Chunk H of Campaign OVERHAUL v2's S3 walk-ownership program (docs/research/2026-09-01-overhaul/s3-walk-ownership-map.md §10.6), landing the three post-hoc three-lens findings on S3 chunk 4 round 2. Pure dead-state deletion, comment truth, one test deletion, one stronger pin — no admission, order, or behavior change; no new flag or probe; no register row (AD-17's correction is the lead's own, already on the campaign branch). H1 — ClipPlaneSet.cs: deleted ScissorNdcAabb (no production reader — only AppendOutsideSlice consumes ClipPlaneSet, and it reads only IsNothingVisible/Count/PlaneArray) and renamed UseScissorFallback -> IsPlaneOverflow with a doc stating the true consumer contract: Count==0 overflow means the region draws UNCLIPPED via the no-clip slot, never a scissor box. Rewrote the file header's convexity-rule and Count==0-states sections to the two states that exist (Empty / overflow) instead of three, and simplified the private Scissor(...) AABB-computing helpers into a parameterless Overflow() factory since nothing reads the AABB any more. ClipPlaneSetTests.cs: renamed every UseScissorFallback reference, deleted the AABB assertions (From_MultiplePolygons's four ScissorNdcAabb.X/Y/Z/W checks, Empty_StaticProperty_DrawsNothing's degenerate-box check, ScissorFallback_IsNotNothingVisible's bounds check) that pinned the deleted consumer contract. H2 — TerrainModernRenderer.cs: deleted Draw's clipPlanes/ndcClipAabb parameters (grep: TerrainModernRenderer.Draw has exactly one production caller, WorldScenePassExecutor.DrawFlatTerrain, and it never passed either), which made CollectVisibleCells's own clipPlanes/ndcClipAabb/ viewProjection parameters and the IsAabbVisibleThroughClipRegion + IsAabbOutsideHomogeneousPlane helper pair they fed entirely dead — deleted along with the stale "Retail publishes landcell in_view from the clipped landscape view" comment; CollectVisibleCells is frustum-only now, matching DrawLandCells's own "retail never view-clips terrain" doc. Deleted the terrainUploadCount computation at RetailPViewRenderer.cs (the DrawInside/DrawLandscapeDynamicsPhase caller) and PrepareClipFrame's GL-era reservation-count parameter end to end: IWorldPassSurface.PrepareClipFrame(int), RhiWorldPassSurface's matching body and its now-pointless "_ = terrainUploadCount" discard, RetailPViewPassExecutor.PrepareClipFrame's pass-through, and WorldScenePassExecutor.PrepareFlatWorldClip's hardcoded `1` argument — PrepareClipFrame() takes nothing on every arm. TerrainParticleCellVisibilityTests.cs: deleted the three tests that only existed to pin the removed clip-plane/scissor mechanism (RejectsCellsOutsideDoorwayClipPlanes, RejectsCellsOutsideDoorwayScissorAabb, UnionsCellsFromEveryLandscapeSlice) and updated the two surviving frustum tests to the new signature. H3 — deleted tests/AcDream.App.Tests/Rendering/Issue130DoorwayStripTests.cs outright. #130 was a background-color strip along a doorway's top edge from a since-fixed under-inclusion in the CPU clip pipeline; its scissor half was already retired at S3 chunk 4 fix round 2 (L7), and its surviving plane-gap half exercised only PortalVisibilityBuilder.Build and ClipFrameAssembler.Assemble, both confirmed zero-production-caller legacy paths (grep) — the one production stage it actually touched, ClipPlaneSet.From, is already pinned through the real producers (BeginWalkFrame/ReassembleOutsideViewFromWalk) by the K6/L4 punch-fan equivalence pin in ClipFrameLayoutTests, so nothing production-relevant lost coverage. H4 — comment truth pass: - ClipFrameAssembler.cs: rewrote the file-header "renderer uses scissor for passes that need that fallback" line and the TerrainClipMode summary's "that path never produces Scissor" clause. Deleted the TerrainClipMode enum's Scissor member — grepped every reader first (WorldRenderDiagnostics.cs, WorldSceneDiagnosticsController.cs, WorldSceneRendererTests.cs all only pass the value through to a string Append or a mock parameter; WorldSceneRenderer.cs, the only writer, sets only Planes (default) or Skip, never Scissor) — kept Planes/Skip for the flat path and corrected Skip's stale doc ("No outside_view slice is visible; skip landscape indoors", a leftover from the pre-round-2 walk meaning) to what