docs+test #176/#177: 12 mechanisms refuted, apparatus shipped, probe protocol staged
The dungeon render pair (purple seam flash + stair pop-in) resisted desk root-causing, but the investigation narrowed the space to two live theories and shipped permanent apparatus: - Issue176177DungeonSeamInspectionTests: dat truth — corridor floors ARE textured drawn PortalSide portal polys; the reciprocal is NoPos; the 'stairs' are 0x8A020182's ramp shell (vertical portals, zero statics); CellBSP partitions exactly at portal planes; DXT1 textures carry zero transparent-mode texels. - Issue176177FacilityHubFloodReplayTests: production-matched flood replays — approach/descent/gaze-sweep/walk all healthy with coherent inputs; ScenarioE pins the flood's collapse-to-root sensitivity under incoherent (root, eye) pairs. - Issue176177SeamTransitLagTests: the resolver flips cells within one tick-step of the portal plane — the 0.33-0.47m [cell-transit] 'lag' in the gate logs is speed*tick quantization, not membership error. Refuted (do NOT retry — ledger in the research doc): placeholder texture, reciprocal z-fight, seal z-fight (seals only fire for OtherCellId==0xFFFF), root/eye incoherence (production camera sweep is mm-exact at planes), flood bistability, #119-class statics, undefined DXT mips (both paths decode DXT->RGBA8; the compressed-array branch is dead code), DXT1 alpha, fog mix (ramp ~538m), lightning leak (flash==0 in production), viewer-light pops (smooth (1-d/range) ramp). Filed #178 (A8 double-sided shell stopgap still live) and #179 (lightning flash lacks an indoor gate — dormant). The purple can only be the fog clear color (undrawn pixels) or the outdoor ambient+sun tint; discrimination needs ONE probe launch (ACDREAM_PROBE_LIGHT + ACDREAM_PROBE_PVINPUT + ACDREAM_PROBE_CELL) — protocol in docs/research/2026-07-06-176-177-render-pair-investigation.md. Suites: Core 2587 / App 719 green. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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5 changed files with 1176 additions and 19 deletions
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using System;
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using System.Collections.Generic;
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using System.IO;
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using System.Numerics;
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using DatReaderWriter;
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using DatReaderWriter.DBObjs;
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using DatReaderWriter.Options;
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using Xunit;
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using Xunit.Abstractions;
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using Env = System.Environment;
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namespace AcDream.Core.Tests.Rendering;
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/// <summary>
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/// #176 (purple flashing on dungeon floors at cell seams) + #177 (stairs pop
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/// in/out across levels) — dat-truth inspection for the Facility Hub anchor
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/// cells. The load-bearing topology fact from the #137 arc: corridor FLOORS
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/// are portal polygons (PortalSide floor-portals to under-rooms, e.g.
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/// 0x8A02016E visual polys 1/3/5 → 0x011E). These dumps answer:
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///
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/// (a) are the floor-portal VISUAL polys textured (drawn by CellMesh.Build)
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/// or NoPos-stippled (skipped)? Same question for the RECIPROCAL portal
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/// polys in the other cell — two textured coincident planes would
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/// z-fight (#176's angle-dependent flash candidate);
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/// (b) which cell owns the actual stair-step geometry at the
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/// 0x8A020182 → 0x8A020183 level transit (#177's pop-in subject);
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/// (c) do any drawn polys reference surfaces that fail to resolve
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/// (the magenta-placeholder class)?
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///
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/// ⚠️ id-space trap (cost the #137 saga a wrong mechanism):
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/// CellPortal.PolygonId indexes CellStruct.Polygons (VISUAL), never
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/// PhysicsPolygons — same ids in both tables are unrelated polygons.
