T6 (BR-7) C3: per-cell shadow architecture - flood registration, building channel, per-cell query; b3ce505 stopgap DELETED (closes #99)

The A6.P4 port, fused into one installment per the BR-2 half-port lesson
(registration and query are co-dependent: flood-registering shells under
the old radial query would re-open #98 through the vestibule).

REGISTRATION (ShadowObjectRegistry rewritten):
- Register/RegisterMultiPart/UpdatePosition compute the cell set via
  CellTransit.BuildShadowCellSet (the C2 find_cell_list flood) seeded by
  the entity's m_position cell id; the private 24m XY-grid rectangle and
  its single-landblock clamp are deleted. Flood spheres follow retail's
  CylSphere rule (base point + cyl radius, cap 10; BSP bounding-sphere
  fallback - Ghidra 0x0052b9f0). Statics flood with the do_not_load
  prune; dynamics (server spawns, isStatic:false) without.
- Keep-when-empty (SetPositionInternal num_cells gate, pc:283540): a
  failed flood leaves the previous registration in place.
- RefloodLandblock: streaming-race hook re-runs the flood when a
  landblock's cells hydrate (retail init_objects -> recalc_cross_cells,
  Ghidra 0x0052b420/0x00515a30); wired at GameWindow's hydration tail.
- GameWindow sites pass the server position's full cell id as the seed
  (spawn + UpdatePosition); the five static sites pass ParentCellId.

BUILDING CHANNEL (CSortCell.building shape):
- Building SHELLS are not shadow objects in retail (only caller of
  find_building_collisions is CSortCell::find_collisions 0x005340aa;
  one building per origin landcell, init_buildings 0x0052fd80 verified
  verbatim + ACE cross-ref). IsBuildingShell entities skip the registry;
  Transition.FindBuildingCollisions runs the shell part-0 BSP off
  cache.GetBuilding(cellId) with bldg_check set around it
  (find_building_collisions 0x006b5300), CollidedWithEnvironment on
  non-Contact non-OK. BuildingPhysics.ModelId = pre-resolved part-0
  GfxObj (0x02 Setups resolved at the CacheBuilding site).
- Placement/ethereal weakening: BSPQuery Path 1 passes center_solid=0
  when BldgCheck && HitsInteriorCell (BSPTREE::find_collisions 0x0053a82e
  + placement_insert 0x005399d8) so doorway crossings don't hard-fail
  against shell solids. SpherePath gains both retail fields;
  HitsInteriorCell is rebuilt at every cell-array build
  (build_cell_array reset 0x00509ef2 + find_cell_list/check_building_
  transit set sites).

QUERY (retail per-cell order, transitional_insert 0x0050b6f0):
- TransitionalInsert per attempt: env -> building (LandCell only) ->
  objects on the PRIMARY cell, then on OK the check_other_cells pass
  (env -> building -> objects per OTHER overlapped cell) + the
  carried-cell advance - the advance now happens AFTER all per-cell
  object passes (the WF1 ordering divergence), with Adjusted/Slid
  feeding the retry exactly like retail's OK_TS case.
- FindObjCollisionsInCell = CObjCell::find_obj_collisions (0x0052b750):
  iterate ONLY the asked cell's list. DELETED: the radial 9-landblock
  sweep, the +5m query pad, the b3ce505 indoor-primary gate, and the
  isViewer exemption (the camera is bounded by interior cell-BSP env
  collision - retail's own channel; CameraCornerSealReplayTests pins it
  against real dat, and the new building-channel camera test pins the
  outdoor stop).

TESTS: Core 1416/0/2 (was 1398 + 4 pre-existing #99-era fails + 1 skip),
App 225, UI 420, Net 294 - all green.
- 3 of the 4 #99-era reds flipped green as designed: the door apparatus
  (Apparatus_Grounded_50cmOffCenter_FrontApproach_Blocks) and tick-13558
  (indoor walkthrough) now assert the door BLOCKS; tick-22760 pins the
  outdoor blocking invariant.
