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Author SHA1 Message Date
Erik
6010827b21 docs: roadmap N.0 shipped + realistic N.2-N.9 estimates + N.3 handoff
Roadmap updates after Phase N.1 ship:
- Marks N.0 (submodule + project refs setup) as ✓ SHIPPED with the
  c8782c9 commit reference
- Updates N.2-N.9 effort estimates with realistic post-N.1 numbers
  (originals were 1-2 days / 1 week / 2 weeks; realistic numbers
  factor in conformance-test discovery, ACME-vs-Chorizite delta
  hunts, and the visual-verification-then-revert cycle that ate
  most of N.1's calendar time)
- Adds a "Lessons from N.1" subsection so future N phases benefit
  from the rotation-bug-conformance-test pattern, the ACME divergence
  insight, and the "whackamole = stop" rule
- Updates total calendar estimate to 3-4 months / 10-12 engineering
  weeks for N.2-N.9 (was 2-3 months / 6-8 weeks)

New handoff doc at docs/research/2026-05-08-phase-n3-handoff.md
captures everything a fresh agent picking up N.3 (texture decoding)
needs: phase context, what to read first, suggested task decomposition,
watchouts (especially the ACME-divergence and conformance-test
lessons), and where to start.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-08 10:49:16 +02:00
Erik
ad8b931be7 docs: mark Phase N.1 shipped + file road-edge tree as known issue
Adds Phase N.1 to "Phases already shipped" table at top of roadmap,
updates the Phase N section to mark N.1 with checkmark SHIPPED status,
and files the known road-edge-tree cosmetic difference at landblock
0xA9B1 in ISSUES.md as issue #50 follow-up.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-08 10:38:01 +02:00
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
5 changed files with 317 additions and 355 deletions

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@ -46,6 +46,50 @@ Copy this block when adding a new issue:
# Active issues
## #50 — Road-edge tree at 0xA9B1 visible in acdream but not retail
**Status:** OPEN
**Severity:** LOW (cosmetic; one spawned tree near the road in Holtburg)
**Filed:** 2026-05-08
**Component:** scenery placement / Phase N (WorldBuilder rendering migration)
**Description:** With `ACDREAM_USE_WB_SCENERY=1` (default since commit `b84ecbd`),
a tree at landblock 0xA9B1 around `(lx=85.08, ly=190.97)` appears in acdream but
neither retail nor ACME WorldBuilder render it. Upstream Chorizite/WorldBuilder
DOES render it, so our migration to WB's helpers (Phase N.1) inherited this
discrepancy from upstream.
**Root cause (suspected):** ACME WorldBuilder includes a per-vertex road check that
skips the entire vertex when its road bit is set (see
`references/WorldBuilder-ACME-Edition/WorldBuilder/Editors/Landscape/GameScene.cs:1074`).
The current vertex (4,8) has a road bit set in the dat. ACME skips it;
Chorizite/WorldBuilder doesn't; we don't.
**Fix attempt that didn't work:** commit `e279c46` added the per-vertex road check
directly to our `GenerateViaWb` (and legacy `Generate` for parity). It successfully
removed the offending tree but over-suppressed scenery in other landblocks (visual
regressions during user testing). Reverted in commit `677a726`. ACME's check likely
interacts with other factors (per-vertex building check, or something else in ACME's
pipeline) that we'd need to port together, not the road check alone.
**Next steps:**
1. Investigate ACME's full per-vertex filter set (road + building + anything else)
and port them as a coherent unit, not piecemeal.
2. OR upstream the per-vertex road check to Chorizite/WorldBuilder (which is now our
submodule fork) so it lands as a generic ACME-conformance improvement.
3. OR consider switching fork target from Chorizite/WorldBuilder to ACME WorldBuilder
for future phases (N.2+).
Visually undetectable to most users; one extra tree at one landblock. Defer until
other Phase N work catches a similar issue and a coherent fix becomes obvious.
**Files:**
- `src/AcDream.Core/World/SceneryGenerator.cs``GenerateInternal` is the active path
- `src/AcDream.Core/World/WbSceneryAdapter.cs` — adapter used by `GenerateInternal`
- `references/WorldBuilder-ACME-Edition/WorldBuilder/Editors/Landscape/GameScene.cs:1074` — ACME's per-vertex road filter
---
## #49 — Scenery (X, Y) placement drifts from retail at some landblocks
**Status:** OPEN

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@ -57,6 +57,7 @@
| K | Input architecture — `Action` enum, `KeyChord`, `KeyBindings`, multicast `InputDispatcher` with scope-stack + modal capture, retail-default keymap (152 bindings), `keybinds.json` persistence, F11 Settings panel with click-to-rebind + conflict detection, main menu bar + View menu | Live ✓ |
| L.0 | Full retail-style Settings interface — F11 tabbed panel with 6 tabs (Keybinds + Display + Audio + Gameplay + Chat + Character). `settings.json` at `%LOCALAPPDATA%\acdream\`, per-toon `Character` keying (swapped on EnterWorld). Display GL knobs (Resolution / Fullscreen / VSync / FOV / ShowFps) + Audio (Master / SFX) live-wired; Gameplay / Chat / Character settings persist for server-sync wiring later. Tab API extension to `IPanelRenderer`; chat Copy mode (read-only multi-line); per-panel layout reset; FramebufferResize handler keeps GL viewport + camera aspect + panel positions in sync. | Live ✓ |