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/// </summary>
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public class Issue176177DungeonSeamInspectionTests
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{
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private readonly ITestOutputHelper _out;
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public Issue176177DungeonSeamInspectionTests(ITestOutputHelper output) => _out = output;
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private static string? ResolveDatDir()
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{
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var datDir = Env.GetEnvironmentVariable("ACDREAM_DAT_DIR")
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?? Path.Combine(Env.GetFolderPath(Env.SpecialFolder.UserProfile),
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"Documents", "Asheron's Call");
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return Directory.Exists(datDir) ? datDir : null;
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}
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private static Matrix4x4 WorldTransform(EnvCell cell)
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{
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var rot = new Quaternion(
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cell.Position.Orientation.X, cell.Position.Orientation.Y,
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cell.Position.Orientation.Z, cell.Position.Orientation.W);
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return Matrix4x4.CreateFromQuaternion(rot)
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* Matrix4x4.CreateTranslation(
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cell.Position.Origin.X, cell.Position.Origin.Y, cell.Position.Origin.Z);
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}
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private static (EnvCell cell, DatReaderWriter.Types.CellStruct cs)? LoadCell(DatCollection dats, uint cellId)
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{
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var envCell = dats.Get<EnvCell>(cellId);
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if (envCell is null) return null;
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var environment = dats.Get<DatReaderWriter.DBObjs.Environment>(0x0D000000u | envCell.EnvironmentId);
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if (environment is null) return null;
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if (!environment.Cells.TryGetValue(envCell.CellStructure, out var cs)) return null;
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return (envCell, cs!);
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}
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private static List<Vector3> WorldVerts(
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DatReaderWriter.Types.CellStruct cs, DatReaderWriter.Types.Polygon poly, Matrix4x4 world)
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{
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var result = new List<Vector3>(poly.VertexIds.Count);
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foreach (var vid in poly.VertexIds)
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if (cs.VertexArray.Vertices.TryGetValue((ushort)vid, out var v))
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result.Add(Vector3.Transform(v.Origin, world));
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return result;
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}
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/// <summary>
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/// Mirror of CellMesh.Build's inclusion rules (verts ≥ 3, no NoPos
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/// stippling, PosSurface index in range) — the DRAWN verdict per poly.
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/// </summary>
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private static bool WouldDraw(DatReaderWriter.Types.Polygon poly, EnvCell cell) =>
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poly.VertexIds.Count >= 3
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&& !poly.Stippling.HasFlag(DatReaderWriter.Enums.StipplingType.NoPos)
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&& poly.PosSurface >= 0
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&& poly.PosSurface < cell.Surfaces.Count;
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/// <summary>
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/// (a)+(c): every CellPortal of the cell — the visual portal poly's
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/// stippling/sides/surface, world plane, span, DRAWN verdict, and whether
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/// the referenced Surface resolves in the dat.
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/// </summary>
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[Theory]
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[InlineData(0x8A02016Eu)] // corridor with floor-portals 1/3/5 → 0x011E (#176 anchor)
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[InlineData(0x8A02011Eu)] // the under-hall at z=−12 those portals lead to
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[InlineData(0x8A02017Au)] // adjacent corridor cell (the #137 seam partner)
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[InlineData(0x8A020182u)] // stair transit upper cell, z −6 (#177 anchor)
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[InlineData(0x8A020183u)] // stair transit lower cell, z −9 (#177 anchor)
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public void PortalPolys_SurfaceAndDrawVerdict_Dump(uint cellId)
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{
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var datDir = ResolveDatDir();
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if (datDir is null) { _out.WriteLine("SKIP: no dat dir"); return; }
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using var dats = new DatCollection(datDir, DatAccessType.Read);
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var loaded = LoadCell(dats, cellId);
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Assert.NotNull(loaded);
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var (cell, cs) = loaded!.Value;
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var world = WorldTransform(cell);
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_out.WriteLine($"=== 0x{cellId:X8} Env=0x{cell.EnvironmentId:X4} struct={cell.CellStructure} " +
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$"pos=({cell.Position.Origin.X:F2},{cell.Position.Origin.Y:F2},{cell.Position.Origin.Z:F2}) ===");
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_out.WriteLine($" Surfaces ({cell.Surfaces.Count}): " +
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string.Join(" ", cell.Surfaces.ConvertAll(s => $"0x{0x08000000u | (uint)s:X8}")));
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_out.WriteLine($" visualPolys={cs.Polygons.Count} physicsPolys={cs.PhysicsPolygons.Count} portals={cell.CellPortals.Count}");
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// #177 pivot check: dungeon staircases are often EnvCell STATICS (the
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// #119 tower class) — if one lives here, the vanish subject is the
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// static's cull, not the shell flood.