- The 4th (BSPStepUp D4) + 22760's lateral-slide delta are NOT cell-set
  problems (probes prove the door is found + BSP-only dispatched;
  BR-7 left both byte-identical) - filed as issue #116 (slide-response
  family), D4 skipped with the issue reference.
- FindEnvCollisionsMultiCellTests migrated to the public entry (the A4
  multi-cell halt now lives at the retail call site).
- New registry pins: per-cell query surface, outdoor-footprint-never-
  indoor (#98 architectural), door-outdoor-cell membership, reflood.
- CameraCollisionIndoorTests rewritten against the building channel
  (the isViewer-exemption pins died with the exemption).

Closes #99 (doors block both ways via registration-time cell membership
+ the straddle-spanning player cell array). #97 likely closed (the +5m
radial pad that produced phantom-collision candidates is gone) - verify
at T5. #98 stays closed ARCHITECTURALLY (outdoor footprints structurally
cannot reach interior cells; the cellar harness stays green).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
This commit is contained in:
Erik 2026-06-11 14:37:50 +02:00
parent abf36e2743
commit dbfbf8506c
15 changed files with 1109 additions and 856 deletions

View file

@ -10,363 +10,144 @@ using Xunit;
namespace AcDream.App.Tests.Rendering;
/// <summary>
/// Phase U — RED diagnostic test for the camera-collision indoor non-engagement bug.
/// Camera (viewer) sweep vs the BUILDING collision channel.
///
/// <para>
/// Root cause (b): when the camera sphere is in an indoor cell, <see cref="ShadowObjectRegistry.GetNearbyObjects"/>
/// returns early at line 480 (<c>if ((primaryCellId &amp; 0xFFFF) >= 0x0100) return;</c>),
/// skipping the outdoor radial sweep. The cottage exterior-shell GfxObj is registered
/// with <c>cellScope=0</c> (landblock-wide, outdoor) — it lives in the outdoor per-cell
/// shadow lists. With the indoor-primary gate active, the camera sweep (which uses
/// <see cref="ObjectInfoState.IsViewer"/> not <see cref="ObjectInfoState.IsPlayer"/>) never
/// finds the exterior shell while its sphere center is inside the indoor CellBSP volume.
/// Once the sphere center exits the CellBSP boundary (<see cref="PhysicsEngine.ResolveCellId"/>
/// falls through to outdoor), the outdoor sweep runs — but by then the sphere may have
/// already crossed the exterior wall polygon's front face (going in the same direction).
/// History: this file was born as the Phase U RED diagnostic for the
/// camera-collision indoor non-engagement bug — the b3ce505 #98 indoor gate
/// in the old radial <c>GetNearbyObjects</c> blocked the viewer sweep from
/// reaching the exterior-shell GfxObj, and the fix was an
/// <c>isViewer</c> exemption. BR-7 / A6.P4 (2026-06-11) deleted that whole
/// stack: building shells are no longer shadow objects at all — they
/// dispatch through the retail per-LandCell building channel
/// (<c>CSortCell::find_collisions</c> → <c>find_building_collisions</c>,
/// Ghidra 0x005340a0/0x006b5300), and the indoor camera is bounded by the
/// interior cell's own physics BSP (the env channel — retail's actual
/// viewer enclosure; pinned against real dat by
/// <c>CameraCornerSealReplayTests</c>).
/// </para>
///
/// <para>
/// Evidence from post-fix live capture (<c>u4c-fix.log</c>): <c>eyeInRoot=n</c> ~90%
/// of frames; eye-player distance mean 3.43 m (full/zoomed chase, NOT pulled in).
/// The <c>[flap-sweep]</c> diagnostic in <see cref="PhysicsCameraCollisionProbe.SweepEye"/>
/// was designed to confirm this: <c>bsp=ok pulledIn≈0</c> means the cell is loaded with
/// a valid BSP but the sweep returns full eye distance, confirming the exterior shell is
/// not reached from the indoor context.
/// What remains here is the end-to-end pin of the NEW channel: a viewer
/// sweep whose primary cell is an outdoor landcell with a cached building
/// must be stopped by the building's shell BSP.
