Attached cdb to live retail (PDB MATCH), broke on PView::DrawCells (0x005a4840),
dumped cell_draw_num + cell_draw_list cell ids + the eye
(Render::FrameCurrent->viewer.viewpoint) while descending the Facility Hub spiral.
Retail's flood is dynamic and IDENTICAL in character to ours: from the spiral cells
it swings num 3->27 with gaze and collapses to 3 cells at many poses (cam=015d ->
{015d 015e 015f}). Our flood does the same (3->43). So retail does NOT keep the
staircase where we drop it -- the flood is exonerated as the cause.
Session trail (all in ISSUES #177): ruled out lighting, membership, camera coherence,
the collision sweep, the 0178/0182/0183 handoff cells, and edge-on eye-in-opening
(fix#1 shipped -> visual-gate-failed -> reverted, PortalVisibilityBuilder + AP-86 both
restored exactly). Freshest un-chased lead: the steps are STATIC objects (GfxObj
0x010000DE x6/cell) drawn via the viewcone cull, not cell shell.
Adds: Issue177StairDescentCameraFloodTests (real-camera+flood + composition +
flood-depth characterization pins) and a reusable retail-cdb capture toolchain
(tools/cdb/pview-verify.cdb, pview-spiral2.cdb with the correct top-level-qd detach --
qd in a CONDITIONAL bp action does NOT fire and strands cdb attached).
No production code change (fix#1 reverted). PARKED per user; M1.5 critical path next.
Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
560 lines
30 KiB
C#
560 lines
30 KiB
C#
using System;
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using System.Collections.Generic;
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using System.IO;
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using System.Linq;
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using System.Numerics;
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using AcDream.App.Rendering;
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using AcDream.Core.Physics;
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using AcDream.Core.Rendering;
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using DatReaderWriter;
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using DatReaderWriter.Options;
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using DatEnvCell = DatReaderWriter.DBObjs.EnvCell;
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using DatEnvironment = DatReaderWriter.DBObjs.Environment;
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using Xunit;
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using Xunit.Abstractions;
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namespace AcDream.App.Tests.Rendering;
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/// <summary>
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/// #177 decisive full-chain replay: drive the REAL <see cref="RetailChaseCamera"/>
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/// + REAL <see cref="PhysicsCameraCollisionProbe"/> down the Facility Hub
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/// staircase against the REAL BSP, then feed the swept (ViewerCellId, eye,
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/// View*Projection) into <see cref="PortalVisibilityBuilder.Build"/> — exactly
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/// the production coupling (GameWindow ~9055-9065 + RetailPViewRenderer.DrawInside).
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///
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/// The earlier Issue176177 replays fed SYNTHETIC (root, eye) pairs: Scenario A
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/// admitted the stairs fine from a coherent corridor root, Scenario E collapsed
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/// the flood 12->1 but only because it HELD the root at the old cell while the
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/// eye crossed a portal plane. This test removes the assumption: the root IS the
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/// swept camera cell, the eye IS the swept camera eye, both from the same sweep.
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/// If the stairs still collapse, #177 is a production root/eye coupling defect
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/// and the printed per-portal side-test D names the failing gate. If they stay
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/// admitted, the flood is exonerated and the artifact lives downstream.
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/// </summary>
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public class Issue177StairDescentCameraFloodTests
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{
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private const uint FacilityHub = 0x8A020000u;
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private readonly ITestOutputHelper _out;
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public Issue177StairDescentCameraFloodTests(ITestOutputHelper output) => _out = output;
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private static string? ResolveDatDir()
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{
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var fromEnv = Environment.GetEnvironmentVariable("ACDREAM_DAT_DIR");
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if (!string.IsNullOrWhiteSpace(fromEnv) && Directory.Exists(fromEnv)) return fromEnv;
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var def = Path.Combine(
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Environment.GetFolderPath(Environment.SpecialFolder.UserProfile),
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"Documents", "Asheron's Call");
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return Directory.Exists(def) ? def : null;
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}
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private static PhysicsEngine BuildHubEngine(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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for (uint low = 0x0100u; low <= 0x01FFu; low++)
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{
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uint id = FacilityHub | low;
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var datCell = dats.Get<DatEnvCell>(id);
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if (datCell is null) continue;
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var environment = dats.Get<DatEnvironment>(0x0D000000u | datCell.EnvironmentId);
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if (environment is null) continue;
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if (!environment.Cells.TryGetValue(datCell.CellStructure, out var cellStruct) || cellStruct is null)
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continue;
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var world = Matrix4x4.CreateFromQuaternion(datCell.Position.Orientation) *
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Matrix4x4.CreateTranslation(datCell.Position.Origin);
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cache.CacheCellStruct(id, datCell, cellStruct, world);
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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(FacilityHub, new TerrainSurface(heights, heightTable),
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Array.Empty<CellSurface>(), Array.Empty<PortalPlane>(), 0f, 0f);
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return engine;
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}
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// Analytic ramp floor from Scenario B: flat -6 (x<95), descends to -9 across
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// x 95..98.333, then flat -9.
