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5 changed files with 524 additions and 19 deletions
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@ -3701,27 +3701,47 @@ Unverified. The likely culprits, ranked by suspected probability:
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---
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## #108 — Cellar↔main-floor transition: terrain (grass) sweeps across the upstairs door opening — [REOPENED 2026-06-11 · narrowed residual]
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## #108 — Cellar↔main-floor transition: terrain (grass) sweeps across the upstairs door opening — [FIX SHIPPED 2026-06-12 · awaiting cellar visual gate]
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**Status:** REOPENED (narrowed) — the broad symptom is GONE (T5 +
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re-gate #2: "Yes, but…"), but a residual remains in ONE window: during
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the cellar ASCENT, while the eye is still below ground level, the
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upstairs exit-door opening is covered with grass — "like the ground
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level rose to the top of the door … as soon as my head pops up it falls
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back to ground level" (user, re-gate 2026-06-11). The original
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BR-2-era diagnosis stands: grass-sweep frames render through the
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OUTDOOR root (membership/viewer-cell flips outdoor mid-cellar), and the
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#117 depth-gated punch then correctly refuses to punch the aperture
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where terrain depth is NEARER than the door fan (eye below grade ⇒ the
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visible front-facing terrain can sit between the eye and the door in
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depth). The punch must STAY depth-gated (DO-NOT-RETRY) — the fix is on
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the membership/viewer side (why is the root outdoor while the eye is in
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the cellar stairwell below grade?). Apparatus shape: a vertical
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cellar-ascent variant of the #118 exit-walk harness (drive the eye up
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the stair path; log root resolution + the punch's mark-pass outcome per
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step). Prior history below.
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**Status:** FIX SHIPPED (desk-pinned) — root cause found 2026-06-12; the
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cellar-ascent visual gate is pending.
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**ROOT CAUSE (2026-06-12): terrain was drawn DOUBLE-SIDED — the grass was
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the UNDERSIDE of the grade sheet.** Two steps:
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1. The membership/viewer re-diagnosis below is **REFUTED** by the vertical
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cellar-ascent harness (`Issue108CellarAscentViewerReplayTests`, dat-backed
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A9B4 corner-building cellar 0x0174→0x0175→0x0171, production
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FindCellList pick + the camera probe chain mirrored verbatim): 0
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outdoor/null viewer resolutions while the eye is below grade, 0 sweep
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failures, 0 fallback branches across boom distance {2.61, 5} × damping
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lag {0, 0.3}. The viewer enters 0x0171 at eye z 94.01 — exactly as the
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head pops above grade (the stairwell portal sits at grade), matching the
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user's wording. The root is INTERIOR the whole window.
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2. Retail terrain is SINGLE-SIDED: `ACRender::landPolysDraw` (0x006b7040)
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draws each land triangle ONLY when the camera is on the POSITIVE (upper)
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side of its plane (`Plane::which_side2` vs `Render::FrameCurrent`). A
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below-grade eye gets NO terrain — through the door retail shows sky.
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WB renders the world with face culling DISABLED frame-globally (WB
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`GameScene.cs:841` — editor heritage), and `TerrainModernRenderer.Draw`
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set no cull state of its own → terrain drew double-sided. From a
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below-grade eye every aperture sight-ray RISES, so the only "terrain" it
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can see is the underside of the z≈94 grade sheet — which painted the
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whole exit-door aperture (the landscape slice's 2D NDC clip planes
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`(nx,ny,0,dw)` have no depth axis and cannot exclude it) and slid down
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off the door exactly as the eye crossed grade.
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**Fix: port the landPolysDraw eye-side gate as terrain backface culling**
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— `TerrainModernRenderer.Draw` now owns Enable(CullFace) + Cull(Back) +
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FrontFace(Ccw) (set→draw→restore; 7th instance of the self-contained-GL-
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state rule). Pins: `LandblockMeshTests.Build_AllTriangles_WindCounter-
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ClockwiseInWorldXY` (every emitted triangle CCW in world XY — cull-safe
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winding) + `TerrainCullOrientationTests` (above-eye ⇒ CCW window winding
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kept / below-eye ⇒ CW culled under the production camera convention).
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**Gate:** climb out of the corner-building cellar — the grass window over
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the exit door must be gone (sky/world through the door instead); plus a
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general outdoor sanity glance (terrain intact from above — a wrong
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FrontFace would blank it).