| C.1 | PES particle system + sky-pass refinements — retail-faithful `ParticleEmitterInfo` unpack with all 13 motion integrators (`Particle::Init`/`Update` ports of `0x0051c290`/`0x0051c930`), `PhysicsScriptRunner` with `CallPES` self-loop semantics, `ParticleHookSink` with `EmitterDied` cleanup, instanced billboard `ParticleRenderer` with material-derived blend (DAT emitters never default additive — pulled from particle GfxObj surface), global back-to-front sort, BC clipmap alpha-keying, AttachLocal `is_parent_local=1` live-parent follow via `UpdateEmitterAnchor`. Sky pass: `Translucent+ClipMap` → alpha-blend cloud sheet (matches `D3DPolyRender::SetSurface` `0x0059c4d0`), raw-`Additive` fog-skip (matches `0x0059c882`), per-keyframe `SkyObjectReplace` Translucency/Luminosity/MaxBright divide-by-100, bit `0x01` pre/post-scene split (matches `GameSky::CreateDeletePhysicsObjects` `0x005073c0`), Setup-backed (`0x020xxxxx`) sky objects via `SetupMesh.Flatten`, persistent GL sampler objects (Wrap + ClampToEdge) replace per-frame wrap-mode mutation (ported from WorldBuilder's `OpenGLGraphicsDevice`), post-scene Z-offset gated on `(Properties & 4) != 0 && (Properties & 8) == 0` per `GameSky::UpdatePosition` `0x00506dd0`. Sky-PES playback disabled by default (named-retail proves `GameSky` drops `pes_id`); `ACDREAM_ENABLE_SKY_PES=1` opens the experimental path. 1325 → 1331 tests. | Live ✓ |
| N.1 | WorldBuilder-backed scenery (Chorizite/WorldBuilder fork as submodule, SceneryHelpers + TerrainUtils replace our inline ports) | Live ✓ |
Plus polish that doesn't get its own phase number:
- FlyCamera default speed lowered + Shift-to-boost
@ -529,42 +530,95 @@ submodule replacing `references/WorldBuilder/` snapshot, project
references in our solution. Long-lived `acdream` branch in the fork
for our deletions/additions; merge upstream `master` periodically.
**Lessons from N.1 (apply to N.2-N.10):**
1. **Per-helper conformance tests work.** The N.1 conformance test caught a
~180° rotation bug in our retail port that had been silently wrong
forever. Write the conformance test BEFORE the substitution in each
sub-phase.
2. **ACME ≠ Chorizite/WorldBuilder.** ACME is a downstream fork of WB with
additional retail-faithful filters that upstream WB (our submodule)
doesn't have. When a visual discrepancy appears, check ACME's source
(`references/WorldBuilder-ACME-Edition/`) for delta filters BEFORE
investigating retail decomp directly. ACME's deltas tend to come as
coherent units — porting one filter without its companions can
over-suppress.
3. **"Whackamole" is the warning sign.** If a phase generates 3+ visual
regressions on default-on, stop, accept the cosmetic deltas as
ISSUES.md entries, ship the migration. Bugs we leave behind are
debuggable; bugs we never ship are forgotten.
4. **Subagent-driven execution holds up at this scope.** Fresh subagent
per task with the full task text inline keeps quality high without
polluting the controller's context. Each task should be self-contained
enough that a subagent without session history can complete it.
**Sub-phases (strangler-fig with feature flags):**
- **N.0 — Setup.** Submodule + project references + build green. ~1-2 hrs.
- **N.1 — Scenery algorithm calls.** Replace `IsOnRoad` /
`DisplaceObject` / slope-normal calc / rotation / scale inside
`SceneryGenerator.Generate()` with calls to WB's `SceneryHelpers` +
`TerrainUtils`. Tiny adapter `LandBlock → TerrainEntry[]`. Keeps our
data flow + `ScenerySpawn` shape. Feature flag
`ACDREAM_USE_WB_SCENERY=1`. ~1-2 days.
- **✓ SHIPPED — N.0 — Setup.** Shipped 2026-05-08 (commit `c8782c9`).
WorldBuilder fork at `github.com/eriknihlen/WorldBuilder.git` registered
as git submodule at `references/WorldBuilder/` tracking the `acdream`
branch. `AcDream.Core.csproj` references `WorldBuilder.Shared` +
`Chorizite.OpenGLSDLBackend`. Build green, all 28 scenery/terrain tests
passing.
- **✓ SHIPPED — N.1 — Scenery algorithm calls.** Shipped 2026-05-08.
Replaced `IsOnRoad` / `DisplaceObject` / slope-normal calc / rotation /
scale inside `SceneryGenerator.Generate()` with calls to WB's
`SceneryHelpers` + `TerrainUtils`. Adapter `WbSceneryAdapter` produces
`TerrainEntry[]`. Visual verification at Holtburg confirmed Issue #49's
previously missing edge-vertex trees still visible after the migration;
rotation bug fixed (our retail port's `yawDeg = -(450-degrees)%360`
formula was ~180° off from retail's actual `Frame::set_heading` atan2
round-trip). One known cosmetic difference filed in ISSUES.md
(road-edge tree at landblock 0xA9B1).
- **N.2 — Terrain math helpers.** Refactor `TerrainSurface.SampleZ` /
`SampleNormal` / `SampleSurface` to call WB's `TerrainUtils.GetHeight`
/ `GetNormal` internally. ~1-2 days.
- **N.3 — Texture decoding.** Replace `TextureCache` decode pipeline
with WB's `TextureHelpers`. ~2-3 days.
/ `GetNormal` internally. ~1-2 days. Smallest remaining N phase, low
risk after N.1's conformance proof on GetNormal.
