fix(render): §4 flood strobe — homogeneous reciprocal clip + collinear-aware region dedup

THE BUG (pinned deterministically by the new CornerFloodReplayTests harness — real
Holtburg cells, captured corner-press scenario): a smooth 2 cm/step monotonic eye
sweep across the 0172↔0173↔0171 doorway produced a NON-monotonic flood — on ~10 of
61 steps the player's room (0172) vanished from the flood entirely or collapsed to
a sub-pixel sliver, taking its downstream chain (016F, the outside view) with it.
Live, those isolated frames are the §4 background strobe: openings/passages flash
the clear color during transitions, and the corner press shows background at the
angles that park the eye near the doorway plane.

TWO root causes, both fixed:

1. ApplyReciprocalClip ran the reciprocal portal polygon through the legacy
   divide-first ProjectToNdc + 2D Intersect path, justified by "the reciprocal is
   never near the eye." That assumption is exactly false at doorways/corners: the
   reciprocal IS the same opening whose plane the eye presses against (2-60 cm).
   ProjectToNdc's MinW=0.05 eye-clip + side-plane clip + divide is knife-edge
   there — 2 cm eye moves flipped its output between a no-op and a duplicated-
   vertex hairline that ground the healthy region down to <3 distinct vertices.
   FIX: route the reciprocal through the SAME homogeneous pipeline as the forward
   clip (ProjectToClip + ClipToRegion) — which is what retail does:
   PView::OtherPortalClip (decomp:433524-433563) runs the reciprocal through the
   very same GetClip(finish=1) → ACRender::polyClipFinish homogeneous clipper.
   Also ported retail's skip: exact_match portals (CCellPortal.exact_match,
   acclient.h:32300; PView::ClipPortals :433689) bypass the reciprocal clip —
   both sides share the same polygon, so re-clipping is redundant.

2. CellView.CanonicalKey missed COLLINEAR re-emissions: the homogeneous region
   clipper legitimately inserts intersection vertices ON a subject edge when a
   region edge grazes it, so BFS re-clip rounds re-emit the SAME geometric region
   with 1-2 extra collinear edge vertices — keyed as distinct, defeating the
   dedup and accumulating duplicate polygons (this was the real mechanism behind
   the historical "float drift defeats the dedup" rationale that had parked the
   reciprocal on the unstable path). FIX: canonicalize away collinear snapped
   points (exact integer cross-products on the 1e-3 NDC grid) so the key is
   purely a function of the region's corners.

Conformance: CornerSweep_FloodIsCompleteAndMonotone pins the fixed behavior —
61-step monotonic eye sweep ⇒ full flood every step, outside view always reached,
player-room region monotone (was: clean shrink 4.000→2.879 with zero drops, vs
~10 glitch steps before). Diagnostic facts (trace diff, hop microscope, primitive
scratch) retained as the apparatus.

Suites: App 223 green (incl. Build_AppliesReciprocalOtherPortalClip, now passing
with proper tightening AND dedup), Core 1377 green + the 4 pre-existing #99-era
failures + 1 skip, UI 420, Net 294. Visual gate pending: corner press, room↔room,
cellar↔floor, indoor↔outdoor transitions.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
This commit is contained in:
Erik 2026-06-10 10:26:01 +02:00
parent 482b0dea1b
commit dac8f6ad1f
3 changed files with 565 additions and 18 deletions

View file

@ -97,10 +97,21 @@ public sealed class CellView
private const float DedupGridNdc = 1e-3f;
// Canonical key for a view polygon: vertices snapped to the NDC grid, consecutive snap-duplicates
// removed (including wrap-around), then rotated to start at the lexicographically smallest vertex so
// a rotated emission of the same cycle yields the same key. Returns null when fewer than 3 distinct
// removed (including wrap-around), COLLINEAR points removed (exact integer cross-products on the
// snapped grid), then rotated to start at the lexicographically smallest vertex so a rotated
// emission of the same cycle yields the same key. Returns null when fewer than 3 distinct
// snapped vertices survive (a degenerate sliver, not a real region). Winding is already CCW for every
// builder input (ClipToRegion / EnsureCcw), so the cyclic order is canonical without a reversal step.
//
// §4 corner/doorway fix (2026-06-10) — the collinear pass: the homogeneous region clipper
// (PortalProjection.ClipToRegion, used by the forward AND — as of today — the reciprocal hop)
// legitimately inserts intersection vertices ON a subject edge when a region edge grazes it, so
// BFS re-clip rounds re-emit the SAME geometric region with 1-2 extra collinear edge vertices.
