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8 changed files with 76 additions and 632 deletions
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docs/ISSUES.md
127
docs/ISSUES.md
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@ -46,112 +46,9 @@ Copy this block when adding a new issue:
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# Active issues
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# Active issues
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## #49 — Scenery (X, Y) placement drifts from retail at some landblocks
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## #48 — A few specific scenery trees hover above terrain (per-GfxObj Z misplacement)
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**Status:** OPEN
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**Status:** OPEN
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**Severity:** MEDIUM (visible misplacement; species-specific or per-cell, not a global offset)
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**Filed:** 2026-05-06
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**Component:** scenery placement / `SceneryGenerator`
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**Description:** While verifying the `#48` Z fix at Holtburg
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landblock `0xA9B30001`, the user spotted a scenery tree placed at
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the **wrong (X, Y)** in acdream relative to retail at the same
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character coords. Specifically: a large tree that retail places far
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across the road on the right (east) side appears in acdream on the
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left (west) side, near a chess board / picnic-bench area. Side-by-
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side screenshot pair captured 2026-05-06.
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This is **not** a Z bug — every tree in the same screenshot has its
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trunk meeting the visible terrain (the `#48` `SampleTerrainZ` fix is
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working). It's also **not** the LandBlockInfo Stab path — the chess
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board / bench themselves are correctly placed, so the landblock
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origin and `lbOffset` math are right.
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**Hypotheses (need cdb retail trace to disambiguate):**
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1. The displacement-noise math in `SceneryGenerator` differs from
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retail's `chunk_005A0000` LCG by a constant or a sign flip. Audit
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`eeee4c5` claimed "all MATCH" against the decomp, but a runtime
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trace would prove or disprove.
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2. Coordinate-system handedness: cell-local `(lx, ly)` in our path
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may map to retail's `(ly, lx)` somewhere, rotating tree XY 90°
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around the cell's NW corner.
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3. The `obj.Align != 0` path in retail (`FUN_005a6f60`, aligns the
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object to the landcell polygon's normal) may use a different
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reference point than ours, drifting placement on sloped cells.
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4. Slope filter could reject a cell retail accepts (or vice versa),
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pushing trees into adjacent cells.
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5. Region-table / `SceneInfo` lookup might select a different
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scenery list for the cell type.
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**Investigation plan (gold-standard, per `project_retail_debugger.md`):**
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1. Run the existing `ACDREAM_DUMP_SCENERY_Z=1` diagnostic to capture
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acdream's full per-spawn (gfx, world XY, scale, partT) for
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landblock `0xA9B3FFFF`.
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2. Attach cdb to a live retail client at the same Holtburg spot
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(`tools/pdb-extract/check_exe_pdb.py` confirms PDB pairs with
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v11.4186). Set a breakpoint on `CLandBlock::get_land_scenes` (or
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the inner `chunk_005A0000` placement function); capture every
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`(gfxObjId, worldX, worldY, scale, heading)` retail emits for
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the same landblock.
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3. Diff the two tables. The spawn that's offset will be obvious;
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the offset pattern (one tree, all trees, one species, constant
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delta, etc.) determines which hypothesis above is correct.
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**Files:**
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- [`src/AcDream.Core/World/SceneryGenerator.cs`](src/AcDream.Core/World/SceneryGenerator.cs) — placement math (LCG noise, displacement, rotation, scale, slope filter)
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- `acclient!CLandBlock::get_land_scenes` (`docs/research/named-retail/acclient_2013_pseudo_c.txt`) — retail entry point
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- `chunk_005A0000.c` — referenced retail source per `SceneryGenerator.cs` comments
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- [`docs/research/named-retail/symbols.json`](docs/research/named-retail/symbols.json) — for cdb breakpoints
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**Acceptance:** Side-by-side outdoor screenshot pair (acdream vs
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retail, same character coords, same time of day) shows scenery
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positions matching at multiple landblocks. The cdb trace + diagnostic
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diff documents quantitative agreement (zero offset within float
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precision) on at least one landblock end-to-end.
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**Out of scope here (kept under `#48`):** Z floating. That's fixed.
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---
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## #48 — [DONE 2026-05-06 · a469395] A few specific scenery trees hover above terrain (per-GfxObj Z misplacement)
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**Resolution:** Hypothesis 2 (physics-sampler vs bilinear-fallback Z
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mismatch). The bilinear fallback in `GameWindow.SampleTerrainZ` had
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its two diagonal arms swapped — used the SEtoNW triangle test on
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SWtoNE cells and vice versa. Every scenery hydration in our
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diagnostic ran through the bilinear path (`source=bilinear` in all
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`[scenery-z]` log lines) because physics hadn't yet built a
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`TerrainSurface` for the streaming-in landblock — so on sloped
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cells, scenery sat at a different Z than the visible terrain mesh
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by up to ~1.5 m. The bug was latent since `ff325ab` (2026-04-17)
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which upgraded the fallback from naive 4-corner bilinear to
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triangle-aware barycentric, but with the diagonal-pair tests
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swapped. `TerrainSurface.SampleZ` (used by the physics path / player
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Z) was always correct, so player feet stayed flush — the two paths
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just disagreed and only scenery noticed.
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Fix: extracted the canonical triangle-pick math into
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`TerrainSurface.InterpolateZInTriangle` (private static); added
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`TerrainSurface.SampleZFromHeightmap` (public static) that reads
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heights directly from the landblock byte array using the same
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canonical math; redirected `GameWindow.SampleTerrainZ` to delegate
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to it. New conformance test
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`SampleZFromHeightmap_AgreesWithInstance_AcrossWholeLandblock` pins
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both sampler paths together at 1500 sample points across both
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diagonals, so future drift gets caught. User visually confirmed
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2026-05-06.
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The diagnostic dump (`ACDREAM_DUMP_SCENERY_Z=1`,
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`GameWindow.cs:4661`) is kept committed — it's gated by env var,
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zero cost when off, and is the right starting point for `#49`
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(scenery X/Y placement) too.
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Pseudocode: [`docs/research/2026-05-06-issue-48-fix-pseudocode.md`](docs/research/2026-05-06-issue-48-fix-pseudocode.md).
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**Status:** DONE
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**Severity:** LOW (cosmetic; ~3 trees per landblock, easy to ignore but obvious once spotted)
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**Severity:** LOW (cosmetic; ~3 trees per landblock, easy to ignore but obvious once spotted)
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**Filed:** 2026-05-06
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**Filed:** 2026-05-06
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**Component:** rendering / scenery placement / terrain Z sampling
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**Component:** rendering / scenery placement / terrain Z sampling
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@ -746,13 +643,11 @@ primary motion + collision resolution.
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- Verification: side-by-side vs legacy default in 2-client setup,
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- Verification: side-by-side vs legacy default in 2-client setup,
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identical visible behavior.
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identical visible behavior.
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## #38 — [DONE 2026-05-06 · (this commit)] Chase camera + player feel "30 fps" since L.5 physics-tick gate
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## #38 — Chase camera + player feel "30 fps" since L.5 physics-tick gate
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**Status:** DONE
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**Status:** OPEN
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**Severity:** MEDIUM (gameplay-feel regression; not a correctness bug)
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**Severity:** MEDIUM (gameplay-feel regression; not a correctness bug)
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**Filed:** 2026-05-01
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**Filed:** 2026-05-01
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**Closed:** 2026-05-06
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**Commit:** `(this commit)`
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**Component:** rendering / physics / camera
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**Component:** rendering / physics / camera
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**Description:** User reports that running around in third-person /
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**Description:** User reports that running around in third-person /
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@ -809,8 +704,7 @@ collision fixes.)
