using System.Collections.Generic; using System.Linq; using System.Numerics; using AcDream.App.Rendering; using Xunit; namespace AcDream.App.Tests.Rendering; public class PortalVisibilityBuilderTests { private static Matrix4x4 ViewProj() { var view = Matrix4x4.CreateLookAt(Vector3.Zero, new Vector3(0, 0, -1), Vector3.UnitY); var proj = Matrix4x4.CreatePerspectiveFieldOfView(1.2f, 1.0f, 0.1f, 1000f); return view * proj; } private static Vector3[] Quad(float cx, float cy, float halfW, float halfH, float z) => new[] { new Vector3(cx - halfW, cy - halfH, z), new Vector3(cx + halfW, cy - halfH, z), new Vector3(cx + halfW, cy + halfH, z), new Vector3(cx - halfW, cy + halfH, z), }; private static LoadedCell Cell(uint id, params CellPortalInfo[] portals) => new LoadedCell { CellId = id, WorldTransform = Matrix4x4.Identity, InverseWorldTransform = Matrix4x4.Identity, Portals = new List(portals), }; private static PortalVisibilityFrame Build(LoadedCell cam, Dictionary all) => PortalVisibilityBuilder.Build(cam, Vector3.Zero, id => all.TryGetValue(id, out var c) ? c : null, ViewProj()); [Fact] public void Builder_Cellar_WindowClippedToStairwell_NotFullWindow() { var cam = Cell(0x0001, new CellPortalInfo(0x0002, 0, 0)); cam.PortalPolygons.Add(Quad(0f, 0f, 0.1f, 1.0f, -3f)); // narrow stairwell var ground = Cell(0x0002, new CellPortalInfo(0xFFFF, 0, 0)); ground.PortalPolygons.Add(Quad(0f, 0f, 1.0f, 1.0f, -6f)); // wide window var all = new Dictionary { [0x0001] = cam, [0x0002] = ground }; var frame = Build(cam, all); Assert.False(frame.OutsideView.IsEmpty); float outsideWidth = frame.OutsideView.MaxX - frame.OutsideView.MinX; float windowOnlyWidth = PortalFrameTestHelper.ProjectedWidth( new[] { new Vector3(-1, 0, -6), new Vector3(1, 0, -6) }, ViewProj()); Assert.True(outsideWidth < windowOnlyWidth * 0.5f, $"OutsideView width {outsideWidth} should be a sliver, far less than full window {windowOnlyWidth}"); } [Fact] public void Builder_SealedCellar_NoExitPortal_OutsideViewEmpty() { var cam = Cell(0x0001, new CellPortalInfo(0x0002, 0, 0)); cam.PortalPolygons.Add(Quad(0, 0, 0.1f, 1f, -3f)); var inner = Cell(0x0002); // no portals at all var all = new Dictionary { [0x0001] = cam, [0x0002] = inner }; Assert.True(Build(cam, all).OutsideView.IsEmpty); } [Fact] public void Builder_CameraCellWithDirectExit_OutsideViewIsFullWindow() { var cam = Cell(0x0001, new CellPortalInfo(0xFFFF, 0, 0)); cam.PortalPolygons.Add(Quad(0, 0, 1f, 1f, -6f)); var all = new Dictionary { [0x0001] = cam }; var frame = Build(cam, all); Assert.False(frame.OutsideView.IsEmpty); Assert.True(frame.OutsideView.MaxX - frame.OutsideView.MinX > 0.3f); } [Fact] public void Builder_BackFacingPortal_NotTraversed() { // Portal to 0x0002, but its clip plane puts the camera (origin) on the OUTSIDE. var cam = Cell(0x0001, new CellPortalInfo(0x0002, 0, 0)); cam.PortalPolygons.Add(Quad(0, 0, 0.5f, 0.5f, -3f)); cam.ClipPlanes.Add(new PortalClipPlane { Normal = new Vector3(0, 0, 1), D = -1f, InsideSide = 0 }); // dot = (0,0,1)·origin + (-1) = -1 < 0; InsideSide==0 requires dot >= -eps → camera OUTSIDE → skip. var ground = Cell(0x0002, new CellPortalInfo(0xFFFF, 0, 0)); ground.PortalPolygons.Add(Quad(0, 0, 1f, 1f, -6f)); var all = new Dictionary { [0x0001] = cam, [0x0002] = ground }; var frame = Build(cam, all); Assert.False(frame.CellViews.ContainsKey(0x0002)); // neighbour