseLoc.X;
|
||||
else
|
||||
x = (float)(unchecked((uint)(1813693831u * iy - (iq + 45773u) * (1360117743u * iy * ix + 1888038839u) - 1109124029u * ix))
|
||||
* 2.3283064e-10 * obj.DisplaceX + baseLoc.X);
|
||||
|
||||
// Y displacement: chunk_005A0000.c lines 4871-4878 (same structure, offset 0x11c0f = 72719)
|
||||
if (obj.DisplaceY <= 0)
|
||||
y = baseLoc.Y;
|
||||
else
|
||||
y = (float)(unchecked((uint)(1813693831u * iy - (iq + 72719u) * (1360117743u * iy * ix + 1888038839u) - 1109124029u * ix))
|
||||
* 2.3283064e-10 * obj.DisplaceY + baseLoc.Y);
|
||||
|
||||
float z = baseLoc.Z;
|
||||
|
||||
// Quadrant selection: chunk_005A0000.c lines 4880-4902
|
||||
// iVar4 = (param_3 * 0x6c1ac587 - (param_3 * 0x6f7bd965 + 0x421be3bd) * param_2) + -0x17fcedfd
|
||||
// 0x6f7bd965=1870387557, 0x421be3bd=1109124029, -0x17fcedfd → -402451965 (uint: 3892515331)
|
||||
double quadrant = unchecked((uint)(1813693831u * iy - ix * (1870387557u * iy + 1109124029u) - 402451965u)) * 2.3283064e-10;
|
||||
|
||||
if (quadrant >= 0.75) return new Vector3(y, -x, z);
|
||||
if (quadrant >= 0.5) return new Vector3(-x, -y, z);
|
||||
if (quadrant >= 0.25) return new Vector3(-y, x, z);
|
||||
return new Vector3(x, y, z);
|
||||
}
|
||||
}
|
||||
|
|
|
|||
|
|
@ -1,13 +1,14 @@
|
|||
using System.Numerics;
|
||||
using AcDream.Core.World;
|
||||
using DatReaderWriter.Types;
|
||||
|
||||
namespace AcDream.Core.Tests.World;
|
||||
|
||||
/// <summary>
|
||||
/// Tests for SceneryGenerator: road-exclusion, loop bounds, building
|
||||
/// suppression, and slope filter. The full Generate() pipeline requires
|
||||
/// real dat files so behavior is tested via internal helpers.
|
||||
/// Tests for SceneryGenerator. As of Phase N.1 (commit b84ecbd / Task 8 final
|
||||
/// commit), the displacement / road / slope / rotation / scale algorithms run
|
||||
/// through WorldBuilder's helpers (SceneryHelpers + TerrainUtils). The only
|
||||
/// our-side code remaining is the small <see cref="SceneryGenerator.IsRoadVertex"/>
|
||||
/// predicate, which is what these tests cover.
|
||||
/// </summary>
|
||||
public class SceneryGeneratorTests
|
||||
{
|
||||
|
|
@ -47,63 +48,4 @@ public class SceneryGeneratorTests
|
|||
$"raw=0x{raw:X4}: IsRoadVertex={actual} but TerrainInfo.Road={ti.Road}");
|
||||
}
|
||||
}
|
||||
|
||||
// --- Edge vertex displacement tests ---
|
||||
// Retail iterates 9×9 vertices (0..8 on each axis). Vertices at x=8 or y=8
|
||||
// have base positions at 192 (= 8 * 24), which is AT the landblock boundary.
|
||||
// These produce valid scenery when displacement shifts them back into [0, 192).
|
||||
|
||||
[Fact]
|
||||
public void DisplaceObject_EdgeVertex_CanProduceValidPosition()
|
||||
{
|
||||
// Vertex (3, 8): base_y = 8 * 24 = 192.
|
||||
// With DisplaceY > 0, some LCG seeds will produce negative displacement,
|
||||
// shifting the Y back below 192 into the valid range.
