test(phys): A6.P4 door inside-out — collision-geometry gap diagnosis
Added diagnostic apparatus that pinpoints the inside-out walkthrough as a collision-geometry GAP, not a collision-detection bug. New tests in DoorBugTrajectoryReplayTests: - InsideOut_Tick3254_WithCottageWalls_ShouldBlock: hypothesis test that registered cottage GfxObj 0x01000A2B and replayed the captured tick. Cottage blocked sphere but with cn=(0,0,1) floor-cap normal, not a wall normal — first signal that cottage geometry near the sphere isn't a wall. - Diagnostic_CottagePolys_NearWalkthroughPosition: dumps cottage polys near sphere XY=(133.655, 17.59) at any Z. Result: ZERO cottage polygons in that area. The cottage GfxObj has no geometry where the sphere walks through. DoorSetupGfxObjInspectionTests.HoltburgCottage_CellPortals_DatInspection extended to dump cell 0xA9B40150's 4 physics polygons in world frame: - floor (Z=94), ceiling (Z=96.5), west wall (X=131.6), east wall (X=133.5) - All walls only span Y=[16.5, 17.1] — the small doorway alcove volume - North of Y=17.1, no wall Captured sphere at (133.655, 17.59) is 0.155 m east of cell east wall AND 0.49 m north of the wall's Y range. No collision geometry exists at that XY past Y=17.1. The collision representation has a gap that the visual cottage covers with a wall. Production capture confirms the diagnosis: cottage GfxObj fires [bsp-test] 425 times during inside-out walking — visibility IS correct post-AddAllOutsideCells fix. Door slab fires 245 times. But the BSP queries find no polygon at (133.655, 17.6+, 94-95.20). The slab's east face blocks WEST motion (cn=(+1,0,0) as captured), sphere free to move +Y past it because no wall is there to block. Three candidates for next-session investigation: 1. Different cottage GfxObj (Holtburg cottages may be multi-piece) 2. Landblock-baked stab static at the cottage exterior wall location 3. Cottage GfxObj's visual polygons wider than physics polygons (dat fact) Cheapest next step: add LandblockStatics_DatInspection test that loads LandBlockInfo 0xA9B4FFFE + iterates StaticObjects + prints every entity at world XY in [131,135] x [16,19]. Reveals what other entities live at the cottage doorway. Full handoff: docs/research/2026-05-25-door-bug-inside-out-geometry-gap.md Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
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@ -359,6 +359,157 @@ public class DoorBugTrajectoryReplayTests
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/// tick.
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/// </para>
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/// </summary>
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/// <summary>
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/// A6.P4 inside-out bug investigation (2026-05-25 late evening) —
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/// hypothesis test: the asymmetric inside-out walkthrough is the
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/// sphere walking AROUND the door slab via the cottage wall area
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/// east/west of the doorway opening. The cottage exterior walls
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/// are part of GfxObj 0x01000A2B (the cottage building, same one
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/// from issue #98's cellar floor cap). Issue #98's indoor-primary-cell
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/// gate removed cottage-WALL visibility along with the cottage FLOOR
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/// — too aggressive. From indoor primary cells, the cottage walls
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/// adjacent to the doorway can't block the sphere.
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///
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/// <para>
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/// This test reproduces the captured tick 3254 (sphere at
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/// (133.655, 17.590, 94) in indoor cell 0xA9B40150, moving to
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/// (133.549, 17.599, 94)) with the cottage GfxObj registered as
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/// landblock-baked static. If, with the cottage walls visible, the
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/// sphere is blocked from being at X=133.655 (which is OUTSIDE the
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/// doorway opening, INSIDE the cottage wall geometry), the bug
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/// is confirmed as #98's overly-aggressive gate.
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/// </para>
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/// </summary>
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[Fact]
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public void InsideOut_Tick3254_WithCottageWalls_ShouldBlock()
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{
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var datDir = ResolveDatDir();
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if (datDir is null) return;
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var (engine, cache) = BuildFaithfulDoorEngine(datDir);
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// Add cottage GfxObj 0x01000A2B as landblock-baked static,
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// mirroring production GameWindow.RegisterLiveEntityCollision's
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// cellScope=0u (landblock-wide).