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private static float FloorZ(float x)
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=> x < 95f ? -6f
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: x < 98.333f ? -6f - 3f * (x - 95f) / 3.333f
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: -9f;
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// Replicated side test (PortalVisibilityBuilder.CameraOnInteriorSide is private).
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private const float PortalSideEpsilon = 0.01f;
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private static bool EyeInteriorSide(LoadedCell cell, int i, Vector3 eye)
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{
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if (i >= cell.ClipPlanes.Count) return true;
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var pl = cell.ClipPlanes[i];
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if (pl.Normal.LengthSquared() < 1e-8f) return true;
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var local = Vector3.Transform(eye, cell.InverseWorldTransform);
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float dot = Vector3.Dot(pl.Normal, local) + pl.D;
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return pl.InsideSide == 0 ? dot >= -PortalSideEpsilon : dot <= PortalSideEpsilon;
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}
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private static float SideD(LoadedCell cell, int i, Vector3 eye)
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{
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if (i >= cell.ClipPlanes.Count) return float.NaN;
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var pl = cell.ClipPlanes[i];
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if (pl.Normal.LengthSquared() < 1e-8f) return float.NaN;
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var local = Vector3.Transform(eye, cell.InverseWorldTransform);
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return Vector3.Dot(pl.Normal, local) + pl.D;
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}
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private static string CellSet(IEnumerable<uint> ids)
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=> string.Join(" ", ids.Select(id => $"{id & 0xFFFFu:X4}"));
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[Fact]
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public void StairCellComposition_ShellVsStatics()
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{
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var datDir = ResolveDatDir();
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if (datDir is null) { _out.WriteLine("SKIP: no dat dir"); return; }
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using var dats = new DatCollection(datDir, DatAccessType.Read);
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foreach (uint low in new uint[] { 0x01C8, 0x01C4, 0x01C9, 0x0210, 0x020E, 0x01C1, 0x01C0 })
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{
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uint id = FacilityHub | low;
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var envCell = dats.Get<DatEnvCell>(id);
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if (envCell is null) { _out.WriteLine($"0x{low:X4}: (no dat cell)"); continue; }
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var environment = dats.Get<DatEnvironment>(0x0D000000u | envCell.EnvironmentId);
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environment!.Cells.TryGetValue(envCell.CellStructure, out var cs);
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int polys = cs?.Polygons.Count ?? -1;
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int verts = cs?.VertexArray.Vertices.Count ?? -1;
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var mn = new Vector3(float.MaxValue); var mx = new Vector3(float.MinValue);
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if (cs is not null)
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foreach (var kv in cs.VertexArray.Vertices)
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{ var o = kv.Value.Origin; var v = new Vector3(o.X, o.Y, o.Z); mn = Vector3.Min(mn, v); mx = Vector3.Max(mx, v); }
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int statics = envCell.StaticObjects?.Count ?? 0;
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bool seenOut = (envCell.Flags & DatReaderWriter.Enums.EnvCellFlags.SeenOutside) != 0;
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_out.WriteLine(FormattableString.Invariant(
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$"0x{low:X4} env=0x{envCell.EnvironmentId:X4} struct={envCell.CellStructure} shellPolys={polys} shellVerts={verts} bounds=[{mn.X:F1},{mn.Y:F1},{mn.Z:F1}]..[{mx.X:F1},{mx.Y:F1},{mx.Z:F1}] portals={envCell.CellPortals.Count} statics={statics} seenOut={seenOut}"));
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if (envCell.StaticObjects is not null)
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foreach (var stab in envCell.StaticObjects)
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{
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var o = stab.Frame.Origin;
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_out.WriteLine(FormattableString.Invariant(
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$" static Id=0x{stab.Id:X8} kind={(stab.Id >> 24 == 0x02 ? "Setup" : stab.Id >> 24 == 0x01 ? "GfxObj" : "?")} pos=({o.X:F2},{o.Y:F2},{o.Z:F2})"));
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}
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// Portal normals (local space) — horizontal (|Nz|~1) = FLOOR/CEILING portal
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// (the edge-on-clip suspect); vertical (|Nz|~0) = wall/doorway portal.