- **N.3 — Texture decoding.** Replace our `TextureCache` decode
pipeline (`src/AcDream.App/Rendering/TextureCache.cs`) with WB's
`TextureHelpers` (INDEX16, P8, BGRA, DXT, alpha). Touches every
texture path. **Realistic estimate: 3-5 days** (was 2-3) — the GL
upload path needs adapting and we'll need conformance tests per
texture format. Handoff doc:
`docs/research/2026-05-08-phase-n3-handoff.md`.
- **N.4 — Object meshing.** Replace `SetupMesh.cs` + `GfxObjMesh.cs`
with calls to WB's `ObjectMeshManager`. Character-appearance
behaviors (CreaturePalette / GfxObjRemapping / HiddenParts) remain
ours — ACME is the secondary oracle. ~1 week.
ours — ACME is the secondary oracle. **Realistic estimate: 1.5-2
weeks** (was 1) — character appearance edge cases like N.1's
rotation bug will surface.
- **N.5 — Terrain rendering.** Replace `TerrainChunkRenderer` +
`TerrainAtlas` + `TerrainBlending` with WB's `TerrainRenderManager` +
`LandSurfaceManager` + `TerrainGeometryGenerator`. ~2 weeks.
`LandSurfaceManager` + `TerrainGeometryGenerator`. **Realistic
estimate: 3-4 weeks** (was 2) — largest single phase, GPU-buffer
ownership shifts, integration with our streaming loader is
non-trivial.
- **N.6 — Static objects rendering.** Replace `StaticMeshRenderer` +
`InstancedMeshRenderer` with WB's `StaticObjectRenderManager`.
~2 weeks.
**Realistic estimate: 2-3 weeks** (was 2) — interacts with N.4
output.
- **N.7 — EnvCells / dungeons.** Replace EnvCell rendering with WB's
`EnvCellRenderManager` + `PortalRenderManager`. ~2 weeks.
`EnvCellRenderManager` + `PortalRenderManager`. **Realistic
estimate: 2-3 weeks** (was 2).
- **N.8 — Sky + particles.** Replace sky rendering + particle pipeline
(#36 / C.1 work) with WB's `SkyboxRenderManager` +
`ParticleEmitterRenderer`. ~1 week.
`ParticleEmitterRenderer`. **Realistic estimate: 1.5-2 weeks**
(was 1) — visual continuity matters; we just shipped C.1 and that
work flows through here.
- **N.9 — Visibility / culling.** Replace `CellVisibility` +
`FrustumCuller` with WB's `VisibilityManager`. ~3-5 days.
`FrustumCuller` with WB's `VisibilityManager`. **Realistic
estimate: 1 week** (was 3-5 days) — affects perf and what gets
drawn.
- **N.10 — GL infrastructure consolidation (optional).** Replace our
`Shader` / `TextureCache` / `SamplerCache` plumbing with WB's
`ManagedGL*` wrappers + `OpenGLGraphicsDevice`. ~1 week.
**Estimated calendar:** 2-3 months. Engineering effort: 6-8 weeks.
**Estimated calendar:** **3-4 months / 10-12 engineering weeks for
N.2-N.9 (skipping N.10).** (Was 2-3 months / 6-8 weeks — revised
upward after N.1 landed; realistic per-phase numbers above.)
**Each sub-phase:**
- Ships behind `ACDREAM_USE_WB_<NAME>=1` flag.

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@ -0,0 +1,132 @@
# Phase N.3 handoff — texture decoding via WorldBuilder
**Use this whole document as the prompt** when handing off to a fresh
agent. Everything they need to pick up cold is below.
---
## Background you'll need
You're working in `acdream`, a from-scratch C# .NET 10 reimplementation
of Asheron's Call's retail client. The project's house rule (in
`CLAUDE.md`) is **the code is modern, the behavior is retail**.
acdream just shipped **Phase N.1** (commits `26cf2b8` through `ad8b931`),
the first sub-phase of a strategic migration to fork WorldBuilder
(`github.com/Chorizite/WorldBuilder`, MIT) and depend on its tested
rendering + dat-handling code instead of porting algorithms from retail
decomp ourselves.
**Read first:**
- `docs/architecture/worldbuilder-inventory.md` — the full taxonomy of
what WB has and what we keep porting ourselves
- `docs/superpowers/specs/2026-05-08-phase-n-worldbuilder-migration-design.md`
— the parent design doc for Phase N
- `CLAUDE.md` — especially the "Reference repos" section (now points at
WB as the rendering BASE) and the workflow rules
**Phase N.1 commit history (just shipped):** read
`git log --oneline c8782c9..ad8b931` to see how N.0 + N.1 were
structured. The pattern repeats for N.3.
## What N.3 is
Replace acdream's texture decoding pipeline with WorldBuilder's
`Chorizite.OpenGLSDLBackend.Lib.TextureHelpers`. WB handles INDEX16,
P8, BGRA, DXT, and alpha-channel decoding. Our existing implementations
of these are scattered across `src/AcDream.App/Rendering/TextureCache.cs`
and possibly `src/AcDream.Core/Meshing/` — find them with
`grep -rln "INDEX16\|P8 decode\|DXT\|BGRA" src/`.
## Acceptance criteria
- Build green (`dotnet build`)
- All existing tests green (the 8 pre-existing `DispatcherToMovementIntegrationTests`
failures don't count — they exist on main)
- New conformance tests added per format that's substituted (one xUnit
Theory per: INDEX16, P8, BGRA, DXT). Each compares a fixed input byte
array decoded by our path vs WB's path; assertions on output pixel array.
- Visual verification at Holtburg (or wherever) shows no texture
regressions: terrain texturing, mesh texturing, particle textures all
look the same.