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**Acceptance:**
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**Acceptance:**
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- Chase-camera run-around at 60+ FPS feels as smooth as render rate
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- Chase-camera run-around at 60+ FPS feels as smooth as render rate
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suggests (no perceptual stepping) — user visually confirmed
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suggests (no perceptual stepping)
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2026-05-06.
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- Network outbound (MoveToState / AutonomousPosition cadence + values)
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- Network outbound (MoveToState / AutonomousPosition cadence + values)
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unchanged from current behavior
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unchanged from current behavior
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- Collision behavior unchanged (the L.5 wedge / steep-roof scenarios
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- Collision behavior unchanged (the L.5 wedge / steep-roof scenarios
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@ -1466,11 +1360,10 @@ If hypothesis (a) is correct, this issue effectively rolls into **#28** — the
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---
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---
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## #47 — [DONE 2026-05-06 · 0bd9b96] Humanoid Setup 0x02000001 renders bulky / lacks shape detail vs retail
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## #47 — [DONE 2026-05-06] Humanoid Setup 0x02000001 renders bulky / lacks shape detail vs retail
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**Status:** DONE
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**Status:** DONE (commit pending)
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**Closed:** 2026-05-06
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**Closed:** 2026-05-06
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**Commit:** `0bd9b96`
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**Severity:** MEDIUM (cosmetic — characters readable but visibly different from retail)
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**Severity:** MEDIUM (cosmetic — characters readable but visibly different from retail)
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**Filed:** 2026-05-06
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**Filed:** 2026-05-06
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**Component:** rendering / mesh / character animation
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**Component:** rendering / mesh / character animation
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@ -1489,10 +1382,10 @@ Concrete swaps the resolver now performs:
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- Heritage variants: `0x010004BF → 0x010017A8`, `0x010004BD → 0x010017A7`,
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- Heritage variants: `0x010004BF → 0x010017A8`, `0x010004BD → 0x010017A7`,
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`0x010004B7 → 0x0100179A`, etc.
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`0x010004B7 → 0x0100179A`, etc.
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Fix landed as `GfxObjDegradeResolver`, default-on and scoped to humanoid
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Fix landed as `GfxObjDegradeResolver`, gated behind
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setups (34-part with ≥8 null-sentinel attachment slots). Set
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`ACDREAM_RETAIL_CLOSE_DEGRADES=1` and scoped to humanoid setups
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`ACDREAM_RETAIL_CLOSE_DEGRADES=0` only for diagnostic before/after
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(34-part with ≥8 null-sentinel attachment slots). User confirmed
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comparisons. User confirmed visually 2026-05-06.
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visually 2026-05-06.
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Files: `src/AcDream.Core/Meshing/GfxObjDegradeResolver.cs`,
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Files: `src/AcDream.Core/Meshing/GfxObjDegradeResolver.cs`,
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`src/AcDream.App/Rendering/GameWindow.cs` (wiring), 5 unit tests in
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`src/AcDream.App/Rendering/GameWindow.cs` (wiring), 5 unit tests in
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@ -1,98 +0,0 @@
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# Issue #38 render interpolation pseudocode
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## Problem
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Phase L.5 correctly restored retail's `CPhysicsObj::update_object`
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physics gate: the body only integrates when accumulated frame time reaches
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`PhysicsBody.MinQuantum` (1/30 second). That keeps collision behavior aligned
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with retail, but the renderer currently reads `_body.Position` directly.
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At 60+ FPS that means several rendered frames can show the same physics
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position, then jump to the next 30 Hz position. Chase camera makes the stepping
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obvious because both the player mesh and camera target follow that discrete
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physics sample.
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## Evidence
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- Named retail: `CPhysicsObj::update_object` at `0x00515d10`
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(`docs/research/named-retail/acclient_2013_pseudo_c.txt:283950`) skips or
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consumes time outside the valid quantum window and calls
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`CPhysicsObj::UpdateObjectInternal` only for accepted physics quanta.
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- ACE mirrors the same constants in `PhysicsGlobals`: `MinQuantum = 1/30`,
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`MaxQuantum = 0.1`, `HugeQuantum = 2.0`.
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- ACE's `InterpolationManager` / `PositionManager` prove client-style
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smoothing is a known AC-family concept, but their queue chases network target
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positions. Issue #38 is narrower: local render-only interpolation between the
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last two authoritative local physics ticks.
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- Glenn Fiedler's "Fix Your Timestep!" describes the canonical fixed-timestep
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accumulator plus render interpolation pattern:
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https://gafferongames.com/post/fix_your_timestep/
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## Intentional divergence
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Retail did not need a separate high-FPS render interpolation layer because the
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2013 client effectively presented near the same cadence as its physics gate.
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acdream renders at modern display rates, so we preserve retail's 30 Hz physics
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truth but draw a blended visual position between the last two physics truths.
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## Pseudocode
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State stored by `PlayerMovementController`:
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```text
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physicsAccum: leftover render time not yet consumed by physics
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prevPhysicsPos: body position at the start of the most recently completed tick
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currPhysicsPos: body position at the end of the most recently completed tick
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```
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On spawn, teleport, or any authoritative SetPosition:
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```text
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body.Position = newPosition
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prevPhysicsPos = newPosition
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currPhysicsPos = newPosition
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physicsAccum = 0
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```
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Each Update(dt):
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```text
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physicsAccum += dt
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if physicsAccum > HugeQuantum:
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physicsAccum = 0
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prevPhysicsPos = body.Position
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currPhysicsPos = body.Position
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return/render body.Position
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if physicsAccum >= MinQuantum:
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oldTickEnd = currPhysicsPos
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preIntegratePos = body.Position
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tickDt = min(physicsAccum, MaxQuantum)
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calc_acceleration()
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UpdatePhysicsInternal(tickDt)
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postIntegratePos = body.Position
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resolve collision from preIntegratePos to postIntegratePos
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body.Position = resolved physics position
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update contact/cell/velocity exactly as before
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prevPhysicsPos = oldTickEnd
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currPhysicsPos = body.Position
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physicsAccum -= tickDt
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alpha = clamp(physicsAccum / MinQuantum, 0, 1)
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renderPosition = lerp(prevPhysicsPos, currPhysicsPos, alpha)
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```
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Important constraints:
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- Never write `renderPosition` back to `_body.Position`.
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- `MovementResult.Position` remains the authoritative physics/collision/network
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position.
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- Add `MovementResult.RenderPosition` for mesh and camera drawing only.
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- Outbound `MoveToState` / `AutonomousPosition` keep using
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`MovementResult.Position`.
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|
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- If no physics tick has completed yet, `prevPhysicsPos == currPhysicsPos`, so
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interpolation is a no-op.
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@ -1,86 +0,0 @@
|
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# Issue #48 fix — bilinear fallback triangle-pair test was swapped
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|
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|
||||||
## Diagnosis (from the diagnostic dump)
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|
||||||
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|
||||||
ACDREAM_DUMP_SCENERY_Z=1 in landblock 0xA9B3 around the user's spawn
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showed:
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|
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|
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- Every scenery line had `source=bilinear` (physics engine had not
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|
||||||
registered the landblock at hydration time — typical streaming race).
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|
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- The trees flagged as "floating" had multi-part setups whose lowest
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vertex extended into the ground per our calc (`partWorldZMin =
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|
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groundZ - 3.825`) — i.e., per the diagnostic the tree should sit
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flush. The retail client at the same world coords does sit flush.
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|
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- Player Z at the same world coords (~91 m) came from the physics
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sampler (`TerrainSurface.SampleZ`), which is correct.
