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

@ -32,9 +32,14 @@ public sealed class WalkTraceConformanceTests
return new DatCollection(datDir!, DatAccessType.Read); return new DatCollection(datDir!, DatAccessType.Read);
} }
[Fact(Skip = "FW1 adjudication in progress: the walk over-culls six traced " [Fact(Skip = "FW1 outdoor adjudication (2026-08-30 state): with the pinned "
+ "buildings (incl. block a9b3) and the look-in floods differ — see the " + "camera basis the BLD roster+order match retail EXACTLY except one "
+ "campaign memory. Re-enable as the outdoor gate once adjudicated.")] + "ring-1 boundary pair (aab50002 extra / a9b3003c missing). The "
+ "look-in punches fire at the wrong buildings under BOTH GfxObj "
+ "plane-winding conventions (retail: only 001a and 0022, cells "
+ "a9b4016x) — adjudicate the PortalRef.PortalIndex join and the "
+ "BuildingPortal side-flag decode with a per-building dump next. "
+ "Re-enable as the outdoor gate when adjudicated.")]
public void Street_outdoor_first_frame_diff() public void Street_outdoor_first_frame_diff()
{ {
// The first landscape-involving conformance case: diff-first (the // The first landscape-involving conformance case: diff-first (the

View file

@ -53,9 +53,14 @@ public sealed class WalkTraceReplayContext : IWalkFrameContext, IRetailFrameWalk
_cells = cells; _cells = cells;
WorldViewpoint = pose.Origin; WorldViewpoint = pose.Origin;
var rotation = new Quaternion(pose.Q1, pose.Q2, pose.Q3, pose.Q0); var rotation = new Quaternion(pose.Q1, pose.Q2, pose.Q3, pose.Q0);
Vector3 forward = Vector3.Transform(Vector3.UnitY, rotation); // Convention pinned against the moving fixtures (2026-08-30 sweep:
// storage w,x,y,z; the facing direction is the rotated +X axis —
// mean 20.8° vs motion headings, every alternative ≥52°). The
// consistent right-handed triple is then right = rot(+Y),
// forward = rot(+X), up = rot(+Z).
Vector3 forward = Vector3.Transform(Vector3.UnitX, rotation);
Vector3 up = Vector3.Transform(Vector3.UnitZ, rotation); Vector3 up = Vector3.Transform(Vector3.UnitZ, rotation);
Vector3 right = Vector3.Transform(Vector3.UnitX, rotation); Vector3 right = -Vector3.Transform(Vector3.UnitY, rotation);
// The exact retail frustum: tan(halfFovY) = ty/vdst, aspect = tx/ty. // The exact retail frustum: tan(halfFovY) = ty/vdst, aspect = tx/ty.
float fovY = 2f * MathF.Atan(RetailTy / RetailVdst); float fovY = 2f * MathF.Atan(RetailTy / RetailVdst);

View file

@ -211,6 +211,12 @@ public static class WalkWorldDatAdapter
: null); : 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) private static WalkPolygon? BuildGfxPolygon(GfxObj gfxObj, ushort polygonId)
{ {
if (!gfxObj.Polygons.TryGetValue(polygonId, out Polygon? poly) if (!gfxObj.Polygons.TryGetValue(polygonId, out Polygon? poly)
@ -218,11 +224,14 @@ public static class WalkWorldDatAdapter
{ {
return null; return null;
} }
return BuildPolygonFromVertices( WalkPolygon? built = BuildPolygonFromVertices(
poly.VertexIds, poly.VertexIds,
id => gfxObj.VertexArray.Vertices.TryGetValue((ushort)id, out SWVertex? v) id => gfxObj.VertexArray.Vertices.TryGetValue((ushort)id, out SWVertex? v)
? new Vector3(v.Origin.X, v.Origin.Y, v.Origin.Z) ? new Vector3(v.Origin.X, v.Origin.Y, v.Origin.Z)
: null); : null);
if (built is not null && FlipGfxPolygonPlanes)
built.Plane = new WalkPlane(-built.Plane.Normal, -built.Plane.D);
return built;
} }
private static WalkPolygon? BuildPolygonFromVertices( private static WalkPolygon? BuildPolygonFromVertices(