- ISSUES.md updated with any known cosmetic deltas (the N.1 pattern —
if WB and retail disagree on something subtle, file it, don't try
to fix it inline).
## Tasks (suggested decomposition)
Follow the N.1 plan structure (`docs/superpowers/plans/2026-05-08-phase-n1-scenery-via-wb-helpers.md`)
as the template. Concretely:
1. **Audit our texture decode paths.** Grep, list every file/method that
decodes a texture. Map each to the WB equivalent in
`references/WorldBuilder/Chorizite.OpenGLSDLBackend/Lib/TextureHelpers.cs`
(read it end to end first).
2. **Per-format conformance test.** TDD style: write the test, run it
to fail, then plumb the substitution. Conformance test fixture inputs
should include real-dat byte sequences (read a known-good texture from
a dat, encode the bytes as a hex blob in the test).
3. **Substitution.** Replace each decode site with the WB call. Keep our
GL upload pathways — those are NOT WB's responsibility.
4. **Visual verification.** Launch the client at Holtburg, walk around,
look at a tree (mesh texture), the ground (atlas texture), particles
(the recent C.1 rain/clouds/aurora work), and a building (composite
texture). Compare against retail or against a screenshot before the
change.
5. **Delete legacy decoders** once visual verification passes.
6. **Update roadmap + ISSUES** as the final commit.
## Watchouts (lessons from N.1)
- **ACME has a downstream fork with extra filters** (`references/WorldBuilder-ACME-Edition/`).
WB's `TextureHelpers` may have ACME-specific patches not yet in upstream.
Compare both before assuming WB's version is canonical. We forked
upstream WB; ACME is reference-only.
- **Conformance tests are non-negotiable.** Phase N.1's rotation bug was
caught by the conformance test. Don't skip them. If a test fails, it's
a real divergence — investigate before "fixing" the test.
- **Whackamole stops the migration.** If 3+ visual regressions appear on
default-on, stop, file as ISSUES, ship. The migration goal is "use WB's
tested code"; pixel-perfect equivalence with our broken hand-ports is
not the goal.
- **`Setup.SortingSphere``Setup.CylSphere`.** The N.1 attempt at
`obj_within_block` over-suppressed because we used the wrong radius
source (sorting sphere too large). For texture decoding this likely
doesn't matter, but the general lesson is: read WB's full source
carefully before adapting; don't assume parallel methods do parallel
things.
- **Per-vertex road check — STOP signal.** If you find yourself reading
ACME for "what's missing" and considering a per-vertex filter, STOP.
N.1 tried this (commit `e279c46`), regressed visually, reverted in
`677a726`. ACME's filter set works as a coherent unit; pick-and-choose
fails. If the N.3 work uncovers a similar ACME-only filter, file it
in ISSUES and move on, don't port it inline.
## Where to start
1. `git pull` on main to get the latest (Phase N.1 just merged).
2. Create a new worktree for the work:
`git worktree add .claude/worktrees/<your-name> -b claude/<your-name>`.
3. Read the three "read first" docs above.
4. Run `dotnet build && dotnet test` to confirm clean baseline.
5. Read `references/WorldBuilder/Chorizite.OpenGLSDLBackend/Lib/TextureHelpers.cs`
end to end. Take notes on the public API surface.
6. Run the audit task (#1 in Tasks above). Output should be a markdown
table of "our function / file:line / WB equivalent / format covered."
7. Use `superpowers:writing-plans` to convert the audit into a concrete
per-format plan. Then use `superpowers:subagent-driven-development`
to execute it with fresh subagents per format.
## Useful greps
- `grep -rln "INDEX16\|IndexedSurface\|P8\|DXT\|BGRA\|TextureFormat" src/` — find decode paths
- `grep -rln "TextureCache" src/` — find our cache layer
- `grep -n "public static.*Decode\|public static.*Convert" references/WorldBuilder/Chorizite.OpenGLSDLBackend/Lib/TextureHelpers.cs` — WB's public API
## Open question to resolve early
Does `Chorizite.OpenGLSDLBackend.Lib.TextureHelpers` cover ALL the
formats we use, or does it have gaps? Audit our texture types against
WB's API in step 1. If WB is missing a format we need, the migration for
that format gets deferred (file in ISSUES; keep our decoder for it; note
in the roadmap).

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@ -1,7 +1,9 @@
using System.Numerics;
using Chorizite.OpenGLSDLBackend.Lib;
using DatReaderWriter;
using DatReaderWriter.DBObjs;
using DatReaderWriter.Types;
using WorldBuilder.Shared.Modules.Landscape.Lib;
namespace AcDream.Core.World;
@ -23,11 +25,11 @@ namespace AcDream.Core.World;
/// (scale hash constant 0x7f51=32593 not in dumped chunks;
/// confirmed against ACViewer which matches all other constants)
///
/// Key implementation note: the decompiled client computes each LCG value as a
/// signed 32-bit int, then normalises with "if (val &lt; 0) val += 2^32" before
/// dividing by 2^32. This is equivalent to our unchecked((uint)(...)) cast.
/// ACViewer's reference omits this cast and is subtly wrong for negative inputs.
/// We deliberately match the decompiled client, not ACViewer.
/// Phase N.1 (2026-05-08): migrated all algorithm calls to WorldBuilder's
/// <c>SceneryHelpers</c> + <c>TerrainUtils</c>. The legacy in-line implementations
/// have been removed; <c>WbSceneryAdapter</c> bridges <c>LandBlock</c> data to WB's
/// <c>TerrainEntry[]</c>. See
/// <c>docs/superpowers/specs/2026-05-08-phase-n1-scenery-via-wb-helpers-design.md</c>.