// Without collinear canonicalization those re-emissions key as distinct, defeating the dedup and
// accumulating duplicate polygons (the pre-2026-06-06 unbounded-growth hang in miniature, and the
// exact reason the reciprocal clip was previously parked on the unstable divide-first path).
// Dropping collinear snapped points makes the key purely a function of the region's CORNERS, so
// any re-emission of the same shape — drifted, rotated, vertex-count-inflated — deduplicates.
private static string? CanonicalKey(Vector2[]? verts)
{
if (verts is null || verts.Length < 3) return null;
@ -112,6 +123,30 @@ public sealed class CellView
if (pts.Count == 0 || pts[^1] != q) pts.Add(q);
}
if (pts.Count >= 2 && pts[^1] == pts[0]) pts.RemoveAt(pts.Count - 1);
// Remove collinear points: for consecutive (prev, cur, next) around the cycle, drop cur when
// cross(cur-prev, next-cur) == 0 — exact in integer grid coordinates (deltas ≤ ~4000, products
// ≤ ~1.6e7, no overflow). Loop to a fixpoint: removing one point can make its neighbour
// collinear. Degenerate inputs (all points on one line) reduce below 3 → rejected below.
bool removed = true;
while (removed && pts.Count >= 3)
{
removed = false;
for (int i = 0; i < pts.Count && pts.Count >= 3; i++)
{
var prev = pts[(i + pts.Count - 1) % pts.Count];
var cur = pts[i];
var next = pts[(i + 1) % pts.Count];
long cross = (long)(cur.X - prev.X) * (next.Y - cur.Y)
- (long)(cur.Y - prev.Y) * (next.X - cur.X);
if (cross == 0)
{
pts.RemoveAt(i);
removed = true;
i--;
}
}
}
if (pts.Count < 3) return null;
int n = pts.Count;

View file

@ -317,7 +317,7 @@ public static class PortalVisibilityBuilder
// in place before the union below.
var preReciprocalClip = eyeInsideOpening ? CloneViewPolygons(clippedRegion) : null;
int preReciprocalCount = clippedRegion.Count;
ApplyReciprocalClip(clippedRegion, portal.OtherPortalId, neighbour, viewProj);
ApplyReciprocalClip(clippedRegion, portal.OtherPortalId, portal.Flags, neighbour, viewProj);
if (churnProbe)
churnReciprocal!.Append(System.FormattableString.Invariant(
$" recip[0x{neighbourId:X8} {preReciprocalCount}->{clippedRegion.Count}]"));
@ -512,7 +512,7 @@ public static class PortalVisibilityBuilder
continue;
var preReciprocalClip = eyeInsideOpening ? CloneViewPolygons(clippedRegion) : null;
ApplyReciprocalClip(clippedRegion, portal.OtherPortalId, neighbour, viewProj);
ApplyReciprocalClip(clippedRegion, portal.OtherPortalId, portal.Flags, neighbour, viewProj);
if (clippedRegion.Count == 0)
{
if (preReciprocalClip is null)
@ -772,33 +772,51 @@ public static class PortalVisibilityBuilder
// (< 3 verts), OR it projects entirely behind the camera. Over-inclusion is the safe default;
// mis-resolution is the bug this method exists to remove. PortalPolygons is in lockstep with
// Portals, so index `otherPortalId` selects the reciprocal polygon. NEVER throws.
// Dat CellPortal flags bit 0 (DatReaderWriter.Enums.PortalFlags.ExactMatch; retail
// CCellPortal.exact_match at +0x14, acclient.h:32300).
private const ushort PortalFlagExactMatch = 0x0001;
private static void ApplyReciprocalClip(
List<ViewPolygon> clippedRegion, ushort otherPortalId, LoadedCell neighbour, Matrix4x4 viewProj)
List<ViewPolygon> clippedRegion, ushort otherPortalId, ushort portalFlags,
LoadedCell neighbour, Matrix4x4 viewProj)
{
if (clippedRegion.Count == 0) return;
// Retail skips OtherPortalClip entirely for exact-match portals — both cells share
// the SAME opening polygon, so re-clipping against the reciprocal can only re-derive
// the near-side clip: PView::ClipPortals decomp:433689
// `if (exact_match != 0 || other_portal_id < 0) goto propagate-without-reciprocal`.
if ((portalFlags & PortalFlagExactMatch) != 0) return;
// Direct back-link index (retail arg2->other_portal_id). Out-of-range → over-include.
if (otherPortalId >= neighbour.PortalPolygons.Count) return;
Vector3[]? reciprocalPoly = neighbour.PortalPolygons[otherPortalId];
if (reciprocalPoly == null || reciprocalPoly.Length < 3) return; // missing/degenerate → over-include
// Project the reciprocal opening through the NEIGHBOUR's transform (retail positionPush(3,
// &other_cell_ptr->pos) at 005a54d2), then normalize winding for the CCW-only clipper.