the flat path's own writer actually means now ("the PView walk ran instead of the flat-world path this frame"). Corrected ClipViewSlice's doc: the AABB is retained for WorldRenderDiagnostics only, not for a scissor consumer. - WorldPassSurface.cs: "Four concerns... the clip-frame publication, the doorway scissor, gl_ClipDistance enablement, and retail's interior depth clear" -> three concerns (the doorway scissor was retired at L2), with a pointer to ClearInteriorDepth's own truthful doc. EnableClipDistances' "all three world vertex shaders already write 1.0" -> only portal_depth.vert writes gl_ClipDistance now (grep: sky.vert and terrain_modern.vert/terrain_atmospheric.vert no longer declare it at all — L3 deleted the block outright; portal_depth.vert still writes 1.0 past its active clip count). RhiWorldPassSurface's class doc dropped "the scissor is dynamic state on the borrowed encoder" (no producer left). - RetailPViewPassExecutorTests.cs: DrawLandscapeDynamicsPhase_CallsDraw WeatherOnceExactlyOnce's doc corrected "unconditionally" (false since K2) to "conditional on WalkFrameDriver.WeatherTurnFired, see the L1 pin". Added the switch-table scope note (matching L8's own note on DrawWalkSky_RenderSkyCallSiteHasNoEnclosingBackwardBranch) to the K1 pin's doc (DrawLandscapeDynamicsPhase_DrawWeatherOnceCallSiteHasNoEnclosing BackwardBranch). - RetailPViewRenderer.cs: the DrawWeatherOnce citation cited the callee address (GameSky::Draw(sky,1) @0x00506ff0) where §10.1 cites the call site (@0x00506396) — corrected to cite the call site with the callee address alongside it. H5 — MUTATION CHECK (mandatory, run against the production gate at RetailPViewRenderer.DrawLandscapeDynamicsPhase): Added DrawLandscapeDynamicsPhase_ExactlyOneBranchGuardsDrawWeatherOnce, which widens the L1 pin's window to start at the DrawUnattachedSceneParticles call (the last call before the whole gate) and asserts EXACTLY ONE branch total in that window — the L1 pin's own window (getter-call to draw-call) misses a conjoined gate's extra, earlier condition because that condition's own brfalse lands BEFORE the getter call's offset. - Mutation 1 (the conjoined gate this pin exists to reject): changed the gate to `if (clipAssembly.OutsideViewSlices.Length != 0 && walkDriver.WeatherTurnFired)`, built, ran the new pin — FAILED with: Assert.Single() Failure: The collection contained 2 matching items Expected: (predicate expression) Collection: [CompiledBranch { Offset = 7, OpCode = brfalse.s, TargetOffset = 17 }, CompiledBranch { Offset = 24, OpCode = brfalse.s, TargetOffset = 42 }, CompiledBranch { Offset = 33, OpCode = brfalse.s, TargetOffset = 42 }] Match indices: 1, 2 (offset 7 = the DrawUnattachedSceneParticles block's own guard, correctly excluded since it precedes that call's offset; offsets 24 and 33 are the conjoined gate's two brfalse's, both inside the widened window — exactly the failure this pin exists to catch). Restored the single-flag gate; rebuilt; the new pin and all 13 sibling tests in RetailPViewPassExecutorTests pass again (14/14). - Mutation M1 (the existing round-2 regression: restore the pre-fix gate `if (clipAssembly.OutsideViewSlices.Length != 0)`), built, ran the full suite — the L1 pin (DrawLandscapeDynamicsPhase_GatesDrawWeatherOnceOnWalkDriverWeatherTurnFired) still FAILS, as required, with: Assert.Equal() Failure: Values differ Expected: typeof(AcDream.App.Rendering.Walk.WalkFrameDriver) Actual: typeof(AcDream.App.Rendering.ClipFrameAssembly) (the new H5 pin does NOT fail under M1 — a single-flag gate still produces exactly one branch in the widened window, which is correct: catching "wrong condition source" is L1's job, catching "an extra conjoined condition" is H5's). Restored the correct gate; rebuilt; 14/14 green again. H6 grep sweep (extends §10.5's L6 sweep per the plan): grep -rnE "ScissorNdcAabb|UseScissorFallback|TerrainClipMode\.Scissor|ndcClipAabb|terrainUploadCount" --include=*.cs --include=*.vert --include=*.frag src tests -> empty (every mention, including in this commit's own explanatory comments, was rephrased to avoid the literal deleted identifiers). The base L6 sweep (SetTerrainClip|BeginDoorwayScissor|BindTerrainClip| TerrainBytes|active scissor|TerrainClipMode\.Scissor|NdcScissorRect) is also still empty. Gates: dotnet build tests/AcDream.App.Tests -c Release -> 0 warnings / 0 errors. Hermetic lane -> 6825/6825 passed, 0 failed. InstalledDat lane (ACDREAM_DAT_DIR set) -> 243 passed / 4 known failures (2x #383 layout tests, TowerAscentReplayTests's TowerAscent KnownFailure, WalkTraceConformanceTests.Oh_doorway_still_first_frame_diff #458 KnownFailure) / 1 skipped / 248 total — one fewer test than before H3, as expected from Issue130DoorwayStripTests's deletion. Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
