diff --git a/docs/ISSUES.md b/docs/ISSUES.md index 50ff2c3a..13e7dab6 100644 --- a/docs/ISSUES.md +++ b/docs/ISSUES.md @@ -3701,47 +3701,27 @@ Unverified. The likely culprits, ranked by suspected probability: --- -## #108 — Cellar↔main-floor transition: terrain (grass) sweeps across the upstairs door opening — [FIX SHIPPED 2026-06-12 · awaiting cellar visual gate] +## #108 — Cellar↔main-floor transition: terrain (grass) sweeps across the upstairs door opening — [REOPENED 2026-06-11 · narrowed residual] -**Status:** FIX SHIPPED (desk-pinned) — root cause found 2026-06-12; the -cellar-ascent visual gate is pending. - -**ROOT CAUSE (2026-06-12): terrain was drawn DOUBLE-SIDED — the grass was -the UNDERSIDE of the grade sheet.** Two steps: -1. The membership/viewer re-diagnosis below is **REFUTED** by the vertical - cellar-ascent harness (`Issue108CellarAscentViewerReplayTests`, dat-backed - A9B4 corner-building cellar 0x0174→0x0175→0x0171, production - FindCellList pick + the camera probe chain mirrored verbatim): 0 - outdoor/null viewer resolutions while the eye is below grade, 0 sweep - failures, 0 fallback branches across boom distance {2.61, 5} × damping - lag {0, 0.3}. The viewer enters 0x0171 at eye z 94.01 — exactly as the - head pops above grade (the stairwell portal sits at grade), matching the - user's wording. The root is INTERIOR the whole window. -2. Retail terrain is SINGLE-SIDED: `ACRender::landPolysDraw` (0x006b7040) - draws each land triangle ONLY when the camera is on the POSITIVE (upper) - side of its plane (`Plane::which_side2` vs `Render::FrameCurrent`). A - below-grade eye gets NO terrain — through the door retail shows sky. - WB renders the world with face culling DISABLED frame-globally (WB - `GameScene.cs:841` — editor heritage), and `TerrainModernRenderer.Draw` - set no cull state of its own → terrain drew double-sided. From a - below-grade eye every aperture sight-ray RISES, so the only "terrain" it - can see is the underside of the z≈94 grade sheet — which painted the - whole exit-door aperture (the landscape slice's 2D NDC clip planes - `(nx,ny,0,dw)` have no depth axis and cannot exclude it) and slid down - off the door exactly as the eye crossed grade. - **Fix: port the landPolysDraw eye-side gate as terrain backface culling** - — `TerrainModernRenderer.Draw` now owns Enable(CullFace) + Cull(Back) + - FrontFace(Ccw) (set→draw→restore; 7th instance of the self-contained-GL- - state rule). Pins: `LandblockMeshTests.Build_AllTriangles_WindCounter- - ClockwiseInWorldXY` (every emitted triangle CCW in world XY — cull-safe - winding) + `TerrainCullOrientationTests` (above-eye ⇒ CCW window winding - kept / below-eye ⇒ CW culled under the production camera convention). -**Gate:** climb out of the corner-building cellar — the grass window over -the exit door must be gone (sky/world through the door instead); plus a -general outdoor sanity glance (terrain intact from above — a wrong -FrontFace would blank it). +**Status:** REOPENED (narrowed) — the broad symptom is GONE (T5 + +re-gate #2: "Yes, but…"), but a residual remains in ONE window: during +the cellar ASCENT, while the eye is still below ground level, the +upstairs exit-door opening is covered with grass — "like the ground +level rose to the top of the door … as soon as my head pops up it falls +back to ground level" (user, re-gate 2026-06-11). The original +BR-2-era diagnosis stands: grass-sweep frames render through the +OUTDOOR