/// </summary>
public static class SceneryGenerator
{
@ -35,6 +37,7 @@ public static class SceneryGenerator
private const int VerticesPerSide = 9;
private const float CellSize = 24.0f;
private const float LandblockSize = 192.0f; // 8 cells * 24 units
private const int CellsPerSide = 8;
public readonly record struct ScenerySpawn(
uint ObjectId, // GfxObj or Setup id
@ -43,12 +46,9 @@ public static class SceneryGenerator
float Scale);
/// <summary>
/// Generate all scenery entries for one landblock. Uses the bit-packed
/// TerrainInfo Type (bits 2-6) and Scenery (bits 11-15) fields to index into
/// Region.TerrainInfo.TerrainTypes[type].SceneTypes[scenery] → a SceneInfo
/// index into Region.SceneInfo.SceneTypes[sceneInfo].Scenes. Each cell picks
/// one scene via a pseudo-random hash of the cell's global coordinates, then
/// iterates the scene's ObjectDesc entries with per-object frequency rolls.
/// Generate all scenery entries for one landblock. Phase N.1 migrated this
/// to call WorldBuilder's <c>SceneryHelpers</c> + <c>TerrainUtils</c>;
/// see <c>docs/superpowers/specs/2026-05-08-phase-n1-scenery-via-wb-helpers-design.md</c>.
/// </summary>
public static IReadOnlyList<ScenerySpawn> Generate(
DatCollection dats,
@ -57,21 +57,40 @@ public static class SceneryGenerator
uint landblockId,
HashSet<int>? buildingCells = null,
float[]? heightTable = null)
{
// heightTable kept for backward compat; WB path uses
// region.LandDefs.LandHeightTable internally via TerrainUtils.GetNormal.
_ = heightTable;
return GenerateInternal(dats, region, block, landblockId, buildingCells);
}
/// <summary>
/// Returns true if the raw terrain word indicates a road vertex.
/// Bits 0-1 of the terrain word encode the road type; any non-zero value
/// means the vertex is on a road. Ported from ACViewer GetRoad().
/// </summary>
public static bool IsRoadVertex(ushort raw) => (raw & 0x3u) != 0;
private static IReadOnlyList<ScenerySpawn> GenerateInternal(
DatCollection dats,
Region region,
LandBlock block,
uint landblockId,
HashSet<int>? buildingCells)
{
var result = new List<ScenerySpawn>();
if (region.TerrainInfo?.TerrainTypes is null || region.SceneInfo?.SceneTypes is null)
return result;
uint blockX = (landblockId >> 24) * 8; // 8 cells per landblock
uint blockY = ((landblockId >> 16) & 0xFFu) * 8;
// Build the TerrainEntry[] WB's helpers consume — once per landblock.
var terrainEntries = WbSceneryAdapter.BuildTerrainEntries(block);
uint blockX = (landblockId >> 24) * 8;
uint blockY = ((landblockId >> 16) & 0xFFu) * 8;
uint lbX = landblockId >> 24;
uint lbY = (landblockId >> 16) & 0xFFu;
// RETAIL iterates 9×9 = 81 VERTICES, not 8×8 = 64 cells.
// Named retail: CLandBlock::get_land_scenes (0x00530460) uses
// `side_vertex_count` (offset 0x40, value 9) as the loop bound.
// The do-while condition `(var+1) < side_vertex_count` runs var 0..8.
// Edge vertices (x=8 or y=8) produce valid spawns when the per-object
// displacement shifts the position back into the [0, 192) range.
for (int x = 0; x < VerticesPerSide; x++)
{
for (int y = 0; y < VerticesPerSide; y++)
@ -79,13 +98,8 @@ public static class SceneryGenerator
int i = x * VerticesPerSide + y;
ushort raw = block.Terrain[i];
uint terrainType = (uint)((raw >> 2) & 0x1F); // bits 2-6
uint sceneType = (uint)((raw >> 11) & 0x1F); // bits 11-15
// NOTE: retail does NOT skip based on this vertex's road bit.
// The road test happens AFTER displacement via the 4-corner
// polygonal OnRoad check (see below). Removing the
// pre-displacement early-exit restores retail behavior.
uint terrainType = (uint)((raw >> 2) & 0x1F);
uint sceneType = (uint)((raw >> 11) & 0x1F);
if (terrainType >= region.TerrainInfo.TerrainTypes.Count) continue;
var sceneTypeList = region.TerrainInfo.TerrainTypes[(int)terrainType].SceneTypes;
@ -102,10 +116,7 @@ public static class SceneryGenerator
uint globalCellX = cellX + blockX;
uint globalCellY = cellY + blockY;
// Scene-selection hash: picks one scene from the terrain's scene list.
// Decompiled: chunk_00530000.c line 1144
// iVar5 = (iVar8 * 0x2a7f2b89 + 0x6c1ac587) * iVar9 + iVar8 * -0x421be3bd + 0x7f8cda01
// where iVar8=globalCellX, iVar9=globalCellY.
// Scene-selection hash: identical to Generate.
uint cellMat = globalCellY * (712977289u * globalCellX + 1813693831u)
- 1109124029u * globalCellX + 2139937281u;
double offset = cellMat * 2.3283064e-10;
@ -116,14 +127,7 @@ public static class SceneryGenerator
var scene = dats.Get<Scene>(sceneId);
if (scene is null) continue;
// Per-object hashes: roll frequency, compute displacement, scale, rotation.