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var lc = renderLookup(id);
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if (lc is not null)
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for (int i = 0; i < lc.Portals.Count; i++)
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{
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var n = i < lc.ClipPlanes.Count ? lc.ClipPlanes[i].Normal : Vector3.Zero;
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string kind = MathF.Abs(n.Z) > 0.7f ? "FLOOR/CEIL" : MathF.Abs(n.Z) < 0.3f ? "wall" : "slope";
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_out.WriteLine(FormattableString.Invariant(
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$" portal[{i}]->0x{lc.Portals[i].OtherCellId:X4} N=({n.X:F2},{n.Y:F2},{n.Z:F2}) {kind} inside={lc.ClipPlanes[i].InsideSide}"));
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}
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}
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LoadedCell? renderLookup(uint id)
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{
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try { return CornerFloodReplayTests.LoadCell(dats, id); }
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catch (InvalidOperationException) { return null; }
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}
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}
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/// <summary>
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/// #177 re-diagnosis (fix#1 failed the visual gate): the vanish flips on a SLIGHT turn +
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/// depends on zoom, so it is a gaze/eye knife-edge, not the eye-squarely-in-opening case
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/// fix#1 handled. Drive the REAL camera at a fixed player spot on the 015F stairs, sweep
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/// yaw FINELY at two zooms, and print the viewer cell + stair-cell admission each step to
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/// locate the knife-edge and which cell flips.
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/// </summary>
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[Fact]
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public void RealStaircase_FineYawZoomSweep_FindKnifeEdge()
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{
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var datDir = ResolveDatDir();
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if (datDir is null) { _out.WriteLine("SKIP: no dat dir"); return; }
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using var dats = new DatCollection(datDir, DatAccessType.Read);
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var renderCells = Issue120ReciprocalPingPongTests.LoadAllInteriorCells(dats, FacilityHub);
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var engine = BuildHubEngine(dats);
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Func<uint, LoadedCell?> lookup = id => renderCells.TryGetValue(id, out var c) ? c : null;
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bool sC = CameraDiagnostics.CollideCamera; bool sA = CameraDiagnostics.AlignToSlope;
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try
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{
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CameraDiagnostics.CollideCamera = true; CameraDiagnostics.AlignToSlope = true;
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CameraDiagnostics.TranslationStiffness = 0.45f; CameraDiagnostics.RotationStiffness = 0.45f;
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uint[] stair = { 0x015Eu, 0x015Fu, 0x01C1u, 0x01C0u, 0x020Fu };
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// Player standing mid-015F stairs, eye near the ceiling boundary (per the sweep char).
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foreach (var playerPos in new[] { new Vector3(60.5f, -46f, -2.5f), new Vector3(60.5f, -47f, -3.0f) })
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foreach (float dist in new[] { 2.61f, 12.0f })
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{
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_out.WriteLine(FormattableString.Invariant(
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$"=== player=({playerPos.X:F1},{playerPos.Y:F1},{playerPos.Z:F1}) zoom={dist} ==="));
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var cam = new RetailChaseCamera
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{
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CollisionProbe = new PhysicsCameraCollisionProbe(engine),
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FovY = MathF.PI / 3f, Aspect = 16f / 9f, Distance = dist,
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};
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uint prevViewer = 0; string prevAdmit = "";
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for (float yawDeg = 0f; yawDeg < 360f; yawDeg += 6f)
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{
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float yaw = yawDeg * MathF.PI / 180f;
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var (pcell, _) = engine.AdjustPosition(FacilityHub | 0x015Fu, playerPos + new Vector3(0, 0, 0.1f));
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for (int i = 0; i < 160; i++)
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cam.Update(playerPos, yaw, Vector3.Zero, true, Vector3.UnitZ, 1f / 60f, pcell, 0x5000000A);
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var eye = cam.Position; uint viewer = cam.ViewerCellId;
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string admit = "?";
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if (viewer != 0u && renderCells.TryGetValue(viewer, out var rc))
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{
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var f = PortalVisibilityBuilder.Build(rc, eye, lookup, cam.View * cam.Projection, null, PortalVisibilityBuilder.ShellDrawLiftZ);
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var s = f.OrderedVisibleCells;
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admit = string.Concat(stair.Select(low => (s.Contains(FacilityHub | low) ? "1" : "0")));
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}
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// Print only when viewer or the admit pattern CHANGES (knife-edges).