// NOTE: this stays on the divide-then-clip ProjectToNdc path on purpose. The reciprocal is a
// back-portal one hop away — never near the eye — so the homogeneous clip buys nothing here,
// and ProjectToNdc is float-stable across the BFS re-enqueue rounds. Routing it through
// ProjectToClip+ClipToRegion produced per-round float drift that defeated the CellView
// SamePolygon dedup, inflating a tight A<->B reciprocal view to ~4x its area
// (Build_AppliesReciprocalOtherPortalClip). The near-side clip (ClipPortalAgainstView) IS the
// homogeneous path; this secondary tightening is not.
Vector2[] reciprocalNdc = PortalProjection.ProjectToNdc(reciprocalPoly, neighbour.WorldTransform, viewProj);
if (reciprocalNdc.Length < 3) return; // reciprocal entirely behind camera / degenerate → no-op
EnsureCcw(reciprocalNdc);
// §4 corner/doorway fix (2026-06-10): the reciprocal clip now runs the SAME homogeneous
// pipeline as the forward clip — retail PView::OtherPortalClip (decomp:433524-433563) routes
// the reciprocal polygon through the very same GetClip(finish=1) → ACRender::polyClipFinish
// homogeneous clipper as the near-side portal; there is no divide-first special case.
//
// HISTORY: this used to be ProjectToNdc + 2D ScreenPolygonClip.Intersect, justified by "the
// reciprocal is a back-portal one hop away — never near the eye". That assumption is FALSE
// exactly at doorways/corners: the reciprocal IS the same opening whose plane the eye presses
// against (2-60 cm). ProjectToNdc's MinW=0.05 eye-clip + side-plane clip + divide is knife-edge
// there — 2 cm eye moves flipped its output between "covers the region" and a duplicated-vertex
// hairline, which CellView.Add's snap-dedup then rejected → the neighbour room dropped from the
// flood for isolated frames → the corner/transition background strobe (CornerFloodReplayTests
// pins this deterministically; the glitch steps die with this change). The old path's other
// rationale — per-round float drift defeating the exact-match CellView dedup — is obsolete:
// CanonicalKey's 1e-3-grid snap dedup (2026-06-06) absorbs re-clip drift by construction.
var reciprocalClip = PortalProjection.ProjectToClip(reciprocalPoly, neighbour.WorldTransform, viewProj);
if (reciprocalClip.Length < 3) return; // reciprocal entirely behind the eye → no constraint (over-include)
// Intersect the reciprocal opening into each near-side polygon; drop any that fall away.
// ClipToRegion(subject=homogeneous reciprocal, region=near-side NDC polygon) = the same
// region-edge homogeneous Sutherland-Hodgman the forward hop uses (polyClipFinish port).
for (int k = clippedRegion.Count - 1; k >= 0; k--)
{
var tightened = ScreenPolygonClip.Intersect(reciprocalNdc, clippedRegion[k].Vertices);
var tightened = PortalProjection.ClipToRegion(reciprocalClip, clippedRegion[k].Vertices);
if (tightened.Length >= 3) clippedRegion[k] = new ViewPolygon(tightened);
else clippedRegion.RemoveAt(k);
}

View file

@ -0,0 +1,494 @@
using System;
using System.Collections.Generic;
using System.IO;
using System.Numerics;
using AcDream.App.Rendering;
using DatReaderWriter;
using DatReaderWriter.Options;
using Xunit;
using Xunit.Abstractions;
using DatEnvCell = DatReaderWriter.DBObjs.EnvCell;
using DatEnvironment = DatReaderWriter.DBObjs.Environment;
namespace AcDream.App.Tests.Rendering;
/// <summary>
/// §4 corner-press flood replay (2026-06-10). The §2b camera-collision hypothesis is
/// REFUTED (CameraCornerSealReplayTests, commit b21bb28): the eye legitimately enters
/// the neighbour room through the 0171↔0173↔0172 doorway chain. The user still sees
/// BACKGROUND at certain angles — so the defect is in the FLOOD/CLIP output for those
/// eye positions. This harness drives the REAL <see cref="PortalVisibilityBuilder.Build"/>
/// over the REAL Holtburg building cells (dat-loaded, mirroring GameWindow.BuildLoadedCell)
/// along the captured corner eye path, and prints which cells the flood keeps/drops per
/// step. The player's room (0172) dropping while the player is visible on screen is the
/// background defect; the step where it happens pins the mechanism.