/// </para>
///
/// <para>
/// The issue #98 fix (2026-05-24) deliberately gates the outdoor sweep when the primary
/// cell is indoor — this is CORRECT for the player (prevents the cottage floor from
/// capping the player's head sphere). But it is WRONG for the camera probe
/// (<see cref="ObjectInfoState.IsViewer"/>), which needs to find the exterior building
/// shell to implement retail's <c>SmartBox::update_viewer</c> spring-arm pull-in.
/// </para>
///
/// <para>
/// Fixture gap: the actual residual cells (0xA9B40174/0175, main-floor cottage) are not
/// in the fixture set (the issue-98 fixtures cover 0xA9B4014X, a different cellar
/// cottage). This test uses a fully synthetic setup to prove the mechanism identically —
/// the issue #98 gate fires on any indoor primary cell id.
/// </para>
///
/// <para>Diagnosis doc: <c>docs/research/2026-05-31-camera-collision-indoor-diagnosis.md</c>.</para>
/// </summary>
public class CameraCollisionIndoorTests
{
// ── Geometry constants ─────────────────────────────────────────────────
// Room interior: player at world (0, 1, 94). Pivot = (0, 1, 95.5).
// Camera sweeps backward (+Y) and slightly upward.
// The EXTERIOR WALL GfxObj is at Y = 4.0 (just outside the room's back boundary
// at Y = 3.5). The interior CellBSP covers Y ∈ [-2, 3.5].
//
// Desired eye: Y = 5.0 — past the exterior wall.
//
// Expected: sweep stops at the exterior wall (pulledIn ≥ MinExpectedPullIn = 0.5 m).
// Actual: sweep reaches Y = 5.0 (pulledIn ≈ 0) because GetNearbyObjects skips the
// outdoor sweep when primaryCellId is indoor, so the GfxObj exterior wall is not
// tested while the sphere is inside the CellBSP volume. After the sphere crosses the
// CellBSP boundary (Y > 3.5 + ~0.3 = 3.8), ResolveCellId returns an outdoor cell
// and the outdoor sweep IS run — but the exterior wall is at Y = 4.0 and the sphere
// center is approaching from Y = 3.8 toward +Y, so the exterior wall polygon (with
// inward normal = -Y) is hit from its BACK FACE. If the wall polygon is one-sided
// (CullMode.Clockwise from the outer face), the back-face hit is suppressed and the
// sphere passes through. The net result is no stop.
// Player outdoors at (0, 1, 94). Pivot = (0, 1, 95.5). Camera sweeps
// backward (+Y) and slightly upward toward the building wall at Y=4.0.
private const uint IndoorCellId = 0xA9B40175u; // low 16 bits 0x0175 ≥ 0x0100 → indoor
private const uint LandblockId = 0xA9B40000u;
private const uint OutdoorCellId = 0xA9B40001u; // landcell (0,0)
private const uint LandblockId = 0xA9B40000u;
// Player head-pivot in world space.
private static readonly Vector3 PivotWorld = new(0f, 1f, 95.5f);
private static readonly Vector3 PivotWorld = new(0f, 1f, 95.5f);
// Desired eye: backward and slightly above pivot.
// Goes from Y=1 to Y=5, passing through the exterior wall at Y=4.0.
private static readonly Vector3 DesiredEye = new(0f, 5f, 96.25f);
// Desired eye: backward past the building wall at Y=4.0.
private static readonly Vector3 DesiredEye = new(0f, 5f, 96.25f);
// Exterior wall GfxObj position: at Y=4.0, normal facing INTO the room (-Y).
// When seen from outside, the front face has +Y normal (outward). When seen
// from inside (camera going toward +Y), the facing side is the back face.
// The wall is registered with cellScope=0 (landblock-wide, outdoor shadow list).
private const float ExteriorWallY = 4.0f;
private const float BuildingWallY = 4.0f;
// The sphere should be stopped at approximately Y = ExteriorWallY - ViewerSphereRadius.
// Pulled-in distance ≥ MinExpectedPullIn.
// The sphere should be stopped near Y = BuildingWallY - viewerRadius;
// anything ≥ this margin proves the channel engaged.
private const float MinExpectedPullIn = 0.5f;
// CellBSP inner boundary: sphere is considered "inside" the cell when Y ≤ 3.5.
