Commit graph

18 commits

Author SHA1 Message Date
Erik
b0ec6deb50 phase(N.1): delete legacy scenery code path; WB is the only path
Phase N.1 step 8 (final code cleanup): now that ACDREAM_USE_WB_SCENERY
has been default-on (commit b84ecbd), remove the legacy in-line
algorithms so we don't accumulate dead-code drift.

Deleted:
- SceneryGenerator.UseWbScenery (feature flag)
- SceneryGenerator.IsOnRoad / DisplaceObject / RoadHalfWidth (legacy
  ports — Generate used to call them)
- The legacy in-line implementation in Generate()
- SceneryGeneratorTests.DisplaceObject_* (test the deleted method)
- SceneryWbConformanceTests.cs entirely (purpose served — proved
  equivalence pre-migration; would compare WB to WB after delete)

Renamed:
- GenerateViaWb -> GenerateInternal (it's the only path now)

Kept:
- Public IsRoadVertex predicate (small surface, useful)
- WbSceneryAdapter (consumed by GenerateInternal)
- All WbSceneryAdapterTests (still cover the adapter)

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-08 10:37:55 +02:00
Erik
b84ecbda51 phase(N.1): WB-backed scenery is now default-on
Phase N.1 step 7: flips ACDREAM_USE_WB_SCENERY to default-on after
visual verification at Holtburg confirmed Issue #49's previously
missing edge-vertex trees are still visible and rotation is correct.

A known cosmetic difference (the road-edge tree at landblock 0xA9B1)
remains. ACME WorldBuilder applies an additional per-vertex road
check that suppresses it; we tried adding it (commit e279c46) but
it over-suppressed in other landblocks (reverted in 677a726). Filed
as a follow-up issue in ISSUES.md (added in Task 8).

ACDREAM_USE_WB_SCENERY=0 still reverts to the legacy path. Task 8
will delete the legacy path entirely once a session passes without
visual regressions on default-on.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-08 10:31:55 +02:00
Erik
677a726e61 Revert "phase(N.1): add ACME-conformant per-vertex road check"
This reverts commit e279c46aac.
2026-05-08 10:26:37 +02:00
Erik
e279c46aac phase(N.1): add ACME-conformant per-vertex road check
Phase N.1 hotfix: scenery near a road still rendered in acdream
even with WB-backed generation. Investigation (worktree session
2026-05-08) showed ACME WorldBuilder skips the entire vertex when
its road bit is set, before any per-object spawn rolls. ACME line:
  references/WorldBuilder-ACME-Edition/WorldBuilder/Editors/Landscape/GameScene.cs:1074
  if (entry.Road != 0) continue;

This check was previously REMOVED in commit 833d167 with a comment
claiming retail doesn't have it. The comment was wrong: ACME mirrors
retail and keeps the check, and the upstream Chorizite/WorldBuilder
we forked omits it (which is why our newly-WB-backed Generate path
still produced the bad tree). Adding back to both Generate (legacy)
and GenerateViaWb (WB-backed) for parity.

This does NOT regress #49: the 9x9 loop expansion that recovered
missing edge-vertex scenery is unchanged. Only vertices whose own
road bit is set are now skipped -- same as ACME.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-08 10:23:53 +02:00
Erik
ecf4fe9f10 phase(N.1): wire ACDREAM_USE_WB_SCENERY dispatch in Generate()
Phase N.1 step 5: when the flag is set, Generate() delegates to
GenerateViaWb. Default off; flag flips to default-on in step 7
after visual verification.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-08 09:58:20 +02:00
Erik
804bfbb819 phase(N.1): implement GenerateViaWb alternative path
Phase N.1 step 4: parallel implementation of Generate() that calls
WB's SceneryHelpers (Displace/CheckSlope/RotateObj/ObjAlign/ScaleObj)
and TerrainUtils (OnRoad/GetNormal) instead of the inline ports.

Not yet wired in — Generate() still runs the legacy path. Step 5
adds the dispatch.

Per-helper conformance tests in step 3 prove the Displace/OnRoad/
GetNormalZ/ScaleObj substitutions are behavior-equivalent. Rotation
is intentionally NOT conformance-tested because our existing port
diverges from retail by ~180°; WB's RotateObj fixes that bug.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-08 09:56:13 +02:00
Erik
4bfcb2b190 phase(N.1): per-helper conformance tests for WB substitutions (rotation excluded)
Phase N.1 step 3: prove our inline algorithms match WorldBuilder's
helpers for representative inputs including the 0xA9B1 edge-vertex case.