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|
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That meant the bilinear fallback in `GameWindow.SampleTerrainZ` was
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producing a different ground Z than the visible terrain mesh and the
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|
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player physics path on sloped cells, so trees were placed at a
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|
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ground-Z that didn't match the terrain the player was walking on.
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|
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## Root cause
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|
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|
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Two terrain Z samplers exist:
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|
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1. `AcDream.Core.Physics.TerrainSurface.SampleZ` (instance) — used by the
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physics engine for player + entity ground-snap. Triangle-aware,
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matches the visible terrain mesh.
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|
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2. `AcDream.App.Rendering.GameWindow.SampleTerrainZ` (private bilinear
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|
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fallback) — used by scenery hydration when physics has not yet built
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|
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a `TerrainSurface` for a streaming-in landblock.
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|
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|
||||||
Both choose a per-cell **diagonal** with the AC2D `FSplitNESW` formula
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|
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(constants `0x0CCAC033`, `0x421BE3BD`, `0x6C1AC587`, `0x519B8F25`).
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|
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Both then choose one of the cell's two **triangles** based on the
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|
||||||
fractional position within the cell. **The fallback's two arms were
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|
||||||
swapped** relative to the chosen diagonal:
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|
||||||
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|
||||||
| Diagonal | Correct dividing test | Correct triangles | Bilinear-fallback test (BUGGY) |
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|
||||||
|---|---|---|---|
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|
||||||
| `SWtoNE` (BL→TR, line y=x) | `tx > ty` | {BL,BR,TR} below / {BL,TR,TL} above | `s + t <= 1` (wrong — that's the SEtoNW test) |
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|
||||||
| `SEtoNW` (BR→TL, line x+y=1) | `tx + ty <= 1` | {BL,BR,TL} below / {BR,TR,TL} above | `s >= t` (wrong — that's the SWtoNE test) |
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|
||||||
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|
||||||
On sloped cells the wrong triangle's plane gives a Z that disagrees
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|
||||||
with the rendered terrain by up to ~1.5 m. Flat cells happen to mask
|
|
||||||
the bug because all four corners share one Z.
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|
||||||
|
|
||||||
## Fix
|
|
||||||
|
|
||||||
1. Extract the correct triangle-picker math from `TerrainSurface.SampleZ`
|
|
||||||
(instance) into a new public static method
|
|
||||||
`TerrainSurface.SampleZFromHeightmap(byte[] heights, float[] heightTable,
|
|
||||||
uint landblockX, uint landblockY, float localX, float localY)`.
|
|
||||||
Same algorithm, but reads the four corner heights directly from the
|
|
||||||
landblock's raw heightmap byte array instead of the pre-resolved
|
|
||||||
instance cache. One source of truth for the triangle math.
|
|
||||||
2. Replace `GameWindow.SampleTerrainZ` body with a call to that static.
|
|
||||||
3. Conformance test in `tests/AcDream.Core.Tests/Physics/TerrainSurfaceTests.cs`
|
|
||||||
exercising a sloped heightmap on both diagonals, asserting that the
|
|
||||||
new static and the existing instance method return the same Z at the
|
|
||||||
same `(localX, localY)` (especially at points near the cell diagonal
|
|
||||||
where the previous bug manifested).
|
|
||||||
|
|
||||||
## Why this is the right fix
|
|
||||||
|
|
||||||
- Retail (`docs/research/named-retail/acclient_2013_pseudo_c.txt`) places
|
|
||||||
scenery via `CLandBlock::get_land_scenes` (0x00530460) →
|
|
||||||
`Plane::set_height(plane, &pos)` (0x0052f050), which projects the
|
|
||||||
position onto the terrain triangle's plane. The split direction comes
|
|
||||||
from the same `FSplitNESW` formula. Our `TerrainSurface.SampleZ` is a
|
|
||||||
faithful port of that algorithm and is already used by physics; the
|
|
||||||
bilinear fallback should be identical.
|
|
||||||
- The bug is purely in the fallback path. Player Z is unaffected.
|
|
||||||
- No retail behavior changes; only acdream consistency.
|
|
||||||
- "Don't break" constraints from the handoff are satisfied:
|
|
||||||
- Player Z snap untouched (different code path).
|
|
||||||
- Species that already render flush still do (their Z was correct
|
|
||||||
on cells where bilinear and physics agreed; now it's correct
|
|
||||||
everywhere).
|
|
||||||
|
|
||||||
## Pre-existing bugs out of scope
|
|
||||||
|
|
||||||
The user reports separate (X, Y) misplacement at other locations.
|
|
||||||
That's a different bug — likely in `SceneryGenerator`'s placement
|
|
||||||
math or one of the terrain-mesh / region tables — and outside the
|
|
||||||
scope of this fix. File as a follow-up issue.
|
|
||||||
|
|
@ -41,7 +41,6 @@ public readonly record struct MovementInput(
|
||||||
/// </summary>
|
/// </summary>
|
||||||
public readonly record struct MovementResult(
|
public readonly record struct MovementResult(
|
||||||
Vector3 Position,
|
Vector3 Position,
|
||||||
Vector3 RenderPosition,
|
|
||||||
uint CellId,
|
uint CellId,
|
||||||
bool IsOnGround,
|
bool IsOnGround,
|
||||||
bool MotionStateChanged,
|
bool MotionStateChanged,
|
||||||
|
|
@ -129,7 +128,6 @@ public sealed class PlayerMovementController
|
||||||
|
|
||||||
public float Yaw { get; set; }
|
public float Yaw { get; set; }
|
||||||
public Vector3 Position => _body.Position;
|
public Vector3 Position => _body.Position;
|
||||||
public Vector3 RenderPosition => ComputeRenderPosition();
|
|
||||||
public uint CellId { get; private set; }
|
public uint CellId { get; private set; }
|
||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
|
|
@ -215,8 +213,6 @@ public sealed class PlayerMovementController
|
||||||
// ACE: PhysicsObj.UpdateObject (Physics.cs).
|
// ACE: PhysicsObj.UpdateObject (Physics.cs).
|
||||||
// Named-retail: CPhysicsObj::update_object (acclient_2013_pseudo_c.txt:283950).
|
// Named-retail: CPhysicsObj::update_object (acclient_2013_pseudo_c.txt:283950).
|
||||||
private float _physicsAccum;
|
private float _physicsAccum;
|
||||||
private Vector3 _prevPhysicsPos;
|
|
||||||
private Vector3 _currPhysicsPos;
|
|
||||||
|
|
||||||
public PlayerMovementController(PhysicsEngine physics)
|
public PlayerMovementController(PhysicsEngine physics)
|
||||||
{
|
{
|
||||||
|
|
@ -291,8 +287,6 @@ public sealed class PlayerMovementController
|
||||||
public void SetPosition(Vector3 pos, uint cellId)
|
public void SetPosition(Vector3 pos, uint cellId)
|
||||||
{
|
{
|
||||||
_body.Position = pos;
|
_body.Position = pos;
|
||||||
_prevPhysicsPos = pos;
|
|
||||||
_currPhysicsPos = pos;
|
|
||||||
CellId = cellId;
|
CellId = cellId;
|
||||||
|
|
||||||
// Treat as grounded after a server-side position snap.
|
// Treat as grounded after a server-side position snap.
|
||||||
|
|
@ -301,13 +295,6 @@ public sealed class PlayerMovementController
|
||||||
|
|
||||||
// Reset physics clock so any subsequent update_object calls start fresh.
|
// Reset physics clock so any subsequent update_object calls start fresh.