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**Severity:** MEDIUM
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**Component:** ~~render / indoor PView~~ → **physics / membership** (cellar-transition root flip)
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**Component:** render / terrain (single-sidedness) — membership/viewer EXONERATED
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During the cellar→main-floor ascent (Holtburg), the door opening visible on the main floor
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shows the outdoor GRASS texture sweeping over it — "like outdoor ground rising up from the
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@ -283,6 +283,27 @@ public sealed unsafe class TerrainModernRenderer : IDisposable
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// when wired, else the no-clip fallback (count 0 = ungated terrain).
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BindClipUboBinding2();
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// #108-residual: retail terrain is SINGLE-SIDED — ACRender::landPolysDraw
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// (0x006b7040) draws each land triangle ONLY when the camera is on the
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// POSITIVE (upper) side of its plane (Plane::which_side2 vs
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// Render::FrameCurrent, zFightTerrainAdjust bias). GL backface culling
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// evaluates the same per-triangle eye-side predicate at rasterization.
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// LandblockMesh emits every triangle CCW in world XY seen from above
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// (LandblockMeshTests winding pin), which the unified camera chain
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// (CreateLookAt up=+Z + Numerics perspective) maps to CCW window
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// winding from above / CW from below (TerrainCullOrientationTests) —
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// so FrontFace(Ccw)+Cull(Back) keeps the top side and culls the
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// underside. WB drew the whole world with culling DISABLED
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// frame-globally (WB GameScene.cs:841 — an editor camera goes
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// underground); inheriting that drew terrain DOUBLE-SIDED, and a
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// below-grade eye (cellar ascent) saw the UNDERSIDE of the grade
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// sheet through the exit-door aperture — the #108 grass window.
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// Self-contained state per feedback_render_self_contained_gl_state;
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// the frame-global CW + cull-off baseline is restored after the draw.
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_gl.Enable(EnableCap.CullFace);
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_gl.CullFace(TriangleFace.Back);
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_gl.FrontFace(FrontFaceDirection.Ccw);
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_gl.BindVertexArray(_globalVao);
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_gl.MemoryBarrier(MemoryBarrierMask.CommandBarrierBit);
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_gl.MultiDrawElementsIndirect(
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@ -292,6 +313,9 @@ public sealed unsafe class TerrainModernRenderer : IDisposable
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(uint)sizeof(DrawElementsIndirectCommand));
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_gl.BindVertexArray(0);
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_gl.BindBuffer(GLEnum.DrawIndirectBuffer, 0);
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_gl.FrontFace(FrontFaceDirection.CW);
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_gl.Disable(EnableCap.CullFace);
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}
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public void Dispose()
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@ -0,0 +1,82 @@
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using System;
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using System.Numerics;
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using Xunit;
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namespace AcDream.App.Tests.Rendering;
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/// <summary>
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/// #108-residual orientation pin: TerrainModernRenderer culls terrain back
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/// faces with FrontFace(Ccw) — the GL port of retail's single-sided terrain
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/// (ACRender::landPolysDraw 0x006b7040: a land triangle draws ONLY when the
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/// camera is on the POSITIVE side of its plane via Plane::which_side2).
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///
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/// The FrontFace choice rests on one mapping fact: under the production
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/// camera convention (Matrix4x4.CreateLookAt with up = world +Z, Numerics
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/// CreatePerspectiveFieldOfView — RetailChaseCamera.cs:203 / :52), an
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/// UP-FACING terrain triangle that LandblockMesh emits CCW in world XY
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/// rasterizes
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/// · CCW in NDC/window space when the eye is ABOVE its plane (kept), and
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/// · CW when the eye is BELOW (culled — retail draws nothing there: from
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/// a below-grade cellar eye the door aperture shows sky, never grass).
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/// This test pins that mapping in pure CPU math so a projection-convention
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/// change (handedness, Y-flip) can't silently invert the cull and either
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/// resurrect the #108 grass window or cull terrain from above.
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/// </summary>
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public class TerrainCullOrientationTests
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{
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// An up-facing triangle, CCW in world XY viewed from above — the exact
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// emission convention pinned by LandblockMeshTests (crossZ > 0).
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private static readonly Vector3[] Triangle =
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{
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new(-1f, 10f, 94f),
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new( 1f, 10f, 94f),
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new( 1f, 12f, 94f),
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};
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private static float NdcSignedArea2(Vector3 eye, Vector3 forward)
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{
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// The production camera shape: look-at with world-Z up
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// (RetailChaseCamera.cs:203), Numerics perspective with the retail
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// znear 0.1 (RetailChaseCamera.cs:52).