// Once the sphere center crosses Y = 3.5 + (radius + 0.01) ≈ 3.81, ResolveCellId
// will classify it as outdoor.
private const float CellBspBoundaryY = 3.5f;
// ── Test ───────────────────────────────────────────────────────────────
/// <summary>
/// Documents the fix for the camera-collision indoor non-engagement bug (cause b).
///
/// <para>
/// Setup: indoor cell <c>0xA9B40175</c> with a CellBSP boundary at Y=3.5 and no
/// solid physics wall at that boundary (the room opens toward +Y, representing the
/// cottage front wall / portal). A landblock-baked exterior-shell GfxObj is registered
/// at Y=4.0 with <c>cellScope=0</c> (outdoor shadow list, NOT in the indoor cell's
/// portal-reachable set).
/// </para>
///
/// <para>
/// The fix: <see cref="ShadowObjectRegistry.GetNearbyObjects"/> now accepts an
/// <c>isViewer</c> parameter (default <c>false</c>). When <c>isViewer=true</c>, the
/// issue-#98 indoor gate is bypassed so the camera probe can reach the exterior-shell
/// GfxObj. <see cref="Transition.FindObjCollisions"/> passes <c>oi.IsViewer</c> (i.e.
/// <c>ObjectInfo.IsViewer</c> at TransitionTypes.cs:75) at the <c>GetNearbyObjects</c>
/// call site. The #98 gate remains active for all non-viewer (player, NPC) sweeps.
/// </para>
///
/// <para>
/// Retail faithfulness: <c>SmartBox::update_viewer</c> at
/// <c>acclient_2013_pseudo_c.txt:92761</c> bounds the viewer via the player-cell
/// enclosure; retail's interior EnvCells are self-enclosing. In acdream's data model
/// the enclosure is the exterior-shell GfxObj (issue #98). Retail's
/// <c>find_obj_collisions</c> at <c>:308918</c> has no indoor gate — so exempting
/// <c>IsViewer</c> is the faithful analog.
/// </para>
///
/// <para>This test PASSES with the fix, FAILS without it.</para>
/// BR-7 / A6.P4: the viewer sweep is stopped by the building channel —
/// <c>Transition.FindBuildingCollisions</c> runs the shell part-0 BSP
/// for the outdoor primary cell holding the building reference, exactly
/// like retail <c>CLandCell::find_collisions</c> →
/// <c>CSortCell::find_collisions</c> (Ghidra 0x00532d60/0x005340a0).
/// The shell is NOT in the ShadowObjectRegistry (production skips
/// <c>IsBuildingShell</c> entities); the stop can only come from the
/// channel.
/// </summary>
[Fact]
public void SweepEye_IndoorCellExteriorGfxObjWall_StoppedByExteriorShell_AfterViewerGateExemption()
public void SweepEye_OutdoorCell_StoppedByBuildingChannelShell()
{
var (engine, _) = BuildEngineWithSyntheticRoom();
var (engine, _) = BuildEngineWithBuilding();
var probe = new PhysicsCameraCollisionProbe(engine);
var stoppedEye = probe.SweepEye(
pivot: PivotWorld,
desiredEye: DesiredEye,
cellId: IndoorCellId,
cellId: OutdoorCellId,
selfEntityId: 0u,
playerPos: PivotWorld - new Vector3(0f, 0f, 1.5f)).Eye;
// The eye should be stopped before the exterior wall at Y=4.0.
// Expected stopped eye Y ≈ 4.0 - ViewerSphereRadius = 3.7.