|
||||||
_body.LastUpdateTime = 0.0;
|
_body.LastUpdateTime = 0.0;
|
||||||
_physicsAccum = 0f;
|
|
||||||
}
|
|
||||||
|
|
||||||
private Vector3 ComputeRenderPosition()
|
|
||||||
{
|
|
||||||
float alpha = Math.Clamp(_physicsAccum / PhysicsBody.MinQuantum, 0f, 1f);
|
|
||||||
return Vector3.Lerp(_prevPhysicsPos, _currPhysicsPos, alpha);
|
|
||||||
}
|
}
|
||||||
|
|
||||||
public MovementResult Update(float dt, MovementInput input)
|
public MovementResult Update(float dt, MovementInput input)
|
||||||
|
|
@ -319,7 +306,6 @@ public sealed class PlayerMovementController
|
||||||
{
|
{
|
||||||
return new MovementResult(
|
return new MovementResult(
|
||||||
Position: Position,
|
Position: Position,
|
||||||
RenderPosition: RenderPosition,
|
|
||||||
CellId: CellId,
|
CellId: CellId,
|
||||||
IsOnGround: _body.OnWalkable,
|
IsOnGround: _body.OnWalkable,
|
||||||
MotionStateChanged: false,
|
MotionStateChanged: false,
|
||||||
|
|
@ -538,16 +524,12 @@ public sealed class PlayerMovementController
|
||||||
// accumulated dt) when the threshold is reached. See _physicsAccum
|
// accumulated dt) when the threshold is reached. See _physicsAccum
|
||||||
// declaration for the full retail trace evidence.
|
// declaration for the full retail trace evidence.
|
||||||
var preIntegratePos = _body.Position;
|
var preIntegratePos = _body.Position;
|
||||||
bool physicsTickRan = false;
|
|
||||||
Vector3 oldTickEndPos = _currPhysicsPos;
|
|
||||||
_physicsAccum += dt;
|
_physicsAccum += dt;
|
||||||
|
|
||||||
if (_physicsAccum > PhysicsBody.HugeQuantum)
|
if (_physicsAccum > PhysicsBody.HugeQuantum)
|
||||||
{
|
{
|
||||||
// Stale frame (debugger break, GC pause). Discard accumulated dt.
|
// Stale frame (debugger break, GC pause). Discard accumulated dt.
|
||||||
_physicsAccum = 0f;
|
_physicsAccum = 0f;
|
||||||
_prevPhysicsPos = _body.Position;
|
|
||||||
_currPhysicsPos = _body.Position;
|
|
||||||
}
|
}
|
||||||
else if (_physicsAccum >= PhysicsBody.MinQuantum)
|
else if (_physicsAccum >= PhysicsBody.MinQuantum)
|
||||||
{
|
{
|
||||||
|
|
@ -557,7 +539,6 @@ public sealed class PlayerMovementController
|
||||||
_body.calc_acceleration();
|
_body.calc_acceleration();
|
||||||
_body.UpdatePhysicsInternal(tickDt);
|
_body.UpdatePhysicsInternal(tickDt);
|
||||||
_physicsAccum -= tickDt;
|
_physicsAccum -= tickDt;
|
||||||
physicsTickRan = true;
|
|
||||||
}
|
}
|
||||||
// Else: dt below MinQuantum threshold — skip integration. Position
|
// Else: dt below MinQuantum threshold — skip integration. Position
|
||||||
// and velocity remain unchanged; Resolve below runs as a zero-distance
|
// and velocity remain unchanged; Resolve below runs as a zero-distance
|
||||||
|
|
@ -610,11 +591,6 @@ public sealed class PlayerMovementController
|
||||||
|
|
||||||
// Apply resolved position.
|
// Apply resolved position.
|
||||||
_body.Position = resolveResult.Position;
|
_body.Position = resolveResult.Position;
|
||||||
if (physicsTickRan)
|
|
||||||
{
|
|
||||||
_prevPhysicsPos = oldTickEndPos;
|
|
||||||
_currPhysicsPos = _body.Position;
|
|
||||||
}
|
|
||||||
|
|
||||||
// L.3a (2026-04-30): retail wall-bounce / velocity reflection.
|
// L.3a (2026-04-30): retail wall-bounce / velocity reflection.
|
||||||
//
|
//
|
||||||
|
|
@ -898,7 +874,6 @@ public sealed class PlayerMovementController
|
||||||
|
|
||||||
return new MovementResult(
|
return new MovementResult(
|
||||||
Position: Position,
|
Position: Position,
|
||||||
RenderPosition: RenderPosition,
|
|
||||||
CellId: CellId,
|
CellId: CellId,
|
||||||
IsOnGround: _body.OnWalkable,
|
IsOnGround: _body.OnWalkable,
|
||||||
MotionStateChanged: changed,
|
MotionStateChanged: changed,
|
||||||
|
|
|
||||||
|
|
@ -173,24 +173,15 @@ public sealed class GameWindow : IDisposable
|
||||||
private static readonly int s_hidePartIndex =
|
private static readonly int s_hidePartIndex =
|
||||||
int.TryParse(Environment.GetEnvironmentVariable("ACDREAM_HIDE_PART"), out var hp) ? hp : -1;
|
int.TryParse(Environment.GetEnvironmentVariable("ACDREAM_HIDE_PART"), out var hp) ? hp : -1;
|
||||||
|
|
||||||
// Issue #47 — use retail's close-detail GfxObj selection on
|
// Issue #47 — opt in to retail's close-detail GfxObj selection on
|
||||||
// humanoid setups. When enabled, every per-part GfxObj id (after
|
// humanoid setups. When enabled, every per-part GfxObj id (after
|
||||||
// server AnimPartChanges are applied) is replaced with Degrades[0]
|
// server AnimPartChanges are applied) is replaced with Degrades[0]
|
||||||
// from its DIDDegrade table when present. See GfxObjDegradeResolver
|
// from its DIDDegrade table when present. See GfxObjDegradeResolver
|
||||||
// for the full retail-decomp citation. Default-on after visual
|
// for the full retail-decomp citation. Off by default while the fix
|
||||||
// confirmation; set ACDREAM_RETAIL_CLOSE_DEGRADES=0 only for
|
// bakes; flip to default-on once we've confirmed no scenery/setup
|
||||||
// diagnostic before/after comparisons.
|
// regressions.
|
||||||
private static readonly bool s_retailCloseDegrades =
|
private static readonly bool s_retailCloseDegrades =
|
||||||
!string.Equals(Environment.GetEnvironmentVariable("ACDREAM_RETAIL_CLOSE_DEGRADES"), "0", StringComparison.Ordinal);
|
string.Equals(Environment.GetEnvironmentVariable("ACDREAM_RETAIL_CLOSE_DEGRADES"), "1", StringComparison.Ordinal);
|
||||||
|
|
||||||
// Issue #48 diagnostic — dump per-scenery-spawn placement evidence
|
|
||||||
// (rendered gfx id, sample source physics-vs-bilinear, ground/baseLoc/finalZ,
|
|
||||||
// mesh vertex Z range, DIDDegrade slot 0). One log line per spawn lets
|
|
||||||
// the user identify a floating tree by its world coordinates and tell
|
|
||||||
// whether the cause is BaseLoc.Z addition (H1), bilinear-fallback drift
|
|
||||||
// (H2), or DIDDegrade selection (H3). Diagnostic-first per CLAUDE.md.