root (membership/viewer-cell flips outdoor mid-cellar), and the +#117 depth-gated punch then correctly refuses to punch the aperture +where terrain depth is NEARER than the door fan (eye below grade ⇒ the +visible front-facing terrain can sit between the eye and the door in +depth). The punch must STAY depth-gated (DO-NOT-RETRY) — the fix is on +the membership/viewer side (why is the root outdoor while the eye is in +the cellar stairwell below grade?). Apparatus shape: a vertical +cellar-ascent variant of the #118 exit-walk harness (drive the eye up +the stair path; log root resolution + the punch's mark-pass outcome per +step). Prior history below. **Severity:** MEDIUM -**Component:** render / terrain (single-sidedness) — membership/viewer EXONERATED +**Component:** ~~render / indoor PView~~ → **physics / membership** (cellar-transition root flip) During the cellar→main-floor ascent (Holtburg), the door opening visible on the main floor shows the outdoor GRASS texture sweeping over it — "like outdoor ground rising up from the diff --git a/src/AcDream.App/Rendering/TerrainModernRenderer.cs b/src/AcDream.App/Rendering/TerrainModernRenderer.cs index f14c98b1..d077a3e8 100644 --- a/src/AcDream.App/Rendering/TerrainModernRenderer.cs +++ b/src/AcDream.App/Rendering/TerrainModernRenderer.cs @@ -283,27 +283,6 @@ public sealed unsafe class TerrainModernRenderer : IDisposable // when wired, else the no-clip fallback (count 0 = ungated terrain). BindClipUboBinding2(); - // #108-residual: retail terrain is SINGLE-SIDED — ACRender::landPolysDraw - // (0x006b7040) draws each land triangle ONLY when the camera is on the - // POSITIVE (upper) side of its plane (Plane::which_side2 vs - // Render::FrameCurrent, zFightTerrainAdjust bias). GL backface culling - // evaluates the same per-triangle eye-side predicate at rasterization. - // LandblockMesh emits every triangle CCW in world XY seen from above - // (LandblockMeshTests winding pin), which the unified camera chain - // (CreateLookAt up=+Z + Numerics perspective) maps to CCW window - // winding from above / CW from below (TerrainCullOrientationTests) — - // so FrontFace(Ccw)+Cull(Back) keeps the top side and culls the - // underside. WB drew the whole world with culling DISABLED - // frame-globally (WB GameScene.cs:841 — an editor camera goes - // underground); inheriting that drew terrain DOUBLE-SIDED, and a - // below-grade eye (cellar ascent) saw the UNDERSIDE of the grade - // sheet through the exit-door aperture — the #108 grass window. - // Self-contained state per feedback_render_self_contained_gl_state; - // the frame-global CW + cull-off baseline is restored after the draw. - _gl.Enable(EnableCap.CullFace); - _gl.CullFace(TriangleFace.Back); - _gl.FrontFace(FrontFaceDirection.Ccw); - _gl.BindVertexArray(_globalVao); _gl.MemoryBarrier(MemoryBarrierMask.CommandBarrierBit); _gl.MultiDrawElementsIndirect( @@ -313,9 +292,6 @@ public sealed unsafe class TerrainModernRenderer : IDisposable (uint)sizeof(DrawElementsIndirectCommand)); _gl.BindVertexArray(0); _gl.BindBuffer(GLEnum.DrawIndirectBuffer, 0); - - _gl.FrontFace(FrontFaceDirection.CW); - _gl.Disable(EnableCap.CullFace); } public void Dispose() diff --git a/tests/AcDream.App.Tests/Rendering/TerrainCullOrientationTests.cs b/tests/AcDream.App.Tests/Rendering/TerrainCullOrientationTests.cs deleted file mode 100644 index 3d0d3cd0..00000000 --- a/tests/AcDream.App.Tests/Rendering/TerrainCullOrientationTests.cs +++ /dev/null @@ -1,82 +0,0 @@ -using System; -using System.Numerics; -using Xunit; - -namespace AcDream.App.Tests.Rendering; - -/// -/// #108-residual orientation pin: TerrainModernRenderer culls terrain back -/// faces with FrontFace(Ccw) — the GL port of retail's single-sided terrain -/// (ACRender::landPolysDraw 0x006b7040: a land triangle draws ONLY when the -/// camera is on the POSITIVE side of its plane via Plane::which_side2). -/// -/// The FrontFace choice rests on one mapping fact: under the production -/// camera convention (Matrix4x4.CreateLookAt with up = world +Z, Numerics -/// CreatePerspectiveFieldOfView — RetailChaseCamera.cs:203 / :52), an -/// UP-FACING terrain triangle that LandblockMesh emits CCW in world XY -/// rasterizes -/// · CCW in NDC/window space when the eye is ABOVE its plane (kept), and -/// · CW when the eye is BELOW (culled — retail draws nothing there: from -/// a below-grade cellar eye the door aperture shows sky, never grass). -/// This test pins that mapping in pure CPU math so a projection-convention -/// change (handedness, Y-flip) can't silently invert the cull and either -/// resurrect the #108 grass window or cull terrain from above. -/// -public class TerrainCullOrientationTests -{ - // An up-facing triangle, CCW in world XY viewed from above — the exact - // emission convention pinned by LandblockMeshTests (crossZ > 0). - private static readonly Vector3[] Triangle = - { - new(-1f, 10f, 94f), - new( 1f, 10f, 94f), - new( 1f, 12f, 94f), - }; - - private static float NdcSignedArea2(Vector3 eye, Vector3 forward) - { - // The production camera shape: look-at with world-Z up - // (RetailChaseCamera.cs:203), Numerics perspective with the retail - // znear 0.1 (RetailChaseCamera.cs:52). - var view = Matrix4x4.CreateLookAt(eye, eye + forward, Vector3.UnitZ); - var proj = Matrix4x4.CreatePerspectiveFieldOfView(MathF.PI / 3f, 16f / 9f, 0.1f, 5000f); - var viewProj = view * proj; - - Span ndc = stackalloc Vector2[3]; - for (int i = 0; i < 3; i++) - { - var c = Vector4.Transform(new Vector4(Triangle[i], 1f), viewProj); - Assert.True(c.W > 1e-3f, "test triangle must be in front of the eye"); - ndc[i] = new Vector2(c.X / c.W, c.Y / c.W); - } - - // Twice the signed area: > 0 = CCW in NDC (GL window space keeps the - // orientation — NDC y up maps to window y up, no flip). - return (ndc[1].X - ndc[0].X) * (ndc[2].Y - ndc[0].Y) - - (ndc[1].Y - ndc[0].Y) * (ndc[2].X - ndc[0].X); - } - - [Fact] - public void EyeAboveTerrainPlane_WindsCcw_FrontFaceKept() - { - // Eye above grade looking forward-down at the triangle (the normal - // outdoor view). Retail: which_side2 = POSITIVE → drawn. - float area = NdcSignedArea2(new Vector3(0f, 5f, 96.5f), new Vector3(0f, 1f, -0.3f)); - Assert.True(area > 0f, - $"above-plane eye must see the terrain triangle CCW (area2={area}) — " + - "FrontFace(Ccw)+Cull(Back) would otherwise cull terrain from above"); - } - - [Fact] - public void EyeBelowTerrainPlane_WindsCw_BackfaceCulled() - { - // Eye below grade (the cellar-stairwell window) looking up-forward at - // the underside. Retail: which_side2 = NEGATIVE → not drawn at all — - // the #108 grass that covered the exit door was exactly this - // underside rasterizing when culling was left disabled. - float area = NdcSignedArea2(new Vector3(0f, 5f, 92.5f), new Vector3(0f, 1f, 0.2f)); - Assert.True(area < 0f, - $"below-plane eye must see the terrain triangle CW (area2={area}) — " + - "it must backface-cull