never reached Assert.True(frame.OutsideView.IsEmpty); // its window never marked } [Fact] public void Builder_CwWoundExitPortal_OutsideRegionIsCcw() { // Exit portal authored CLOCKWISE — the builder must normalize to CCW so downstream stays valid. var cwQuad = new[] { new Vector3(-1, -1, -6), new Vector3(-1, 1, -6), new Vector3(1, 1, -6), new Vector3(1, -1, -6), }; var cam = Cell(0x0001, new CellPortalInfo(0xFFFF, 0, 0)); cam.PortalPolygons.Add(cwQuad); var all = new Dictionary { [0x0001] = cam }; var frame = Build(cam, all); Assert.False(frame.OutsideView.IsEmpty); var p = frame.OutsideView.Polygons[0].Vertices; float area2 = 0f; for (int i = 0; i < p.Length; i++) { var a = p[i]; var b = p[(i + 1) % p.Length]; area2 += a.X * b.Y - b.X * a.Y; } Assert.True(area2 > 0f, "clipped OutsideView region should be CCW after winding normalization"); } [Fact] public void Builder_CyclicGraph_TerminatesWithBoundedPolys() { // A <-> B cycle; B also has an exit window. Must terminate and not blow up. var a = Cell(0x0001, new CellPortalInfo(0x0002, 0, 0)); a.PortalPolygons.Add(Quad(0f, 0f, 0.5f, 0.5f, -3f)); var b = Cell(0x0002, new CellPortalInfo(0x0001, 0, 0), new CellPortalInfo(0xFFFF, 1, 0)); b.PortalPolygons.Add(Quad(0f, 0f, 0.5f, 0.5f, -2f)); // back to A b.PortalPolygons.Add(Quad(0f, 0f, 1.0f, 1.0f, -6f)); // exit window var all = new Dictionary { [0x0001] = a, [0x0002] = b }; var frame = Build(a, all); // must return (no infinite loop) Assert.False(frame.OutsideView.IsEmpty); Assert.True(frame.OutsideView.Polygons.Count < 256, $"OutsideView poly count {frame.OutsideView.Polygons.Count} — termination/dedup regression guard"); } // ----------------------------------------------------------------------- // Phase U.2a: ordered visible-cell list (closest-first) + grow-watermark // fixpoint termination (replaces MaxReprocessPerCell hard cap). // ----------------------------------------------------------------------- // Straight chain A -> B -> C, camera in A looking down -Z. Each onward portal // is progressively farther in -Z so the camera-to-portal distance is monotonic, // forcing the priority queue to dequeue A, then B, then C in that order. private static (LoadedCell[] cells, Dictionary lookup) SyntheticChain() { const uint A = 0x0001, B = 0x0002, C = 0x0003; var a = Cell(A, new CellPortalInfo((ushort)B, 0, 0)); a.PortalPolygons.Add(Quad(0f, 0f, 0.6f, 0.6f, -2f)); // portal A->B at z=-2 (nearer) var b = Cell(B, new CellPortalInfo((ushort)C, 0, 0)); b.PortalPolygons.Add(Quad(0f, 0f, 0.6f, 0.6f, -5f)); // portal B->C at z=-5 (farther) var c = Cell(C, new CellPortalInfo(0xFFFF, 0, 0)); c.PortalPolygons.Add(Quad(0f, 0f, 0.6f, 0.6f, -8f)); // exit window var all = new Dictionary { [A] = a, [B] = b, [C] = c }; return (new[] { a, b, c }, all); } [Fact] // closest-first ordering public void Build_OrdersVisibleCells_ClosestFirst() { var (cells, lookup) = SyntheticChain(); var f = PortalVisibilityBuilder.Build( cells[0], Vector3.Zero, id => lookup.TryGetValue(id, out var c) ? c : null, ViewProj()); Assert.Equal(new uint[] { 0x0001, 0x0002, 0x0003 }, f.OrderedVisibleCells.ToArray()); } // Hub cell with 4 rooms, each room portal-linked BACK to the hub (a cycle on // every spoke). A naive FIFO with no real fixpoint re-enqueues the hub once per // returning