|
||||
var obj = new ObjectDesc
|
||||
{
|
||||
DisplaceX = 12f,
|
||||
DisplaceY = 12f,
|
||||
BaseLoc = new Frame { Origin = new Vector3(0, 0, 0) }
|
||||
};
|
||||
|
||||
// Search across a range of global cell coords to find at least one
|
||||
// case where vertex y=8 displaces into [0, 192).
|
||||
bool foundValid = false;
|
||||
for (uint gx = 0; gx < 64 && !foundValid; gx++)
|
||||
{
|
||||
for (uint gy = 0; gy < 64 && !foundValid; gy++)
|
||||
{
|
||||
var localPos = SceneryGenerator.DisplaceObject(obj, gx, gy, 0);
|
||||
// Vertex (3, 8): cell corner at (3*24, 8*24) = (72, 192)
|
||||
float lx = 3 * 24f + localPos.X;
|
||||
float ly = 8 * 24f + localPos.Y;
|
||||
if (ly >= 0 && ly < 192f && lx >= 0 && lx < 192f)
|
||||
foundValid = true;
|
||||
}
|
||||
}
|
||||
|
||||
Assert.True(foundValid,
|
||||
"Expected at least one (globalCellX, globalCellY) where vertex y=8 " +
|
||||
"displaces back into [0, 192) — retail's 9×9 loop relies on this");
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void DisplaceObject_InteriorVertex_AlwaysNearOrigin()
|
||||
{
|
||||
var obj = new ObjectDesc
|
||||
{
|
||||
DisplaceX = 12f,
|
||||
DisplaceY = 12f,
|
||||
BaseLoc = new Frame { Origin = new Vector3(0, 0, 0) }
|
||||
};
|
||||
|
||||
// For interior vertices (x < 8, y < 8), displacement is bounded by
|
||||
// DisplaceX/Y (max 12 units each), so the result stays within one
|
||||
// cell of the origin.
|
||||
var localPos = SceneryGenerator.DisplaceObject(obj, 100, 100, 0);
|
||||
Assert.True(Math.Abs(localPos.X) <= 12f,
|
||||
$"Interior displacement X={localPos.X} exceeds DisplaceX=12");
|
||||
Assert.True(Math.Abs(localPos.Y) <= 12f,
|
||||
$"Interior displacement Y={localPos.Y} exceeds DisplaceY=12");
|
||||
}
|
||||
}
|
||||
|
|
|
|||
|
|
@ -1,176 +0,0 @@
|
|||
using System.Numerics;
|
||||
using AcDream.Core.World;
|
||||
using DatReaderWriter.DBObjs;
|
||||
using DatReaderWriter.Types;
|
||||
using WB_TerrainUtils = WorldBuilder.Shared.Modules.Landscape.Lib.TerrainUtils;
|
||||
using WB_SceneryHelpers = Chorizite.OpenGLSDLBackend.Lib.SceneryHelpers;
|
||||
|
||||
namespace AcDream.Core.Tests.World;
|
||||
|
||||
/// <summary>
|
||||
/// Phase N.1 helper-level conformance tests. Each test compares an algorithm
|
||||
/// in our existing <see cref="SceneryGenerator"/> path against WorldBuilder's
|
||||
/// equivalent for representative inputs. Passing tests are empirical evidence
|
||||
/// that swapping our inline logic for WB's helpers is behavior-preserving.
|
||||
///
|
||||
/// Inputs exercise both typical vertices (gx=100, gy=100, j=0) and edge
|
||||
/// vertices at y=8 specifically (Issue #49 territory).
|
||||
///
|
||||
/// IMPORTANT: rotation (RotateObj) is intentionally NOT conformance-tested.
|
||||
/// During Phase N.1 design we discovered our acdream port of retail's
|
||||
/// AFrame::set_heading uses a shortcut formula `yawDeg = -(450-degrees)%360`
|
||||
/// that does NOT match retail's actual behavior. Retail goes through an
|
||||
/// atan2 round-trip in Frame::set_vector_heading (named-retail symbol
|
||||
/// 0x00535db0); WorldBuilder ports that round-trip faithfully. Our code
|
||||
/// produces rotations ~180° off from retail/WB. This bug has been visually
|
||||
/// undetectable because per-tree rotation noise masks the constant offset.