///
/// Geometry (corner-seal-capture.log + the b21bb28 room map): all cells share origin
/// (161.93, 7.50, 94.00), local = R180z·(worldorigin). The 0171-side doorway plane is
/// local x=4.10 (world x≈157.83), the 0172-side plane local x=3.90 (world x≈158.03);
/// the opening is 1.9 m wide, full height (z 94..96.5). Player dwell position during the
/// corner press: (159.94, 7.70, 94.00) in 0172; captured eyes hover near (157.4..157.5,
/// 7.91, 96.25) — inside 0171, 0.35 m past the doorway plane, near the ceiling.
/// </summary>
public class CornerFloodReplayTests
{
private readonly ITestOutputHelper _out;
public CornerFloodReplayTests(ITestOutputHelper output) => _out = output;
private const uint Landblock = 0xA9B40000u;
private const uint EnvironmentFilePrefix = 0x0D000000u;
private static string? ResolveDatDir()
{
var fromEnv = Environment.GetEnvironmentVariable("ACDREAM_DAT_DIR");
if (!string.IsNullOrWhiteSpace(fromEnv) && Directory.Exists(fromEnv))
return fromEnv;
var def = Path.Combine(
Environment.GetFolderPath(Environment.SpecialFolder.UserProfile),
"Documents", "Asheron's Call");
return Directory.Exists(def) ? def : null;
}
/// <summary>
/// Dat → LoadedCell, mirroring GameWindow.BuildLoadedCell (GameWindow.cs:5636-5776)
/// field-for-field: portals (with OtherPortalId back-link), clip planes from the
/// portal polygon's first 3 verts + centroid InsideSide, full portal polygons in
/// cell-local space, local AABB, world transform from EnvCell.Position.
/// </summary>
private static LoadedCell LoadCell(DatCollection dats, uint cellId)
{
var envCell = dats.Get<DatEnvCell>(cellId)
?? throw new InvalidOperationException($"EnvCell 0x{cellId:X8} not found");
var environment = dats.Get<DatEnvironment>(EnvironmentFilePrefix | envCell.EnvironmentId)
?? throw new InvalidOperationException($"Environment 0x{envCell.EnvironmentId:X8} not found");
if (!environment.Cells.TryGetValue(envCell.CellStructure, out var cellStruct) || cellStruct is null)
throw new InvalidOperationException($"CellStruct {envCell.CellStructure} missing");
var cellTransform =
Matrix4x4.CreateFromQuaternion(envCell.Position.Orientation) *
Matrix4x4.CreateTranslation(envCell.Position.Origin);
Matrix4x4.Invert(cellTransform, out var inverse);
var boundsMin = new Vector3(float.MaxValue);
var boundsMax = new Vector3(float.MinValue);
foreach (var kvp in cellStruct.VertexArray.Vertices)
{
var v = kvp.Value;
var pos = new Vector3(v.Origin.X, v.Origin.Y, v.Origin.Z);
boundsMin = Vector3.Min(boundsMin, pos);
boundsMax = Vector3.Max(boundsMax, pos);
}
if (boundsMin.X == float.MaxValue) { boundsMin = Vector3.Zero; boundsMax = Vector3.Zero; }
var portals = new List<CellPortalInfo>();
var clipPlanes = new List<PortalClipPlane>();
var portalPolygons = new List<Vector3[]>();
var centroid = (boundsMin + boundsMax) * 0.5f;
foreach (var portal in envCell.CellPortals)
{
portals.Add(new CellPortalInfo(
portal.OtherCellId, portal.PolygonId, (ushort)portal.Flags, portal.OtherPortalId));
if (cellStruct.Polygons.TryGetValue(portal.PolygonId, out var poly)
&& poly.VertexIds.Count >= 3
&& cellStruct.VertexArray.Vertices.TryGetValue((ushort)poly.VertexIds[0], out var v0)