spoke and the rooms once per hub re-process — the watermark must // converge instead, bounding the visible set to {hub + 4 rooms} with no dupes. private static (LoadedCell hub, Dictionary lookup) SyntheticCyclicHub() { const uint HUB = 0x0010; uint[] rooms = { 0x0011, 0x0012, 0x0013, 0x0014 }; // Hub has one portal to each room; rooms sit at distinct depths so ordering is deterministic. var hub = Cell(HUB, new CellPortalInfo((ushort)rooms[0], 0, 0), new CellPortalInfo((ushort)rooms[1], 1, 0), new CellPortalInfo((ushort)rooms[2], 2, 0), new CellPortalInfo((ushort)rooms[3], 3, 0)); for (int i = 0; i < 4; i++) hub.PortalPolygons.Add(Quad(0f, 0f, 0.6f, 0.6f, -2f - i)); // -2,-3,-4,-5 var all = new Dictionary { [HUB] = hub }; for (int i = 0; i < 4; i++) { var room = Cell(rooms[i], new CellPortalInfo((ushort)HUB, 0, 0)); // links back to hub → cycle room.PortalPolygons.Add(Quad(0f, 0f, 0.6f, 0.6f, -2f - i)); all[rooms[i]] = room; } return (hub, all); } [Fact] // cyclic graph terminates and bounds the visible set public void Build_CyclicHub_TerminatesAndBounds() { var (hub, lookup) = SyntheticCyclicHub(); var f = PortalVisibilityBuilder.Build( hub, Vector3.Zero, id => lookup.TryGetValue(id, out var c) ? c : null, ViewProj()); Assert.True(f.OrderedVisibleCells.Count <= 5, $"hub + 4 rooms expected, got {f.OrderedVisibleCells.Count} — fixpoint failed to converge"); Assert.Equal(f.OrderedVisibleCells.Count, f.OrderedVisibleCells.Distinct().Count()); // no dup cells } // ----------------------------------------------------------------------- // Phase U.2b: reciprocal OtherPortalClip (retail PView::OtherPortalClip // decomp:433524). When a portal leads to a loaded neighbour, the // propagated region must ALSO be clipped against the neighbour's matching // (reciprocal) back-portal polygon — the result is the intersection of the // opening seen from BOTH sides. This can only tighten, never widen. // ----------------------------------------------------------------------- // Camera in A looking down -Z through a WIDE near-side portal (A->B). B's // matching back-portal (B->A) is a NARROW opening at the same plane, so the // reciprocal opening projects to a strictly smaller NDC region. Without the // reciprocal clip, B's CellView equals the wide near-side projection; with // it, B's CellView is bounded by the narrow reciprocal opening. private static (LoadedCell camCell, LoadedCell neighbour, Dictionary lookup) SyntheticReciprocalPair() { const uint A = 0x0001, B = 0x0002; // A's portal into B: wide opening (half-width 0.9) at z = -3. var a = Cell(A, new CellPortalInfo((ushort)B, 0, 0)); a.PortalPolygons.Add(Quad(0f, 0f, 0.9f, 0.9f, -3f)); // B's reciprocal portal back to A: NARROW opening (half-width 0.3), // same height and plane, so it projects fully inside the near-side rect // but covers only ~1/3 of its width. var b = Cell(B, new CellPortalInfo((ushort)A, 0, 0)); b.PortalPolygons.Add(Quad(0f, 0f, 0.3f, 0.9f, -3f)); var all = new Dictionary { [A] = a, [B] = b }; return (a, b, all); } [Fact] public void Build_AppliesReciprocalOtherPortalClip() { var (camCell, neighbour, lookup) = SyntheticReciprocalPair(); var vp = ViewProj(); var f = PortalVisibilityBuilder.Build( camCell, Vector3.Zero, id => lookup.TryGetValue(id, out var c) ? c : null, vp); Assert.True(f.CellViews.ContainsKey(0x0002), "neighbour