like retail's which_side2 eye-side gate"); - } -} diff --git a/tests/AcDream.Core.Tests/Physics/Issue108CellarAscentViewerReplayTests.cs b/tests/AcDream.Core.Tests/Physics/Issue108CellarAscentViewerReplayTests.cs deleted file mode 100644 index abd691a8..00000000 --- a/tests/AcDream.Core.Tests/Physics/Issue108CellarAscentViewerReplayTests.cs +++ /dev/null @@ -1,344 +0,0 @@ -using System; -using System.Collections.Generic; -using System.Numerics; -using AcDream.Core.Physics; -using AcDream.Core.Tests.Conformance; -using DatReaderWriter; -using DatReaderWriter.Options; -using Xunit; -using Xunit.Abstractions; - -namespace AcDream.Core.Tests.Physics; - -/// -/// #108-residual vertical exit-walk harness (2026-06-12): the cellar-ascent -/// grass window. Climbing out of the Holtburg corner-building cellar -/// (0xA9B40174 room, floor z≈90 → 0x0175 staircase/lip → 0x0171 main floor at -/// z=94 = outdoor grade), the upstairs exit door is covered with grass until -/// the eye pops above grade. Punch/seal are exonerated (BR-2 experiment + -/// #117); the grass requires the frame to render through the OUTDOOR root — -/// i.e. the VIEWER-CELL resolution demotes to outdoor/null while the eye is -/// still below terrain grade inside the stairwell. -/// -/// This harness drives the PRODUCTION viewer-resolution stack headlessly per -/// step of a kinematic ascent (the #118 HouseExitWalkReplayTests pattern, -/// turned vertical): -/// player cell — CellTransit.FindCellList on the foot-sphere center (the -/// production controller pick), -/// viewer cell — the PhysicsCameraCollisionProbe.SweepEye chain mirrored -/// verbatim (CameraCornerSealReplayTests provenance): -/// AdjustPosition at the head pivot → ResolveWithTransition -/// (IsViewer|PathClipped|FreeRotate|PerfectClip, 0.3 m -/// viewer_sphere) → fallback 1 AdjustPosition at the sought -/// eye → fallback 2 (player_pos, cell 0). -/// Each step records WHICH branch produced the viewer cell, so a demote -/// self-attributes: -/// A. sweep Ok=false → fallback chain (AdjustPosition's SeenOutside -/// fall-through is an XY-only grid snap — no Z test — so an in-dirt -/// below-grade eye can return an OUTDOOR cell with found=true); -/// B. sweep end-cell pick demotes (exterior-portal straddle + containment -/// miss at the stopped eye); -/// C. the start-cell AdjustPosition at the pivot demotes; -/// D. all healthy here → the bug is upstream (App camera damping / -/// GameWindow TryGetCell consumption). -/// -/// Ascent path: fitted from the live captures (cellar-up-capture*.jsonl band -/// centroids, analyze_108_stairline.py): stairs at x≈153.9 ascending +Y, -/// z = 90.0 (y≤5.7) → 0.836·(y−5.73)+90.25 (stairs) → lip 93.25→94 over -/// y 9.3→10.4 → main floor 94.0. The boom (retail defaults: distance 2.61, -/// pitch 0.291, pivot feet+1.5) trails SOUTH into the stairwell — mid-stairs -/// the desired eye sits beyond the cellar's south wall (y≈4.87) and above its -/// ceiling: in no-cell dirt below grade. Stub terrain (−1000) — the membership -/// pick never reads terrain height (XY-column only), which is exactly the -/// mechanism under test. -/// -/// ── RESULT (2026-06-12): the MEMBERSHIP/VIEWER LAYER IS EXONERATED ────── -/// 0 grass-window steps, 0 sweep failures, 0 fallback branches across boom -/// distance {2.61, 5.0} × damping lag {0, 0.3 m}. The viewer resolves -/// 0x0174 → 0x0175 (eye z 93.65, below grade) → 0x0171 at eye z 94.01 — -/// the viewer enters