// Pulled-in = |DesiredEye.Y - stoppedEye.Y| should be ≥ 0.5 m.
float pulledIn = MathF.Abs(DesiredEye.Y - stoppedEye.Y);
Assert.True(
pulledIn >= MinExpectedPullIn,
$"Camera sweep should be stopped by the exterior-shell GfxObj wall at " +
$"Y={ExteriorWallY:F1} (registered outdoor/landblock-wide, cellScope=0). " +
$"Camera sweep should be stopped by the building-channel shell BSP at " +
$"Y={BuildingWallY:F1} (cache.GetBuilding({OutdoorCellId:X8}) with ModelId set). " +
$"Actual pulled-in: {pulledIn:F4} m (stopped eye Y={stoppedEye.Y:F4}). " +
$"REGRESSION: ShadowObjectRegistry.GetNearbyObjects indoor gate is incorrectly " +
$"blocking the IsViewer (camera) sweep from reaching the exterior-shell GfxObj. " +
$"Fix: pass isViewer=true at the FindObjCollisions call site so the indoor gate " +
$"is bypassed for camera sweeps (ShadowObjectRegistry.cs, TransitionTypes.cs:~2307).");
}
// ── Issue #98 regression guard ────────────────────────────────────────
/// <summary>
/// Regression guard: the issue-#98 indoor gate must remain active for non-viewer sweeps.
///
/// <para>
/// A GfxObj registered with <c>cellScope=0</c> (outdoor shadow list) must NOT be returned
/// by <see cref="ShadowObjectRegistry.GetNearbyObjects"/> when the primary cell is indoor
/// and <c>isViewer=false</c> (i.e. the default player / NPC path). This is the protection
/// that prevents the cottage-floor polygon from capping the player's head sphere while the
/// player is in the cellar directly below.
/// </para>
///
/// <para>
/// Issue #98 fix (2026-05-24): gate fires at <c>ShadowObjectRegistry.cs:~480</c> when
/// <c>(primaryCellId &amp; 0xFFFF) >= 0x0100</c> AND <c>isViewer=false</c>. This test
/// ensures the guard cannot regress.
/// </para>
/// </summary>
[Fact]
public void GetNearbyObjects_IndoorPrimaryCell_NonViewer_DoesNotReturnOutdoorGfxObj()
{
var registry = new ShadowObjectRegistry();
// Register a GfxObj at cellScope=0 (landblock-wide / outdoor shadow list).
const uint EntityId = 0x00010001u;
const uint GfxId = 0x01000001u;
const uint LbId = 0xA9B40000u;
var pos = new Vector3(0f, 4f, 96f);
registry.Register(
entityId: EntityId,
gfxObjId: GfxId,
worldPos: pos,
rotation: System.Numerics.Quaternion.Identity,
radius: 10f,
worldOffsetX: 0f,
worldOffsetY: 0f,
landblockId: LbId,
collisionType: ShadowCollisionType.BSP,
scale: 1.0f,
cellScope: 0u); // outdoor, landblock-wide
var results = new List<ShadowEntry>();
// Non-viewer query with indoor primary cell — gate must fire, GfxObj NOT returned.
registry.GetNearbyObjects(
worldPos: pos,
queryRadius: 20f,
worldOffsetX: 0f,
worldOffsetY: 0f,
landblockId: LbId,
results: results,
portalReachableCells: null,
primaryCellId: 0xA9B40175u, // indoor cell (low 16 bits 0x0175 >= 0x0100)
isViewer: false);
Assert.Empty(results); // Issue #98 gate must block the outdoor GfxObj for non-viewer sweeps.
$"REGRESSION: Transition.FindBuildingCollisions (retail " +
$"CBuildingObj::find_building_collisions, Ghidra 0x006b5300) is not engaging " +
$"for the viewer's outdoor primary cell.");
}
/// <summary>
/// Regression guard: the viewer exemption allows the camera to reach outdoor GfxObjs
/// registered at <c>cellScope=0</c> even when the primary cell is indoor.
///
/// <para>
/// This is the dual of <see cref="GetNearbyObjects_IndoorPrimaryCell_NonViewer_DoesNotReturnOutdoorGfxObj"/>:
/// the same GfxObj / same indoor primary cell, but <c>isViewer=true</c>.
/// The outdoor sweep must run and return the GfxObj.
/// </para>
///
/// <para>
/// Retail faithfulness: <c>SmartBox::update_viewer</c> (acclient_2013_pseudo_c.txt:92761)
/// calls <c>find_obj_collisions</c> (:308918) which has no indoor-cell gate — the viewer
/// reaches any geometry in the player's cell enclosure. The #98 gate is an acdream-specific
/// workaround that must not apply to the viewer.