Four conformance tests pass: Displace, OnRoad, GetNormalZ, ScaleObj.
Our hand-ported algorithms match WB's helpers exactly for these.

Rotation is intentionally NOT conformance-tested. Investigation against
retail's Frame::set_heading (named-retail 0x00535e40) and
Frame::set_vector_heading (0x00535db0) showed our acdream port uses a
shortcut formula `yawDeg = -(450-degrees)%360` that diverges from
retail's atan2 round-trip by ~180°. WorldBuilder's SetHeading ports
the round-trip faithfully and matches retail. Our existing port is
wrong — undetectable visually because per-tree rotation noise masks
the offset. The migration to WB.SceneryHelpers.RotateObj fixes this
bug; adding a conformance test would lock in the wrong behavior.

Bumps IsOnRoad to internal so the OnRoad conformance test can call it.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-08 09:53:00 +02:00
Erik
bbc618a40a phase(N.1): add ACDREAM_USE_WB_SCENERY feature flag scaffold
Phase N.1 step 2: read the env var into a static bool. No behavior
change yet — the flag is consumed in step 5 when GenerateViaWb is
wired in.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-08 09:22:23 +02:00
Erik
e3c36b5bf8 revert: remove obj_within_block — sorting sphere radii too large
The obj_within_block check using Setup.SortingSphere.Radius rejects
far too many spawns. Sorting spheres for trees are 5-10m, creating
a wide exclusion zone around every landblock edge. WorldBuilder
produces correct scenery with just bounds+road+building+slope checks
and no bounding sphere check. Revert to match WorldBuilder's approach.

The single extra tree near the road at vtx=(4,8) in 0xA9B1 remains
as a known minor discrepancy from retail — root cause TBD.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-05-08 07:53:04 +02:00
Erik
e8aa1c82f4 fix(scenery): add retail obj_within_block check for edge-boundary spawns
Retail's CLandBlock::get_land_scenes creates a PhysicsObj for each
scenery spawn, then calls CPhysicsObj::obj_within_block (0x00461c30)
which verifies the model's sorting sphere stays within [r, 192-r] on
both axes. Edge-vertex spawns displaced close to the boundary (e.g.,
a tree at Y=190.97 from vertex y=8) get rejected because their sorting
sphere extends past the landblock edge.

We were missing this check, which caused a tree near a road at
~(85, 191) in landblock 0xA9B1 to appear in acdream but not retail.
The tree legitimately passed all other filters (road, building, slope)
but its Setup sorting sphere radius (~2-5m) meant it overflowed the
boundary.

Fix: look up each unique Setup's SortingSphere.Radius from the dat
(cached per objectId) and apply the within-block bounds check after
the slope filter, matching retail's order. GfxObj objects (0x01) use
radius 0 (permissive) since they're typically small single-mesh items.

Also: remove temporary ACDREAM_SCENERY_DIAG logging, fix duplicate
xmldoc on IsOnRoad, update road check reference to named-retail PDB
symbol (CLandBlock::on_road at 0x0052FFF0).

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-05-08 07:44:17 +02:00
Erik
833d167ebc fix(scenery): #49 9×9 loop, per-spawn building check, triangle slope
Three fixes to match retail CLandBlock::get_land_scenes (0x00530460):

1. Loop bound: iterate 9×9 vertices (side_vertex_count=9), not 8×8
   cells. Edge vertices (x=8 or y=8) produce valid spawns when the
   per-object displacement shifts the position back into [0, 192).
   Confirmed by named retail decomp do-while condition, WorldBuilder
   vertLength=9, ACViewer Terrain.Count=81, AC2D wTopo[9][9].

2. Building suppression: check at the DISPLACED position's cell
   (CSortCell::has_building per spawn), not at the loop vertex index.
   Matches WorldBuilder buildingsGrid[gx2, gy2] pattern.

3. Slope filter: replace finite-difference gradient approximation
   with triangle-aware normal sampling via new static method
   TerrainSurface.SampleNormalZFromHeightmap. Picks the correct
   triangle via IsSplitSWtoNE, matching retail find_terrain_poly →
   polygon->plane.N.z and WorldBuilder's GetNormal().

Tests: 5 new tests for SampleNormalZFromHeightmap (flat=1.0, sloped<1,
cross-validates with SampleSurface instance method) and DisplaceObject
edge-vertex validity.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-05-07 21:15:11 +02:00
Erik
46544ef3c1 fix(scenery): drop non-retail extra-road-vertex suppression
User report: trees that exist in retail are missing in ACdream.