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var view = Matrix4x4.CreateLookAt(eye, eye + forward, Vector3.UnitZ);
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var proj = Matrix4x4.CreatePerspectiveFieldOfView(MathF.PI / 3f, 16f / 9f, 0.1f, 5000f);
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var viewProj = view * proj;
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Span<Vector2> ndc = stackalloc Vector2[3];
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for (int i = 0; i < 3; i++)
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{
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var c = Vector4.Transform(new Vector4(Triangle[i], 1f), viewProj);
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Assert.True(c.W > 1e-3f, "test triangle must be in front of the eye");
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ndc[i] = new Vector2(c.X / c.W, c.Y / c.W);
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}
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// Twice the signed area: > 0 = CCW in NDC (GL window space keeps the
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// orientation — NDC y up maps to window y up, no flip).
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return (ndc[1].X - ndc[0].X) * (ndc[2].Y - ndc[0].Y)
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- (ndc[1].Y - ndc[0].Y) * (ndc[2].X - ndc[0].X);
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}
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[Fact]
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public void EyeAboveTerrainPlane_WindsCcw_FrontFaceKept()
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{
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// Eye above grade looking forward-down at the triangle (the normal
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// outdoor view). Retail: which_side2 = POSITIVE → drawn.
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float area = NdcSignedArea2(new Vector3(0f, 5f, 96.5f), new Vector3(0f, 1f, -0.3f));
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Assert.True(area > 0f,
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$"above-plane eye must see the terrain triangle CCW (area2={area}) — " +
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"FrontFace(Ccw)+Cull(Back) would otherwise cull terrain from above");
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}
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[Fact]
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public void EyeBelowTerrainPlane_WindsCw_BackfaceCulled()
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{
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// Eye below grade (the cellar-stairwell window) looking up-forward at
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// the underside. Retail: which_side2 = NEGATIVE → not drawn at all —
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// the #108 grass that covered the exit door was exactly this
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// underside rasterizing when culling was left disabled.
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float area = NdcSignedArea2(new Vector3(0f, 5f, 92.5f), new Vector3(0f, 1f, 0.2f));
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Assert.True(area < 0f,
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$"below-plane eye must see the terrain triangle CW (area2={area}) — " +
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"it must backface-cull like retail's which_side2 eye-side gate");
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}
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}
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@ -0,0 +1,344 @@
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using System;
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using System.Collections.Generic;
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using System.Numerics;
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using AcDream.Core.Physics;
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using AcDream.Core.Tests.Conformance;
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using DatReaderWriter;
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using DatReaderWriter.Options;
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using Xunit;
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using Xunit.Abstractions;
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namespace AcDream.Core.Tests.Physics;
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/// <summary>
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/// #108-residual vertical exit-walk harness (2026-06-12): the cellar-ascent
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/// grass window. Climbing out of the Holtburg corner-building cellar
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/// (0xA9B40174 room, floor z≈90 → 0x0175 staircase/lip → 0x0171 main floor at
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/// z=94 = outdoor grade), the upstairs exit door is covered with grass until
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/// the eye pops above grade. Punch/seal are exonerated (BR-2 experiment +
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/// #117); the grass requires the frame to render through the OUTDOOR root —
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/// i.e. the VIEWER-CELL resolution demotes to outdoor/null while the eye is
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/// still below terrain grade inside the stairwell.
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///
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/// This harness drives the PRODUCTION viewer-resolution stack headlessly per
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/// step of a kinematic ascent (the #118 HouseExitWalkReplayTests pattern,
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/// turned vertical):
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/// player cell — CellTransit.FindCellList on the foot-sphere center (the
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/// production controller pick),
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/// viewer cell — the PhysicsCameraCollisionProbe.SweepEye chain mirrored
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/// verbatim (CameraCornerSealReplayTests provenance):
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/// AdjustPosition at the head pivot → ResolveWithTransition
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/// (IsViewer|PathClipped|FreeRotate|PerfectClip, 0.3 m
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/// viewer_sphere) → fallback 1 AdjustPosition at the sought
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/// eye → fallback 2 (player_pos, cell 0).
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/// Each step records WHICH branch produced the viewer cell, so a demote
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/// self-attributes:
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/// A. sweep Ok=false → fallback chain (AdjustPosition's SeenOutside
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/// fall-through is an XY-only grid snap — no Z test — so an in-dirt
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/// below-grade eye can return an OUTDOOR cell with found=true);
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/// B. sweep end-cell pick demotes (exterior-portal straddle + containment
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/// miss at the stopped eye);
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/// C. the start-cell AdjustPosition at the pivot demotes;
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/// D. all healthy here → the bug is upstream (App camera damping /
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/// GameWindow TryGetCell consumption).