/// </para>
/// Channel inertness guard: a building cached WITHOUT a model id
/// (legacy entries, portal-transit-only callers) must not collide —
/// the sweep reaches the desired eye.
/// </summary>
[Fact]
public void GetNearbyObjects_IndoorPrimaryCell_IsViewer_DoesReturnOutdoorGfxObj()
public void SweepEye_BuildingWithoutModelId_ChannelInert()
{
var registry = new ShadowObjectRegistry();
var (engine, cache) = BuildEngineWithBuilding();
// Same outdoor-scope GfxObj as the non-viewer test above.
const uint EntityId = 0x00010002u;
const uint GfxId = 0x01000002u;
const uint LbId = 0xA9B40000u;
var pos = new Vector3(0f, 4f, 96f);
registry.Register(
entityId: EntityId,
gfxObjId: GfxId,
worldPos: pos,
rotation: System.Numerics.Quaternion.Identity,
radius: 10f,
worldOffsetX: 0f,
worldOffsetY: 0f,
landblockId: LbId,
collisionType: ShadowCollisionType.BSP,
scale: 1.0f,
cellScope: 0u); // outdoor, landblock-wide
// Replace the building entry with a model-less one.
cache.RegisterBuildingForTest(OutdoorCellId, new BuildingPhysics
{
WorldTransform = Matrix4x4.CreateTranslation(0f, BuildingWallY, 96f),
InverseWorldTransform = InvertOrIdentity(Matrix4x4.CreateTranslation(0f, BuildingWallY, 96f)),
Portals = Array.Empty<BldPortalInfo>(),
ModelId = 0u,
});
var results = new List<ShadowEntry>();
var probe = new PhysicsCameraCollisionProbe(engine);
var stoppedEye = probe.SweepEye(
pivot: PivotWorld,
desiredEye: DesiredEye,
cellId: OutdoorCellId,
selfEntityId: 0u,
playerPos: PivotWorld - new Vector3(0f, 0f, 1.5f)).Eye;
// Viewer query with indoor primary cell — gate must be bypassed, GfxObj IS returned.
registry.GetNearbyObjects(
worldPos: pos,
queryRadius: 20f,
worldOffsetX: 0f,
worldOffsetY: 0f,
landblockId: LbId,
results: results,
portalReachableCells: null,
primaryCellId: 0xA9B40175u, // indoor cell (low 16 bits 0x0175 >= 0x0100)
isViewer: true);
Assert.NotEmpty(results); // Viewer must bypass the indoor gate and find the exterior GfxObj.
Assert.Equal(EntityId, results[0].EntityId);
Assert.True(MathF.Abs(DesiredEye.Y - stoppedEye.Y) < 0.05f,
$"Model-less building entries must keep the channel inert; eye stopped at " +
$"Y={stoppedEye.Y:F4} instead of reaching {DesiredEye.Y:F4}.");
}
// ── Engine + fixture builder ──────────────────────────────────────────
private static Matrix4x4 InvertOrIdentity(Matrix4x4 m)
=> Matrix4x4.Invert(m, out var inv) ? inv : Matrix4x4.Identity;
/// <summary>
/// Builds a minimal <see cref="PhysicsEngine"/> with:
/// Minimal engine with ONE outdoor landcell building:
/// <list type="bullet">
/// <item>One synthetic indoor cell (<see cref="IndoorCellId"/>), identity world transform.
/// CellBSP boundary at Y=<see cref="CellBspBoundaryY"/>.