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_out.WriteLine($" StaticObjects={cell.StaticObjects.Count}");
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foreach (var so in cell.StaticObjects)
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_out.WriteLine($" static id=0x{so.Id:X8} at ({so.Frame.Origin.X:F2},{so.Frame.Origin.Y:F2},{so.Frame.Origin.Z:F2})");
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foreach (var p in cell.CellPortals)
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{
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if (!cs.Polygons.TryGetValue((ushort)p.PolygonId, out var poly))
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{
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_out.WriteLine($" portal poly={p.PolygonId} -> 0x{p.OtherCellId:X4} [{p.Flags}] NOT IN VISUAL TABLE");
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continue;
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}
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var w = WorldVerts(cs, poly, world);
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var n = w.Count >= 3
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? Vector3.Normalize(Vector3.Cross(w[1] - w[0], w[2] - w[0]))
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: Vector3.Zero;
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var min = new Vector3(float.MaxValue); var max = new Vector3(float.MinValue);
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foreach (var v in w) { min = Vector3.Min(min, v); max = Vector3.Max(max, v); }
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bool drawn = WouldDraw(poly, cell);
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string surfInfo = "posSurf=OUT-OF-RANGE";
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if (poly.PosSurface >= 0 && poly.PosSurface < cell.Surfaces.Count)
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{
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uint surfaceId = 0x08000000u | (uint)cell.Surfaces[poly.PosSurface];
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var surface = dats.Get<Surface>(surfaceId);
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surfInfo = surface is null
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? $"posSurf[{poly.PosSurface}]=0x{surfaceId:X8} SURFACE-MISS"
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: $"posSurf[{poly.PosSurface}]=0x{surfaceId:X8} type={surface.Type} origTex=0x{(uint)surface.OrigTextureId:X8}";
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}
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_out.WriteLine(
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$" portal poly={p.PolygonId} -> 0x{p.OtherCellId:X4} [{p.Flags}] " +
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$"stip={poly.Stippling} sides={poly.SidesType} verts={poly.VertexIds.Count} " +
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$"n=({n.X:F2},{n.Y:F2},{n.Z:F2}) " +
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$"x=[{min.X:F2},{max.X:F2}] y=[{min.Y:F2},{max.Y:F2}] z=[{min.Z:F2},{max.Z:F2}] " +
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$"{surfInfo} DRAWN={drawn}");
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}
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// (c) sweep: any DRAWN poly in the whole cell whose surface misses.
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int drawnCount = 0, missCount = 0;
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foreach (var (id, poly) in cs.Polygons)
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{
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if (!WouldDraw(poly, cell)) continue;
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drawnCount++;
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uint surfaceId = 0x08000000u | (uint)cell.Surfaces[poly.PosSurface];
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if (dats.Get<Surface>(surfaceId) is null)
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{
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missCount++;
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_out.WriteLine($" >>> DRAWN poly {id} has MISSING surface 0x{surfaceId:X8}");
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}
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}
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_out.WriteLine($" drawn-poly sweep: {drawnCount} drawn, {missCount} with missing surfaces");
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}
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/// <summary>
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/// (a) reciprocal check: for each anchor pair, world-transform BOTH
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/// sides' portal polys and test plane coincidence + both-drawn — the
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/// #176 z-fight candidate is a coincident pair with DRAWN=true twice.