|
||||
/// Phase N.1's migration to WB.SceneryHelpers.RotateObj fixes it. Adding a
|
||||
/// conformance test for rotation here would fail forever — it's the bug
|
||||
/// the migration is meant to close, not something to preserve.
|
||||
/// </summary>
|
||||
public class SceneryWbConformanceTests
|
||||
{
|
||||
private static ObjectDesc MakeObj(
|
||||
float displaceX = 12f,
|
||||
float displaceY = 12f,
|
||||
float minScale = 1f,
|
||||
float maxScale = 1f,
|
||||
float maxRotation = 0f,
|
||||
float minSlope = 0f,
|
||||
float maxSlope = 1f,
|
||||
int align = 0)
|
||||
{
|
||||
return new ObjectDesc
|
||||
{
|
||||
ObjectId = 0x02000258u,
|
||||
DisplaceX = displaceX,
|
||||
DisplaceY = displaceY,
|
||||
MinScale = minScale,
|
||||
MaxScale = maxScale,
|
||||
MaxRotation = maxRotation,
|
||||
MinSlope = minSlope,
|
||||
MaxSlope = maxSlope,
|
||||
Align = align,
|
||||
BaseLoc = new Frame { Origin = new Vector3(0, 0, 0) },
|
||||
};
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Our DisplaceObject ↔ WB's SceneryHelpers.Displace must produce the
|
||||
/// same Vector3 for the same (obj, ix, iy, iq).
|
||||
/// </summary>
|
||||
[Theory]
|
||||
[InlineData(100u, 100u, 0u)] // typical
|
||||
[InlineData( 50u, 50u, 1u)] // typical, j=1
|
||||
[InlineData( 4u, 8u, 0u)] // edge vertex y=8
|
||||
[InlineData( 8u, 4u, 0u)] // edge vertex x=8
|
||||
public void Displace_OursMatchesWb(uint ix, uint iy, uint iq)
|
||||
{
|
||||
var obj = MakeObj();
|
||||
var ours = SceneryGenerator.DisplaceObject(obj, ix, iy, iq);
|
||||
var wb = WB_SceneryHelpers.Displace(obj, ix, iy, iq);
|
||||
|
||||
Assert.Equal(ours.X, wb.X, precision: 4);
|
||||
Assert.Equal(ours.Y, wb.Y, precision: 4);
|
||||
Assert.Equal(ours.Z, wb.Z, precision: 4);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Our IsOnRoad ↔ WB's TerrainUtils.OnRoad must produce the same bool
|
||||
/// for the same (lx, ly) when the underlying terrain bits match.
|
||||
/// </summary>
|
||||
[Theory]
|
||||
[InlineData( 12.0f, 12.0f)] // cell (0,0) center
|
||||
[InlineData( 85.08f, 190.97f)] // the 0xA9B1 edge-vertex bug location
|
||||
[InlineData( 3.0f, 3.0f)] // near a road if r0 is set
|
||||
[InlineData( 23.5f, 12.0f)] // edge of cell, between cells
|
||||
public void OnRoad_OursMatchesWb_DiagonalRoad(float lx, float ly)
|
||||
{
|
||||
// Build a synthetic LandBlock with road bits at SW (0,0) and NE (1,1)
|
||||
// of cell (0,0) — the diagonal pattern we saw at 0xA9B1.
