feat(render) Campaign FW1: pin the camera basis; outdoor adjudication state

The moving-fixture sweep pinned the pose decode (quat storage w,x,y,z;
facing = rotated +X; the consistent triple right=-rot(Y), fwd=rot(X),
up=rot(Z) - mean 20.8 deg vs motion, alternatives >=52). With it the
street-outdoor BLD roster and order match retail EXACTLY except one
ring-1 boundary pair (aab50002 extra / a9b3003c missing). Look-in
punches fire at the wrong buildings under BOTH GfxObj plane-winding
conventions (retail punched only 001a and 0022 into the a9b4016x
cells) - the next adjudication targets the PortalRef.PortalIndex join
and the BuildingPortal side-flag decode via a per-building dump. The
driving diff test carries the state in its Skip note; the flip toggle
stays for the next arm.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
This commit is contained in:
Erik 2026-08-30 10:40:22 +02:00
parent e3f0c6a1a1
commit faba9be635
3 changed files with 25 additions and 6 deletions

View file

@ -211,6 +211,12 @@ public static class WalkWorldDatAdapter
: null);
}
/// <summary>Adjudication toggle (2026-08-30): the GfxObj portal-poly
/// plane winding vs the cell convention is under test — the street
/// fixture shows retail punching far fewer look-ins than the first-3
/// cross convention admits.</summary>
public static bool FlipGfxPolygonPlanes;
private static WalkPolygon? BuildGfxPolygon(GfxObj gfxObj, ushort polygonId)
{
if (!gfxObj.Polygons.TryGetValue(polygonId, out Polygon? poly)
@ -218,11 +224,14 @@ public static class WalkWorldDatAdapter
{
return null;
}
return BuildPolygonFromVertices(
WalkPolygon? built = BuildPolygonFromVertices(
poly.VertexIds,
id => gfxObj.VertexArray.Vertices.TryGetValue((ushort)id, out SWVertex? v)
? new Vector3(v.Origin.X, v.Origin.Y, v.Origin.Z)
: null);
if (built is not null && FlipGfxPolygonPlanes)
built.Plane = new WalkPlane(-built.Plane.Normal, -built.Plane.D);
return built;
}
private static WalkPolygon? BuildPolygonFromVertices(