/// PhysicsBSP is an empty leaf (no interior wall polygons at the target side —
/// represents an open portal/doorway toward +Y).</item>
/// <item>One exterior-shell GfxObj registered with <c>cellScope=0</c>
/// (landblock-wide, outdoor shadow list). The GfxObj has a wall polygon
/// at Y=<see cref="ExteriorWallY"/>, representing the cottage exterior shell
/// that retail's camera spring-arm should stop on.</item>
/// <item>A stub landblock with terrain far below (Z=-1000) to prevent outdoor
/// terrain collision from interfering.</item>
/// <item>Shell GfxObj: a single two-sided wall polygon at local Y=0,
/// anchored by the building transform at world Y=<see cref="BuildingWallY"/>.</item>
/// <item><see cref="PhysicsDataCache.RegisterBuildingForTest"/> at
/// <see cref="OutdoorCellId"/> with <c>ModelId</c> set — the
/// per-LandCell building reference (retail CSortCell.building,
/// set once at the origin cell by CLandBlock::init_buildings,
/// Ghidra 0x0052fd80).</item>
/// <item>Stub terrain far below so terrain collision never interferes.</item>
/// </list>
///
/// <para>
/// This fixture directly reproduces the production gap: the issue-#98 fix
/// (<see cref="ShadowObjectRegistry.GetNearbyObjects"/> early-return at line 480)
/// correctly prevents indoor spheres (the PLAYER) from being capped by the landblock-baked
/// cottage floor. But it also prevents the camera sphere (<see cref="ObjectInfoState.IsViewer"/>)
/// from seeing the exterior shell GfxObj — the same fix that closes issue #98 is what
/// breaks camera-collision indoors.
/// </para>
/// </summary>
private static (PhysicsEngine engine, PhysicsDataCache cache)
BuildEngineWithSyntheticRoom()
BuildEngineWithBuilding()
{
var cache = new PhysicsDataCache();
var engine = new PhysicsEngine { DataCache = cache };
// ── 1. Indoor cell with open-toward-+Y boundary ────────────────────
// PhysicsBSP: empty leaf — no walls on the +Y side. This represents
// a room that has a portal (doorway / open passage) toward +Y.
// The exterior shell is NOT part of any indoor cell's BSP.
var emptyLeaf = new PhysicsBSPNode
{
Type = BSPNodeType.Leaf,
BoundingSphere = new Sphere { Origin = Vector3.Zero, Radius = 20f },
};
var emptyBsp = new PhysicsBSPTree { Root = emptyLeaf };
// CellBSP: splitting plane at Y = CellBspBoundaryY with normal = -Y
// (interior is at Y ≤ CellBspBoundaryY).
// SphereIntersectsCellBsp returns false when:
// dist = dot(-Y, center) + CellBspBoundaryY = CellBspBoundaryY - center.Y
// < -(radius + 0.01f)
// i.e. center.Y > CellBspBoundaryY + radius + 0.01
// For radius=0.3: center.Y > 3.5 + 0.31 = 3.81.
var cellBspLeaf = new CellBSPNode { Type = BSPNodeType.Leaf };
var cellBspRoot = new CellBSPNode
{
SplittingPlane = new Plane(new Vector3(0f, -1f, 0f), CellBspBoundaryY),
PosNode = cellBspLeaf,
};
var indoorCell = new CellPhysics
{
BSP = emptyBsp,
WorldTransform = Matrix4x4.Identity,
InverseWorldTransform = Matrix4x4.Identity,
Resolved = new Dictionary<ushort, ResolvedPolygon>(), // no interior walls toward +Y
CellBSP = new CellBSPTree { Root = cellBspRoot },
Portals = Array.Empty<PortalInfo>(),
PortalPolygons = new Dictionary<ushort, ResolvedPolygon>(),
VisibleCellIds = new System.Collections.Generic.HashSet<uint>(),
};
cache.RegisterCellStructForTest(IndoorCellId, indoorCell);
// ── 2. Exterior shell GfxObj registered OUTDOORS (cellScope=0) ─────
// This is the landblock-baked cottage exterior shell. The wall polygon
// at Y=ExteriorWallY has its front face pointing INTO the room (-Y normal)
// — so from the outside the polygon's front face faces +Y (outward).
// When the camera sphere approaches from inside (+Y direction), it hits
// the BACK face of this polygon.