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/// </summary>
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[Theory]
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[InlineData(0x8A02016Eu, 0x8A02011Eu)]
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[InlineData(0x8A02016Eu, 0x8A02017Au)]
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[InlineData(0x8A020182u, 0x8A020183u)]
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public void ReciprocalPortalPolys_CoincidenceAndDrawVerdict(uint cellA, uint cellB)
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{
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var datDir = ResolveDatDir();
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if (datDir is null) { _out.WriteLine("SKIP: no dat dir"); return; }
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using var dats = new DatCollection(datDir, DatAccessType.Read);
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var la = LoadCell(dats, cellA);
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var lb = LoadCell(dats, cellB);
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Assert.NotNull(la);
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Assert.NotNull(lb);
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var (ca, csa) = la!.Value;
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var (cb, csb) = lb!.Value;
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var wa = WorldTransform(ca);
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var wb = WorldTransform(cb);
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ushort lowA = (ushort)(cellA & 0xFFFFu);
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ushort lowB = (ushort)(cellB & 0xFFFFu);
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_out.WriteLine($"=== reciprocal pair 0x{cellA:X8} <-> 0x{cellB:X8} ===");
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foreach (var pa in ca.CellPortals)
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{
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if (pa.OtherCellId != lowB) continue;
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if (!csa.Polygons.TryGetValue((ushort)pa.PolygonId, out var polyA)) continue;
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var va = WorldVerts(csa, polyA, wa);
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if (va.Count < 3) continue;
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var na = Vector3.Normalize(Vector3.Cross(va[1] - va[0], va[2] - va[0]));
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float da = Vector3.Dot(na, va[0]);
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bool drawnA = WouldDraw(polyA, ca);
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_out.WriteLine($" A poly={pa.PolygonId} [{pa.Flags}] n=({na.X:F2},{na.Y:F2},{na.Z:F2}) planeD={da:F2} " +
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$"stip={polyA.Stippling} sides={polyA.SidesType} DRAWN={drawnA}");
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foreach (var pb in cb.CellPortals)
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{
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if (pb.OtherCellId != lowA) continue;
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if (!csb.Polygons.TryGetValue((ushort)pb.PolygonId, out var polyB)) continue;
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var vb = WorldVerts(csb, polyB, wb);
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if (vb.Count < 3) continue;
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var nb = Vector3.Normalize(Vector3.Cross(vb[1] - vb[0], vb[2] - vb[0]));
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float db = Vector3.Dot(nb, vb[0]);
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bool drawnB = WouldDraw(polyB, cb);
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float align = Vector3.Dot(na, nb);
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// Coincident planes: |align|≈1 and same plane offset (sign per normal direction).
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bool coincident = MathF.Abs(align) > 0.99f
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&& MathF.Abs(MathF.Abs(da) - MathF.Abs(db)) < 0.05f;
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_out.WriteLine($" B poly={pb.PolygonId} [{pb.Flags}] n=({nb.X:F2},{nb.Y:F2},{nb.Z:F2}) planeD={db:F2} " +
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$"stip={polyB.Stippling} sides={polyB.SidesType} DRAWN={drawnB} " +
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$"align={align:F3} coincident={coincident}" +
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(coincident && drawnA && drawnB ? " >>> Z-FIGHT CANDIDATE (both drawn, same plane)" : ""));
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}
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}
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}
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/// <summary>
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/// #176 candidate (A2C): the opaque pass derives GL_SAMPLE_ALPHA_TO_COVERAGE
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/// from the sampled texture alpha (mesh_modern.frag uRenderPass==0 keeps
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/// alpha as-sampled). If the corridor floor texture decodes with alpha
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/// below 1.0, MSAA coverage punches see-through holes in the floor —
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/// fog-purple clear color — worst at grazing angles (mip-level dependent
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/// → camera-angle dependent, far floor = at seams). Decode the floor
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/// surface chain and histogram the alpha channel.
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/// </summary>
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[Theory]
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[InlineData(0x08000377u)] // corridor floor (portal strips + plain floors)
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[InlineData(0x08000376u)]
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[InlineData(0x08000375u)]
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[InlineData(0x08000378u)]
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[InlineData(0x08000379u)] // under-level walls
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[InlineData(0x080000DFu)] // stair-transit cells' 5th surface
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public void FloorSurface_DecodedAlphaHistogram(uint surfaceId)
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{
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var datDir = ResolveDatDir();
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if (datDir is null) { _out.WriteLine("SKIP: no dat dir"); return; }
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using var dats = new DatCollection(datDir, DatAccessType.Read);
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var surface = dats.Get<Surface>(surfaceId);
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Assert.NotNull(surface);
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_out.WriteLine($"Surface 0x{surfaceId:X8}: type={surface!.Type} origTex=0x{(uint)surface.OrigTextureId:X8} " +
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$"transl={surface.Translucency:F2}");
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if (surface.OrigTextureId == 0) { _out.WriteLine(" (no texture — solid color surface)"); return; }
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var surfTex = dats.Get<SurfaceTexture>((uint)surface.OrigTextureId);
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Assert.NotNull(surfTex);
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_out.WriteLine($" SurfaceTexture 0x{(uint)surface.OrigTextureId:X8}: {surfTex!.Textures.Count} textures " +
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$"[{string.Join(" ", surfTex.Textures.ConvertAll(t => $"0x{t:X8}"))}]");
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foreach (var texId in surfTex.Textures)
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{
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var rs = dats.Get<RenderSurface>((uint)texId);
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if (rs is null) { _out.WriteLine($" RenderSurface 0x{texId:X8}: MISS"); continue; }
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// Decode with the production Core helpers (same paths the WB atlas uses).
