// PortalView.cs // // Phase A8.F: GL-free 2D screen-space (NDC) clip-region data model. // Mirrors retail view_poly (acclient.h:32465) and view_type (acclient.h:32338): // a cell's clip region is a SET of convex polygons in normalized device coords. using System.Collections.Generic; using System.Numerics; using System.Text; namespace AcDream.App.Rendering; /// One convex polygon in NDC screen space (xy in [-1,1]), plus its bounding rect. public readonly struct ViewPolygon { public readonly Vector2[] Vertices; public readonly float MinX, MinY, MaxX, MaxY; public ViewPolygon(Vector2[] vertices) { Vertices = vertices; if (vertices is null || vertices.Length < 3) { MinX = MinY = MaxX = MaxY = 0f; return; } float minX = float.MaxValue, minY = float.MaxValue, maxX = float.MinValue, maxY = float.MinValue; foreach (var v in vertices) { if (v.X < minX) minX = v.X; if (v.X > maxX) maxX = v.X; if (v.Y < minY) minY = v.Y; if (v.Y > maxY) maxY = v.Y; } MinX = minX; MinY = minY; MaxX = maxX; MaxY = maxY; } public bool IsEmpty => Vertices is null || Vertices.Length < 3; } /// A cell's accumulated clip region: a set of convex view polygons + the union bounding rect. public sealed class CellView { public readonly List Polygons = new(); // Canonical (snapped) keys of the polygons in , backing the drift-tolerant // dedup in . One entry per stored polygon; HashSet membership IS the dedup. private readonly HashSet _polygonKeys = new(); public float MinX { get; private set; } = float.MaxValue; public float MinY { get; private set; } = float.MaxValue; public float MaxX { get; private set; } = float.MinValue; public float MaxY { get; private set; } = float.MinValue; public bool IsEmpty => Polygons.Count == 0; /// A region covering the entire NDC viewport — the camera cell's seed region /// (mirrors retail PView::DrawInside copy_view(..., 4) at decomp:433814). public static CellView FullScreen() { var v = new CellView(); v.Add(new ViewPolygon(new[] { new Vector2(-1f, -1f), new Vector2(1f, -1f), new Vector2(1f, 1f), new Vector2(-1f, 1f), })); return v; } public bool Add(ViewPolygon p) { if (p.IsEmpty) return false; // Drift-tolerant, rotation-invariant dedup (2026-06-06 hang fix). PortalVisibilityBuilder.Build // re-queues a cell every time its CellView GROWS, so the flood only terminates when Add // recognises a re-clipped region as a duplicate. Across BFS rounds the SAME region returns // float-drifted, vertex-rotated, and/or with a ±1 vertex count (homogeneous Sutherland-Hodgman + // EnsureCcw); the old exact index-by-index match (eps 1e-4) caught none of those, so the region // grew without bound -> O(n^2) CPU-spin hang in this method. We instead key each polygon by its // vertices SNAPPED to a small NDC grid, consecutive snap-duplicates removed, rotated to a // canonical start. The snapped key space is finite, so a monotonically-growing CellView is // bounded and the flood is GUARANTEED to converge. The stored polygon keeps full precision (only // the key is snapped), so downstream clip geometry is unchanged, and the grid (1e-3 NDC ~ sub- // pixel) is far finer than the gap between genuinely distinct openings, so real regions never merge. string? key = CanonicalKey(p.Vertices); if (key is null) return false; // degenerate after snap (< 3 distinct vertices) if (!