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if (viewer != prevViewer || admit != prevAdmit)
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{
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_out.WriteLine(FormattableString.Invariant(
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$" yaw={yawDeg,3:F0} eye=({eye.X,6:F2},{eye.Y,6:F2},{eye.Z,6:F2}) viewer=0x{viewer & 0xFFFF:X4} stair[5E,5F,C1,C0,0F]={admit}"));
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prevViewer = viewer; prevAdmit = admit;
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}
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}
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}
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}
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finally { CameraDiagnostics.CollideCamera = sC; CameraDiagnostics.AlignToSlope = sA; }
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}
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/// <summary>
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/// #177 retail-vs-us flood DEPTH: retail's cdb capture shows PView cell_draw_num reaching 26
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/// cells from camera cell 015E (avg 14.3) looking down the spiral shaft. Sweep OUR real camera
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/// from 015E over many gaze/zoom poses and report the max/avg OrderedVisibleCells — if ours
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/// caps well below retail's 26, our flood truncates the spiral (the vanish).
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/// </summary>
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[Fact]
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public void FloodDepthFrom015E_VsRetail26()
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{
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var datDir = ResolveDatDir();
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if (datDir is null) { _out.WriteLine("SKIP: no dat dir"); return; }
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using var dats = new DatCollection(datDir, DatAccessType.Read);
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var renderCells = Issue120ReciprocalPingPongTests.LoadAllInteriorCells(dats, FacilityHub);
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var engine = BuildHubEngine(dats);
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Func<uint, LoadedCell?> lookup = id => renderCells.TryGetValue(id, out var c) ? c : null;
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bool sC = CameraDiagnostics.CollideCamera; bool sA = CameraDiagnostics.AlignToSlope;
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try
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{
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CameraDiagnostics.CollideCamera = true; CameraDiagnostics.AlignToSlope = true;
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CameraDiagnostics.TranslationStiffness = 0.45f; CameraDiagnostics.RotationStiffness = 0.45f;
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int maxCells = 0; uint bestViewer = 0; double sum = 0; int n = 0; string bestSet = "";
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foreach (var playerPos in new[] { new Vector3(61f, -42f, -4f), new Vector3(60f, -41f, -5f), new Vector3(62f, -43f, -4f) })
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foreach (float dist in new[] { 2.61f, 4f, 8f })
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foreach (float pitch in new[] { 0.291f, 0.7f, -0.2f })
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{
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var cam = new RetailChaseCamera { CollisionProbe = new PhysicsCameraCollisionProbe(engine), FovY = MathF.PI / 3f, Aspect = 16f / 9f, Distance = dist, Pitch = pitch };
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for (float yawDeg = 0f; yawDeg < 360f; yawDeg += 10f)
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{
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float yaw = yawDeg * MathF.PI / 180f;
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var (pcell, _) = engine.AdjustPosition(FacilityHub | 0x015Eu, playerPos + new Vector3(0, 0, 0.1f));
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for (int i = 0; i < 140; i++) cam.Update(playerPos, yaw, Vector3.Zero, true, Vector3.UnitZ, 1f / 60f, pcell, 0x5000000A);
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uint viewer = cam.ViewerCellId;
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if (viewer == 0u || !renderCells.TryGetValue(viewer, out var rc)) continue;
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var f = PortalVisibilityBuilder.Build(rc, cam.Position, lookup, cam.View * cam.Projection, null, PortalVisibilityBuilder.ShellDrawLiftZ);
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int c = f.OrderedVisibleCells.Count; sum += c; n++;
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if (c > maxCells) { maxCells = c; bestViewer = viewer; bestSet = CellSet(f.OrderedVisibleCells.OrderBy(v => v)); }
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}
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}
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_out.WriteLine(FormattableString.Invariant(
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$"OUR flood from 015E-area: maxCells={maxCells} (retail max=26) avg={sum / Math.Max(1, n):F1} (retail avg=14.3) bestViewer=0x{bestViewer & 0xFFFF:X4}"));
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_out.WriteLine($" best set: [{bestSet}]");
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}
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finally { CameraDiagnostics.CollideCamera = sC; CameraDiagnostics.AlignToSlope = sA; }
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}
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private static Matrix4x4 ViewProj(Vector3 eye, Vector3 dir)
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=> Matrix4x4.CreateLookAt(eye, eye + Vector3.Normalize(dir), Vector3.UnitZ)
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* Matrix4x4.CreatePerspectiveFieldOfView(MathF.PI / 3f, 16f / 9f, 0.1f, 5000f);
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// Signed distance of a WORLD point to a render cell's portal[i] plane (local-space plane).
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private static float PortalPlaneDistance(LoadedCell cell, int i, Vector3 worldPt)
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{
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var pl = cell.ClipPlanes[i];
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var local = Vector3.Transform(worldPt, cell.InverseWorldTransform);
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return Vector3.Dot(pl.Normal, local) + pl.D;
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}
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/// <summary>
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/// #177 THE decisive experiment. Reproduce the captured failing frame — camera in
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/// cell 0x015F with the eye sitting IN the ceiling-portal plane (production [flap]:
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/// root=015F eye=(60.47,-46.57,-0.00), p->01C1 clip=0) — and confirm the upper
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/// stair cell 01C1 drops from the flood. Then move the SAME eye 0.4 m off that
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/// plane (into the cell interior) and confirm 01C1 is re-admitted. If the contrast
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/// holds, #177's fix is a viewpoint-off-the-portal-plane rule, and the load-bearing
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/// clip (#119/#181) is correct as-is.