280 lines
14 KiB
C#
280 lines
14 KiB
C#
// ClipPlaneSet.cs
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//
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// Phase U.2c: turn a CellView (a cell's accumulated screen-space clip region,
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// in NDC) into a small set of clip-space half-space planes for the GPU's
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// gl_ClipDistance, or a signal that the region OVER-includes (draws
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// unclipped) because it cannot be expressed as one convex plane set.
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//
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// This is the bridge between PortalVisibilityBuilder's 2D NDC view polygons and
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// the per-vertex clip the mesh/terrain shaders will perform (Phase U.2c → U.2e).
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// Pure System.Numerics math; NO GL. The shader consumes each plane as
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// d = nx*clip.x + ny*clip.y + 0*clip.z + dw*clip.w (>= 0 ⇒ keep)
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// where (nx, ny, dw) = the plane's (normal.xy, offset). z is always 0 because a
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// screen-space (NDC) edge is a vertical slab in clip space — independent of depth.
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//
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// === The convexity rule (read before touching this file) =====================
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// gl_ClipDistance planes are a CONJUNCTION of half-spaces, i.e. exactly ONE
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// convex region (their intersection). A CellView with MORE THAN ONE polygon is a
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// UNION of convex regions, which is in general NOT convex and CANNOT be
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// represented by one plane set. Emitting just the first/largest polygon's planes
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// would clip away the others → a real visibility bug (under-inclusion).
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//
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// Therefore From() NEVER emits a single polygon's planes when the CellView holds
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// several. Multi-polygon (and >8-edge) regions instead report a plane overflow:
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// the consumer (ClipFrameAssembler.AppendOutsideSlice) reads Count == 0 and
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// IsNothingVisible == false, appends an EMPTY plane array (slot 0, no clip), and
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// the polygon draws whole (the punch fan covers the whole fan). That OVER-includes
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// (draws a few extra pixels/triangles) but never hides anything. Over-inclusion is
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// safe; under-inclusion is the bug class. S3 chunk 4 (fix round 2, L2) deleted the
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// only mechanism that ever read a scissor AABB from this type — there is no GPU
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// scissor consumer left anywhere in the walk — so an overflow region simply draws
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// unclipped; it does not carry a bounding box for anyone to scissor against.