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///
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/// Ascent path: fitted from the live captures (cellar-up-capture*.jsonl band
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/// centroids, analyze_108_stairline.py): stairs at x≈153.9 ascending +Y,
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/// z = 90.0 (y≤5.7) → 0.836·(y−5.73)+90.25 (stairs) → lip 93.25→94 over
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/// y 9.3→10.4 → main floor 94.0. The boom (retail defaults: distance 2.61,
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/// pitch 0.291, pivot feet+1.5) trails SOUTH into the stairwell — mid-stairs
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/// the desired eye sits beyond the cellar's south wall (y≈4.87) and above its
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/// ceiling: in no-cell dirt below grade. Stub terrain (−1000) — the membership
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/// pick never reads terrain height (XY-column only), which is exactly the
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/// mechanism under test.
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///
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/// ── RESULT (2026-06-12): the MEMBERSHIP/VIEWER LAYER IS EXONERATED ──────
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/// 0 grass-window steps, 0 sweep failures, 0 fallback branches across boom
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/// distance {2.61, 5.0} × damping lag {0, 0.3 m}. The viewer resolves
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/// 0x0174 → 0x0175 (eye z 93.65, below grade) → 0x0171 at eye z 94.01 —
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/// the viewer enters the main-floor room EXACTLY as the head pops above
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/// grade (the stairwell portal sits at grade), matching the user's wording.
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/// The handoff's "it is MEMBERSHIP/VIEWER-side" diagnosis is therefore
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/// REFUTED for the current pipeline; #108-residual is RENDER-side: the
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/// landscape slice clips terrain by 2D NDC planes only ((nx,ny,0,dw) —
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/// ClipFrame.cs:178, terrain_modern.vert:173), so terrain BETWEEN the eye
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/// and the exit portal (the grade sheet at z≈94, which from a below-grade
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/// eye projects into the aperture band at y 9.8–17) paints the doorway.
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/// These tests stay as the characterization pin for the healthy layer.
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/// </summary>
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public class Issue108CellarAscentViewerReplayTests
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{
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private readonly ITestOutputHelper _out;
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public Issue108CellarAscentViewerReplayTests(ITestOutputHelper output) => _out = output;
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private const float ViewerSphereRadius = 0.3f; // retail viewer_sphere (acclient :93314)
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private const float PivotHeight = 1.5f; // RetailChaseCamera.PivotHeight
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private const float FootRadius = 0.48f; // player foot sphere
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private const float BoomDistance = 2.61f; // retail viewer_offset length
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private const float BoomPitch = 0.291f; // retail default pitch (16.7°)
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private const float GradeZ = 94.0f; // cottage floor == door sill ≈ outdoor terrain grade
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private const uint Lb = 0xA9B40000u; // ConformanceDats.HoltburgLandblock
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private const uint CellarRoom = Lb | 0x0174u; // floor z≈90.0
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private const uint MainFloor = Lb | 0x0171u; // z=94.0
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// ── fixture ─────────────────────────────────────────────────────────
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private static (PhysicsEngine engine, PhysicsDataCache cache,
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Dictionary<uint, AcDream.Core.World.Cells.EnvCell> envCells)
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BuildEngine(DatCollection dats)
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{
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var cache = new PhysicsDataCache();
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var engine = new PhysicsEngine { DataCache = cache };
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var envCells = new Dictionary<uint, AcDream.Core.World.Cells.EnvCell>();
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// Full A9B4 interior set (Issue112MembershipTests.LoadLandblockInteriors
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// pattern) — the ascent's pick walk may reach cells outside the corner
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// building's 0x016F-0x0175 range.
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for (uint low = 0x0100u; low <= 0x01FFu; low++)
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{
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try { envCells[Lb | low] = ConformanceDats.LoadEnvCell(dats, cache, Lb | low); }
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catch { }
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}
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// Buildings exactly as production registers them (Issue112MembershipTests.
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// RegisterBuildings provenance): portals → BldPortalInfo with sign-extended
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// OtherPortalId; landcell id from the building Frame.Origin (retail
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// row-major grid).