the main-floor room EXACTLY as the head pops above -/// grade (the stairwell portal sits at grade), matching the user's wording. -/// The handoff's "it is MEMBERSHIP/VIEWER-side" diagnosis is therefore -/// REFUTED for the current pipeline; #108-residual is RENDER-side: the -/// landscape slice clips terrain by 2D NDC planes only ((nx,ny,0,dw) — -/// ClipFrame.cs:178, terrain_modern.vert:173), so terrain BETWEEN the eye -/// and the exit portal (the grade sheet at z≈94, which from a below-grade -/// eye projects into the aperture band at y 9.8–17) paints the doorway. -/// These tests stay as the characterization pin for the healthy layer. -/// -public class Issue108CellarAscentViewerReplayTests -{ - private readonly ITestOutputHelper _out; - public Issue108CellarAscentViewerReplayTests(ITestOutputHelper output) => _out = output; - - private const float ViewerSphereRadius = 0.3f; // retail viewer_sphere (acclient :93314) - private const float PivotHeight = 1.5f; // RetailChaseCamera.PivotHeight - private const float FootRadius = 0.48f; // player foot sphere - private const float BoomDistance = 2.61f; // retail viewer_offset length - private const float BoomPitch = 0.291f; // retail default pitch (16.7°) - private const float GradeZ = 94.0f; // cottage floor == door sill ≈ outdoor terrain grade - - private const uint Lb = 0xA9B40000u; // ConformanceDats.HoltburgLandblock - private const uint CellarRoom = Lb | 0x0174u; // floor z≈90.0 - private const uint MainFloor = Lb | 0x0171u; // z=94.0 - - // ── fixture ───────────────────────────────────────────────────────── - - private static (PhysicsEngine engine, PhysicsDataCache cache, - Dictionary envCells) - BuildEngine(DatCollection dats) - { - var cache = new PhysicsDataCache(); - var engine = new PhysicsEngine { DataCache = cache }; - var envCells = new Dictionary(); - - // Full A9B4 interior set (Issue112MembershipTests.LoadLandblockInteriors - // pattern) — the ascent's pick walk may reach cells outside the corner - // building's 0x016F-0x0175 range. - for (uint low = 0x0100u; low <= 0x01FFu; low++) - { - try { envCells[Lb | low] = ConformanceDats.LoadEnvCell(dats, cache, Lb | low); } - catch { } - } - - // Buildings exactly as production registers them (Issue112MembershipTests. - // RegisterBuildings provenance): portals → BldPortalInfo with sign-extended - // OtherPortalId; landcell id from the building Frame.Origin (retail - // row-major grid). - var lbInfo = dats.Get(Lb | 0xFFFEu); - Assert.NotNull(lbInfo); - foreach (var building in lbInfo!.Buildings) - { - if (building.Portals.Count == 0) continue; - var portals = new List(building.Portals.Count); - foreach (var bp in building.Portals) - portals.Add(new BldPortalInfo( - otherCellId: Lb | (uint)bp.OtherCellId, - otherPortalId: unchecked((short)bp.OtherPortalId), - flags: (ushort)bp.Flags)); - var transform = - Matrix4x4.CreateFromQuaternion(building.Frame.Orientation) * - Matrix4x4.CreateTranslation(building.Frame.Origin); - int gridX = (int)(building.Frame.Origin.X / 24f); - int gridY = (int)(building.Frame.Origin.Y / 24f); - uint landcellLow = (uint)(gridX * 8 + gridY + 1); - cache.CacheBuilding(Lb | landcellLow, portals, transform); - } - - var heights = new byte[81]; - var heightTable = new float[256]; - for (int i = 0; i < 256; i++) heightTable[i] = -1000f; - engine.AddLandblock(Lb, new TerrainSurface(heights, heightTable), - Array.Empty(), Array.Empty(), 0f, 0f); - - return (engine, cache, envCells); - } - - // ── the probe mirror (PhysicsCameraCollisionProbe.SweepEye, verbatim) ── - - private enum ViewerBranch { Sweep, AdjustFallback, NullFallback } - - private sealed record ViewerResolve( - Vector3 Eye, uint ViewerCellId, ViewerBranch Branch, - uint StartCell, bool PivotAdjustFound, ResolveResult Sweep); - - private static ViewerResolve ResolveViewer( - PhysicsEngine engine, Vector3 pivot, Vector3 desiredEye, uint cellId, Vector3 playerPos) - { - // update_viewer (pc:92775): no player cell → snap to player, viewer_cell null. - if (cellId == 0u) - return new ViewerResolve(playerPos, 0u, ViewerBranch.NullFallback, 0u, false, default); - - uint startCell = cellId; - bool pivotFound = false; - if ((cellId & 0xFFFFu) >= 0x0100u) - { - var (pivotCell, found) = engine.AdjustPosition(cellId, pivot); - pivotFound = found; - if (found) startCell = pivotCell; - } - - Vector3 begin = pivot - new Vector3(0f, 0f, ViewerSphereRadius); - Vector3 end = desiredEye - new Vector3(0f, 0f, ViewerSphereRadius); - - var r = engine.ResolveWithTransition( - currentPos: begin, - targetPos: end, - cellId: startCell, - sphereRadius: ViewerSphereRadius, - sphereHeight: 0f, - stepUpHeight: 0f, - stepDownHeight: 0f, - isOnGround: false, - body: null, - moverFlags: ObjectInfoState.IsViewer | ObjectInfoState.PathClipped - | ObjectInfoState.FreeRotate | ObjectInfoState.PerfectClip, - movingEntityId: 0); - - Vector3 eye = r.Position + new Vector3(0f, 0f, ViewerSphereRadius); - if (r.Ok) - return new ViewerResolve(eye, r.CellId, ViewerBranch.Sweep, startCell, pivotFound, r); - - var (eyeCell, eyeFound) = engine.AdjustPosition(cellId, desiredEye); - if (eyeFound) - return new ViewerResolve(desiredEye, eyeCell, ViewerBranch.AdjustFallback, startCell, pivotFound, r); - - return new ViewerResolve(playerPos, 0u, ViewerBranch.NullFallback, startCell, pivotFound, r); - } - - // ── the ascent ────────────────────────────────────────────────────── - - /// Stair-line feet Z for a path y (fitted from the capture bands). - private static float FeetZ(float y) - { - if (y < 5.73f) return 90.0f; - if (y < 9.30f) return MathF.Min(90.25f + 0.836f * (y - 5.73f), 93.25f); - if (y < 10.40f) return 93.25f + (y - 9.30f) * (0.75f / 1.10f); - return 94.0f; - } - - private sealed record Step( - int Index, Vector3 Feet, uint PlayerCell, - ViewerResolve Viewer, uint EyeContainedIn, bool EyeBelowGrade) - { - public bool ViewerOutdoorOrNull => - Viewer.ViewerCellId == 0u || (Viewer.ViewerCellId & 0xFFFFu) < 0x0100u; - } - - private List? RunAscent(float boomDistance, float pathLagMeters) - { - var datDir = ConformanceDats.ResolveDatDir(); - if (datDir is null) { _out.WriteLine("SKIP: dats unavailable"); return null; } - - using var dats = new DatCollection(datDir, DatAccessType.Read); - var (engine, _, envCells) = BuildEngine(dats); - - const float yStart = 5.2f, yEnd = 16.0f; - const float stepLen = 0.02f; // 2 cm/frame ≈ 1.2 m/s at 60 Hz - var fwd = new Vector3(0f, 1f, 0f); // facing up the stairs / at the exit door - float cosP = MathF.Cos(BoomPitch), sinP = MathF.Sin(BoomPitch); - - // Stairs run at x≈153.9; past the lip the real walk line bends to the - // exit-door approach at x≈155 (corner-seal capture S1: player - // (154.93, 16.45)) — walking straight north at 153.9 ends in the wall - // beside the 0x0170 doorway, which a live player cannot do. - static float FeetX(float y) => - y <= 10.4f ? 153.9f - : y >= 14.0f ? 