|
|
||||||
private static readonly bool s_dumpSceneryZ =
|
|
||||||
string.Equals(Environment.GetEnvironmentVariable("ACDREAM_DUMP_SCENERY_Z"), "1", StringComparison.Ordinal);
|
|
||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
/// Issue #47 humanoid-setup detector. Matches Aluvian Male
|
/// Issue #47 humanoid-setup detector. Matches Aluvian Male
|
||||||
|
|
@ -2532,28 +2523,62 @@ public sealed class GameWindow : IDisposable
|
||||||
}
|
}
|
||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
/// Triangle-aware terrain Z sample directly from a landblock's raw
|
/// Bilinear sample of the landblock heightmap at (x, y) in landblock-local
|
||||||
/// heightmap. Used as the bilinear fallback in scenery hydration when
|
/// world units. Matches the x-major indexing convention of LandblockMesh.
|
||||||
/// physics hasn't built a <c>TerrainSurface</c> for the landblock yet
|
|
||||||
/// (streaming race). Delegates to
|
|
||||||
/// <see cref="AcDream.Core.Physics.TerrainSurface.SampleZFromHeightmap"/>
|
|
||||||
/// so this fallback and the player-physics path stay in lock-step on
|
|
||||||
/// sloped cells.
|
|
||||||
///
|
|
||||||
/// <para>
|
|
||||||
/// Issue #48: the previous in-place implementation here had its two
|
|
||||||
/// diagonal arms swapped (SWtoNE cells used the SEtoNW triangle test
|
|
||||||
/// and vice versa), so scenery on hilly terrain sat at a different Z
|
|
||||||
/// than the visible terrain mesh — a multi-meter offset in some
|
|
||||||
/// cells, the user-reported "floating trees" symptom.
|
|
||||||
/// </para>
|
|
||||||
/// </summary>
|
/// </summary>
|
||||||
private static float SampleTerrainZ(DatReaderWriter.DBObjs.LandBlock block, float[] heightTable, float localX, float localY)
|
private float SampleTerrainZ(DatReaderWriter.DBObjs.LandBlock block, float[] heightTable, float worldX, float worldY)
|
||||||
{
|
{
|
||||||
|
// Exact port of WorldBuilder TerrainUtils.GetHeight (line 59-108).
|
||||||
|
// Barycentric interpolation over the cell's triangle pair, respecting
|
||||||
|
// the cell's split direction (SWtoNE vs SEtoNW).
|
||||||
|
const float CellSize = 24f;
|
||||||
|
|
||||||
|
uint cellX = (uint)(worldX / CellSize);
|
||||||
|
uint cellY = (uint)(worldY / CellSize);
|
||||||
|
if (cellX >= 8) cellX = 7;
|
||||||
|
if (cellY >= 8) cellY = 7;
|
||||||
|
|
||||||
uint landblockX = (block.Id >> 24) & 0xFFu;
|
uint landblockX = (block.Id >> 24) & 0xFFu;
|
||||||
uint landblockY = (block.Id >> 16) & 0xFFu;
|
uint landblockY = (block.Id >> 16) & 0xFFu;
|
||||||
return AcDream.Core.Physics.TerrainSurface.SampleZFromHeightmap(
|
var splitDirection = AcDream.Core.Terrain.TerrainBlending.CalculateSplitDirection(
|
||||||
block.Height, heightTable, landblockX, landblockY, localX, localY);
|
landblockX, cellX, landblockY, cellY);
|
||||||
|
|
||||||
|
// 4 cell corners (heightmap x-major: Height[x*9 + y])
|
||||||
|
float h0 = heightTable[block.Height[cellX * 9 + cellY]]; // BL
|
||||||
|
float h1 = heightTable[block.Height[(cellX + 1) * 9 + cellY]]; // BR
|
||||||
|
float h2 = heightTable[block.Height[(cellX + 1) * 9 + (cellY + 1)]]; // TR
|
||||||
|
float h3 = heightTable[block.Height[cellX * 9 + (cellY + 1)]]; // TL
|
||||||
|
|
||||||
|
float lx = worldX - cellX * CellSize;
|
||||||
|
float ly = worldY - cellY * CellSize;
|
||||||
|
float s = lx / CellSize;
|
||||||
|
float t = ly / CellSize;
|
||||||
|
|
||||||
|
if (splitDirection == AcDream.Core.Terrain.CellSplitDirection.SWtoNE)
|
||||||
|
{
|
||||||
|
if (s + t <= 1f)
|
||||||
|
{
|
||||||
|
return h0 * (1f - s - t) + h1 * s + h3 * t;
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
float u = s + t - 1f;
|
||||||
|
float v = 1f - s;
|
||||||
|
float w = 1f - u - v;
|
||||||
|
return h1 * w + h2 * u + h3 * v;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
else // SEtoNW
|
||||||
|
{
|
||||||
|
if (s >= t)
|
||||||
|
{
|
||||||
|
return h0 * (1f - s) + h1 * (s - t) + h2 * t;
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
return h0 * (1f - t) + h2 * s + h3 * (t - s);
|
||||||
|
}
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
private void OnLiveEntityDeleted(AcDream.Core.Net.Messages.DeleteObject.Parsed delete)
|
private void OnLiveEntityDeleted(AcDream.Core.Net.Messages.DeleteObject.Parsed delete)
|
||||||
|
|
@ -4614,76 +4639,10 @@ public sealed class GameWindow : IDisposable
|
||||||
// fall back to the local bilinear sample.
|
// fall back to the local bilinear sample.
|
||||||
var worldPx = localX + lbOffset.X;
|
var worldPx = localX + lbOffset.X;
|
||||||
var worldPy = localY + lbOffset.Y;
|
var worldPy = localY + lbOffset.Y;
|
||||||
float? maybePhysicsZ = _physicsEngine.SampleTerrainZ(worldPx, worldPy);
|
float groundZ = _physicsEngine.SampleTerrainZ(worldPx, worldPy)
|
||||||
float groundZ = maybePhysicsZ
|
|
||||||
?? SampleTerrainZ(lb.Heightmap, _heightTable, localX, localY);
|
?? SampleTerrainZ(lb.Heightmap, _heightTable, localX, localY);
|
||||||
float finalZ = groundZ + spawn.LocalPosition.Z;
|
float finalZ = groundZ + spawn.LocalPosition.Z;
|
||||||
|
|
||||||
// Issue #48 diagnostic. One log line per (spawn, rendered-mesh)
|
|
||||||
// disambiguates H1 (BaseLoc.Z / mesh-zMin per-species), H2
|
|
||||||
// (physics-vs-bilinear sampler drift), and H3 (DIDDegrade slot 0).
|
|
||||||
// User identifies a floating tree visually, finds the matching
|
|
||||||
// line by world coords + gfx id, the data picks the hypothesis.
|
|
||||||
if (s_dumpSceneryZ)
|
|
||||||
{
|
|
||||||
string source = maybePhysicsZ.HasValue ? "physics" : "bilinear";
|
|
||||||
foreach (var mr in meshRefs)
|
|
||||||
{
|
|
||||||
var dgfx = _dats.Get<DatReaderWriter.DBObjs.GfxObj>(mr.GfxObjId);
|
|
||||||
if (dgfx is null) continue;
|
|
||||||
|
|
||||||
float zMin = float.PositiveInfinity, zMax = float.NegativeInfinity;
|
|
||||||
foreach (var v in dgfx.VertexArray.Vertices.Values)
|
|
||||||
{
|
|
||||||
if (v.Origin.Z < zMin) zMin = v.Origin.Z;
|
|
||||||
if (v.Origin.Z > zMax) zMax = v.Origin.Z;
|
|
||||||
}
|
|
||||||
if (float.IsPositiveInfinity(zMin)) { zMin = 0f; zMax = 0f; }
|
|
||||||
|
|
||||||
// Per-part transform offset inside the setup (post-spawn-scale).