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const uint CottageGfxId = 0x01000A2Bu;
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const uint CottageEntityId = 0x00A9B479u; // matches issue #98 fixture id
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var cottageFixturePath = Path.Combine(SolutionRoot(),
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"tests", "AcDream.Core.Tests", "Fixtures", "issue98",
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"0x01000A2B.gfxobj.json");
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Assert.True(File.Exists(cottageFixturePath));
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var cottageDump = GfxObjDumpSerializer.Read(cottageFixturePath);
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var cottagePhysics = GfxObjDumpSerializer.Hydrate(cottageDump);
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cache.RegisterGfxObjForTest(CottageGfxId, cottagePhysics);
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engine.ShadowObjects.Register(
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entityId: CottageEntityId,
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gfxObjId: CottageGfxId,
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worldPos: new Vector3(130.5f, 11.5f, 94.0f),
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rotation: Quaternion.CreateFromAxisAngle(Vector3.UnitZ, MathF.PI),
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radius: cottagePhysics.BoundingSphere?.Radius ?? 14f,
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worldOffsetX: 0f,
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worldOffsetY: 0f,
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landblockId: DoorLandblockId,
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collisionType: ShadowCollisionType.BSP,
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scale: 1.0f,
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cellScope: 0u);
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// Replay captured tick 3254 inputs exactly.
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var currentPos = new Vector3(133.65524f, 17.58999f, 94f);
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var targetPos = new Vector3(133.54903f, 17.599283f, 94f);
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var (result, body) = ResolveAt(engine, currentPos, targetPos, 0xA9B40150u);
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// Expected: cottage wall east of doorway blocks the sphere
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// from being at X=133.655 (or, at minimum, blocks the +Y slide).
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// Currently (per the user's report) the sphere walks past unimpeded.
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Console.WriteLine(string.Format(System.Globalization.CultureInfo.InvariantCulture,
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"Harness tick 3254 reply: pos=({0:F4},{1:F4},{2:F4}) cn=({3:F4},{4:F4},{5:F4}) " +
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"cnValid={6} cell=0x{7:X8}",
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result.Position.X, result.Position.Y, result.Position.Z,
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result.CollisionNormal.X, result.CollisionNormal.Y, result.CollisionNormal.Z,
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result.CollisionNormalValid, result.CellId));
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// Document the production state via assertion: the sphere DID make
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// Y motion (+0.009) at this tick (target.Y > input.Y). If the
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// cottage wall blocks correctly, harness Y should stay at input Y
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// (sphere fully blocked, can't move north past cottage wall).
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// Currently this test demonstrates the bug shape.
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Assert.True(result.Position.Y < targetPos.Y - 0.005f,
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$"BUG REPRODUCTION: harness allowed Y motion ({result.Position.Y}) toward " +
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$"target ({targetPos.Y}). Cottage wall should block sphere at X=133.655 " +
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$"(0.095 m east of slab east edge). If this assertion FAILS, the cottage " +
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$"wall is now blocking as expected — the #98 gate fix landed.");
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}
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/// <summary>
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/// Diagnostic: dump cottage GfxObj 0x01000A2B polygons near world
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/// position (133.655, 17.59, 94.5) — the sphere position where the
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/// inside-out walkthrough happens. Identifies which cottage polys
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/// are at sphere height in that area, to know whether walls / floors
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/// / nothing.
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/// </summary>
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[Fact]
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public void Diagnostic_CottagePolys_NearWalkthroughPosition()
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{
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var fixturePath = Path.Combine(SolutionRoot(),
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"tests", "AcDream.Core.Tests", "Fixtures", "issue98",
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"0x01000A2B.gfxobj.json");
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var dump = GfxObjDumpSerializer.Read(fixturePath);
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var physics = GfxObjDumpSerializer.Hydrate(dump);
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// Cottage world transform: pos (130.5, 11.5, 94), rotation 180° Z.