cell view should be populated"); // The reciprocal opening's area in NDC: project B's narrow back-portal // polygon and take its (CCW-magnitude) shoelace area. This is the // tightest the neighbour region can be — the propagated region must not // exceed it once both-sides clipping is applied. float reciprocalArea = ProjectedPolygonArea(neighbour.PortalPolygons[0], vp); float area = CellViewArea(f.CellViews[0x0002]); const float eps = 1e-4f; Assert.True(area <= reciprocalArea + eps, $"neighbour CellView area {area} must be clipped to the narrower reciprocal opening " + $"{reciprocalArea} (without OtherPortalClip it equals the WIDE near-side projection)"); // Falsifiability guard: the near-side projection is genuinely WIDER than // the reciprocal, so a no-op clip would have failed the assertion above. float nearSideArea = ProjectedPolygonArea(camCell.PortalPolygons[0], vp); Assert.True(nearSideArea > reciprocalArea * 1.5f, $"fixture sanity: near-side area {nearSideArea} must dominate reciprocal {reciprocalArea}"); } [Fact] public void Build_ReciprocalClip_DegradesGracefully_WhenNoBackPortal() { // Same wide A->B opening, but B has NO portal pointing back to A (data gap). // The reciprocal clip must no-op, so B's CellView equals the WIDE near-side // projection — proving degradation never under-includes (and never throws). const uint A = 0x0001, B = 0x0002; var a = Cell(A, new CellPortalInfo((ushort)B, 0, 0)); a.PortalPolygons.Add(Quad(0f, 0f, 0.9f, 0.9f, -3f)); var b = Cell(B); // no portals at all → no back-portal to match var all = new Dictionary { [A] = a, [B] = b }; var vp = ViewProj(); var f = PortalVisibilityBuilder.Build( a, Vector3.Zero, id => all.TryGetValue(id, out var c) ? c : null, vp); Assert.True(f.CellViews.ContainsKey(B), "neighbour must still be reached when no back-portal exists"); float nearSideArea = ProjectedPolygonArea(a.PortalPolygons[0], vp); float area = CellViewArea(f.CellViews[B]); Assert.True(System.MathF.Abs(area - nearSideArea) < 1e-3f, $"with no reciprocal portal the region must equal the near-side projection " + $"(got {area}, near-side {nearSideArea}) — degrade must not tighten or expand"); } // Signed-area-magnitude (shoelace) sum over a CellView's polygons in NDC. private static float CellViewArea(CellView view) { float total = 0f; foreach (var poly in view.Polygons) total += ShoelaceAbs(poly.Vertices); return total; } // Project a cell-local polygon (identity world transform in these fixtures) // to NDC via the same path the builder uses, then take its area magnitude. private static float ProjectedPolygonArea(Vector3[] localPoly, Matrix4x4 vp) { var ndc = PortalProjection.ProjectToNdc(localPoly, Matrix4x4.Identity, vp); return ShoelaceAbs(ndc); } private static float ShoelaceAbs(Vector2[] poly) { if (poly == null || poly.Length < 3) return 0f; float area2 = 0f; for (int i = 0; i < poly.Length; i++) { var p = poly[i]; var q = poly[(i + 1) % poly.Length]; area2 += p.X * q.Y - q.X * p.Y; } return System.MathF.Abs(area2) * 0.5f; } } internal static class PortalFrameTestHelper { public static float ProjectedWidth(Vector3[] worldSeg, Matrix4x4 vp) { var a = Vector4.Transform(new Vector4(worldSeg[0], 1f), vp); var b = Vector4.Transform(new Vector4(worldSeg[1], 1f), vp); return System.MathF.Abs(a.X / a.W - b.X / b.W); } }