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//
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// === The two Count==0 states (how a consumer tells them apart) ===============
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// Count == 0 can mean two different things; the consumer MUST distinguish:
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// (a) Empty — IsNothingVisible == true, IsPlaneOverflow == false.
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// The cell/region isn't visible at all → DRAW NOTHING.
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// (b) Overflow — IsNothingVisible == false, IsPlaneOverflow == true.
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// The convex-plane budget was exceeded (multi-polygon or >8
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// edges) → DRAW UNCLIPPED (over-include, never a scissor).
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// When Count > 0, Planes carries the convex gate and both flags above are false.
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using System;
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using System.Buffers;
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using System.Collections.Generic;
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using System.Numerics;
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namespace AcDream.App.Rendering;
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/// <summary>
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/// An NDC convex view region reduced to ≤8 clip-space gl_ClipDistance planes, or a
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/// plane-overflow signal (draw unclipped). See the file header for the convexity
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/// rule and the two Count==0 states.
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/// </summary>
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public readonly struct ClipPlaneSet
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{
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// Max simultaneous hardware clip planes we target (GL guarantees >= 8).
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private const int MaxPlanes = 8;
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// Collinear-edge merge threshold. Two consecutive edge directions are treated as
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// the same edge when the turn between them is below ~0.5° (retail copy_view does a
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// ~1px screen-space dedup). |sin θ| for unit dirs = |cross|; sin(0.5°) ≈ 0.0087265.
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private const float CollinearSinEps = 0.0087265f;
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// Drop a vertex whose two incident edges are shorter than this (NDC) — a duplicate
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// or near-duplicate point that would otherwise yield a garbage normalized normal.
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private const float DegenerateEdgeLen = 1e-6f;
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// A polygon whose absolute signed area (full area, not 2x) falls below this is a line
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// or point — zero screen coverage ⇒ nothing visible. A real portal opening has area far
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// above this (e.g. the sliver-clip test region is 0.4); only an edge-on projection gets here.
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private const float MinPolygonArea = 1e-7f;
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private readonly Vector4[] _planes;
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private ClipPlaneSet(Vector4[] planes, bool isPlaneOverflow, bool isNothingVisible)
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{
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_planes = planes ?? Array.Empty<Vector4>();
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IsPlaneOverflow = isPlaneOverflow;
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IsNothingVisible = isNothingVisible;
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}
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/// <summary>Number of active clip planes, 0..8. 0 ⇒ inspect <see cref="IsPlaneOverflow"/>
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/// and <see cref="IsNothingVisible"/> to decide between "draw unclipped" and "draw nothing".</summary>
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public int Count => _planes?.Length ?? 0;
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/// <summary>The active clip-space planes (nx, ny, 0, d). Empty when <see cref="Count"/> is 0.
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/// A clip-space point <c>clip</c> is inside iff <c>Vector4.Dot(plane, clip) >= 0</c> for every plane.</summary>
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public IReadOnlyList<Vector4> Planes => _planes ?? (IReadOnlyList<Vector4>)Array.Empty<Vector4>();
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// The set is immutable after construction. ClipFrameAssembler transfers this exact array into
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// its frame-scoped slice instead of cloning every plane payload a second time.
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internal Vector4[] PlaneArray => _planes ?? Array.Empty<Vector4>();
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/// <summary>True ⇒ Count == 0 because the region needs more than <see cref="MaxPlanes"/>
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/// half-planes (or is multi-polygon); the consumer draws UNCLIPPED
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/// (<c>ClipFrameAssembler.AppendOutsideSlice</c> emits an empty plane array, so the region
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/// lands on the no-clip slot and — for the punch fans — the fan draws whole) — over-include,
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/// never a scissor. Always false when <see cref="Count"/> > 0 or when the region is empty.</summary>
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public bool IsPlaneOverflow { get; }
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/// <summary>True ⇒ the region is not visible at all; the consumer draws NOTHING.