_polygonKeys.Add(key)) return false; // duplicate region (drift / rotation / count tolerant) // #120 convergence (2026-06-11): reject a polygon CONTAINED in one already // stored. The reciprocal ping-pong (eye within PortalSideEpsilon of a // portal plane → BOTH side tests pass → views lap A→B→A…) re-emits, each // lap, a region that is — in exact arithmetic — a SUBSET of the polygon // that originated it; near-edge-on apertures make the re-clip wobble by // more than the 1e-3 key grid, so every lap keyed as "new" and the // in-place growth recursed to the depth-128 tripwire (chain dumps: // 0xA9B4015C↔0x0162, 0xA9B30103↔0x010F; Issue120ReciprocalPingPongTests // reproduces deterministically). Containment rejection makes growth // strictly area-increasing — no new visible area, no propagation. The // key stays recorded so the exact emission also short-circuits later. // Bonus: back-emission into a full-screen view (the root cell) is now // always rejected outright. if (ContainedInExisting(p)) return false; Polygons.Add(p); if (p.MinX < MinX) MinX = p.MinX; if (p.MinY < MinY) MinY = p.MinY; if (p.MaxX > MaxX) MaxX = p.MaxX; if (p.MaxY > MaxY) MaxY = p.MaxY; return true; } // #120: is polygon p entirely inside ONE stored polygon (with DedupGridNdc // slack)? Single-polygon containment is sufficient for the ping-pong class — // a round-trip re-emission descends from exactly one originator. Stored // polygons are convex (Sutherland-Hodgman / full-screen seed outputs); the // edge test adapts to either winding via the polygon's signed area. private bool ContainedInExisting(in ViewPolygon p) { const float eps = DedupGridNdc; for (int i = 0; i < Polygons.Count; i++) { var e = Polygons[i]; // bounding-rect quick reject (with slack) if (p.MinX < e.MinX - eps || p.MaxX > e.MaxX + eps || p.MinY < e.MinY - eps || p.MaxY > e.MaxY + eps) continue; if (ContainsAllVertices(e.Vertices, p.Vertices, eps)) return true; } return false; } private static bool ContainsAllVertices(Vector2[] convex, Vector2[] pts, float eps) { if (convex.Length < 3) return false; // signed area → winding (CCW positive); inside = left of every CCW edge. float area2 = 0f; for (int i = 0; i < convex.Length; i++) { var a = convex[i]; var b = convex[(i + 1) % convex.Length]; area2 += a.X * b.Y - b.X * a.Y; } float sign = area2 >= 0f ? 1f : -1f; for (int i = 0; i < convex.Length; i++) { var a = convex[i]; var b = convex[(i + 1) % convex.Length]; var ab = b - a; float len = ab.Length(); if (len < 1e-9f) continue; // degenerate edge — no constraint foreach (var pt in pts) { // signed perpendicular distance of pt from edge a→b (positive = inside for CCW) float cross = sign * (ab.X * (pt.Y - a.Y) - ab.Y * (pt.X - a.X)); if (cross < -eps * len) return false; // a vertex lies outside this edge by more than eps } } return true; } // NDC dedup grid. 1e-3 is ~0.5 px at 1080p — finer than the gap between distinct portal openings // (so real regions stay distinct) yet far coarser than the per-round float drift of a re-clipped // region (so a drifted duplicate snaps onto its predecessor). The finite grid is what bounds growth. private const float DedupGridNdc = 1e-3f; // Canonical key for a view polygon: vertices snapped to the NDC grid, consecutive snap-duplicates // removed (including wrap-around), COLLINEAR points removed (exact integer cross-products on the // snapped grid), then rotated to start at the lexicographically smallest vertex so a rotated // emission of the same cycle yields the same key. Winding is already CCW for every // builder input (ClipToRegion / EnsureCcw), so the cyclic order is canonical without a reversal step. // // W=0 port (2026-06-11): an ALL-COLLINEAR polygon (zero area) keys as its snapped segment // ("L:" + extreme points) instead of null. A portal whose plane contains the eye projects to // exactly this — and retail PROPAGATES it: PView::ClipPortals (decomp:433651-433711) forwards // any GetClip output with count != 0 to copy_view/OtherPortalClip with no area gate anywhere, // so the neighbour cell stays in the draw list (cells draw whole; onward floods die naturally // against the zero-area region). Rejecting these views dropped the whole chain behind an // exactly-in-plane portal for the frame — the parked-eye knife-edge band (tower deck, spiral // landings). The segment key space is finite like the area-key space, so dedup + the strict // growth convergence invariant