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/// </summary>
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[Fact]
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public void EdgeOnCeilingPortal_DropsUpperCell_OffPlaneReadmits()
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{
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var datDir = ResolveDatDir();
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if (datDir is null) { _out.WriteLine("SKIP: no dat dir"); return; }
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using var dats = new DatCollection(datDir, DatAccessType.Read);
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var cells = Issue120ReciprocalPingPongTests.LoadAllInteriorCells(dats, FacilityHub);
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Func<uint, LoadedCell?> lookup = id => cells.TryGetValue(id, out var c) ? c : null;
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var root = cells[FacilityHub | 0x015Fu];
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uint upperId = FacilityHub | 0x01C1u;
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// Find 015F's portal to 01C1 (the ceiling/up portal) + report its normal.
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int upIdx = -1;
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for (int i = 0; i < root.Portals.Count; i++)
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if (root.Portals[i].OtherCellId == 0x01C1u) { upIdx = i; break; }
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Assert.True(upIdx >= 0, "015F has no portal to 01C1");
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var upN = root.ClipPlanes[upIdx].Normal;
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_out.WriteLine(FormattableString.Invariant(
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$"015F portal[{upIdx}]->01C1 localN=({upN.X:F2},{upN.Y:F2},{upN.Z:F2})"));
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// Look UP the stairs so the ceiling portal + 01C1 land on screen.
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var gaze = new Vector3(0f, -0.3f, 1f);
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// Captured FAILING eye — in the ceiling-portal plane (world z ~0).
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var eyeEdgeOn = new Vector3(60.47f, -46.57f, -0.00f);
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// Same eye, pulled 0.4 m DOWN (off the ceiling portal, into 015F's interior).
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var eyeOffPlane = eyeEdgeOn + new Vector3(0f, 0f, -0.40f);
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foreach (var (label, eye) in new[] { ("edge-on(captured)", eyeEdgeOn), ("off-plane(-0.4z)", eyeOffPlane) })
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{
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float d = PortalPlaneDistance(root, upIdx, eye);
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var frame = PortalVisibilityBuilder.Build(
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root, eye, lookup, ViewProj(eye, gaze),
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buildingMembership: null, drawLiftZ: PortalVisibilityBuilder.ShellDrawLiftZ);
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var vis = frame.OrderedVisibleCells.OrderBy(v => v).ToList();
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bool up = vis.Contains(upperId);
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string admit = up ? "ADMITTED" : "DROPPED";
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_out.WriteLine(FormattableString.Invariant(
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$"{label,-18} eye=({eye.X,6:F2},{eye.Y,6:F2},{eye.Z,6:F2}) D->01C1={d,6:F3} 01C1={admit} flood={vis.Count} [{CellSet(vis)}]"));
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}
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// #177 CHARACTERIZATION (fix#1 reverted — this edge-on-in-plane case was NOT the
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// production mechanism; the real vanish is a grazing/sliver flood collapse in the
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// spiral, root 0x01C8, portals off-screen/sliver, camera NOT collision-jammed).
|
|
// Kept as a mechanism pin: an eye exactly in the ceiling-portal plane drops the upper
|
|
// cell (edge-on → <3 clip), an eye 0.4 m off admits it via the normal clip.
|
|
var fEdge = PortalVisibilityBuilder.Build(root, eyeEdgeOn, lookup, ViewProj(eyeEdgeOn, gaze), null, PortalVisibilityBuilder.ShellDrawLiftZ);
|
|
var fOff = PortalVisibilityBuilder.Build(root, eyeOffPlane, lookup, ViewProj(eyeOffPlane, gaze), null, PortalVisibilityBuilder.ShellDrawLiftZ);
|
|
Assert.DoesNotContain(upperId, fEdge.OrderedVisibleCells); // edge-on drops (mechanism)
|
|
Assert.Contains(upperId, fOff.OrderedVisibleCells); // off-plane admits (control)
|
|
}
|
|
|
|
/// <summary>
|
|
/// #177 sweep characterization: place the player on the 015F staircase and drive the
|
|
/// REAL chase camera + collision sweep, reporting where the eye lands relative to the
|
|
/// 015F ceiling-portal plane (world z=0). If the eye rests AT the plane (|D|~0) the
|
|
/// flood collapses (see EdgeOnCeilingPortal test); this shows whether that is a swept
|
|
/// contact leaving the eye on the surface vs free-space boom geometry.