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var data = new byte[rs.Width * rs.Height * 4];
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bool decodedOk = true;
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switch (rs.Format)
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{
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case DatReaderWriter.Enums.PixelFormat.PFID_INDEX16:
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{
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var pal = dats.Get<Palette>(rs.DefaultPaletteId);
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if (pal is null) { _out.WriteLine($" RenderSurface 0x{texId:X8}: INDEX16 with no palette 0x{rs.DefaultPaletteId:X8}"); decodedOk = false; break; }
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AcDream.Core.Rendering.Wb.TextureHelpers.FillIndex16(rs.SourceData, pal, data, rs.Width, rs.Height);
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break;
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}
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case DatReaderWriter.Enums.PixelFormat.PFID_P8:
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{
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var pal = dats.Get<Palette>(rs.DefaultPaletteId);
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if (pal is null) { _out.WriteLine($" RenderSurface 0x{texId:X8}: P8 with no palette"); decodedOk = false; break; }
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AcDream.Core.Rendering.Wb.TextureHelpers.FillP8(rs.SourceData, pal, data, rs.Width, rs.Height);
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break;
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}
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case DatReaderWriter.Enums.PixelFormat.PFID_R5G6B5:
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AcDream.Core.Rendering.Wb.TextureHelpers.FillR5G6B5(rs.SourceData, data, rs.Width, rs.Height);
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break;
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case DatReaderWriter.Enums.PixelFormat.PFID_A4R4G4B4:
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AcDream.Core.Rendering.Wb.TextureHelpers.FillA4R4G4B4(rs.SourceData, data, rs.Width, rs.Height);
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break;
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case DatReaderWriter.Enums.PixelFormat.PFID_A8R8G8B8:
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AcDream.Core.Rendering.Wb.TextureHelpers.FillA8R8G8B8(rs.SourceData, data, rs.Width, rs.Height);
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break;
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case DatReaderWriter.Enums.PixelFormat.PFID_R8G8B8:
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AcDream.Core.Rendering.Wb.TextureHelpers.FillR8G8B8(rs.SourceData, data, rs.Width, rs.Height);
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break;
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case DatReaderWriter.Enums.PixelFormat.PFID_DXT1:
|
||||
{
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||||
// DXT1/BC1: 8-byte blocks — c0 (u16 LE), c1 (u16 LE), 16×2-bit
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// indices. c0 <= c1 selects 3-COLOR mode where index 3 decodes
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// to TRANSPARENT BLACK (alpha=0). Our atlas uploads DXT1 as the
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// RGBA variant (TextureFormatExtensions.ToCompressedGL), so any
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// such texel reaches the shader with alpha=0 — and the opaque
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// pass discards alpha<0.05 fragments. Count them.
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int blocks = rs.SourceData.Length / 8;
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int threeColorBlocks = 0;
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long transparentTexels = 0;
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||||
for (int b = 0; b < blocks; b++)
|
||||
{
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int o = b * 8;
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||||
ushort c0 = (ushort)(rs.SourceData[o] | (rs.SourceData[o + 1] << 8));
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||||
ushort c1 = (ushort)(rs.SourceData[o + 2] | (rs.SourceData[o + 3] << 8));
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if (c0 > c1) continue; // 4-color opaque mode
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||||
threeColorBlocks++;
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||||
for (int bi = 0; bi < 4; bi++)
|
||||
{
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||||
byte row = rs.SourceData[o + 4 + bi];
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for (int t = 0; t < 4; t++)
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if (((row >> (t * 2)) & 0x3) == 3)
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transparentTexels++;
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||||
}
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||||
}
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_out.WriteLine($" RenderSurface 0x{texId:X8} DXT1 {rs.Width}x{rs.Height}: blocks={blocks} " +
|
||||
$"threeColorBlocks={threeColorBlocks} alpha0Texels={transparentTexels}" +
|
||||
(transparentTexels > 0
|
||||
? " >>> ALPHA=0 TEXELS PRESENT (opaque-pass discard punches holes)"
|
||||
: " (no transparent-mode texels)"));
|
||||
decodedOk = false; // histogram printed above; skip the RGBA path
|
||||
break;
|
||||
}
|
||||
default:
|
||||
_out.WriteLine($" RenderSurface 0x{texId:X8}: fmt={rs.Format} (not decoded by this test)");
|
||||
decodedOk = false;
|
||||
break;
|
||||
}
|
||||
if (!decodedOk) continue;
|
||||
|
||||
// Alpha histogram over the decoded RGBA bytes (stride 4, alpha at +3).