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/// Mutually exclusive with <see cref="IsPlaneOverflow"/>, and only meaningful when Count == 0.</summary>
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public bool IsNothingVisible { get; }
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/// <summary>The "nothing is visible" sentinel: Count == 0, not a plane overflow, draw nothing.</summary>
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public static ClipPlaneSet Empty { get; } =
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new(Array.Empty<Vector4>(), isPlaneOverflow: false, isNothingVisible: true);
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/// <summary>
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/// Reduce a CellView's NDC clip region to a ClipPlaneSet. One convex polygon (≤8 edges
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/// after collinear-merge) → per-edge planes; multi-polygon or >8 edges → plane overflow
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/// (draw unclipped); empty/degenerate → <see cref="Empty"/>. See the file header for the
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/// full rule.
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/// </summary>
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public static ClipPlaneSet From(CellView region)
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{
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if (region is null || region.IsEmpty || region.Polygons.Count == 0)
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return Empty;
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// MORE THAN ONE polygon ⇒ union, not convex ⇒ never emit one polygon's planes.
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if (region.Polygons.Count > 1)
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return Overflow();
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return From(region.Polygons[0]);
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}
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/// <summary>
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/// Reduce one convex view polygon without wrapping it in a temporary <see cref="CellView"/>.
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/// The clip-frame assembler already iterates individual retail <c>view_poly</c> slices, so
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/// constructing a CellView there needlessly ran the flood's canonical-key/dedup machinery for
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/// every slice on every frame. This overload is behavior-identical to the one-polygon branch
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/// of <see cref="From(CellView)"/> and avoids that unrelated allocation path.
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/// </summary>
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public static ClipPlaneSet From(in ViewPolygon polygon)
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{
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if (polygon.IsEmpty)
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return Empty;
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// Exactly one polygon: normalize winding to CCW and merge collinear edges in reusable
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// scratch. The surviving vertices are consumed immediately to build the actual plane
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// payload; there is no reason to allocate a second exact-sized polygon array per slice.
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Vector2[] input = polygon.Vertices;
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Vector2[]? rented = null;
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Span<Vector2> verts = input.Length <= 32
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? stackalloc Vector2[input.Length]
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: (rented = ArrayPool<Vector2>.Shared.Rent(input.Length)).AsSpan(0, input.Length);
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try
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{
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int count = NormalizeAndMerge(input, verts);
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// Fewer than 3 distinct edges survive ⇒ a sliver/line with no area ⇒ nothing visible.
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if (count < 3)
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return Empty;
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ReadOnlySpan<Vector2> normalized = verts[..count];
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// A single convex polygon with too many edges to fit the hardware budget ⇒ plane
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// overflow (draw unclipped — still a superset of the polygon → over-include, safe).
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if (count > MaxPlanes)
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return Overflow();
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// 3..8 edges: emit one inward half-space plane per edge (CCW formula). This array is
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// the retained GPU-routing payload and therefore the one necessary allocation.
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var planes = new Vector4[count];
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for (int i = 0; i < count; i++)
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{
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Vector2 p = normalized[i];
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Vector2 q = normalized[(i + 1) % count];
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Vector2 dir = q - p;
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// Inward normal for CCW winding: perp(dir) = (-dir.y, dir.x) points to the polygon's
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// interior (the "left" side of the directed edge p→q).
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Vector2 n = Vector2.Normalize(new Vector2(-dir.Y, dir.X));
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// Plane: n·x + d >= 0 inside, with d = -(n·p). In clip space with NDC x = clip.x/clip.w:
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// dist = n.x*clip.x + n.y*clip.y + 0*clip.z + (-(n·p))*clip.w (>= 0 ⇒ keep)
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planes[i] = new Vector4(n.X, n.Y, 0f, -Vector2.Dot(n, p));
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}
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return new ClipPlaneSet(planes, isPlaneOverflow: false, isNothingVisible: false);
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}
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finally
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{
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if (rented is not null)
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ArrayPool<Vector2>.Shared.Return(rented);
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}
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}
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private static ClipPlaneSet Overflow() =>
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new(Array.Empty<Vector4>(), isPlaneOverflow: true, isNothingVisible: false);
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/// <summary>
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/// Return the polygon wound CCW with collinear vertices removed. The PortalVisibilityBuilder
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/// already EnsureCcw's its output, but From() is a public entry point that must be robust to
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/// either winding (e.g. a hand-built CellView), so we normalize here too.
