The offline degrade probe proved the mechanism: every Holtburg building carries PORT nodes ONLY in its level-0 GfxObj (out to ~24-48 m); every degraded level has zero. Retail walks the CURRENT degrade level BSP (part->gfxobj[deg_level]) - that is what limits look-in punches to the nearest buildings. WalkBuilding gains the degrade ladder + SelectDrawingBsp (band pick; UpdateViewerDistance hysteresis is a port TODO), the walk selects per viewer distance, the adapter builds per-level BSPs, and the stab-list load rule (CLandBlock::init_buildings @0052fd80: a full-res block loads exactly its buildings portal stab cells) replaces load-everything in the landscape builder. The sweep now shows clean rosters with all far-building punches gone; remaining deltas: the near buildings 001a/0022 (50 m/28 m center distance vs the 48 m band edge - sphere-adjusted distance/hysteresis to port) and the one ring-1 frustum boundary pair (aab50002/a9b3003c). Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
156 lines
6.9 KiB
C#
156 lines
6.9 KiB
C#
using System.Numerics;
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using AcDream.App.Rendering.Walk;
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namespace AcDream.App.Tests.Rendering.Walk;
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/// <summary>
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/// The FW1 conformance replay harness: reconstructs the camera state from a
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/// pose-stamped oracle frame and drives the ported walk over
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/// adapter-built world data. Convention notes (adjudicate against the
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/// fixtures, loudly, on any mismatch):
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/// <list type="bullet">
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/// <item>The dumped quaternion is retail Frame storage order w,x,y,z
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/// (q0=w) — unit-norm verified on the captures.</item>
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/// <item>Retail's frame axes: +Y forward, +Z up (the camera looks along
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/// the rotated +Y).</item>
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/// <item>Pose origin is landblock-local, the same space the adapter's
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/// cell transforms produce.</item>
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/// </list>
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/// </summary>
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public sealed class WalkTraceReplayContext : IWalkFrameContext, IRetailFrameWalkContext
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{
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// Retail projection globals, dumped live from the capture client
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// (recon 2026-08-30 evening: Render::bw/bh/xinvscale/yinvscale/tx/ty/vdst).
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public const float RetailViewportWidth = 1024f;
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public const float RetailViewportHeight = 720f;
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public const float RetailXInvScale = 0.00025f;
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public const float RetailYInvScale = 0.00025f;
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public const float RetailTx = 0.127875f;
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public const float RetailTy = 0.089875f;
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public const float RetailVdst = 0.1330766976f;
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private sealed class RetailRayCaster(
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Vector3 right, Vector3 forward, Vector3 up) : IWalkRayCaster
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{
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// Retail's unproject (copy_view's ray path; equal to
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// ScreenToViewTransform for these globals):
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// u = sx·xinvscale − tx; w = sy·yinvscale − ty
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// ray = Xaxis·u + Yaxis·vdst − Zaxis·w
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public Vector3 RayThrough(float screenX, float screenY)
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{
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float u = screenX * RetailXInvScale - RetailTx;
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float w = screenY * RetailYInvScale - RetailTy;
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return right * u + forward * RetailVdst - up * w;
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}
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}
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private readonly Dictionary<uint, WalkCell> _cells;
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private readonly Matrix4x4 _viewProjection;
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private readonly IWalkRayCaster _rays;
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public WalkTraceReplayContext(WalkOraclePose pose, Dictionary<uint, WalkCell> cells)
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{
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_cells = cells;
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WorldViewpoint = pose.Origin;
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var rotation = new Quaternion(pose.Q1, pose.Q2, pose.Q3, pose.Q0);
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// Convention pinned against the moving fixtures (2026-08-30 sweep:
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// storage w,x,y,z; the facing direction is the rotated +X axis —
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// mean 20.8° vs motion headings, every alternative ≥52°). The
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// consistent right-handed triple is then right = −rot(+Y),
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// forward = rot(+X), up = rot(+Z).
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Vector3 forward = Vector3.Transform(Vector3.UnitX, rotation);
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Vector3 up = Vector3.Transform(Vector3.UnitZ, rotation);
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Vector3 right = -Vector3.Transform(Vector3.UnitY, rotation);
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// The exact retail frustum: tan(halfFovY) = ty/vdst, aspect = tx/ty.
