Three final pins complete the still-fixture set: (1) the CELL portal side decode is the INVERSE of the 0x2 bit (uniform with the building convention; the doorway-still flood proved it - ov=2 n=3 exact, and foundry-deep stays green); (2) interior frames key the landscape order off the OUTSIDE-projected landcell (get_outside_cell_id - derived from the camera origin); (3) the outdoor pview has draw_landscape=FALSE so look-in floods discard exit portals - the ov=0 pattern of every traced look-in. CONFORMANT: foundry-deep (every frame), doorway-still, street-outdoor, terrace-center, terrace-edge (the #456 acceptance pose), cathedral-arrival - full frames identical to retail. The moving four diverge only at punch-edge frames (walkabout F9, foundry-entry F67) - pose-timing sensitivity parked in the driver Skip note. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
88 lines
4 KiB
C#
88 lines
4 KiB
C#
using AcDream.App.Tests.Rendering;
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using AcDream.App.Rendering.Walk;
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using DatReaderWriter;
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using DatReaderWriter.Options;
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using System.Numerics;
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using System.Text;
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namespace AcDream.App.Tests.Rendering.Walk;
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/// <summary>
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/// FW1 look-in gate microscope: for the street fixture pose, dump every
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/// gate input for building a9b4001a (retail punches it) vs a9b4001e
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/// (retail does not): raw portal flags, the BSP-emitted polygon's plane,
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/// the eye's signed distance and side, and the active-view clip count.
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/// Writes the dump to the scratch directory; always passes.
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/// </summary>
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[Trait("Lane", "InstalledDat")]
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public sealed class WalkPortalGateDumpTests
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{
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[Fact]
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public void Dump_the_gate_inputs_for_a_punching_and_a_silent_building()
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{
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string? datDir = CornerFloodReplayTests.ResolveDatDir();
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if (datDir is null)
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{
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Assert.Fail("Lane=InstalledDat requires an installed retail DAT directory.");
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}
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IReadOnlyList<WalkOracleFrame> frames =
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WalkOracleTrace.Load("posed/holtburg-street-outdoor");
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WalkOracleFrame frame = frames[1];
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Assert.NotNull(frame.Pose);
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using var dats = new DatCollection(datDir!, DatAccessType.Read);
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WalkLandscapeDatBuilder.BuiltWorld world =
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WalkLandscapeDatBuilder.Build(dats, frame.Pose!.CellId, frame.Pose.Origin);
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var ctx = new WalkTraceReplayContext(frame.Pose, world.Cells)
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{
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Buildings = world.Buildings,
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};
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// Install the outdoor default view as the active clip context.
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var defaultView = new WalkPortalView();
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WalkCopyView.AppendFullViewportQuad(
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defaultView, ctx.Rays, ctx.WorldViewpoint,
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ctx.ViewportWidth, ctx.ViewportHeight);
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ctx.SetActiveView(defaultView, 0);
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var dump = new StringBuilder();
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Span<WalkScreenPoint> clipped = stackalloc WalkScreenPoint[64];
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dump.AppendLine($"pose cell={frame.Pose.CellId:x8} origin={frame.Pose.Origin}");
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foreach (uint id in new[] { 0xA9B4001Au, 0xA9B4001Eu, 0xA9B40022u, 0xA9B40026u })
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{
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WalkBuilding building = world.Buildings.Keys.Single(b => b.PositionCellId == id);
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float dist = ctx.ViewerDistanceTo(building);
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Vector3 eyeInBuilding = ctx.ViewpointInBuilding(building);
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dump.AppendLine(
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$"building {id:x8}: dist={dist:f1} eff={MathF.Max(0f, dist - 100f):f1} "
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+ $"eyeLocal={eyeInBuilding} portals={building.Portals.Length}");
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WalkBspNode? bsp = building.SelectDrawingBsp(dist);
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var refs = new List<WalkPortalRef>();
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Collect(bsp, refs);
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dump.AppendLine($" level BSP portal refs: {refs.Count}");
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foreach (WalkPortalRef portalRef in refs)
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{
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ref WalkBldPortal bp = ref building.Portals[portalRef.PortalIndex];
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float d = Vector3.Dot(portalRef.Polygon.Plane.Normal, eyeInBuilding)
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+ portalRef.Polygon.Plane.D;
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int side = d > WalkVisibilityMath.Epsilon ? 0
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: d < -WalkVisibilityMath.Epsilon ? 1 : 2;
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int n = ctx.ClipBuildingPolygon(building, portalRef.Polygon, side, clipped);
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dump.AppendLine(
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$" ref idx={portalRef.PortalIndex} other={bp.OtherCellId:x8} "
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+ $"rawSide={bp.PortalSide} exact={bp.ExactMatch} "
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+ $"planeD@eye={d:f2} eyeSide={side} clipN={n} "
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+ $"gate(side==rawSide)={(side == bp.PortalSide ? "PASS" : "reject")}");
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}
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}
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string path = Path.Combine(Path.GetTempPath(), "fw1-portal-gate-dump.txt");
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File.WriteAllText(path, dump.ToString());
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Assert.True(true);
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}
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private static void Collect(WalkBspNode? node, List<WalkPortalRef> into)
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{
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if (node is null) return;
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if (node.InPortals is not null) into.AddRange(node.InPortals);
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Collect(node.PosNode, into);
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Collect(node.NegNode, into);
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}
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}
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