|
|
||||||
// For setup spawns this is Setup.PlacementFrames[Default].Frames[i] *
|
|
||||||
// spawn.Scale. For single-GfxObj spawns it's identity * spawn.Scale.
|
|
||||||
var partT = mr.PartTransform.Translation;
|
|
||||||
|
|
||||||
bool hasDD = dgfx.Flags.HasFlag(DatReaderWriter.Enums.GfxObjFlags.HasDIDDegrade);
|
|
||||||
string ddInfo = string.Empty;
|
|
||||||
if (hasDD && dgfx.DIDDegrade != 0)
|
|
||||||
{
|
|
||||||
var ddi = _dats.Get<DatReaderWriter.DBObjs.GfxObjDegradeInfo>(dgfx.DIDDegrade);
|
|
||||||
if (ddi is not null && ddi.Degrades.Count > 0)
|
|
||||||
{
|
|
||||||
uint slot0Id = (uint)ddi.Degrades[0].Id;
|
|
||||||
float slot0Min = 0f;
|
|
||||||
var slot0Gfx = _dats.Get<DatReaderWriter.DBObjs.GfxObj>(slot0Id);
|
|
||||||
if (slot0Gfx is not null && slot0Gfx.VertexArray.Vertices.Count > 0)
|
|
||||||
{
|
|
||||||
slot0Min = float.PositiveInfinity;
|
|
||||||
foreach (var v in slot0Gfx.VertexArray.Vertices.Values)
|
|
||||||
if (v.Origin.Z < slot0Min) slot0Min = v.Origin.Z;
|
|
||||||
if (float.IsPositiveInfinity(slot0Min)) slot0Min = 0f;
|
|
||||||
}
|
|
||||||
ddInfo = $" deg[0]=0x{slot0Id:X8} deg[0]ZMin={slot0Min:F3}";
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
// partWorldZMin = the lowest vertex of this part in world space.
|
|
||||||
// = finalZ (setup origin in world Z) + partT.Z (part offset) + zMin (mesh-local lowest vertex)
|
|
||||||
// If everything is right and the lowest part of the tree should
|
|
||||||
// touch the ground, we expect partWorldZMin <= groundZ for at
|
|
||||||
// least one part of a multi-part setup.
|
|
||||||
float partWorldZMin = finalZ + partT.Z + zMin;
|
|
||||||
|
|
||||||
Console.WriteLine(
|
|
||||||
$"[scenery-z] lb=0x{lb.LandblockId:X8} root=0x{spawn.ObjectId:X8} gfx=0x{mr.GfxObjId:X8}" +
|
|
||||||
$" source={source}" +
|
|
||||||
$" world=({worldPx:F2},{worldPy:F2}) localXY=({localX:F2},{localY:F2})" +
|
|
||||||
$" groundZ={groundZ:F3} BaseLoc.Z={spawn.LocalPosition.Z:F3} finalZ={finalZ:F3}" +
|
|
||||||
$" partT=({partT.X:F2},{partT.Y:F2},{partT.Z:F3}) spawnScale={spawn.Scale:F3}" +
|
|
||||||
$" zRange=[{zMin:F3}..{zMax:F3}] partWorldZMin={partWorldZMin:F3} delta={partWorldZMin - groundZ:F3}" +
|
|
||||||
$" hasDIDDegrade={hasDD}{ddInfo}");
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
var hydrated = new AcDream.Core.World.WorldEntity
|
var hydrated = new AcDream.Core.World.WorldEntity
|
||||||
{
|
{
|
||||||
Id = sceneryIdBase + localIndex++,
|
Id = sceneryIdBase + localIndex++,
|
||||||
|
|
@ -5769,7 +5728,7 @@ public sealed class GameWindow : IDisposable
|
||||||
// the physics-resolved location each frame.
|
// the physics-resolved location each frame.
|
||||||
if (_entitiesByServerGuid.TryGetValue(_playerServerGuid, out var pe))
|
if (_entitiesByServerGuid.TryGetValue(_playerServerGuid, out var pe))
|
||||||
{
|
{
|
||||||
pe.Position = result.RenderPosition;
|
pe.Position = result.Position;
|
||||||
pe.Rotation = System.Numerics.Quaternion.CreateFromAxisAngle(
|
pe.Rotation = System.Numerics.Quaternion.CreateFromAxisAngle(
|
||||||
System.Numerics.Vector3.UnitZ, _playerController.Yaw - MathF.PI / 2f);
|
System.Numerics.Vector3.UnitZ, _playerController.Yaw - MathF.PI / 2f);
|
||||||
|
|
||||||
|
|
@ -5791,7 +5750,7 @@ public sealed class GameWindow : IDisposable
|
||||||
// position never changes. With the pin: player visibly
|
// position never changes. With the pin: player visibly
|
||||||
// rises above the camera, matching retail "you can see
|
// rises above the camera, matching retail "you can see
|
||||||
// yourself jump" feedback.
|
// yourself jump" feedback.
|
||||||
_chaseCamera.Update(result.RenderPosition, _playerController.Yaw,
|
_chaseCamera.Update(result.Position, _playerController.Yaw,
|
||||||
isOnGround: result.IsOnGround,
|
isOnGround: result.IsOnGround,
|
||||||
dt: (float)dt);
|
dt: (float)dt);
|
||||||
|
|
||||||
|
|
|
||||||
|
|
@ -143,89 +143,23 @@ public sealed class TerrainSurface
|
||||||
// and ACE's LandblockStruct.ConstructPolygons.
|
// and ACE's LandblockStruct.ConstructPolygons.
|
||||||
bool splitSWtoNE = IsSplitSWtoNE(_landblockX, (uint)cx, _landblockY, (uint)cy);
|
bool splitSWtoNE = IsSplitSWtoNE(_landblockX, (uint)cx, _landblockY, (uint)cy);
|
||||||
|
|
||||||
return InterpolateZInTriangle(hBL, hBR, hTR, hTL, tx, ty, splitSWtoNE);
|
|
||||||
}
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// Sample terrain Z directly from a landblock's raw heightmap. Same
|
|
||||||
/// algorithm as <see cref="SampleZ"/> (instance), but reads the four
|
|
||||||
/// corner heights through <c>heightTable[heights[x*9+y]]</c> on the fly
|
|
||||||
/// instead of from the pre-resolved instance cache. Use this when a
|
|
||||||
/// <see cref="TerrainSurface"/> hasn't been built yet for a landblock —
|
|
||||||
/// e.g. scenery hydration during streaming, before physics has registered
|
|
||||||
/// the landblock. Both paths produce the same Z, so scenery sits flush
|
|
||||||
/// with the visible terrain mesh and with the player physics path.
|
|
||||||
///
|
|
||||||
/// <para>
|
|
||||||
/// Issue #48 root cause: the previous bilinear fallback in
|
|
||||||
/// <c>GameWindow.SampleTerrainZ</c> had its two diagonal arms swapped
|
|
||||||
/// (used the SEtoNW triangle test for SWtoNE cells and vice versa),
|
|
||||||
/// so on sloped cells scenery sat at a different Z than the visible
|
|
||||||
/// terrain by up to ~1.5 m. Routing the fallback through this static
|
|
||||||
/// helper guarantees both samplers stay in lock-step.