&& cellStruct.VertexArray.Vertices.TryGetValue((ushort)poly.VertexIds[1], out var v1)
&& cellStruct.VertexArray.Vertices.TryGetValue((ushort)poly.VertexIds[2], out var v2))
{
var p0 = new Vector3(v0.Origin.X, v0.Origin.Y, v0.Origin.Z);
var p1 = new Vector3(v1.Origin.X, v1.Origin.Y, v1.Origin.Z);
var p2 = new Vector3(v2.Origin.X, v2.Origin.Y, v2.Origin.Z);
var normal = Vector3.Normalize(Vector3.Cross(p1 - p0, p2 - p0));
float d = -Vector3.Dot(normal, p0);
float centroidDot = Vector3.Dot(normal, centroid) + d;
clipPlanes.Add(new PortalClipPlane
{
Normal = normal, D = d, InsideSide = centroidDot >= 0 ? 0 : 1,
});
}
else
{
clipPlanes.Add(default);
}
Vector3[] polyVerts = Array.Empty<Vector3>();
if (cellStruct.Polygons.TryGetValue(portal.PolygonId, out var portalPoly)
&& portalPoly.VertexIds.Count >= 3)
{
polyVerts = new Vector3[portalPoly.VertexIds.Count];
bool allResolved = true;
for (int vi = 0; vi < portalPoly.VertexIds.Count; vi++)
{
if (cellStruct.VertexArray.Vertices.TryGetValue(
(ushort)portalPoly.VertexIds[vi], out var pv))
polyVerts[vi] = new Vector3(pv.Origin.X, pv.Origin.Y, pv.Origin.Z);
else { allResolved = false; break; }
}
if (!allResolved) polyVerts = Array.Empty<Vector3>();
}
portalPolygons.Add(polyVerts);
}
uint lbPrefix = cellId & 0xFFFF0000u;
var visibleCells = new List<uint>();
if (envCell.VisibleCells is not null)
foreach (var lowId in envCell.VisibleCells)
visibleCells.Add(lbPrefix | lowId);
return new LoadedCell
{
CellId = cellId,
WorldPosition = envCell.Position.Origin,
WorldTransform = cellTransform,
InverseWorldTransform = inverse,
LocalBoundsMin = boundsMin,
LocalBoundsMax = boundsMax,
Portals = portals,
ClipPlanes = clipPlanes,
PortalPolygons = portalPolygons,
VisibleCells = visibleCells,
SeenOutside = envCell.Flags.HasFlag(DatReaderWriter.Enums.EnvCellFlags.SeenOutside),
};
}
private static Dictionary<uint, LoadedCell> LoadBuilding(DatCollection dats)
{
var cells = new Dictionary<uint, LoadedCell>();
for (uint low = 0x016Fu; low <= 0x0175u; low++)
{
uint id = Landblock | low;
cells[id] = LoadCell(dats, id);
}
return cells;
}
// Production projection: ChaseCamera/FlyCamera use FovY ~1.2, near 1, far 5000,
// 1280x720 (the capture's viewport). The flood's clip is near-independent
// (PortalProjection header), so near/far exactness is not load-bearing.
private static Matrix4x4 ViewProjFor(Vector3 eye, Vector3 lookAt)
{
var view = Matrix4x4.CreateLookAt(eye, lookAt, Vector3.UnitZ);
var proj = Matrix4x4.CreatePerspectiveFieldOfView(1.2f, 1280f / 720f, 1f, 5000f);
return view * proj;
}
// World-x of the doorway planes (local x=4.10 / 3.90 under the R180z transform
// about origin x=161.93).
private const float Plane0171X = 161.93f - 4.10f; // ≈157.83
private const float Plane0172X = 161.93f - 3.90f; // ≈158.03
private static uint RootCellFor(float eyeX) =>
eyeX > Plane0172X ? (Landblock | 0x0172u)
: eyeX > Plane0171X ? (Landblock | 0x0173u)
: (Landblock | 0x0171u);
/// <summary>
/// Diagnostic: full [pv-trace] decision log for one GOOD step (47) vs one GLITCH
/// step (48) of the sweep below — 2 cm apart, root 0171 both, yet 0172 (and its
/// downstream 016F + outside) vanish from the flood at 48. The trace diff pins the
/// exact gate that flips.