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/// </summary>
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private static int NormalizeAndMerge(ReadOnlySpan<Vector2> input, Span<Vector2> points)
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{
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if (input.Length < 3)
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return 0;
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// 1) Drop exact/near-duplicate consecutive points first so edge directions are well-defined.
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int count = 0;
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foreach (Vector2 vertex in input)
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{
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if (count == 0 || (vertex - points[count - 1]).LengthSquared() > DegenerateEdgeLen * DegenerateEdgeLen)
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points[count++] = vertex;
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}
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// Wrap-around duplicate (last == first).
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if (count >= 2 && (points[count - 1] - points[0]).LengthSquared() <= DegenerateEdgeLen * DegenerateEdgeLen)
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count--;
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if (count < 3)
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return 0;
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// 2) Force CCW winding (positive signed area). perp(dir)=(-y,x) is the inward normal only
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// for CCW; if the caller handed us CW, reverse so the plane signs come out inside-positive.
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if (SignedArea2(points[..count]) < 0f)
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points[..count].Reverse();
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// 3) Merge collinear edges: drop vertex i when edge (i-1→i) and edge (i→i+1) point the same
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// way (turn angle < ~0.5°). Iterate until stable — removing one vertex can expose a new
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// collinear triple. |cross(a,b)| of unit dirs = |sin θ|; dot>0 rules out a 180° reversal.
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bool changed = true;
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while (changed && count >= 3)
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{
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changed = false;
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for (int i = 0; i < count; i++)
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{
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Vector2 prev = points[(i - 1 + count) % count];
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Vector2 cur = points[i];
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Vector2 next = points[(i + 1) % count];
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Vector2 d0 = cur - prev;
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Vector2 d1 = next - cur;
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float l0 = d0.Length();
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float l1 = d1.Length();
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if (l0 < DegenerateEdgeLen || l1 < DegenerateEdgeLen)
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{
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points[(i + 1)..count].CopyTo(points[i..]);
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count--;
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changed = true;
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break;
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}
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d0 /= l0;
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d1 /= l1;
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float cross = d0.X * d1.Y - d0.Y * d1.X; // sin θ
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float dot = d0.X * d1.X + d0.Y * d1.Y; // cos θ
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if (dot > 0f && MathF.Abs(cross) < CollinearSinEps)
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{
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points[(i + 1)..count].CopyTo(points[i..]);
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count--; // cur lies on the straight line prev→next
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changed = true;
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break;
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}
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}
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}
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if (count < 3)
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return 0;
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// Final degeneracy gate: a polygon with negligible area is a line/point even if it still
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// has >= 3 distinct vertices (e.g. an edge-on portal, or a near-collinear triple the 0.5°
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// merge didn't quite collapse). Emitting its planes would yield an empty half-space
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// intersection that silently gates out everything; report it honestly as nothing-visible.
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if (MathF.Abs(SignedArea2(points[..count])) * 0.5f < MinPolygonArea)
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return 0;
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return count;
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}
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// Twice the signed area (the "shoelace" sum). > 0 ⇒ CCW, < 0 ⇒ CW.
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private static float SignedArea2(ReadOnlySpan<Vector2> poly)
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{
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float a = 0f;
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for (int i = 0; i < poly.Length; i++)
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{
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Vector2 p = poly[i];
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Vector2 q = poly[(i + 1) % poly.Length];
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a += p.X * q.Y - q.X * p.Y;
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}
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return a;
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}
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}
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