|
|
||||||
/// </para>
|
|
||||||
/// </summary>
|
|
||||||
public static float SampleZFromHeightmap(
|
|
||||||
byte[] heights, float[] heightTable,
|
|
||||||
uint landblockX, uint landblockY,
|
|
||||||
float localX, float localY)
|
|
||||||
{
|
|
||||||
ArgumentNullException.ThrowIfNull(heights);
|
|
||||||
ArgumentNullException.ThrowIfNull(heightTable);
|
|
||||||
if (heights.Length < 81)
|
|
||||||
throw new ArgumentException("heights must have 81 entries", nameof(heights));
|
|
||||||
if (heightTable.Length < 256)
|
|
||||||
throw new ArgumentException("heightTable must have 256 entries", nameof(heightTable));
|
|
||||||
|
|
||||||
float fx = Math.Clamp(localX / CellSize, 0f, CellsPerSide - 0.001f);
|
|
||||||
float fy = Math.Clamp(localY / CellSize, 0f, CellsPerSide - 0.001f);
|
|
||||||
int cx = (int)fx;
|
|
||||||
int cy = (int)fy;
|
|
||||||
cx = Math.Clamp(cx, 0, CellsPerSide - 1);
|
|
||||||
cy = Math.Clamp(cy, 0, CellsPerSide - 1);
|
|
||||||
|
|
||||||
float tx = fx - cx;
|
|
||||||
float ty = fy - cy;
|
|
||||||
|
|
||||||
// x-major heightmap indexing matches TerrainSurface's pre-resolution
|
|
||||||
// (heights[x * 9 + y]) and ACE LandblockStruct.
|
|
||||||
float hBL = heightTable[heights[cx * HeightmapSide + cy ]];
|
|
||||||
float hBR = heightTable[heights[(cx+1) * HeightmapSide + cy ]];
|
|
||||||
float hTR = heightTable[heights[(cx+1) * HeightmapSide + (cy+1)]];
|
|
||||||
float hTL = heightTable[heights[cx * HeightmapSide + (cy+1)]];
|
|
||||||
|
|
||||||
bool splitSWtoNE = IsSplitSWtoNE(landblockX, (uint)cx, landblockY, (uint)cy);
|
|
||||||
return InterpolateZInTriangle(hBL, hBR, hTR, hTL, tx, ty, splitSWtoNE);
|
|
||||||
}
|
|
||||||
|
|
||||||
/// <summary>
|
|
||||||
/// Pick the cell's triangle for the chosen diagonal and barycentric-
|
|
||||||
/// interpolate Z. Single source of truth shared by both
|
|
||||||
/// <see cref="SampleZ"/> (instance, pre-resolved cache) and
|
|
||||||
/// <see cref="SampleZFromHeightmap"/> (static, raw heightmap).
|
|
||||||
/// Triangle layout matches ACE <c>LandblockStruct.ConstructPolygons</c>:
|
|
||||||
/// SWtoNE cells split BL→TR (line y=x), SEtoNW cells split BR→TL
|
|
||||||
/// (line x+y=1).
|
|
||||||
/// </summary>
|
|
||||||
private static float InterpolateZInTriangle(
|
|
||||||
float hBL, float hBR, float hTR, float hTL,
|
|
||||||
float tx, float ty, bool splitSWtoNE)
|
|
||||||
{
|
|
||||||
if (splitSWtoNE)
|
if (splitSWtoNE)
|
||||||
{
|
{
|
||||||
// Diagonal BL(0,0) → TR(1,1) — line y = x.
|
// Diagonal BL(0,0) → TR(1,1) — line y = x.
|
||||||
// Triangles: {BL,BR,TR} below (tx > ty), {BL,TR,TL} above.
|
// Triangles: {BL,BR,TR} below (tx > ty), {BL,TR,TL} above.
|
||||||
if (tx > ty)
|
if (tx > ty)
|
||||||
return hBL + (hBR - hBL) * tx + (hTR - hBR) * ty; // BL+BR+TR
|
return hBL + (hBR - hBL) * tx + (hTR - hBR) * ty; // BL+BR+TR triangle
|
||||||
return hBL + (hTR - hTL) * tx + (hTL - hBL) * ty; // BL+TR+TL
|
else
|
||||||
|
return hBL + (hTR - hTL) * tx + (hTL - hBL) * ty; // BL+TR+TL triangle
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
// Diagonal BR(1,0) → TL(0,1) — line x + y = 1.
|
// Diagonal BR(1,0) → TL(0,1) — line x + y = 1.
|
||||||
// Triangles: {BL,BR,TL} below (tx+ty <= 1), {BR,TR,TL} above.
|
// Triangles: {BL,BR,TL} below (tx+ty <= 1), {BR,TR,TL} above.
|
||||||
if (tx + ty <= 1f)
|
if (tx + ty <= 1f)
|
||||||
return hBL + (hBR - hBL) * tx + (hTL - hBL) * ty; // BL+BR+TL
|
return hBL + (hBR - hBL) * tx + (hTL - hBL) * ty; // BL+BR+TL triangle
|
||||||
return hTR + (hTL - hTR) * (1f - tx) + (hBR - hTR) * (1f - ty); // BR+TR+TL
|
else
|
||||||
|
return hTR + (hTL - hTR) * (1f - tx) + (hBR - hTR) * (1f - ty); // BR+TR+TL triangle
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
|
||||||
|
|
@ -49,81 +49,6 @@ public class PlayerMovementControllerTests
|
||||||
Assert.True(result.Position.X > 96f + 2f, $"X={result.Position.X} should have moved forward");
|
Assert.True(result.Position.X > 96f + 2f, $"X={result.Position.X} should have moved forward");
|
||||||
}
|
}
|
||||||
|
|
||||||
[Fact]
|
|
||||||
public void Update_SubQuantumFrame_InterpolatesRenderPositionWithoutAdvancingPhysicsPosition()
|
|
||||||
{
|
|
||||||
var engine = MakeFlatEngine();
|
|
||||||
var controller = new PlayerMovementController(engine);
|
|
||||||
var start = new Vector3(96f, 96f, 50f);
|
|
||||||
controller.SetPosition(start, 0x0001);
|
|
||||||
controller.Yaw = 0f;
|
|
||||||
|
|
||||||
var firstTick = controller.Update(PhysicsBody.MinQuantum, new MovementInput(Forward: true));
|
|
||||||
Assert.True(firstTick.Position.X > start.X, "Physics tick should advance the authoritative body position");
|
|
||||||
Assert.Equal(start.X, firstTick.RenderPosition.X, precision: 4);
|
|
||||||
|
|
||||||
var halfFrame = controller.Update(PhysicsBody.MinQuantum * 0.5f, new MovementInput(Forward: true));
|
|
||||||
|
|
||||||
Assert.Equal(firstTick.Position.X, halfFrame.Position.X, precision: 4);
|
|
||||||
Assert.True(halfFrame.RenderPosition.X > start.X, "Render position should move between physics ticks");
|
|
||||||
Assert.True(halfFrame.RenderPosition.X < firstTick.Position.X,
|
|
||||||
$"Render X={halfFrame.RenderPosition.X} should stay between {start.X} and {firstTick.Position.X}");
|
|
||||||
|
|
||||||
float expectedMidpoint = start.X + ((firstTick.Position.X - start.X) * 0.5f);
|
|
||||||
Assert.Equal(expectedMidpoint, halfFrame.RenderPosition.X, precision: 3);
|
|
||||||
}
|
|
||||||
|
|
||||||
[Fact]
|
|
||||||
public void SetPosition_ResnapsRenderInterpolationEndpoints()
|
|
||||||
{
|
|
||||||
var engine = MakeFlatEngine();
|
|
||||||
var controller = new PlayerMovementController(engine);
|
|
||||||