/// </summary>
[Fact]
public void Diagnostic_TraceGoodVsGlitchStep()
{
var datDir = ResolveDatDir();
if (datDir is null) { _out.WriteLine("SKIP: dats unavailable"); return; }
using var dats = new DatCollection(datDir, DatAccessType.Read);
var cells = LoadBuilding(dats);
Func<uint, LoadedCell?> lookup = id => cells.TryGetValue(id, out var c) ? c : null;
var player = new Vector3(159.936676f, 7.701012f, 94.000000f);
var pivot = player + new Vector3(0f, 0f, 1.5f);
foreach (int i in new[] { 47, 48 })
{
float ex = 158.43f - i * 0.02f;
var eye = new Vector3(ex, 7.912722f, 96.248833f);
uint root = RootCellFor(ex);
var sw = new StringWriter();
var prev = Console.Out;
PortalVisibilityFrame frame;
try
{
Console.SetOut(sw);
AcDream.Core.Rendering.RenderingDiagnostics.ProbeFlapEnabled = true;
frame = PortalVisibilityBuilder.Build(cells[root], eye, lookup, ViewProjFor(eye, pivot));
}
finally
{
AcDream.Core.Rendering.RenderingDiagnostics.ProbeFlapEnabled = false;
Console.SetOut(prev);
}
_out.WriteLine($"########## step {i} (eyeX={ex:F2}) ##########");
foreach (var line in sw.ToString().Split('\n', StringSplitOptions.RemoveEmptyEntries))
_out.WriteLine(line.TrimEnd());
// Per-hop region vertices: where does the sliver come from?
foreach (uint low in new uint[] { 0x0171u, 0x0173u, 0x0172u })
{
if (!frame.CellViews.TryGetValue(Landblock | low, out var view))
{
_out.WriteLine($" view 0x{low:X4}: (absent)");
continue;
}
foreach (var p in view.Polygons)
{
string verts = "";
foreach (var v in p.Vertices)
verts += System.FormattableString.Invariant($" ({v.X:F5},{v.Y:F5})");
_out.WriteLine($" view 0x{low:X4} [{p.Vertices.Length}]:{verts}");
}
if (view.Polygons.Count == 0)
_out.WriteLine($" view 0x{low:X4}: 0 polygons (rejected by Add)");
}
}
}
/// <summary>
/// §4 conformance gate (2026-06-08 handoff §7's pre-gate, realized 2026-06-10):
/// a smooth monotonic eye moving through/near a doorway must produce a STABLE,
/// monotone flood — the full cell chain present on every step, the outside view
/// always reached, and the player-room region never collapsing nor oscillating.
/// Before the homogeneous-reciprocal fix this failed on ~10 of 61 steps (room
/// 0172 vanished entirely or collapsed to a sub-pixel sliver — the corner /
/// transition background strobe). Guards the ApplyReciprocalClip pipeline.
/// </summary>
[Fact]
public void CornerSweep_FloodIsCompleteAndMonotone()
{
var datDir = ResolveDatDir();
if (datDir is null) { _out.WriteLine("SKIP: dats unavailable"); return; }
using var dats = new DatCollection(datDir, DatAccessType.Read);
var cells = LoadBuilding(dats);
Func<uint, LoadedCell?> lookup = id => cells.TryGetValue(id, out var c) ? c : null;
var player = new Vector3(159.936676f, 7.701012f, 94.000000f);
var pivot = player + new Vector3(0f, 0f, 1.5f);
var failures = new List<string>();
float prevArea = float.MaxValue;
for (int i = 0; i <= 60; i++)
{
float ex = 158.43f - i * 0.02f;
var eye = new Vector3(ex, 7.912722f, 96.248833f);
uint root = RootCellFor(ex);
var frame = PortalVisibilityBuilder.Build(
cells[root], eye, lookup, ViewProjFor(eye, pivot));
foreach (uint low in new uint[] { 0x0171u, 0x0172u, 0x0173u, 0x016Fu })
if (!frame.OrderedVisibleCells.Contains(Landblock | low))
failures.Add($"step {i}: 0x{low:X4} missing from flood");
if (frame.OutsideView.Polygons.Count == 0)
failures.Add($"step {i}: outside view empty");
float area = 0f;
if (frame.CellViews.TryGetValue(Landblock | 0x0172u, out var view))
foreach (var p in view.Polygons)
area += MathF.Max(0f, p.MaxX - p.MinX) * MathF.Max(0f, p.MaxY - p.MinY);
if (area < 0.5f)
failures.Add(System.FormattableString.Invariant(
$"step {i}: 0172 region collapsed (area={area:F3})"));
// Monotone shrink as the eye recedes — allow float-noise upticks only.
if (area > prevArea + 0.01f)
failures.Add(System.FormattableString.Invariant(
$"step {i}: 0172 region grew {prevArea:F3}->{area:F3} (oscillation)"));
prevArea = area;
}
Assert.True(failures.Count == 0,
"Flood instability under a monotonic eye sweep (the §4 strobe):\n "
+ string.Join("\n ", failures));
}
/// <summary>
/// Diagnostic: microscope on the failing hop. Replays the two portal hops
/// (0171→0173, then 0173→0172) through the PUBLIC PortalProjection APIs for the
/// good step (47) and the glitch step (48), printing the homogeneous subject
/// vertices and full-precision outputs at every stage — the concrete numbers for
/// the collapsing intersection.