|
|
/// </summary>
|
|
[Fact]
|
|
public void StaircaseSweep_EyeClearanceFromCeilingPortal()
|
|
{
|
|
var datDir = ResolveDatDir();
|
|
if (datDir is null) { _out.WriteLine("SKIP: no dat dir"); return; }
|
|
using var dats = new DatCollection(datDir, DatAccessType.Read);
|
|
var renderCells = Issue120ReciprocalPingPongTests.LoadAllInteriorCells(dats, FacilityHub);
|
|
var engine = BuildHubEngine(dats);
|
|
var root015F = renderCells[FacilityHub | 0x015Fu];
|
|
int upIdx = 0; // portal[0]->01C1 (ceiling)
|
|
|
|
bool sC = CameraDiagnostics.CollideCamera; bool sA = CameraDiagnostics.AlignToSlope;
|
|
try
|
|
{
|
|
CameraDiagnostics.CollideCamera = true; CameraDiagnostics.AlignToSlope = true;
|
|
CameraDiagnostics.TranslationStiffness = 0.45f; CameraDiagnostics.RotationStiffness = 0.45f;
|
|
|
|
// Player on the 015F stairs (world y~-46, ceiling portal at world z~0), swept
|
|
// at a range of heights + facings (up-stairs = -Y, down-stairs = +Y).
|
|
foreach (float pz in new[] { -1.0f, -1.5f, -2.0f, -2.5f, -3.0f, -3.5f })
|
|
foreach (var (fLabel, yaw) in new (string, float)[] { ("up(-Y)", -MathF.PI / 2f), ("down(+Y)", MathF.PI / 2f) })
|
|
{
|
|
var playerPos = new Vector3(60.5f, -46f, pz);
|
|
var (pcell, _) = engine.AdjustPosition(FacilityHub | 0x015Fu, playerPos + new Vector3(0, 0, 0.1f));
|
|
var cam = new RetailChaseCamera
|
|
{
|
|
CollisionProbe = new PhysicsCameraCollisionProbe(engine),
|
|
FovY = MathF.PI / 3f, Aspect = 16f / 9f,
|
|
};
|
|
for (int i = 0; i < 300; i++)
|
|
cam.Update(playerPos, yaw, Vector3.Zero, true, Vector3.UnitZ, 1f / 60f, pcell, 0x5000000A);
|
|
|
|
var eye = cam.Position;
|
|
uint viewer = cam.ViewerCellId;
|
|
// D from the eye to 015F's ceiling-portal plane (only meaningful if viewer==015F).
|
|
float dCeil = PortalPlaneDistance(root015F, upIdx, eye);
|
|
_out.WriteLine(FormattableString.Invariant(
|
|
$"playerZ={pz,5:F1} face={fLabel,-8} pcell=0x{pcell & 0xFFFF:X4} eye=({eye.X,6:F2},{eye.Y,6:F2},{eye.Z,6:F2}) viewer=0x{viewer & 0xFFFF:X4} D->ceilPortal={dCeil,6:F3}"));
|
|
}
|
|
}
|
|
finally { CameraDiagnostics.CollideCamera = sC; CameraDiagnostics.AlignToSlope = sA; }
|
|
}
|
|
|
|
[Theory]
|
|
// spot label, player x, player cell, description
|
|
[InlineData(90.0f, 0x0178u, "TOP corridor 0178 (approach view)")]
|
|
[InlineData(100.0f, 0x0183u, "BOTTOM room 0183 (look-back view)")]
|
|
public void ParkedYawZoomSweep_StairAdmission(float px, uint pcell, string label)
|
|
{
|
|
var datDir = ResolveDatDir();
|
|
if (datDir is null) { _out.WriteLine("SKIP: no dat dir"); return; }
|
|
using var dats = new DatCollection(datDir, DatAccessType.Read);
|
|
var renderCells = Issue120ReciprocalPingPongTests.LoadAllInteriorCells(dats, FacilityHub);
|
|
var engine = BuildHubEngine(dats);
|
|
Func<uint, LoadedCell?> lookup = id => renderCells.TryGetValue(id, out var c) ? c : null;
|
|
|
|
bool sC = CameraDiagnostics.CollideCamera; bool sA = CameraDiagnostics.AlignToSlope;
|
|
float sT = CameraDiagnostics.TranslationStiffness, sR = CameraDiagnostics.RotationStiffness;
|
|
try
|
|
{
|
|
CameraDiagnostics.CollideCamera = true; CameraDiagnostics.AlignToSlope = true;
|
|
CameraDiagnostics.TranslationStiffness = 0.45f; CameraDiagnostics.RotationStiffness = 0.45f;
|
|
|
|
var playerPos = new Vector3(px, -40f, FloorZ(px));
|
|
uint playerCell = FacilityHub | pcell;
|
|
_out.WriteLine($"=== {label} @ ({px:F1},-40,{FloorZ(px):F2}) ===");
|
|
foreach (float dist in new[] { 2.61f, 8.0f })
|
|
{
|
|
_out.WriteLine($" -- zoom Distance={dist} --");
|
|
var cam = new RetailChaseCamera
|
|
{
|
|
CollisionProbe = new PhysicsCameraCollisionProbe(engine),
|
|
FovY = MathF.PI / 3f, Aspect = 16f / 9f, Distance = dist,
|
|
};
|
|
for (float yawDeg = 0f; yawDeg < 360f; yawDeg += 30f)
|
|
{
|
|
float yaw = yawDeg * MathF.PI / 180f;
|
|
// Settle at this yaw (static player).