SceneryGenerator had an extra heuristic filter at lines 169-180
that rejected scenery whose cell-origin vertex was a road vertex,
on top of the proper retail post-displacement road check
(FUN_00530d30 port via IsOnRoad). The comment admitted it
wasn't in the retail decomp -- it was added to widen road
margins visually. Side effect: any cell whose SW corner
happened to touch a road vertex had ALL of its scenery
dropped, even when the displaced position was well clear of
the road ribbon.

Removing the extra guard. The retail FUN_00530d30 ribbon test
already handles road exclusion correctly; the heuristic was
strictly subtractive and silently dropped trees the retail
client renders.

Tests stay 1439 green.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-04-29 11:16:49 +02:00
Erik
ff325abd7b feat(ui): debug overlay + refined input controls
Adds the first on-screen HUD for the dev client plus today's mouse-control
refinements. Also lands yesterday's scenery-alignment changes that were
left uncommitted in the working tree.

Overlay:
- BitmapFont rasterizes a system TTF via StbTrueTypeSharp into a 512x512
  R8 atlas at startup (Consolas on Windows, DejaVu/Menlo fallbacks)
- TextRenderer batches 2D quads in screen-space with ortho projection;
  one shader + two draw calls (rect then text) for panel backgrounds
  under glyphs
- DebugOverlay composes info / stats / compass / help panels on top of
  the 3D scene; toggles via F1/F4/F5/F6; transient toasts for key events
- DebugLineRenderer and its shaders (carried over from the scenery work)
  are properly committed in this commit

Controls:
- Per-mode mouse sensitivity (Chase 0.15, Fly 1.0, Orbit 1.0); F8/F9 to
  adjust the active mode multiplicatively (x1.2)
- Hold RMB to free-orbit the chase camera around the player; release
  stays at the new angle (no snap-back)
- Mouse-wheel zooms chase distance between 2m and 40m
- Chase pitch widened to [-0.7, 1.4] so mouse-Y tilts both ways from
  the default neutral angle

Scenery alignment (carried from yesterday's session):
- ShadowObjectRegistry AllEntriesForDebug + Scale field
- SceneryGenerator uses ACViewer's OnRoad polygon test + baseLoc +
  set_heading rotation
- BSPQuery dispatchers accept localToWorld so normals/offsets transform
  correctly per part
- TransitionTypes.CylinderCollision rewritten with wall-slide + push-out
- PhysicsDataCache caches visual-mesh AABB for scenery that lacks
  physics Setup bounds
2026-04-17 18:45:38 +02:00
Erik
eeee4c5733 chore(scenery): audit SceneryGenerator against decompiled acclient.exe — all MATCH
Performed a side-by-side comparison of every LCG formula in SceneryGenerator.cs
against the decompiled retail acclient.exe (Ghidra output):

  Scene-selection hash  chunk_00530000.c:1144   — MATCH (0x2a7f2b89·x+0x6c1ac587)·y - 0x421be3bd·x + 0x7f8cda01
  Per-object frequency  chunk_00530000.c:1168-74 — MATCH accumulator pattern cellMat2*(0x5b67+j)
  X displacement        chunk_005A0000.c:4858-66  — MATCH offset 0xb2cd=45773
  Y displacement        chunk_005A0000.c:4871-78  — MATCH offset 0x11c0f=72719
  Quadrant rotation     chunk_005A0000.c:4880-4902 — MATCH constants 0x6f7bd965/0x421be3bd/-0x17fcedfd
  Object rotation hash  chunk_005A0000.c:4924-26  — MATCH offset 0xf697=63127
  Scale hash            ACViewer ObjectDesc.cs     — MATCH offset 0x7f51=32593 (chunk not dumped)

Key finding: the decompiled client normalises signed-int LCG values with
"if (val < 0) val += 2^32" before dividing by 2^32. Our unchecked((uint)(...))
is exactly equivalent. ACViewer's reference omits this cast for some formulas
(displacement, rotation) and is subtly wrong for those; our implementation
already had the correct uint cast throughout.

Added inline decompiled-source citations to all five algorithm sites plus
an updated class-level doc comment noting the audit status and implementation note.

No behaviour change — comments only.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-04-13 13:50:04 +02:00
Erik
9d4967a461 fix(core): ACME cross-check fixes — normals, placement, scenery
Four fixes from the ACME StaticObjectManager cross-reference:

1. GfxObjMesh: normalize vertex normals (1d). Dat normals may not be
   unit-length; without normalization, lighting is wrong per-vertex.