/// </summary>
[Fact]
public void Diagnostic_Hop2Microscope()
{
var datDir = ResolveDatDir();
if (datDir is null) { _out.WriteLine("SKIP: dats unavailable"); return; }
using var dats = new DatCollection(datDir, DatAccessType.Read);
var cells = LoadBuilding(dats);
var c171 = cells[Landblock | 0x0171u];
var c173 = cells[Landblock | 0x0173u];
var player = new Vector3(159.936676f, 7.701012f, 94.000000f);
var pivot = player + new Vector3(0f, 0f, 1.5f);
// 0171's portal to 0173 is index 1; 0173's portal to 0172 is index 1 (room map).
var poly171to173 = c171.PortalPolygons[1];
var poly173to172 = c173.PortalPolygons[1];
foreach (int i in new[] { 47, 48 })
{
float ex = 158.43f - i * 0.02f;
var eye = new Vector3(ex, 7.912722f, 96.248833f);
var vp = ViewProjFor(eye, pivot);
_out.WriteLine($"########## step {i} (eyeX={ex:F2}) ##########");
// Hop 1: 0171 -> 0173 against the full screen.
var subj1 = PortalProjection.ProjectToClip(poly171to173, c171.WorldTransform, vp);
DumpClip("hop1 subject (0171->0173 portal, clip space)", subj1);
var region173 = PortalProjection.ClipToRegion(subj1, new[]
{
new Vector2(-1f, -1f), new Vector2(1f, -1f), new Vector2(1f, 1f), new Vector2(-1f, 1f),
});
DumpNdc("hop1 out = 0173 region", region173);
if (region173.Length < 3) continue;
// Hop 2: 0173 -> 0172 against the 0173 region.
var subj2 = PortalProjection.ProjectToClip(poly173to172, c173.WorldTransform, vp);
DumpClip("hop2 subject (0173->0172 portal, clip space)", subj2);
var region172 = PortalProjection.ClipToRegion(subj2, region173);
DumpNdc("hop2 out = 0172 region", region172);
}
}
/// <summary>Scratch: the homogeneous reciprocal primitive in isolation, on the
/// synthetic fixture geometry that Build_AppliesReciprocalOtherPortalClip uses.</summary>
[Fact]
public void Scratch_ReciprocalPrimitive_SyntheticPair()
{
var view = Matrix4x4.CreateLookAt(Vector3.Zero, new Vector3(0, 0, -1), Vector3.UnitY);
var proj = Matrix4x4.CreatePerspectiveFieldOfView(1.2f, 1.0f, 0.1f, 1000f);
var vp = view * proj;
Vector3[] Quad(float cx, float cy, float hw, float hh, float z) => new[]
{
new Vector3(cx - hw, cy - hh, z), new Vector3(cx + hw, cy - hh, z),
new Vector3(cx + hw, cy + hh, z), new Vector3(cx - hw, cy + hh, z),
};
var wide = Quad(0f, 0f, 0.9f, 0.9f, -3f);
var narrow = Quad(0f, 0f, 0.3f, 0.9f, -3f);
// Near-side region: wide portal clipped against the full screen.
var wideClip = PortalProjection.ProjectToClip(wide, Matrix4x4.Identity, vp);
DumpClip("wide subject", wideClip);
var wideRegion = PortalProjection.ClipToRegion(wideClip, new[]
{
new Vector2(-1f, -1f), new Vector2(1f, -1f), new Vector2(1f, 1f), new Vector2(-1f, 1f),
});
DumpNdc("wide region (near-side)", wideRegion);
// Reciprocal: narrow portal, homogeneous, clipped against the wide region.
var narrowClip = PortalProjection.ProjectToClip(narrow, Matrix4x4.Identity, vp);
DumpClip("narrow subject (reciprocal)", narrowClip);
var tightened = PortalProjection.ClipToRegion(narrowClip, wideRegion);
DumpNdc("tightened = narrow ∩ wide", tightened);
// Now the FULL Build on the same synthetic pair (mirrors
// Build_AppliesReciprocalOtherPortalClip) with output dumps.