// Decompiled: chunk_00530000.c lines 1168-1174
// iStack_60 = iVar9 * 0x6c1ac587 → cellYMat
// uStack_78 = iVar9 * iVar8 * 0x5111bfef + 0x70892fb7 → cellMat2
// iStack_64 = iVar8 * -0x421be3bd → cellXMat
// initial: local_90 = uStack_78 * 0x5b67 (j=0 term)
// per-loop: iStack_70 = (iStack_60 - local_90) + iStack_64; local_90 += uStack_78
// ⟹ iStack_70 = cellYMat - cellMat2 * (0x5b67 + j) + cellXMat
// Per-object frequency setup: identical to Generate.
uint cellXMat = unchecked(0u - 1109124029u * globalCellX);
uint cellYMat = 1813693831u * globalCellY;
uint cellMat2 = 1360117743u * globalCellX * globalCellY + 1888038839u;
@ -131,15 +135,13 @@ public static class SceneryGenerator
for (uint j = 0; j < scene.Objects.Count; j++)
{
var obj = scene.Objects[(int)j];
if (obj.WeenieObj != 0) continue; // Weenie entries are dynamic spawns, not static scenery
if (obj.WeenieObj != 0) continue;
// Frequency roll: chunk_00530000.c line 1174 + 1179
// (fVar1 * _DAT_007c6f10 < (float)piVar11[0x11]) → noise < obj.Frequency
double noise = unchecked((uint)(cellXMat + cellYMat - cellMat2 * (23399u + j))) * 2.3283064e-10;
if (noise >= obj.Frequency) continue;
// Displacement: pseudo-random offset within the cell.
var localPos = DisplaceObject(obj, globalCellX, globalCellY, j);
// ─── WB substitution: displacement ───────────────────
var localPos = SceneryHelpers.Displace(obj, globalCellX, globalCellY, j);
float lx = cellX * CellSize + localPos.X;
float ly = cellY * CellSize + localPos.Y;
@ -147,20 +149,11 @@ public static class SceneryGenerator
if (lx < 0 || ly < 0 || lx >= LandblockSize || ly >= LandblockSize)
continue;
// Retail post-displacement road check (FUN_00530d30).
// Ported from ACViewer Landblock.OnRoad — uses the 4-corner
// road bits of the containing cell plus the 5-unit road
// half-width to test whether the displaced (lx,ly) lies on
// the road ribbon.
bool isOnRoad = IsOnRoad(block, lx, ly);
if (isOnRoad)
{
// ─── WB substitution: road check ──────────────────────
if (TerrainUtils.OnRoad(new Vector3(lx, ly, 0), terrainEntries))
continue;
}
// Per-spawn building check on the DISPLACED position's cell.
// Retail: CSortCell::has_building(cell) per spawn, not per vertex.
// WorldBuilder: buildingsGrid[gx2, gy2] with 8×8 cell grid.
// Building check: identical to Generate.
if (buildingCells is not null)
{
int dcx = Math.Clamp((int)(lx / CellSize), 0, CellsPerSide - 1);
@ -169,238 +162,35 @@ public static class SceneryGenerator
continue;
}
// Slope filter: retail uses CLandCell::find_terrain_poly →
// polygon->plane.N.z to get the triangle-specific normal.
// SampleNormalZFromHeightmap picks the correct triangle via
// the cell's split direction, matching retail + WorldBuilder.
if (heightTable is not null && (obj.MinSlope > 0f || obj.MaxSlope < 1f))
{
float nz = AcDream.Core.Physics.TerrainSurface.SampleNormalZFromHeightmap(
block.Height, heightTable,
landblockId >> 24, (landblockId >> 16) & 0xFFu,
lx, ly);
if (nz < obj.MinSlope || nz > obj.MaxSlope) continue;
}
// ─── WB substitution: slope check ─────────────────────
Vector3 normal = TerrainUtils.GetNormal(
region, terrainEntries, lbX, lbY,
new Vector3(lx, ly, 0));
if (!SceneryHelpers.CheckSlope(obj, normal.Z))
continue;
// BaseLoc.Z offset: scenery-specific vertical offset from
// the ground (e.g., flowers planted at -0.1m so they
// don't float above grass). The renderer adds groundZ
// later, so pass the BaseLoc.Z through as-is.
float lz = obj.BaseLoc.Origin.Z;
// Rotation: chunk_005A0000.c lines 4924-4931 (FUN_005a6e60)
// Retail calls FUN_00425f10(baseLoc) to copy baseLoc.Orientation
// into the frame, THEN calls AFrame::set_heading(degrees).
//
// set_heading uses yaw = -(450 - heading) % 360 before converting
// to a quaternion, which introduces a 90° offset + sign flip
// relative to a naive Z rotation. WorldBuilder's
// SceneryHelpers.SetHeading reproduces this.
//
// For objects with Align != 0, retail uses FUN_005a6f60 to
// align to the landcell polygon's normal instead of setting
// heading from the noise.
