build: make release restore reproducible
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129 changed files with 16810 additions and 188 deletions
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@ -388,21 +388,26 @@ public class DoorSetupGfxObjInspectionTests
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_out.WriteLine($" CellStruct polygons = {cellStruct.Polygons?.Count ?? 0} (visible)");
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_out.WriteLine($" CellStruct physicsPolys = {cellStruct.PhysicsPolygons?.Count ?? 0}");
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var physicsPolygons = cellStruct.PhysicsPolygons
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?? throw new InvalidDataException("CellStruct has no physics polygons collection.");
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var vertices = cellStruct.VertexArray?.Vertices
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?? throw new InvalidDataException("CellStruct has no vertex array.");
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// Dump ALL physics polygons (collision walls/floor) in world frame
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// so we can see what blocks a sphere at world (133.655, 17.59).
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_out.WriteLine($" CellStruct PHYSICS polys (world frame):");
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var cellOrigin = envCell.Position.Origin;
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var cellRot = envCell.Position.Orientation;
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for (int pi = 0; pi < cellStruct.PhysicsPolygons.Count; pi++)
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for (int pi = 0; pi < physicsPolygons.Count; pi++)
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{
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var (pid, poly) = (cellStruct.PhysicsPolygons.Keys.ElementAt(pi),
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cellStruct.PhysicsPolygons.Values.ElementAt(pi));
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var (pid, poly) = (physicsPolygons.Keys.ElementAt(pi),
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physicsPolygons.Values.ElementAt(pi));
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float wxMin = float.MaxValue, wxMax = float.MinValue;
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float wyMin = float.MaxValue, wyMax = float.MinValue;
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float wzMin = float.MaxValue, wzMax = float.MinValue;
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foreach (var vid in poly.VertexIds)
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{
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if (!cellStruct.VertexArray.Vertices.TryGetValue((ushort)vid, out var sv)) continue;
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if (!vertices.TryGetValue((ushort)vid, out var sv)) continue;
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var rotated = System.Numerics.Vector3.Transform(sv.Origin, cellRot);
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var world = cellOrigin + rotated;
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if (world.X < wxMin) wxMin = world.X; if (world.X > wxMax) wxMax = world.X;
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@ -425,7 +430,7 @@ public class DoorSetupGfxObjInspectionTests
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continue;
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}
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// Resolve vertex positions.
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var vs = poly.VertexIds.Select(vid => cellStruct.VertexArray.Vertices[(ushort)vid].Origin).ToList();
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var vs = poly.VertexIds.Select(vid => vertices[(ushort)vid].Origin).ToList();
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string vlist = string.Join(",", vs.Select(v => $"({v.X:F2},{v.Y:F2},{v.Z:F2})"));
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// Compute the plane using the first three verts (normal = (v1-v0) x (v2-v0), d = -dot(n, v0)).
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