var a = new LoadedCell
{
CellId = 0x0001, WorldTransform = Matrix4x4.Identity, InverseWorldTransform = Matrix4x4.Identity,
Portals = new List<CellPortalInfo> { new CellPortalInfo(0x0002, 0, 0, 0) },
};
a.PortalPolygons.Add(wide);
var b = new LoadedCell
{
CellId = 0x0002, WorldTransform = Matrix4x4.Identity, InverseWorldTransform = Matrix4x4.Identity,
Portals = new List<CellPortalInfo> { new CellPortalInfo(0x0001, 0, 0, 0) },
};
b.PortalPolygons.Add(narrow);
var all = new Dictionary<uint, LoadedCell> { [0x0001u] = a, [0x0002u] = b };
var f = PortalVisibilityBuilder.Build(
a, Vector3.Zero, id => all.TryGetValue(id, out var c) ? c : null, vp);
foreach (var kv in f.CellViews)
foreach (var p in kv.Value.Polygons)
{
string s = "";
foreach (var v in p.Vertices)
s += System.FormattableString.Invariant($" ({v.X:F4},{v.Y:F4})");
_out.WriteLine($" Build view 0x{kv.Key:X4} [{p.Vertices.Length}]:{s}");
}
}
private void DumpClip(string label, Vector4[] verts)
{
string s = "";
foreach (var v in verts)
s += System.FormattableString.Invariant($" ({v.X:F4},{v.Y:F4},{v.Z:F4},w={v.W:F4})");
_out.WriteLine($" {label} [{verts.Length}]:{s}");
}
private void DumpNdc(string label, Vector2[] verts)
{
string s = "";
foreach (var v in verts)
s += System.FormattableString.Invariant($" ({v.X:F7},{v.Y:F7})");
_out.WriteLine($" {label} [{verts.Length}]:{s}");
}
/// <summary>
/// Diagnostic (no assertions yet): sweep the eye along the corner-press path —
/// from inside the player's room (0172), across the doorway threshold (0173),
/// into the neighbour room (0171) — looking back at the player throughout, and
/// print the flood result per step. The defect signature: the PLAYER's room
/// (0172) absent from the flood (or its view region empty) while the root is
/// 0171/0173 — the screen area where the player stands then shows background.
/// </summary>
[Fact]
public void Diagnostic_CornerPress_FloodAcrossDoorwayPlane()
{
var datDir = ResolveDatDir();
if (datDir is null) { _out.WriteLine("SKIP: dats unavailable"); return; }
using var dats = new DatCollection(datDir, DatAccessType.Read);
var cells = LoadBuilding(dats);
Func<uint, LoadedCell?> lookup = id => cells.TryGetValue(id, out var c) ? c : null;
// The captured corner scenario: player parked in 0172, eye orbiting near the
// doorway plane at head height (z=96.25), looking at the pivot.
var player = new Vector3(159.936676f, 7.701012f, 94.000000f);
var pivot = player + new Vector3(0f, 0f, 1.5f);
_out.WriteLine("step | eyeX (worldX | dPlane0171) | root | flood | 0171/0173/0172 polys | outside");
for (int i = 0; i <= 60; i++)
{
// Sweep world-x 158.43 (inside 0172) -> 157.23 (inside 0171), 2 cm steps,
// crossing the 0172 plane (~158.03) and the 0171 plane (~157.83).
float ex = 158.43f - i * 0.02f;
var eye = new Vector3(ex, 7.912722f, 96.248833f);
uint root = RootCellFor(ex);
var frame = PortalVisibilityBuilder.Build(
cells[root], eye, lookup, ViewProjFor(eye, pivot));
string flood = "";
foreach (uint id in frame.OrderedVisibleCells)
flood += $" {id & 0xFFFFu:X4}";
string PolyInfo(uint low)
{
uint id = Landblock | low;
if (!frame.CellViews.TryGetValue(id, out var view)) return "-";
int n = view.Polygons.Count;
float area = 0f;
foreach (var p in view.Polygons)
area += MathF.Max(0f, p.MaxX - p.MinX) * MathF.Max(0f, p.MaxY - p.MinY);
return System.FormattableString.Invariant($"{n}:{area:F3}");
}
string p71 = PolyInfo(0x0171u);
string p73 = PolyInfo(0x0173u);
string p72 = PolyInfo(0x0172u);
_out.WriteLine(System.FormattableString.Invariant(
$"{i,3} | {ex:F2} ({ex - Plane0171X,6:F3}) | {root & 0xFFFFu:X4} |{flood} | {p71} / {p73} / {p72} | out={frame.OutsideView.Polygons.Count}"));
}
}
}