|
||||
var block = new LandBlock();
|
||||
// road bit at vertex (0,0) — index 0*9+0 = 0
|
||||
block.Terrain[0] = (TerrainInfo)0x0003; // road=3
|
||||
// road bit at vertex (1,1) — index 1*9+1 = 10
|
||||
block.Terrain[10] = (TerrainInfo)0x0003;
|
||||
|
||||
bool ours = SceneryGenerator.IsOnRoad(block, lx, ly);
|
||||
|
||||
var entries = WbSceneryAdapter.BuildTerrainEntries(block);
|
||||
bool wb = WB_TerrainUtils.OnRoad(new Vector3(lx, ly, 0), entries);
|
||||
|
||||
Assert.Equal(ours, wb);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Our SampleNormalZFromHeightmap ↔ WB's TerrainUtils.GetNormal(...).Z
|
||||
/// must produce the same Z for representative slope inputs.
|
||||
/// </summary>
|
||||
[Theory]
|
||||
[InlineData( 12.0f, 12.0f)] // cell center
|
||||
[InlineData( 85.08f, 190.97f)] // the 0xA9B1 edge-vertex location
|
||||
[InlineData( 3.0f, 188.0f)] // near a y-edge
|
||||
public void GetNormalZ_OursMatchesWb_LinearTable(float lx, float ly)
|
||||
{
|
||||
// Heightmap with non-flat terrain so normals are non-trivial.
|
||||
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 heightTable = new float[256];
|
||||
for (int i = 0; i < 256; i++) heightTable[i] = i * 1.0f;
|
||||
|
||||
const uint lbX = 0xA9, lbY = 0xB1;
|
||||
|
||||
// Build a Region-shaped object with the LandHeightTable populated.
|
||||
var region = new Region();
|
||||
region.LandDefs = new LandDefs();
|
||||
region.LandDefs.LandHeightTable = heightTable;
|
||||
|
||||
var block = new LandBlock();
|
||||
// Copy heights into block.Height (LandBlock self-initializes Height to byte[81]).
|
||||
for (int i = 0; i < 81; i++) block.Height[i] = heights[i];
|
||||
var entries = WbSceneryAdapter.BuildTerrainEntries(block);
|
||||
|
||||
float ours = AcDream.Core.Physics.TerrainSurface.SampleNormalZFromHeightmap(
|
||||
heights, heightTable, lbX, lbY, lx, ly);
|
||||
float wb = WB_TerrainUtils.GetNormal(region, entries, lbX, lbY,
|
||||
new Vector3(lx, ly, 0)).Z;
|
||||
|
||||
Assert.Equal(ours, wb, precision: 4);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Our inline scale logic ↔ WB's SceneryHelpers.ScaleObj must produce
|
||||
/// the same float for representative inputs.
|
||||
/// </summary>
|
||||
[Theory]
|
||||
[InlineData(100u, 100u, 0u, 0.5f, 1.5f)]
|
||||
[InlineData( 4u, 8u, 0u, 1.0f, 1.0f)]
|
||||
[InlineData(200u, 250u, 1u, 0.8f, 1.2f)]
|
||||
public void ScaleObj_OursMatchesWb(uint gx, uint gy, uint j, float minScale, float maxScale)
|
||||
{
|
||||
var obj = MakeObj(minScale: minScale, maxScale: maxScale);
|
||||
|
||||
// Our inline logic from SceneryGenerator.Generate (~lines 236-247):
|
||||
float ours;
|
||||
if (obj.MinScale == obj.MaxScale)
|
||||
{
|
||||
ours = obj.MaxScale;
|
||||
}
|
||||
else
|
||||
{
|
||||
double scaleNoise = unchecked((uint)(1813693831u * gy
|
||||
- (j + 32593u) * (1360117743u * gy * gx + 1888038839u)
|
||||
- 1109124029u * gx)) * 2.3283064e-10;
|
||||
ours = (float)(Math.Pow(obj.MaxScale / obj.MinScale, scaleNoise) * obj.MinScale);
|
||||
}
|
||||
if (ours <= 0) ours = 1f;
|
||||
|
||||
float wb = WB_SceneryHelpers.ScaleObj(obj, gx, gy, j);
|
||||
if (wb <= 0) wb = 1f;
|
||||
|
||||
Assert.Equal(ours, wb, precision: 4);
|
||||
}
|
||||
}
|
||||
Loading…
Add table
Add a link
Reference in a new issue