|
|
for (int i = 0; i < 200; i++)
|
|
cam.Update(playerPos, yaw, Vector3.Zero, true, Vector3.UnitZ, 1f / 60f, playerCell, 0x5000000A);
|
|
Vector3 eye = cam.Position; uint viewer = cam.ViewerCellId;
|
|
var vp = cam.View * cam.Projection;
|
|
if (viewer != 0u && renderCells.TryGetValue(viewer, out var rootCell))
|
|
{
|
|
var f = PortalVisibilityBuilder.Build(rootCell, eye, lookup, vp, null, PortalVisibilityBuilder.ShellDrawLiftZ);
|
|
var vis = f.OrderedVisibleCells.OrderBy(v => v).ToList();
|
|
string flags = $"0178={(vis.Contains(FacilityHub | 0x0178u) ? "Y" : "-")} 0182={(vis.Contains(FacilityHub | 0x0182u) ? "Y" : "-")} 0183={(vis.Contains(FacilityHub | 0x0183u) ? "Y" : "-")} 0181={(vis.Contains(FacilityHub | 0x0181u) ? "Y" : "-")}";
|
|
_out.WriteLine(FormattableString.Invariant(
|
|
$" yaw={yawDeg,3:F0} eye=({eye.X,6:F2},{eye.Y,6:F2},{eye.Z,6:F2}) viewer=0x{viewer & 0xFFFF:X4} {flags} flood={vis.Count} [{CellSet(vis)}]"));
|
|
}
|
|
else
|
|
_out.WriteLine(FormattableString.Invariant($" yaw={yawDeg,3:F0} eye=({eye.X,6:F2},{eye.Y,6:F2},{eye.Z,6:F2}) viewer=0x{viewer:X8} ROOT-MISSING"));
|
|
}
|
|
}
|
|
}
|
|
finally
|
|
{
|
|
CameraDiagnostics.CollideCamera = sC; CameraDiagnostics.AlignToSlope = sA;
|
|
CameraDiagnostics.TranslationStiffness = sT; CameraDiagnostics.RotationStiffness = sR;
|
|
}
|
|
}
|
|
|
|
[Fact]
|
|
public void Descent_RealCameraSweep_StairCellRetention()
|
|
{
|
|
var datDir = ResolveDatDir();
|
|
if (datDir is null) { _out.WriteLine("SKIP: no dat dir"); return; }
|
|
using var dats = new DatCollection(datDir, DatAccessType.Read);
|
|
|
|
var renderCells = Issue120ReciprocalPingPongTests.LoadAllInteriorCells(dats, FacilityHub);
|
|
var engine = BuildHubEngine(dats);
|
|
Func<uint, LoadedCell?> lookup = id => renderCells.TryGetValue(id, out var c) ? c : null;
|
|
|
|
bool savedColl = CameraDiagnostics.CollideCamera;
|
|
bool savedAlign = CameraDiagnostics.AlignToSlope;
|
|
float savedT = CameraDiagnostics.TranslationStiffness;
|
|
float savedR = CameraDiagnostics.RotationStiffness;
|
|
try
|
|
{
|
|
CameraDiagnostics.CollideCamera = true;
|
|
CameraDiagnostics.AlignToSlope = true;
|
|
CameraDiagnostics.TranslationStiffness = 0.45f;
|
|
CameraDiagnostics.RotationStiffness = 0.45f;
|
|
|
|
var cam = new RetailChaseCamera
|
|
{
|
|
CollisionProbe = new PhysicsCameraCollisionProbe(engine),
|
|
FovY = MathF.PI / 3f,
|
|
Aspect = 16f / 9f,
|
|
};
|
|
|
|
const float yaw = 0f; // facing +X, descending
|
|
const float speed = 3.0f; // m/s run
|
|
const float dt = 1f / 60f;
|
|
float startX = 88f, endX = 101.5f;
|
|
|
|
// Seat the player + settle the camera at the start pose.