|
||||
int n = data.Length / 4;
|
||||
int a255 = 0, aHigh = 0, aMid = 0, aLow = 0, a0 = 0;
|
||||
byte minA = 255;
|
||||
for (int i = 0; i < n; i++)
|
||||
{
|
||||
byte a = data[i * 4 + 3];
|
||||
if (a < minA) minA = a;
|
||||
if (a == 255) a255++;
|
||||
else if (a >= 243) aHigh++; // ≥0.95 — safe for A2C
|
||||
else if (a >= 13) aMid++; // 0.05..0.95 — partial coverage
|
||||
else if (a > 0) aLow++;
|
||||
else a0++;
|
||||
}
|
||||
_out.WriteLine($" RenderSurface 0x{texId:X8} fmt={rs.Format} {rs.Width}x{rs.Height}: " +
|
||||
$"alpha histogram n={n} a=255:{a255} 243-254:{aHigh} 13-242:{aMid} 1-12:{aLow} 0:{a0} minA={minA}" +
|
||||
(aMid + aLow + a0 > 0 ? " >>> SUB-OPAQUE ALPHA PRESENT (A2C hole candidate)" : " (fully opaque)"));
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// #176 candidate: the under-hall 0x011E floods in at down-pitches and
|
||||
/// its surface list carries 0x08000034 (Base1Solid|Translucent — a
|
||||
/// COLORED translucent solid). If its drawn polys sit at z=−6 (coplanar
|
||||
/// with the corridor floor), the transparent pass blends that color over
|
||||
/// the floor whenever the under-hall is admitted — angle-dependent
|
||||
/// purple at seams. Dump every DRAWN poly (plane, z-span, surface, and
|
||||
/// the surface's ColorValue) of the under-hall + its under-level
|
||||
/// neighbors.
|
||||
/// </summary>
|
||||
[Theory]
|
||||
[InlineData(0x8A02011Eu)]
|
||||
[InlineData(0x8A020119u)]
|
||||
[InlineData(0x8A02011Du)]
|
||||
[InlineData(0x8A020122u)]
|
||||
[InlineData(0x8A02011Fu)]
|
||||
public void UnderHall_DrawnPolys_SurfaceColors(uint cellId)
|
||||
{
|
||||
var datDir = ResolveDatDir();
|
||||
if (datDir is null) { _out.WriteLine("SKIP: no dat dir"); return; }
|
||||
using var dats = new DatCollection(datDir, DatAccessType.Read);
|
||||
|
||||
var loaded = LoadCell(dats, cellId);
|
||||
if (loaded is null) { _out.WriteLine($"0x{cellId:X8} NOT FOUND"); return; }
|
||||
var (cell, cs) = loaded.Value;
|
||||
var world = WorldTransform(cell);
|
||||
|
||||
_out.WriteLine($"=== 0x{cellId:X8} drawn polys ===");
|
||||
foreach (var (id, poly) in cs.Polygons)
|
||||
{
|
||||
if (!WouldDraw(poly, cell)) continue;
|
||||
var w = WorldVerts(cs, poly, world);
|
||||
if (w.Count < 3) continue;
|
||||
var n = Vector3.Normalize(Vector3.Cross(w[1] - w[0], w[2] - w[0]));
|
||||
float minZ = float.MaxValue, maxZ = float.MinValue;
|
||||
foreach (var v in w) { minZ = MathF.Min(minZ, v.Z); maxZ = MathF.Max(maxZ, v.Z); }
|
||||
|
||||
uint surfaceId = 0x08000000u | (uint)cell.Surfaces[poly.PosSurface];
|
||||
var surface = dats.Get<Surface>(surfaceId);
|
||||
string surfInfo = surface is null
|
||||
? $"0x{surfaceId:X8} MISS"
|
||||
: $"0x{surfaceId:X8} type={surface.Type} color=0x{surface.ColorValue:X8} origTex=0x{(uint)surface.OrigTextureId:X8} lum={surface.Luminosity:F2} transl={surface.Translucency:F2}";
|
||||
_out.WriteLine($" poly {id}: n=({n.X:F2},{n.Y:F2},{n.Z:F2}) z=[{minZ:F2},{maxZ:F2}] " +
|
||||
$"verts={poly.VertexIds.Count} surf={surfInfo}");
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// The transit-lag question (#176/#177 root-cause fork): production
|
||||
/// [cell-transit] lines fire 0.1–0.6 m PAST the portal plane. Is that
|
||||
/// (a) dat-real — the cells' CellBSP volumes OVERLAP past the plane, so
|
||||
/// retail's point_in_cell (same dat, same walk) keeps the old cell too —
|
||||
/// or (b) our membership's bug? Probe raw CellBSP containment for both
|
||||
/// cells of each seam across the portal plane.