are unchanged. Returns null only when fewer than 2 distinct // snapped points survive (a true sub-grid point — not a real region OR segment). // // §4 corner/doorway fix (2026-06-10) — the collinear pass: the homogeneous region clipper // (PortalProjection.ClipToRegion, used by the forward AND — as of today — the reciprocal hop) // legitimately inserts intersection vertices ON a subject edge when a region edge grazes it, so // BFS re-clip rounds re-emit the SAME geometric region with 1-2 extra collinear edge vertices. // Without collinear canonicalization those re-emissions key as distinct, defeating the dedup and // accumulating duplicate polygons (the pre-2026-06-06 unbounded-growth hang in miniature, and the // exact reason the reciprocal clip was previously parked on the unstable divide-first path). // Dropping collinear snapped points makes the key purely a function of the region's CORNERS, so // any re-emission of the same shape — drifted, rotated, vertex-count-inflated — deduplicates. private static string? CanonicalKey(Vector2[]? verts) { if (verts is null || verts.Length < 3) return null; var pts = new List<(int X, int Y)>(verts.Length); foreach (var v in verts) { var q = ((int)System.MathF.Round(v.X / DedupGridNdc), (int)System.MathF.Round(v.Y / DedupGridNdc)); if (pts.Count == 0 || pts[^1] != q) pts.Add(q); } if (pts.Count >= 2 && pts[^1] == pts[0]) pts.RemoveAt(pts.Count - 1); // Snapshot the distinct snapped points BEFORE collinear removal — the all-collinear // fallback keys off the segment EXTREMES of the full point set (stable across // re-emissions regardless of the removal loop's order). List<(int X, int Y)>? preCollinear = pts.Count >= 2 ? new List<(int, int)>(pts) : null; // Remove collinear points: for consecutive (prev, cur, next) around the cycle, drop cur when // cross(cur-prev, next-cur) == 0 — exact in integer grid coordinates (deltas ≤ ~4000, products // ≤ ~1.6e7, no overflow). Loop to a fixpoint: removing one point can make its neighbour // collinear. All-collinear inputs reduce below 3 → the segment-key fallback below. bool removed = true; while (removed && pts.Count >= 3) { removed = false; for (int i = 0; i < pts.Count && pts.Count >= 3; i++) { var prev = pts[(i + pts.Count - 1) % pts.Count]; var cur = pts[i]; var next = pts[(i + 1) % pts.Count]; long cross = (long)(cur.X - prev.X) * (next.Y - cur.Y) - (long)(cur.Y - prev.Y) * (next.X - cur.X); if (cross == 0) { pts.RemoveAt(i); removed = true; i--; } } } if (pts.Count < 3) { // Zero-area (all-collinear) view — key as its snapped segment so retail's // degenerate-view propagation works (see method doc). Extremes are the // lexicographic min/max of the full snapped point set. if (preCollinear is null) return null; var lo = preCollinear[0]; var hi = preCollinear[0]; foreach (var q in preCollinear) { if (q.X < lo.X || (q.X == lo.X && q.Y < lo.Y)) lo = q; if (q.X > hi.X || (q.X == hi.X && q.Y > hi.Y)) hi = q; } if (lo == hi) return null; // a sub-grid point — not a region or a segment return $"L:{lo.X},{lo.Y};{hi.X},{hi.Y};"; } int n = pts.Count; int best = 0; for (int s = 1; s < n; s++) if (RotationLess(pts, s, best, n)) best = s; var sb = new StringBuilder(n * 10); for (int i = 0; i < n; i++) { var q = pts[(best + i) % n]; sb.Append(q.X).Append(',').Append(q.Y).Append(';'); } return sb.ToString(); } // True when the rotation of `pts` starting at index a is lexicographically less than the rotation // starting at b (compare X then Y, vertex by vertex around the cycle). Gives a unique canonical // start even when two vertices share the minimum snapped coordinate. private static bool RotationLess(List<(int X, int Y)> pts, int a, int b, int n) { for (int i = 0; i < n; i++) { var pa = pts[(a + i) % n]; var pb = pts[(b + i) % n]; if (pa.X != pb.X) return pa.X < pb.X; if (pa.Y != pb.Y) return pa.Y < pb.Y; } return false; } }