//
// We register it with cellScope=0 (landblock-wide), which puts it in the
// outdoor per-cell shadow lists — NOT in the indoor cell's portal-reachable
// set. This mirrors how production registers landblock-baked statics:
// GameWindow.cs:5899 uses entity.ParentCellId ?? 0u → 0 for top-level statics.
const uint ExteriorShellEntityId = 0x00990001u;
const uint ExteriorShellGfxId = 0x01AABB01u;
// Wall polygon in OBJECT-LOCAL space (GfxObj registered at world Y=ExteriorWallY).
// In local space the wall is at Y=0 (directly at the GfxObj's origin).
// Normal stays (-Y, facing INTO the room) — same direction as in world space.
// X ∈ [-3, 3], Z ∈ [-3, 3] (local, centered on the GfxObj's world origin).
var wallNormal = new Vector3(0f, -1f, 0f);
const float wallLocalD = 0f; // wall at local Y=0 (GfxObj origin)
// ── 1. Shell GfxObj: one two-sided wall polygon at local Y=0 ──────
const uint ShellGfxId = 0x01AABB01u;
const ushort WallPolyId = 1;
var wallPoly = new ResolvedPolygon
{
Vertices = new[]
@ -376,21 +157,15 @@ public class CameraCollisionIndoorTests
new Vector3( 3f, 0f, 3f),
new Vector3(-3f, 0f, 3f),
},
Plane = new Plane(wallNormal, wallLocalD),
Plane = new System.Numerics.Plane(new Vector3(0f, -1f, 0f), 0f),
NumPoints = 4,
SidesType = CullMode.None, // two-sided: should stop from both directions
SidesType = CullMode.None, // two-sided: stops from both directions
};
// GfxObj PhysicsBSP: single leaf containing the exterior wall.
// BoundingSphere in OBJECT-LOCAL space: centered at origin (0,0,0), radius 10.
var gfxLeaf = new PhysicsBSPNode
{
Type = BSPNodeType.Leaf,
BoundingSphere = new Sphere
{
Origin = Vector3.Zero, // local-space center
Radius = 10f,
},
BoundingSphere = new Sphere { Origin = Vector3.Zero, Radius = 10f },
};
gfxLeaf.Polygons.Add(WallPolyId);
@ -402,31 +177,25 @@ public class CameraCollisionIndoorTests
Resolved = new Dictionary<ushort, ResolvedPolygon> { [WallPolyId] = wallPoly },
BoundingSphere = new Sphere { Origin = Vector3.Zero, Radius = 10f },
};
cache.RegisterGfxObjForTest(ExteriorShellGfxId, gfxPhysics);
cache.RegisterGfxObjForTest(ShellGfxId, gfxPhysics);
// Register in the OUTDOOR shadow list (cellScope=0 → landblock-wide).
// This mirrors production's GameWindow.cs:5893 for landblock-baked statics.
engine.ShadowObjects.Register(
entityId: ExteriorShellEntityId,
gfxObjId: ExteriorShellGfxId,
worldPos: new Vector3(0f, ExteriorWallY, 96f),
rotation: Quaternion.Identity,
radius: 10f,
worldOffsetX: 0f,
worldOffsetY: 0f,
landblockId: LandblockId,
collisionType: ShadowCollisionType.BSP,
scale: 1.0f,
cellScope: 0u); // ← landblock-wide outdoor, NOT indoor cell scope
// ── 2. The per-LandCell building reference ─────────────────────────
var bldTransform = Matrix4x4.CreateTranslation(0f, BuildingWallY, 96f);
cache.RegisterBuildingForTest(OutdoorCellId, new BuildingPhysics
{
WorldTransform = bldTransform,
InverseWorldTransform = InvertOrIdentity(bldTransform),
Portals = Array.Empty<BldPortalInfo>(),
ModelId = ShellGfxId,
});
// ── 3. Stub landblock: terrain far below ───────────────────────────
var heights = new byte[81];
var heightTable = new float[256];
for (int i = 0; i < 256; i++) heightTable[i] = -1000f;
var stubTerrain = new TerrainSurface(heights, heightTable);
engine.AddLandblock(
landblockId: LandblockId,
terrain: stubTerrain,
terrain: new TerrainSurface(heights, heightTable),
cells: Array.Empty<CellSurface>(),
portals: Array.Empty<PortalPlane>(),
worldOffsetX: 0f,