|
||||
/// </summary>
|
||||
[Theory]
|
||||
[InlineData(0x8A02016Eu, 0x8A02017Au, 85.00f, -40f, -5.0f)]
|
||||
[InlineData(0x8A020182u, 0x8A020183u, 98.333f, -40f, -7.5f)]
|
||||
public void SeamCells_CellBspContainment_AcrossPortalPlane(
|
||||
uint cellAId, uint cellBId, float planeX, float y, float z)
|
||||
{
|
||||
var datDir = ResolveDatDir();
|
||||
if (datDir is null) { _out.WriteLine("SKIP: no dat dir"); return; }
|
||||
using var dats = new DatCollection(datDir, DatAccessType.Read);
|
||||
|
||||
var la = LoadCell(dats, cellAId);
|
||||
var lb = LoadCell(dats, cellBId);
|
||||
Assert.NotNull(la);
|
||||
Assert.NotNull(lb);
|
||||
var (ca, csa) = la!.Value;
|
||||
var (cb, csb) = lb!.Value;
|
||||
|
||||
Matrix4x4.Invert(WorldTransform(ca), out var invA);
|
||||
Matrix4x4.Invert(WorldTransform(cb), out var invB);
|
||||
|
||||
_out.WriteLine($"=== CellBSP containment across plane x={planeX:F2} " +
|
||||
$"(A=0x{cellAId:X8}, B=0x{cellBId:X8}) ===");
|
||||
for (float dx = -0.6f; dx <= 0.65f; dx += 0.05f)
|
||||
{
|
||||
var world = new Vector3(planeX + dx, y, z);
|
||||
bool inA = csa.CellBSP?.Root is not null
|
||||
&& Physics.PointInCellBspViaBspQuery(csa.CellBSP.Root, Vector3.Transform(world, invA));
|
||||
bool inB = csb.CellBSP?.Root is not null
|
||||
&& Physics.PointInCellBspViaBspQuery(csb.CellBSP.Root, Vector3.Transform(world, invB));
|
||||
_out.WriteLine($" x=plane{(dx >= 0 ? "+" : "")}{dx:F2} inA={(inA ? "Y" : "-")} inB={(inB ? "Y" : "-")}" +
|
||||
(inA && inB ? " <<< OVERLAP" : !inA && !inB ? " <<< NEITHER" : ""));
|
||||
}
|
||||
}
|
||||
|
||||
private static class Physics
|
||||
{
|
||||
// Thin forwarder so this Rendering-side test reads clearly; the walk
|
||||
// is the production BSPQuery.PointInsideCellBsp.
|
||||
public static bool PointInCellBspViaBspQuery(
|
||||
DatReaderWriter.Types.CellBSPNode node, Vector3 localPoint)
|
||||
=> AcDream.Core.Physics.BSPQuery.PointInsideCellBsp(node, localPoint);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// (b) #177: which cell owns the stair-step geometry? Histogram of DRAWN
|
||||
/// visual polys by normal class + the z-ladder of horizontal polys
|
||||
/// (stair steps show as a ladder of small floor polys at stepped
|
||||
/// z-levels). Also lists every portal with its plane orientation —
|
||||
/// is the 0x0182↔0x0183 connection a floor-portal or a wall-portal?