controller.SetPosition(new Vector3(96f, 96f, 50f), 0x0001);
|
|
||||||
controller.Yaw = 0f;
|
|
||||||
|
|
||||||
controller.Update(PhysicsBody.MinQuantum, new MovementInput(Forward: true));
|
|
||||||
controller.Update(PhysicsBody.MinQuantum * 0.5f, new MovementInput(Forward: true));
|
|
||||||
|
|
||||||
var snapped = new Vector3(120f, 80f, 50f);
|
|
||||||
controller.SetPosition(snapped, 0x0001);
|
|
||||||
var result = controller.Update(PhysicsBody.MinQuantum * 0.5f, new MovementInput());
|
|
||||||
|
|
||||||
Assert.Equal(snapped, result.Position);
|
|
||||||
Assert.Equal(snapped, result.RenderPosition);
|
|
||||||
}
|
|
||||||
|
|
||||||
[Fact]
|
|
||||||
public void Update_HugeQuantumDiscard_ResnapsRenderInterpolationEndpoints()
|
|
||||||
{
|
|
||||||
var engine = MakeFlatEngine();
|
|
||||||
var controller = new PlayerMovementController(engine);
|
|
||||||
controller.SetPosition(new Vector3(96f, 96f, 50f), 0x0001);
|
|
||||||
controller.Yaw = 0f;
|
|
||||||
|
|
||||||
var moved = controller.Update(PhysicsBody.MinQuantum, new MovementInput(Forward: true));
|
|
||||||
var stale = controller.Update(PhysicsBody.HugeQuantum + 0.1f, new MovementInput(Forward: true));
|
|
||||||
|
|
||||||
Assert.Equal(moved.Position.X, stale.Position.X, precision: 4);
|
|
||||||
Assert.Equal(stale.Position, stale.RenderPosition);
|
|
||||||
}
|
|
||||||
|
|
||||||
[Fact]
|
|
||||||
public void Update_LeftoverAboveMinQuantum_ClampsRenderAlphaToCurrentPhysicsPosition()
|
|
||||||
{
|
|
||||||
var engine = MakeFlatEngine();
|
|
||||||
var controller = new PlayerMovementController(engine);
|
|
||||||
controller.SetPosition(new Vector3(96f, 96f, 50f), 0x0001);
|
|
||||||
controller.Yaw = 0f;
|
|
||||||
|
|
||||||
var result = controller.Update(
|
|
||||||
PhysicsBody.MaxQuantum + PhysicsBody.MinQuantum,
|
|
||||||
new MovementInput(Forward: true));
|
|
||||||
|
|
||||||
Assert.Equal(result.Position.X, result.RenderPosition.X, precision: 4);
|
|
||||||
Assert.Equal(result.Position.Y, result.RenderPosition.Y, precision: 4);
|
|
||||||
Assert.Equal(result.Position.Z, result.RenderPosition.Z, precision: 4);
|
|
||||||
}
|
|
||||||
|
|
||||||
[Fact]
|
[Fact]
|
||||||
public void Update_RunForward_MoveFasterThanWalk()
|
public void Update_RunForward_MoveFasterThanWalk()
|
||||||
{
|
{
|
||||||
|
|
|
||||||
|
|
@ -67,64 +67,6 @@ public class TerrainSurfaceTests
|
||||||
Assert.Equal(42f, surface.SampleZ(300f, 300f));
|
Assert.Equal(42f, surface.SampleZ(300f, 300f));
|
||||||
}
|
}
|
||||||
|
|
||||||
[Fact]
|
|
||||||
public void SampleZFromHeightmap_AgreesWithInstance_AcrossWholeLandblock()
|
|
||||||
{
|
|
||||||
// Issue #48 conformance: the static SampleZFromHeightmap (bilinear
|
|
||||||
// fallback used at scenery hydration before physics registers a
|
|
||||||
// landblock) must produce the same Z as the instance SampleZ
|
|
||||||
// (player physics path) at every (x, y). The previous fallback in
|
|
||||||
// GameWindow had its diagonal arms swapped — this test pins both
|
|
||||||
// paths to one source of truth.
|
|
||||||
//
|
|
||||||
// Heightmap with distinct per-(x,y) values so every triangle plane
|
|
||||||
// is genuinely different from the others; flat / planar heightmaps
|
|
||||||
// would mask a triangle-pick bug because all four corners would
|
|
||||||
// give the same interpolated Z.
|
|
||||||
var heights = new byte[81];
|
|
||||||
for (int x = 0; x < 9; x++)
|
|
||||||
for (int y = 0; y < 9; y++)
|
|
||||||
heights[x * 9 + y] = (byte)((x * 17 + y * 13) % 256);
|
|
||||||
|
|
||||||
var hTable = LinearHeightTable();
|
|
||||||
|
|
||||||
// Pick a landblock where IsSplitSWtoNE(...) returns BOTH true and
|
|
||||||
// false across the 64 cells — Holtburg coords (0xA9, 0xB3) work.
|
|
||||||
const uint lbX = 0xA9, lbY = 0xB3;
|
|
||||||
var instance = new TerrainSurface(heights, hTable, lbX, lbY);
|
|
||||||
|
|
||||||
// Sample on a fine grid (~1500 points) covering all 64 cells and
|
|
||||||
// crossing every cell's diagonal boundary. A triangle-pick bug
|
|
||||||
// would show up as a >0.5 m Z mismatch on the diagonal-spanning
|
|
||||||
// cells (the corner heights vary by ~10 bytes = 10 Z each cell).
|
|
||||||
for (float lx = 0.5f; lx < 192f; lx += 5f)
|
|
||||||
for (float ly = 0.5f; ly < 192f; ly += 5f)
|
|
||||||
{
|
|
||||||
float instanceZ = instance.SampleZ(lx, ly);
|
|
||||||
float staticZ = TerrainSurface.SampleZFromHeightmap(
|
|
||||||
heights, hTable, lbX, lbY, lx, ly);
|
|
||||||
Assert.True(
|
|
||||||
Math.Abs(instanceZ - staticZ) < 0.0001f,
|
|
||||||
$"Z mismatch at ({lx:F1},{ly:F1}) lb=(0x{lbX:X},0x{lbY:X}): instance={instanceZ:F4} static={staticZ:F4}");
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
[Fact]
|
|
||||||
public void SampleZFromHeightmap_RejectsBadInputs()
|
|
||||||
{
|
|
||||||
var goodHeights = new byte[81];
|
|
||||||
var goodTable = LinearHeightTable();
|
|
||||||
|
|
||||||
Assert.Throws<ArgumentNullException>(() =>
|
|
||||||
TerrainSurface.SampleZFromHeightmap(null!, goodTable, 0, 0, 0f, 0f));
|
|
||||||
Assert.Throws<ArgumentNullException>(() =>
|
|
||||||
TerrainSurface.SampleZFromHeightmap(goodHeights, null!, 0, 0, 0f, 0f));
|
|
||||||
Assert.Throws<ArgumentException>(() =>
|
|
||||||
TerrainSurface.SampleZFromHeightmap(new byte[80], goodTable, 0, 0, 0f, 0f));
|
|
||||||
Assert.Throws<ArgumentException>(() =>
|
|
||||||
TerrainSurface.SampleZFromHeightmap(goodHeights, new float[255], 0, 0, 0f, 0f));
|
|
||||||
}
|
|
||||||
|
|
||||||
[Fact]
|
[Fact]
|
||||||
public void SampleSurfacePolygon_ReturnsContainingTriangleVertices()
|
public void SampleSurfacePolygon_ReturnsContainingTriangleVertices()
|
||||||
{
|
{
|
||||||
|
|
|
||||||
Loading…
Add table
Add a link
Reference in a new issue