//
// Composition: final = baseLoc.Orientation * headingQuat
Quaternion rotation = obj.BaseLoc.Orientation;
if (rotation.LengthSquared() < 0.0001f)
rotation = Quaternion.Identity;
if (obj.MaxRotation > 0f)
{
double rotNoise = unchecked((uint)(1813693831u * globalCellY
- (j + 63127u) * (1360117743u * globalCellY * globalCellX + 1888038839u)
- 1109124029u * globalCellX)) * 2.3283064e-10;
float degrees = (float)(rotNoise * obj.MaxRotation);
// AFrame::set_heading transform — matches retail.
float yawDeg = -((450f - degrees) % 360f);
float yawRad = yawDeg * MathF.PI / 180f;
var headingQuat = Quaternion.CreateFromAxisAngle(Vector3.UnitZ, yawRad);
rotation = headingQuat * rotation;
}
// Scale: ACViewer Physics/Common/ObjectDesc.cs ScaleObj() (confirmed matches pattern)
// offset constant 0x7f51 = 32593 (not in dumped chunks; cross-verified via ACViewer)
// same LCG structure as rotation/displacement; uint cast per decompiled normalisation
float scale;
if (obj.MinScale == obj.MaxScale)
{
scale = obj.MaxScale;
}
// ─── WB substitution: rotation ────────────────────────
Quaternion rotation;
if (obj.Align != 0)
rotation = SceneryHelpers.ObjAlign(obj, normal, lz, localPos);
else
{
double scaleNoise = unchecked((uint)(1813693831u * globalCellY
- (j + 32593u) * (1360117743u * globalCellY * globalCellX + 1888038839u)
- 1109124029u * globalCellX)) * 2.3283064e-10;
scale = (float)(Math.Pow(obj.MaxScale / obj.MinScale, scaleNoise) * obj.MinScale);
}
rotation = SceneryHelpers.RotateObj(obj, globalCellX, globalCellY, j, localPos);
// ─── WB substitution: scale ───────────────────────────
float scale = SceneryHelpers.ScaleObj(obj, globalCellX, globalCellY, j);
if (scale <= 0) scale = 1f;
result.Add(new ScenerySpawn(
ObjectId: obj.ObjectId,
ObjectId: obj.ObjectId,
LocalPosition: new Vector3(lx, ly, lz),
Rotation: rotation,
Scale: scale));
Rotation: rotation,
Scale: scale));
}
}
}
return result;
}
/// <summary>
/// Returns true if the raw terrain word indicates a road vertex.
/// Bits 0-1 of the terrain word encode the road type; any non-zero value
/// means the vertex is on a road. Ported from ACViewer GetRoad().
/// </summary>
public static bool IsRoadVertex(ushort raw) => (raw & 0x3u) != 0;
/// <summary>
/// Half-width of a road ribbon in world units — the road extends from each
/// road vertex by this amount into the neighbor cells. Matches retail's
/// `_DAT_007c9cc0 = 5.0f` in FUN_00530d30.
/// </summary>
private const float RoadHalfWidth = 5.0f;
/// <summary>
/// Retail-faithful road ribbon test — direct port of ACViewer's
/// Landblock.OnRoad (Physics/Common/Landblock.cs lines 300-398), which
/// itself is a port of CLandBlock::on_road (named-retail 0x0052FFF0).
///
/// Classifies the 4 corners of the cell containing (lx, ly) by road type
/// (bits 0-1 of the terrain word) and applies a different geometric test
/// based on which corners are road vertices. Road ribbons have a 5m
/// half-width (TileLength - RoadWidth = 19m).
/// </summary>
private static bool IsOnRoad(LandBlock block, float lx, float ly)
{
int x = (int)MathF.Floor(lx / CellSize);
int y = (int)MathF.Floor(ly / CellSize);
// Clamp so we don't index past the 9x9 terrain grid
x = Math.Clamp(x, 0, CellsPerSide - 1);
y = Math.Clamp(y, 0, CellsPerSide - 1);
float rMin = RoadHalfWidth; // 5
float rMax = CellSize - RoadHalfWidth; // 19
// Corner road bits (ACViewer convention):
// r0 = (x0, y0) = SW
// r1 = (x0, y1) = NW
// r2 = (x1, y0) = SE
// r3 = (x1, y1) = NE
bool r0 = IsRoadVertex(block.Terrain[x * VerticesPerSide + y]);
bool r1 = IsRoadVertex(block.Terrain[x * VerticesPerSide + (y + 1)]);
bool r2 = IsRoadVertex(block.Terrain[(x + 1) * VerticesPerSide + y]);
bool r3 = IsRoadVertex(block.Terrain[(x + 1) * VerticesPerSide + (y + 1)]);
if (!r0 && !r1 && !r2 && !r3) return false;
float dx = lx - x * CellSize;
float dy = ly - y * CellSize;
if (r0)
{
if (r1)
{
if (r2)
{
if (r3) return true;
return dx < rMin || dy < rMin;
}
else
{
if (r3) return dx < rMin || dy > rMax;
return dx < rMin;
}
}
else
{
if (r2)
{
if (r3) return dx > rMax || dy < rMin;
return dy < rMin;
}
else
{
if (r3) return MathF.Abs(dx - dy) < rMin;
return dx + dy < rMin;
}
}
}
else
{
if (r1)
{
if (r2)
{
if (r3) return dx > rMax || dy > rMax;
return MathF.Abs(dx + dy - CellSize) < rMin;
}
else
{
if (r3) return dy > rMax;
return CellSize + dx - dy < rMin;
}
}
else
{
if (r2)
{
if (r3) return dx > rMax;
return CellSize - dx + dy < rMin;
}
else
{
if (r3) return CellSize * 2f - dx - dy < rMin;
return false;
}
}
}
}
private const int CellsPerSide = 8;
/// <summary>
/// Pseudo-random displacement within a cell for a scenery object. Returns a
/// Vector3 in local cell-offset space (the caller adds it to the cell corner
/// to get landblock-local position).
///
/// Verified against decompiled acclient.exe: chunk_005A0000.c lines 4844-4903 (FUN_005a6cc0).
/// X offset constant 0xb2cd = 45773; Y offset constant 0x11c0f = 72719.
/// Quadrant hash: line 4880; thresholds 0.25/0.5/0.75 map to _DAT_007c97cc/_DAT_007938b8/_DAT_0079c6dc.