|
||||
/// </summary>
|
||||
[Theory]
|
||||
[InlineData(0x8A020182u)]
|
||||
[InlineData(0x8A020183u)]
|
||||
public void StairTransit_GeometryOwnerAndPortalOrientation(uint cellId)
|
||||
{
|
||||
var datDir = ResolveDatDir();
|
||||
if (datDir is null) { _out.WriteLine("SKIP: no dat dir"); return; }
|
||||
using var dats = new DatCollection(datDir, DatAccessType.Read);
|
||||
|
||||
var loaded = LoadCell(dats, cellId);
|
||||
Assert.NotNull(loaded);
|
||||
var (cell, cs) = loaded!.Value;
|
||||
var world = WorldTransform(cell);
|
||||
|
||||
int floors = 0, ceilings = 0, walls = 0, inclined = 0;
|
||||
var floorZLevels = new SortedDictionary<int, int>(); // z rounded to 0.1 m → count
|
||||
|
||||
foreach (var (id, poly) in cs.Polygons)
|
||||
{
|
||||
var w = WorldVerts(cs, poly, world);
|
||||
if (w.Count < 3) continue;
|
||||
var n = Vector3.Normalize(Vector3.Cross(w[1] - w[0], w[2] - w[0]));
|
||||
float az = MathF.Abs(n.Z);
|
||||
if (az > 0.85f)
|
||||
{
|
||||
// Horizontal poly — bucket by mean z.
|
||||
float meanZ = 0; foreach (var v in w) meanZ += v.Z; meanZ /= w.Count;
|
||||
int zKey = (int)MathF.Round(meanZ * 10f);
|
||||
floorZLevels.TryGetValue(zKey, out var c);
|
||||
floorZLevels[zKey] = c + 1;
|
||||
if (n.Z > 0) floors++; else ceilings++;
|
||||
}
|
||||
else if (az < 0.25f) walls++;
|
||||
else
|
||||
{
|
||||
inclined++;
|
||||
float minZ = float.MaxValue, maxZ = float.MinValue;
|
||||
foreach (var v in w) { minZ = MathF.Min(minZ, v.Z); maxZ = MathF.Max(maxZ, v.Z); }
|
||||
_out.WriteLine($" INCLINED poly {id}: n=({n.X:F2},{n.Y:F2},{n.Z:F2}) z=[{minZ:F2},{maxZ:F2}] " +
|
||||
$"verts={poly.VertexIds.Count} stip={poly.Stippling} DRAWN={WouldDraw(poly, cell)}");
|
||||
}
|
||||
}
|
||||
|
||||
_out.WriteLine($"=== 0x{cellId:X8} poly histogram: floors={floors} ceilings={ceilings} walls={walls} inclined={inclined} ===");
|
||||
_out.WriteLine(" horizontal-poly z-ladder (z → count): " +
|
||||
string.Join(" ", System.Linq.Enumerable.Select(floorZLevels, kv => $"{kv.Key / 10f:F1}:{kv.Value}")));
|
||||
|
||||
foreach (var p in cell.CellPortals)
|
||||
{
|
||||
if (!cs.Polygons.TryGetValue((ushort)p.PolygonId, out var poly)) continue;
|
||||
var w = WorldVerts(cs, poly, world);
|
||||
if (w.Count < 3) continue;
|
||||
var n = Vector3.Normalize(Vector3.Cross(w[1] - w[0], w[2] - w[0]));
|
||||
string orient = MathF.Abs(n.Z) > 0.85f ? "HORIZONTAL (floor/ceiling portal)"
|
||||
: MathF.Abs(n.Z) < 0.25f ? "vertical (wall portal)"
|
||||
: "INCLINED portal";
|
||||
var min = new Vector3(float.MaxValue); var max = new Vector3(float.MinValue);
|
||||
foreach (var v in w) { min = Vector3.Min(min, v); max = Vector3.Max(max, v); }
|
||||
_out.WriteLine($" portal poly={p.PolygonId} -> 0x{p.OtherCellId:X4} [{p.Flags}] {orient} " +
|
||||
$"n=({n.X:F2},{n.Y:F2},{n.Z:F2}) z=[{min.Z:F2},{max.Z:F2}]");
|
||||
}
|
||||
}
|
||||
}
|
||||
Loading…
Add table
Add a link
Reference in a new issue