2. SetupMesh: add third-fallback placement frame (2a). If neither
   Resting nor Default exists, use the first available frame from
   PlacementFrames. Matches ACME's GetDefaultPlacementFrame.

3. SceneryGenerator: building cell exclusion (4d). Compute which
   terrain vertices have buildings (from LandBlockInfo.Objects +
   Buildings), skip scenery spawns in those cells. Prevents trees
   from spawning inside building footprints.

4. SceneryGenerator: slope filter (4e). Compute terrain normal Z at
   each displaced position and check against ObjectDesc.MinSlope /
   MaxSlope bounds. Prevents trees from spawning on cliff faces.

Also confirmed 4f (scenery Z=0) is NOT a bug — GameWindow's hydrator
lifts scenery to terrain Z at line 1213. The Z=0 in SceneryGenerator
is a placeholder correctly overridden at render time.

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-04-12 22:52:08 +02:00
Erik
41013ce3e3 fix(core+app): Phase B.3 — Setup.StepUpHeight + scenery road exclusion
Four targeted fixes for user-reported movement/visual bugs:

1. Player entity disappearing: GpuWorldState now supports persistent
   entities (MarkPersistent/DrainRescued). The player character survives
   landblock unloads and gets re-injected into the streaming window at
   the current center landblock.

2. Feet sinking into terrain: +0.15 Z bias in PlayerMovementController
   keeps the character model above terrain z-fighting edge cases.

3. Camera after portal teleport: ChaseCamera.Update now called
   immediately after teleport snap so the camera recenters on the new
   position instead of lingering at the pre-teleport location.

4. Scenery on roads: SceneryGenerator now checks road status at the
   final displaced position (not just the origin vertex), catching
   objects that drift from non-road vertices onto road cells.

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-04-12 18:56:45 +02:00
Erik
777893783a fix(core): Phase B.3 — restore SceneryGenerator road exclusion check
The IsRoadVertex check and helper were dropped by a linter pass after the
previous commit. Re-adding them explicitly.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-04-12 18:29:20 +02:00
Erik
9970811dc3 feat(core): procedural scenery from Region.SceneInfo (Phase 2c)
Adds SceneryGenerator.Generate which walks Region.TerrainInfo.TerrainTypes
+ Region.SceneInfo.SceneTypes for each landblock vertex, selects a scene
using the AC client's pseudo-random LCG hash of global cell coordinates,
then rolls each ObjectDesc's frequency, computes a displaced cell-local
position, random scale, and random rotation — the exact algorithm
ACViewer ports from the retail AC client's get_land_scenes().

Phase 2 rendered 239 explicit Stab+Building entities on the 3x3 Holtburg
grid but was missing every procedurally-placed tree, bush, rock, fence,
and small decoration because these are not stored as LandBlockInfo entries.
This adds 419 scenery entities across the same 9 landblocks, bringing the
total to 658.

Integration in GameWindow.OnLoad: after the existing Stab/Building
hydration loop, iterate each landblock's scenery spawns, resolve each
to a GfxObj or Setup via the same mesh pipeline, bake the random scale
into each MeshRef's PartTransform so the static mesh renderer doesn't
need a scale field on WorldEntity, and sample the landblock heightmap
bilinearly for the ground Z (simpler than ACViewer's find_terrain_poly
slope-aware placement).

Deliberate deferrals for first pass:
- No slope-based rejection (obj.MinSlope/MaxSlope). Trees may end up on
  cliffs they shouldn't be on.
- No road-overlap rejection. Scenery may spawn in roads.
- No building-overlap rejection. Scenery may clip buildings.
- No WeenieObj handling (those are dynamic spawns, not static scenery).

All three filters will be added in a follow-up phase when we have the
walkable-polygon infrastructure they need.

Build clean, 48 tests still pass, smoke verified: "scenery: spawned 419
entities across 9 landblocks", process runs without exceptions.

Addresses the user visual feedback after Phase 2b: "some extra details
are missing, like a tree and the statue on top of the foundry". The tree
issue is now fixed (419 trees/bushes/rocks/etc placed). The foundry
statue may still be missing if it's a hierarchical Setup part (Phase 2a's
SetupMesh.Flatten intentionally doesn't walk ParentIndex) — that's a
separate fix if smoke verification shows it's still missing.

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-04-10 21:07:12 +02:00