/// Decompiled normalises signed-int LCG results with "if (val &lt; 0) val += 2^32"; our
/// unchecked((uint)(...)) is exactly equivalent.
/// </summary>
internal static Vector3 DisplaceObject(ObjectDesc obj, uint ix, uint iy, uint iq)
{
float x, y;
var baseLoc = obj.BaseLoc.Origin;
// X displacement: chunk_005A0000.c lines 4858-4866
// iVar4 = (param_3 * 0x6c1ac587 - (param_2 * param_3 * 0x5111bfef + 0x70892fb7) * (param_4 + 0xb2cd)) + param_2 * -0x421be3bd
if (obj.DisplaceX <= 0)
x = baseLoc.X;
else
x = (float)(unchecked((uint)(1813693831u * iy - (iq + 45773u) * (1360117743u * iy * ix + 1888038839u) - 1109124029u * ix))
* 2.3283064e-10 * obj.DisplaceX + baseLoc.X);
// Y displacement: chunk_005A0000.c lines 4871-4878 (same structure, offset 0x11c0f = 72719)
if (obj.DisplaceY <= 0)
y = baseLoc.Y;
else
y = (float)(unchecked((uint)(1813693831u * iy - (iq + 72719u) * (1360117743u * iy * ix + 1888038839u) - 1109124029u * ix))
* 2.3283064e-10 * obj.DisplaceY + baseLoc.Y);
float z = baseLoc.Z;
// Quadrant selection: chunk_005A0000.c lines 4880-4902
// iVar4 = (param_3 * 0x6c1ac587 - (param_3 * 0x6f7bd965 + 0x421be3bd) * param_2) + -0x17fcedfd
// 0x6f7bd965=1870387557, 0x421be3bd=1109124029, -0x17fcedfd → -402451965 (uint: 3892515331)
double quadrant = unchecked((uint)(1813693831u * iy - ix * (1870387557u * iy + 1109124029u) - 402451965u)) * 2.3283064e-10;
if (quadrant >= 0.75) return new Vector3(y, -x, z);
if (quadrant >= 0.5) return new Vector3(-x, -y, z);
if (quadrant >= 0.25) return new Vector3(-y, x, z);
return new Vector3(x, y, z);
}
}

View file

@ -1,13 +1,14 @@
using System.Numerics;
using AcDream.Core.World;
using DatReaderWriter.Types;
namespace AcDream.Core.Tests.World;
/// <summary>
/// Tests for SceneryGenerator: road-exclusion, loop bounds, building
/// suppression, and slope filter. The full Generate() pipeline requires
/// real dat files so behavior is tested via internal helpers.
/// Tests for SceneryGenerator. As of Phase N.1 (commit b84ecbd / Task 8 final
/// commit), the displacement / road / slope / rotation / scale algorithms run
/// through WorldBuilder's helpers (SceneryHelpers + TerrainUtils). The only
/// our-side code remaining is the small <see cref="SceneryGenerator.IsRoadVertex"/>
/// predicate, which is what these tests cover.
/// </summary>
public class SceneryGeneratorTests
{
@ -47,63 +48,4 @@ public class SceneryGeneratorTests
$"raw=0x{raw:X4}: IsRoadVertex={actual} but TerrainInfo.Road={ti.Road}");
}
}
// --- Edge vertex displacement tests ---
// Retail iterates 9×9 vertices (0..8 on each axis). Vertices at x=8 or y=8
// have base positions at 192 (= 8 * 24), which is AT the landblock boundary.
// These produce valid scenery when displacement shifts them back into [0, 192).
[Fact]
public void DisplaceObject_EdgeVertex_CanProduceValidPosition()
{
// Vertex (3, 8): base_y = 8 * 24 = 192.
// With DisplaceY > 0, some LCG seeds will produce negative displacement,
// shifting the Y back below 192 into the valid range.
var obj = new ObjectDesc
{
DisplaceX = 12f,
DisplaceY = 12f,
BaseLoc = new Frame { Origin = new Vector3(0, 0, 0) }
};
// Search across a range of global cell coords to find at least one
// case where vertex y=8 displaces into [0, 192).
bool foundValid = false;
for (uint gx = 0; gx < 64 && !foundValid; gx++)
{
for (uint gy = 0; gy < 64 && !foundValid; gy++)
{
var localPos = SceneryGenerator.DisplaceObject(obj, gx, gy, 0);
// Vertex (3, 8): cell corner at (3*24, 8*24) = (72, 192)
float lx = 3 * 24f + localPos.X;
float ly = 8 * 24f + localPos.Y;
if (ly >= 0 && ly < 192f && lx >= 0 && lx < 192f)
foundValid = true;
}
}
Assert.True(foundValid,
"Expected at least one (globalCellX, globalCellY) where vertex y=8 " +
"displaces back into [0, 192) — retail's 9×9 loop relies on this");
}
[Fact]
public void DisplaceObject_InteriorVertex_AlwaysNearOrigin()
{
var obj = new ObjectDesc
{
DisplaceX = 12f,
DisplaceY = 12f,
BaseLoc = new Frame { Origin = new Vector3(0, 0, 0) }
};
// For interior vertices (x < 8, y < 8), displacement is bounded by
// DisplaceX/Y (max 12 units each), so the result stays within one
// cell of the origin.
var localPos = SceneryGenerator.DisplaceObject(obj, 100, 100, 0);
Assert.True(Math.Abs(localPos.X) <= 12f,
$"Interior displacement X={localPos.X} exceeds DisplaceX=12");
Assert.True(Math.Abs(localPos.Y) <= 12f,
$"Interior displacement Y={localPos.Y} exceeds DisplaceY=12");
}
}