|
|
uint playerCell = FacilityHub | 0x0178u;
|
|
Vector3 P(float x) => new Vector3(x, -40f, FloorZ(x));
|
|
for (int i = 0; i < 400; i++)
|
|
cam.Update(P(startX), yaw, Vector3.Zero, true, Vector3.UnitZ, dt, playerCell, 0x5000000A);
|
|
|
|
_out.WriteLine("x playerCell eye=(x,y,z) viewerCell coh flood stairs rootPortalsPastPlane");
|
|
float x = startX;
|
|
uint prevViewer = cam.ViewerCellId;
|
|
int collapses = 0, incoherentFrames = 0;
|
|
while (x <= endX)
|
|
{
|
|
var playerPos = P(x);
|
|
// Track player membership like production: AdjustPosition carry-forward.
|
|
var (pc, found) = engine.AdjustPosition(playerCell, playerPos + new Vector3(0, 0, 0.1f));
|
|
if (found) playerCell = pc;
|
|
|
|
cam.Update(playerPos, yaw, new Vector3(speed, 0, 0), true, Vector3.UnitZ, dt, playerCell, 0x5000000A);
|
|
|
|
Vector3 eye = cam.Position;
|
|
uint viewer = cam.ViewerCellId;
|
|
var viewProj = cam.View * cam.Projection;
|
|
|
|
string floodStr, stairs, coh, past;
|
|
if (viewer != 0u && renderCells.TryGetValue(viewer, out var rootCell))
|
|
{
|
|
var frame = PortalVisibilityBuilder.Build(
|
|
rootCell, eye, lookup, viewProj,
|
|
buildingMembership: null, drawLiftZ: PortalVisibilityBuilder.ShellDrawLiftZ);
|
|
var vis = frame.OrderedVisibleCells.OrderBy(v => v).ToList();
|
|
floodStr = $"{vis.Count,2} [{CellSet(vis)}]";
|
|
bool ramp = vis.Contains(FacilityHub | 0x0182u);
|
|
bool lower = vis.Contains(FacilityHub | 0x0183u);
|
|
stairs = $"r{(ramp ? "Y" : "-")}l{(lower ? "Y" : "-")}";
|
|
|
|
// Coherence: is the eye on the interior side of ALL of root's portals?
|
|
// If not, the eye is outside root -> the crossed portal's subtree drops.
|
|
var pastList = new List<string>();
|
|
bool coherent = true;
|
|
for (int i = 0; i < rootCell.Portals.Count && i < rootCell.ClipPlanes.Count; i++)
|
|
{
|
|
if (!EyeInteriorSide(rootCell, i, eye))
|
|
{
|
|
coherent = false;
|
|
pastList.Add($"p{i}->0x{rootCell.Portals[i].OtherCellId:X4}(D={SideD(rootCell, i, eye):F3})");
|
|
}
|
|
}
|
|
coh = coherent ? "IN " : "OUT";
|
|
past = pastList.Count == 0 ? "-" : string.Join(",", pastList);
|
|
if (!coherent) incoherentFrames++;
|
|
if (vis.Count <= 1) collapses++;
|
|
}
|
|
else
|
|
{
|
|
floodStr = "root-missing/0"; stairs = "--"; coh = "?"; past = $"viewer=0x{viewer:X8}";
|
|
}
|
|
|
|
bool viewerFlip = viewer != prevViewer;
|
|
prevViewer = viewer;
|
|
_out.WriteLine(FormattableString.Invariant(
|
|
$"{x,6:F2} 0x{playerCell:X8} ({eye.X,7:F3},{eye.Y,7:F3},{eye.Z,7:F3}) 0x{viewer:X8} {coh} {floodStr} {stairs} {(viewerFlip ? "FLIP " : "")}{past}"));
|
|
|
|
x += speed * dt;
|
|
}
|
|
_out.WriteLine($"SUMMARY: collapses(flood<=1)={collapses} incoherentFrames(eye-outside-root)={incoherentFrames}");
|
|
}
|
|
finally
|
|
{
|
|
CameraDiagnostics.CollideCamera = savedColl;
|
|
CameraDiagnostics.AlignToSlope = savedAlign;
|
|
CameraDiagnostics.TranslationStiffness = savedT;
|
|
CameraDiagnostics.RotationStiffness = savedR;
|
|
}
|
|
}
|
|
}
|