155.0f - : 153.9f + (y - 10.4f) / (14.0f - 10.4f) * (155.0f - 153.9f); - - var steps = new List(); - uint playerCell = CellarRoom; - int count = (int)MathF.Round((yEnd - yStart) / stepLen); - - for (int i = 0; i <= count; i++) - { - float y = yStart + i * stepLen; - var feet = new Vector3(FeetX(y), y, FeetZ(y)); - - // production controller pick: foot-sphere CENTER, seeded with the carried cell - playerCell = CellTransit.FindCellList( - engine.DataCache!, feet + new Vector3(0f, 0f, FootRadius), FootRadius, playerCell); - - // boom target — optionally computed from a lagged path point to model the - // exponential damping trail (≈0.27 m at climb speed; 0 = converged target) - float yBoom = MathF.Max(yStart, y - pathLagMeters); - var boomFeet = new Vector3(FeetX(yBoom), yBoom, FeetZ(yBoom)); - var pivot = feet + new Vector3(0f, 0f, PivotHeight); - var boomPivot = boomFeet + new Vector3(0f, 0f, PivotHeight); - var desiredEye = boomPivot - fwd * (boomDistance * cosP) - + new Vector3(0f, 0f, boomDistance * sinP); - - var viewer = ResolveViewer(engine, pivot, desiredEye, playerCell, feet); - - uint containedIn = 0u; - foreach (var (id, env) in envCells) - if (env.PointInCell(viewer.Eye)) { containedIn = id; break; } - - steps.Add(new Step(i, feet, playerCell, viewer, - containedIn, viewer.Eye.Z < GradeZ - 0.05f)); - } - - return steps; - } - - private void DumpStep(Step s) - { - var v = s.Viewer; - string line = FormattableString.Invariant( - $"step={s.Index,3} feet=({s.Feet.X:F2},{s.Feet.Y:F2},{s.Feet.Z:F2}) pCell=0x{s.PlayerCell & 0xFFFFu:X4} start=0x{v.StartCell & 0xFFFFu:X4}{(v.PivotAdjustFound ? "" : "!")} branch={v.Branch} ok={v.Sweep.Ok} eye=({v.Eye.X:F2},{v.Eye.Y:F2},{v.Eye.Z:F2}) viewer=0x{v.ViewerCellId & 0xFFFFu:X4} eyeIn=0x{s.EyeContainedIn & 0xFFFFu:X4} belowGrade={(s.EyeBelowGrade ? "Y" : "n")}"); - if (s.EyeBelowGrade && s.ViewerOutdoorOrNull) line += " << GRASS-WINDOW"; - _out.WriteLine(line); - } - - // ── diagnostics + pins ────────────────────────────────────────────── - - /// - /// Full per-step table of the ascent at retail boom defaults (converged - /// boom, no lag). Read this first — the GRASS-WINDOW marks name the steps - /// where the production stack resolves an outdoor/null viewer with the eye - /// below grade, and the branch column attributes the demote site. - /// - [Fact] - public void Diagnostic_CellarAscent_PerStepTable() - { - var steps = RunAscent(BoomDistance, pathLagMeters: 0f); - if (steps is null) return; - - uint lastPlayer = 0; uint lastViewer = 0xFFFFFFFFu; var lastBranch = (ViewerBranch)(-1); - int suspicious = 0; - foreach (var s in steps) - { - bool grass = s.EyeBelowGrade && s.ViewerOutdoorOrNull; - if (grass) suspicious++; - if (s.PlayerCell != lastPlayer || s.Viewer.ViewerCellId != lastViewer - || s.Viewer.Branch != lastBranch || grass || s.Index % 50 == 0) - DumpStep(s); - lastPlayer = s.PlayerCell; lastViewer = s.Viewer.ViewerCellId; lastBranch = s.Viewer.Branch; - } - _out.WriteLine(FormattableString.Invariant( - $"--- {suspicious}/{steps.Count} steps in the grass window (viewer outdoor/null while eye below grade) ---")); - } - - /// Boom-distance + damping-lag sweep: how wide is the window across poses? - [Fact] - public void Diagnostic_CellarAscent_PoseSweep() - { - foreach (float dist in new[] { 2.61f, 5.0f }) - foreach (float lag in new[] { 0f, 0.30f }) - { - var steps = RunAscent(dist, lag); - if (steps is null) return; - int grass = steps.FindAll(s => s.EyeBelowGrade && s.ViewerOutdoorOrNull).Count; - int okFalse = steps.FindAll(s => !s.Viewer.Sweep.Ok).Count; - int fb = steps.FindAll(s => s.Viewer.Branch != ViewerBranch.Sweep).Count; - _out.WriteLine(FormattableString.Invariant( - $"dist={dist:F2} lag={lag:F2}: grassWindow={grass}/{steps.Count} sweepOkFalse={okFalse} fallbackBranch={fb}")); - } - } - - /// - /// THE PIN: while the eye is below terrain grade on the cellar ascent, the - /// viewer must resolve INTERIOR — an outdoor/null viewer cell roots the - /// frame at the landscape and sweeps grass across the exit door (#108). - /// Retail's viewer rides the stairwell cells here (the cellar camera works - /// in retail); below grade inside the building footprint there is no - /// legitimate outdoor viewer. - /// - [Fact] - public void CellarAscent_ViewerStaysInterior_WhileEyeBelowGrade() - { - var steps = RunAscent(BoomDistance, pathLagMeters: 0f); - if (steps is null) return; - - var failures = steps.FindAll(s => s.EyeBelowGrade && s.ViewerOutdoorOrNull); - if (failures.Count > 0) - { - _out.WriteLine($"--- {failures.Count} grass-window steps ---"); - foreach (var s in failures) DumpStep(s); - } - Assert.True(failures.Count == 0, - $"{failures.Count}/{steps.Count} ascent steps resolve an outdoor/null viewer cell while the eye " + - "is below grade — the #108 grass window (see output for the branch attribution)"); - } -} diff --git a/tests/AcDream.Core.Tests/Terrain/LandblockMeshTests.cs b/tests/AcDream.Core.Tests/Terrain/LandblockMeshTests.cs index efdce837..ee123aee 100644 --- a/tests/AcDream.Core.Tests/Terrain/LandblockMeshTests.cs +++ b/tests/AcDream.Core.Tests/Terrain/LandblockMeshTests.cs @@ -169,41 +169,6 @@ public class LandblockMeshTests Assert.True(cache.Count >= 2, $"Expected mix of palette codes, got {cache.Count}"); } - [Fact] - public void Build_AllTriangles_WindCounterClockwiseInWorldXY() - { - // #108-residual winding pin: TerrainModernRenderer enables backface - // culling with FrontFace(Ccw) — the GL port of retail's single-sided - // terrain (ACRender::landPolysDraw 0x006b7040 draws a land triangle - // only when the eye is on the POSITIVE side of its plane). That cull - // is only correct if EVERY emitted triangle winds the same way: - // counter-clockwise in world XY viewed from above (+Z toward the - // viewer), i.e. cross2D(v1-v0, v2-v0) > 0. Varied heights + several - // landblock coords exercise both FSplitNESW split directions across - // the 64 cells. A future emission-order change that flips any - // triangle would silently punch terrain holes under culling. - var block = BuildFlatLandBlock(); - for (int i = 0; i < 81; i++) - block.Height[i] = (byte)((i * 37) % 64); // varied, deterministic slopes - - foreach (var (lbx, lby) in new[] { (0u, 0u), (0xA9u, 0xB4u), (3u, 7u) }) - { - var cache = new Dictionary(); - var mesh = LandblockMesh.Build(block, lbx, lby, IdentityHeightTable, MakeContext(), cache); - - for (int t = 0; t < mesh.Indices.Length; t += 3) - { - var p0 = mesh.Vertices[mesh.Indices[t + 0]].Position; - var p1 = mesh.Vertices[mesh.Indices[t + 1]].Position; - var p2 = mesh.Vertices[mesh.Indices[t + 2]].Position; - float crossZ = (p1.X - p0.X) * (p2.Y - p0.Y) - (p1.Y - p0.Y) * (p2.X - p0.X); - Assert.True(crossZ > 0f, - $"lb=({lbx},{lby}) triangle {t / 3} winds CW in world XY (crossZ={crossZ}) — " + - "backface culling in TerrainModernRenderer would cull its TOP side"); - } - } - } - [Fact] public void Build_HeightmapPackedAsXMajor_NotYMajor() {