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var cottagePos = new Vector3(130.5f, 11.5f, 94.0f);
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var cottageRot = Quaternion.CreateFromAxisAngle(Vector3.UnitZ, MathF.PI);
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// Failing sphere position: (133.655, 17.59, 94 .. 95.20)
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// Sphere world AABB: X[133.175, 134.135], Y[17.110, 18.070], Z[94, 95.20]
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var sphereCenterX = 133.655f;
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var sphereCenterY = 17.59f;
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Console.WriteLine(string.Format(System.Globalization.CultureInfo.InvariantCulture,
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"Cottage GfxObj 0x01000A2B: {0} polys total, BS radius {1:F3}",
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physics.Resolved.Count, physics.BoundingSphere?.Radius ?? 0f));
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Console.WriteLine("Looking for polys whose world-vertex bbox overlaps sphere AABB:");
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Console.WriteLine($" Sphere X=[{sphereCenterX-0.48f:F3}, {sphereCenterX+0.48f:F3}]");
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Console.WriteLine($" Sphere Y=[{sphereCenterY-0.48f:F3}, {sphereCenterY+0.48f:F3}]");
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Console.WriteLine($" Sphere Z=[94.000, 95.200]");
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int matched = 0;
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int matchedXY = 0;
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Console.WriteLine("");
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Console.WriteLine("=== All cottage polys with XY overlap (any Z) ===");
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foreach (var (polyId, poly) in physics.Resolved)
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{
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// Transform vertices to world space.
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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 v in poly.Vertices)
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{
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var rotated = Vector3.Transform(v, cottageRot);
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var world = cottagePos + rotated;
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if (world.X < wxMin) wxMin = world.X; if (world.X > wxMax) wxMax = world.X;
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if (world.Y < wyMin) wyMin = world.Y; if (world.Y > wyMax) wyMax = world.Y;
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if (world.Z < wzMin) wzMin = world.Z; if (world.Z > wzMax) wzMax = world.Z;
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}
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bool xOverlap = wxMax >= sphereCenterX - 0.48f && wxMin <= sphereCenterX + 0.48f;
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bool yOverlap = wyMax >= sphereCenterY - 0.48f && wyMin <= sphereCenterY + 0.48f;
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bool zOverlap = wzMax >= 94f && wzMin <= 95.20f;
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if (xOverlap && yOverlap)
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{
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matchedXY++;
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var nWorld = Vector3.Transform(poly.Plane.Normal, cottageRot);
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string zMark = zOverlap ? " *** Z-OVERLAP ***" : "";
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Console.WriteLine(string.Format(System.Globalization.CultureInfo.InvariantCulture,
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" poly 0x{0:X4} n=({1:F3},{2:F3},{3:F3}) bbox X=[{4:F3},{5:F3}] Y=[{6:F3},{7:F3}] Z=[{8:F3},{9:F3}]{10}",
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polyId, nWorld.X, nWorld.Y, nWorld.Z, wxMin, wxMax, wyMin, wyMax, wzMin, wzMax, zMark));
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}
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if (xOverlap && yOverlap && zOverlap) matched++;
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}
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Console.WriteLine($" XY-overlap polys (any Z): {matchedXY}");
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Console.WriteLine($" XYZ-overlap polys: {matched}");
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}
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[Fact]
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public void Geometric_DoorSlabAtSphereHeight_OverlapsInZ()
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{
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@ -314,6 +314,31 @@ public class DoorSetupGfxObjInspectionTests
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_out.WriteLine($" CellStruct polygons = {cellStruct.Polygons?.Count ?? 0} (visible)");
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_out.WriteLine($" CellStruct physicsPolys = {cellStruct.PhysicsPolygons?.Count ?? 0}");
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// Dump ALL physics polygons (collision walls/floor) in world frame
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// so we can see what blocks a sphere at world (133.655, 17.59).
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_out.WriteLine($" 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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{
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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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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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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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if (world.Y < wyMin) wyMin = world.Y; if (world.Y > wyMax) wyMax = world.Y;
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if (world.Z < wzMin) wzMin = world.Z; if (world.Z > wzMax) wzMax = world.Z;
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}
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_out.WriteLine($" [{pi}=0x{pid:X4}] sides={poly.SidesType} " +
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$"X=[{wxMin:F3},{wxMax:F3}] Y=[{wyMin:F3},{wyMax:F3}] Z=[{wzMin:F3},{wzMax:F3}]");
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}
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// Dump the plane of each portal polygon (the planes
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// FindTransitCellsSphere tests the sphere center against).
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for (int i = 0; i < envCell.CellPortals.Count; i++)
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