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float fovY = 2f * MathF.Atan(RetailTy / RetailVdst);
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Matrix4x4 view = Matrix4x4.CreateLookAt(pose.Origin, pose.Origin + forward, up);
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Matrix4x4 projection = Matrix4x4.CreatePerspectiveFieldOfView(
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fovY, RetailTx / RetailTy, 0.1f, 5000f);
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_viewProjection = view * projection;
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ViewportWidth = RetailViewportWidth;
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ViewportHeight = RetailViewportHeight;
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_rays = new RetailRayCaster(right, forward, up);
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// The retail CY near plane: N = forward, d = −dot(eye, forward) − znear.
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CyPlane = new WalkPlane(forward, -Vector3.Dot(pose.Origin, forward) - 0.1f);
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}
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/// <summary>Building placements (camera-block-local) for the landscape
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/// fixtures; empty for the interior-only ones.</summary>
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public Dictionary<WalkBuilding, WalkWorldDatAdapter.BuildingEntry> Buildings { get; set; }
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= new();
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private Vector2[] _activeViewVerts = new Vector2[32];
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private int _activeViewVertCount;
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public Vector3 ViewpointIn(WalkCell cell)
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=> Vector3.Transform(WorldViewpoint, cell.InverseWorldTransform);
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public Matrix4x4 ObjectToClip(WalkCell cell)
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=> cell.WorldTransform * _viewProjection;
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public WalkCell? GetVisible(uint cellId) => _cells.GetValueOrDefault(cellId);
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public IWalkRayCaster Rays => _rays;
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public Vector3 WorldViewpoint { get; }
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public float ViewportWidth { get; }
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public float ViewportHeight { get; }
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public WalkPlane CyPlane { get; }
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public IWalkFrameContext CellContext => this;
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public void SetActiveView(WalkPortalView views, int index)
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{
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WalkViewPoly poly = views.View.Polys[index];
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if (_activeViewVerts.Length < poly.VertexCount)
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_activeViewVerts = new Vector2[poly.VertexCount];
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for (int k = 0; k < poly.VertexCount; k++)
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_activeViewVerts[k] = views.View.Vertices[poly.VertexIndex + k].Point;
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_activeViewVertCount = poly.VertexCount;
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}
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public Vector3 ViewpointInBuilding(WalkBuilding building)
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=> Vector3.Transform(WorldViewpoint, Buildings[building].InverseWorldTransform);
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public float ViewerDistanceTo(WalkBuilding building)
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=> Vector3.Distance(
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WorldViewpoint, Buildings[building].WorldTransform.Translation);
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public int ClipBuildingPolygon(
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WalkBuilding building, WalkPolygon polygon, int side, Span<WalkScreenPoint> output)
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{
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Matrix4x4 objectToClip = Buildings[building].WorldTransform * _viewProjection;
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Span<WalkScreenPoint> projected = stackalloc WalkScreenPoint[polygon.Vertices.Length];
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for (int i = 0; i < polygon.Vertices.Length; i++)
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projected[i] = WalkScreenClip.TransformToScreen(
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polygon.Vertices[i], objectToClip, ViewportWidth, ViewportHeight);
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if (side != 0)
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projected.Reverse();
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return WalkScreenClip.ClipAgainstView(
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projected, _activeViewVerts.AsSpan(0, _activeViewVertCount), output);
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}
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// ---- signatures for comparing walk output to oracle frames ----
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public static string Signature(IEnumerable<WalkEvent> events)
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=> string.Join("|", events.Select(e => e.Kind switch
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{
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WalkEventKind.Landscape => "LS",
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WalkEventKind.Building => $"BLD:{e.CellId:x8}",
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WalkEventKind.DrawInside => $"DI:{e.CellId:x8}",
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WalkEventKind.DrawCells =>
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$"DC:ov={e.OutsideViewCount}:{string.Join(',', e.Cells.Select(c => c.ToString("x8")))}",
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_ => "?",
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}));
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public static string Signature(WalkOracleFrame frame)
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=> string.Join("|", frame.Events.Select(e => e.Kind switch
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{
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WalkOracleEventKind.Landscape => "LS",
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WalkOracleEventKind.Building => $"BLD:{e.CellId!.Value:x8}",
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WalkOracleEventKind.DrawInside => $"DI:{e.CellId!.Value:x8}",
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WalkOracleEventKind.DrawCells =>
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$"DC:ov={e.OutsideViewCount}:{string.Join(',', e.Cells.Select(c => c.ToString("x8")))}",
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_ => "?",
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}));
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}
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