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var lbInfo = dats.Get<DatReaderWriter.DBObjs.LandBlockInfo>(Lb | 0xFFFEu);
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Assert.NotNull(lbInfo);
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foreach (var building in lbInfo!.Buildings)
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{
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if (building.Portals.Count == 0) continue;
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var portals = new List<BldPortalInfo>(building.Portals.Count);
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foreach (var bp in building.Portals)
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portals.Add(new BldPortalInfo(
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otherCellId: Lb | (uint)bp.OtherCellId,
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otherPortalId: unchecked((short)bp.OtherPortalId),
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flags: (ushort)bp.Flags));
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var transform =
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Matrix4x4.CreateFromQuaternion(building.Frame.Orientation) *
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Matrix4x4.CreateTranslation(building.Frame.Origin);
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int gridX = (int)(building.Frame.Origin.X / 24f);
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int gridY = (int)(building.Frame.Origin.Y / 24f);
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uint landcellLow = (uint)(gridX * 8 + gridY + 1);
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cache.CacheBuilding(Lb | landcellLow, portals, transform);
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}
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var heights = new byte[81];
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var heightTable = new float[256];
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for (int i = 0; i < 256; i++) heightTable[i] = -1000f;
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engine.AddLandblock(Lb, new TerrainSurface(heights, heightTable),
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Array.Empty<CellSurface>(), Array.Empty<PortalPlane>(), 0f, 0f);
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return (engine, cache, envCells);
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}
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// ── the probe mirror (PhysicsCameraCollisionProbe.SweepEye, verbatim) ──
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private enum ViewerBranch { Sweep, AdjustFallback, NullFallback }
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private sealed record ViewerResolve(
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Vector3 Eye, uint ViewerCellId, ViewerBranch Branch,
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uint StartCell, bool PivotAdjustFound, ResolveResult Sweep);
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||||
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||||
private static ViewerResolve ResolveViewer(
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PhysicsEngine engine, Vector3 pivot, Vector3 desiredEye, uint cellId, Vector3 playerPos)
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||||
{
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// update_viewer (pc:92775): no player cell → snap to player, viewer_cell null.
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if (cellId == 0u)
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return new ViewerResolve(playerPos, 0u, ViewerBranch.NullFallback, 0u, false, default);
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||||
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uint startCell = cellId;
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||||
bool pivotFound = false;
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if ((cellId & 0xFFFFu) >= 0x0100u)
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||||
{
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||||
var (pivotCell, found) = engine.AdjustPosition(cellId, pivot);
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||||
pivotFound = found;
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||||
if (found) startCell = pivotCell;
|
||||
}
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||||
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||||
Vector3 begin = pivot - new Vector3(0f, 0f, ViewerSphereRadius);
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||||
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 ──────────────────────────────────────────────────────
|
||||
|
||||
/// <summary>Stair-line feet Z for a path y (fitted from the capture bands).</summary>
|
||||
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<Step>? 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<Step>();
|
||||
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 ──────────────────────────────────────────────
|
||||
|
||||
/// <summary>
|
||||
/// 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.
|
||||
/// </summary>
|
||||
[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) ---"));
|
||||
}
|
||||
|
||||
/// <summary>Boom-distance + damping-lag sweep: how wide is the window across poses?</summary>
|
||||
[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(
|
||||
$"dist={dist:F2} lag={lag:F2}: grassWindow={grass}/{steps.Count} sweepOkFalse={okFalse} fallbackBranch={fb}"));
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// THE PIN: while the eye is below terrain grade on the cellar ascent, the
|
||||
/// viewer must resolve INTERIOR — an outdoor/null viewer cell roots the
|
||||
/// frame at the landscape and sweeps grass across the exit door (#108).
|
||||
/// Retail's viewer rides the stairwell cells here (the cellar camera works
|
||||
/// in retail); below grade inside the building footprint there is no
|
||||
/// legitimate outdoor viewer.
|
||||
/// </summary>
|
||||
[Fact]
|
||||
public void CellarAscent_ViewerStaysInterior_WhileEyeBelowGrade()
|
||||
{
|
||||
var steps = RunAscent(BoomDistance, pathLagMeters: 0f);
|
||||
if (steps is null) return;
|
||||
|
||||
var failures = steps.FindAll(s => s.EyeBelowGrade && s.ViewerOutdoorOrNull);
|
||||
if (failures.Count > 0)
|
||||
{
|
||||
_out.WriteLine($"--- {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)");
|
||||
}
|
||||
}
|
||||
|
|
@ -169,6 +169,41 @@ 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<uint, SurfaceInfo>();
|
||||
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()
|
||||
{
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue