Triage step from the plan at C:\Users\erikn\.claude\plans\ i-did-some-work-sharded-acorn.md. Four sessions on issue #98 left the worktree dirty with ~1352 LOC of mixed work. This commit splits the work into "keep" (defensible + diagnostic) and "drop" (failed experiments), then commits the keep set with the drops removed. Plan asked for three commits (diag / fix / revert); consolidated to one because the diagnostic emits in TransitionTypes.cs are tightly interleaved with the multi-sphere CellTransit calls and the CellId switch. Hunk-level splitting in those files for marginal bisect granularity didn't justify the misclick risk. Reverted entirely (failed experiments per slice 7 handoff): - src/AcDream.Core/Physics/PhysicsDataCache.cs — neg-poly storage fields (Stippling, PosSurface, NegSurface, HasNegativeSide, IsNegativeSide, NegativeSide). - src/AcDream.Core/Physics/ShadowObjectRegistry.cs — isBuilding flag propagation through Register / ShadowEntry. - tests/AcDream.Core.Tests/Physics/BSPQueryTests.cs — 165 lines of PolygonWithNegativeSide_* tests. - tests/AcDream.Core.Tests/Physics/ShadowObjectRegistryTests.cs — isBuilding propagation tests. - src/AcDream.Core/World/WorldEntity.cs — IsLandblockBuilding field (no consumer once ShadowObjectRegistry.isBuilding is gone). - src/AcDream.Core/World/LandblockLoader.cs — IsLandblockBuilding=true setter on building entities (kept BuildBuildingTerrainCells). - src/AcDream.App/Rendering/GameWindow.cs — isBuilding: arg passed to ShadowObjects.Register. - src/AcDream.Core/Physics/BSPQuery.cs — TryAdjustWalkableSide / IsWalkableAt helpers, their callers, the Path 5 / Path 6 neg-poly branch split, the BldgCheck-tied clearCell conditional, and the neg-poly ResolveCellPolygons writes. - src/AcDream.Core/Physics/PhysicsDiagnostics.cs — neg-poly fields in the poly-dump format. - src/AcDream.Core/Physics/TransitionTypes.cs — SpherePath.BldgCheck + SpherePath.HitsInteriorCell fields and every consumer, the savedBldgCheck try/finally around FindCollisions, and the neg-poly format additions to the dump-on-error helper. - src/AcDream.Core/Physics/CellTransit.cs — FindCellSet overloads with hitsInteriorCell out-param and the BuildCellSetAndPickContaining out-param threading. Kept (defensible correctness fixes + diagnostic infrastructure): - src/AcDream.App/Rendering/GameWindow.cs — render-vs-physics cell origin split: the 0.02m render lift no longer leaks into physics BSP caching. lb.BuildingTerrainCells threaded into LandblockMesh.Build. - src/AcDream.Core/World/LoadedLandblock.cs — BuildingTerrainCells record field. - src/AcDream.Core/World/LandblockLoader.cs — BuildBuildingTerrainCells (cy*8+cx from LandBlockInfo.Buildings). - src/AcDream.Core/Terrain/LandblockMesh.cs — hiddenTerrainCells param that collapses owned-cell triangles to a zero-area degenerate. - src/AcDream.App/Streaming/{GpuWorldState,LandblockStreamer}.cs — mechanical BuildingTerrainCells threading through LoadedLandblock reconstructions. - src/AcDream.Core/Physics/CellTransit.cs — multi-sphere FindTransitCellsSphere variant + multi-sphere AddAllOutsideCells + FindCellSet(IReadOnlyList<Sphere>, …) overload + the BSPQuery.SphereIntersectsCellBsp call for loaded neighbours. Matches retail CObjCell::find_cell_list / CEnvCell::find_transit_cells. - src/AcDream.Core/Physics/TransitionTypes.cs — multi-sphere FindCellSet call site, retail-faithful CellId switch after CheckOtherCells, the outdoor-landcell terrain-walkable fallback in CheckOtherCells, and the full diagnostic suite ([step-walk], [walkable-nearest], [issue98-walkable-detail], [cell-set-summary], LastBspHitPoly emits). - src/AcDream.Core/Physics/PhysicsDiagnostics.cs — ProbeStepWalkEnabled gate (ACDREAM_PROBE_STEP_WALK=1) + LogStepWalk helper + FormatVector / FormatPlane utilities. All emit-gated. - src/AcDream.Core/Physics/BSPQuery.cs — diagnostic emits to LastBspHitPoly at four sites in SphereIntersectsPolyInternal / the placement adjustment path. - Test files for the kept work: CellTransitFindCellSetTests, CellTransitFindTransitCellsSphereTests, PhysicsDiagnosticsTests, TransitionCheckOtherCellsTests, LandblockMeshTests, LandblockLoaderTests. Verification: - dotnet build: green, 0 errors, 3 pre-existing warnings. - dotnet test: 1156 passed + 8 failed (baseline was 1148 + 8 pre- existing; the +8 passing are the new tests for the kept defensible work). Same 8 pre-existing failures, no new regressions. Backup of pre-triage worktree state in stash@{0}. A6.P3 #98 is still open; this is the apparatus-prep step, not a fix. Next: cell-dump probe (Step 2 of the plan).
223 lines
8.6 KiB
C#
223 lines
8.6 KiB
C#
using System.Numerics;
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using AcDream.Core.Terrain;
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using DatReaderWriter.DBObjs;
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using DatReaderWriter.Types;
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namespace AcDream.Core.Tests.Terrain;
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public class LandblockMeshTests
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{
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/// <summary>
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/// Synthetic height table with a * 2.0f scale (mirrors Phase 1's ramp so
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/// existing test intuition carries through the Phase 3c rewrite).
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/// </summary>
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private static readonly float[] IdentityHeightTable =
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Enumerable.Range(0, 256).Select(i => i * 2f).ToArray();
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private static TerrainBlendingContext MakeContext() => new(
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TerrainTypeToLayer: new Dictionary<uint, byte> { [0u] = 0 },
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RoadLayer: SurfaceInfo.None,
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CornerAlphaLayers: Array.Empty<byte>(),
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SideAlphaLayers: Array.Empty<byte>(),
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RoadAlphaLayers: Array.Empty<byte>(),
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CornerAlphaTCodes: Array.Empty<uint>(),
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SideAlphaTCodes: Array.Empty<uint>(),
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RoadAlphaRCodes: Array.Empty<uint>());
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private static LandBlock BuildFlatLandBlock(byte heightIndex = 0)
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{
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var block = new LandBlock
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{
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HasObjects = false,
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Terrain = new TerrainInfo[81],
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Height = new byte[81],
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};
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for (int i = 0; i < 81; i++)
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{
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block.Terrain[i] = (ushort)0;
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block.Height[i] = heightIndex;
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}
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return block;
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}
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[Fact]
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public void Build_FlatBlock_Produces384VerticesAnd128Triangles()
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{
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var block = BuildFlatLandBlock();
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var cache = new Dictionary<uint, SurfaceInfo>();
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var mesh = LandblockMesh.Build(block, 0, 0, IdentityHeightTable, MakeContext(), cache);
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// 64 cells × 6 vertices per cell = 384
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Assert.Equal(384, mesh.Vertices.Length);
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// Each cell emits 2 triangles = 6 indices, 64 cells → 384 indices (= 128 triangles)
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Assert.Equal(128 * 3, mesh.Indices.Length);
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}
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[Fact]
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public void Build_HiddenTerrainCell_PreservesCountsAndDegeneratesOnlyThatCell()
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{
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var block = BuildFlatLandBlock();
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var cache = new Dictionary<uint, SurfaceInfo>();
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int hiddenCell = (3 * LandblockMesh.CellsPerSide) + 5;
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var mesh = LandblockMesh.Build(
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block,
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0,
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0,
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IdentityHeightTable,
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MakeContext(),
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cache,
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new HashSet<int> { hiddenCell });
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Assert.Equal(LandblockMesh.VerticesPerLandblock, mesh.Vertices.Length);
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Assert.Equal(LandblockMesh.VerticesPerLandblock, mesh.Indices.Length);
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int hiddenBase = hiddenCell * LandblockMesh.VerticesPerCell;
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for (int i = 0; i < LandblockMesh.VerticesPerCell; i++)
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Assert.Equal((uint)hiddenBase, mesh.Indices[hiddenBase + i]);
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int visibleCell = hiddenCell + 1;
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int visibleBase = visibleCell * LandblockMesh.VerticesPerCell;
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for (int i = 0; i < LandblockMesh.VerticesPerCell; i++)
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Assert.Equal((uint)(visibleBase + i), mesh.Indices[visibleBase + i]);
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}
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[Fact]
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public void Build_Vertices_CoverExactly192x192WorldUnits()
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{
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var block = BuildFlatLandBlock();
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var cache = new Dictionary<uint, SurfaceInfo>();
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var mesh = LandblockMesh.Build(block, 0, 0, IdentityHeightTable, MakeContext(), cache);
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var minX = mesh.Vertices.Min(v => v.Position.X);
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var maxX = mesh.Vertices.Max(v => v.Position.X);
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var minY = mesh.Vertices.Min(v => v.Position.Y);
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var maxY = mesh.Vertices.Max(v => v.Position.Y);
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Assert.Equal(0.0f, minX);
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Assert.Equal(192.0f, maxX);
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Assert.Equal(0.0f, minY);
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Assert.Equal(192.0f, maxY);
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}
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[Fact]
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public void Build_FlatBlock_AllVerticesSameZ()
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{
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var block = BuildFlatLandBlock(heightIndex: 10);
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var cache = new Dictionary<uint, SurfaceInfo>();
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var mesh = LandblockMesh.Build(block, 0, 0, IdentityHeightTable, MakeContext(), cache);
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var zs = mesh.Vertices.Select(v => v.Position.Z).Distinct().ToArray();
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Assert.Single(zs);
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Assert.Equal(20.0f, zs[0]); // heightIndex 10 × IdentityHeightTable[10] = 20
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}
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[Fact]
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public void Build_FlatBlock_NormalsPointStraightUp()
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{
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var block = BuildFlatLandBlock();
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var cache = new Dictionary<uint, SurfaceInfo>();
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var mesh = LandblockMesh.Build(block, 0, 0, IdentityHeightTable, MakeContext(), cache);
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foreach (var v in mesh.Vertices)
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{
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Assert.Equal(new Vector3(0, 0, 1), v.Normal);
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}
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}
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[Fact]
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public void Build_AllVerticesOfACellShareIdenticalData()
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{
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var block = BuildFlatLandBlock();
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var cache = new Dictionary<uint, SurfaceInfo>();
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var mesh = LandblockMesh.Build(block, 0, 0, IdentityHeightTable, MakeContext(), cache);
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// Vertices are emitted in strides of 6 per cell. Within each stride,
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// Data0..3 must be identical — the vertex shader relies on that when
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// it propagates the cell's blend recipe to all 3 fragment-shader outputs.
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for (int cellIdx = 0; cellIdx < 64; cellIdx++)
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{
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int baseIdx = cellIdx * 6;
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var d0 = mesh.Vertices[baseIdx].Data0;
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var d1 = mesh.Vertices[baseIdx].Data1;
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var d2 = mesh.Vertices[baseIdx].Data2;
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var d3 = mesh.Vertices[baseIdx].Data3;
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for (int i = 1; i < 6; i++)
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{
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Assert.Equal(d0, mesh.Vertices[baseIdx + i].Data0);
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Assert.Equal(d1, mesh.Vertices[baseIdx + i].Data1);
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Assert.Equal(d2, mesh.Vertices[baseIdx + i].Data2);
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Assert.Equal(d3, mesh.Vertices[baseIdx + i].Data3);
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}
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}
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}
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[Fact]
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public void Build_SurfaceCacheIsReusedAcrossIdenticalCells()
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{
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var block = BuildFlatLandBlock(); // every cell has identical all-zero corners
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var cache = new Dictionary<uint, SurfaceInfo>();
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LandblockMesh.Build(block, 0, 0, IdentityHeightTable, MakeContext(), cache);
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// A uniform flat landblock produces exactly ONE palette code (all
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// corners are type 0, no roads) → BuildSurface called once, cache
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// contains a single entry even though 64 cells were processed.
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Assert.Single(cache);
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}
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[Fact]
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public void Build_CellsWithDistinctTerrainTypes_ProducesDistinctPaletteCodes()
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{
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// Put a dirt cell (type 4) at the center of an otherwise grass landblock.
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// Grass cells all share one palCode; the "dirt + grass border" cells
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// around the center introduce additional palette codes.
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var block = BuildFlatLandBlock();
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// Type is at bits 2-6, so type=4 → ushort = (4 << 2) = 0x10.
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block.Terrain[4 * 9 + 4] = (ushort)(4 << 2);
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var ctx = new TerrainBlendingContext(
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TerrainTypeToLayer: new Dictionary<uint, byte> { [0u] = 0, [4u] = 1 },
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RoadLayer: SurfaceInfo.None,
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CornerAlphaLayers: new byte[] { 0, 1, 2, 3 },
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SideAlphaLayers: Array.Empty<byte>(),
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RoadAlphaLayers: Array.Empty<byte>(),
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CornerAlphaTCodes: new uint[] { 1, 2, 4, 8 },
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SideAlphaTCodes: Array.Empty<uint>(),
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RoadAlphaRCodes: Array.Empty<uint>());
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var cache = new Dictionary<uint, SurfaceInfo>();
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LandblockMesh.Build(block, 0, 0, IdentityHeightTable, ctx, cache);
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// Should have more than one palette code now — uniform-grass cells
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// plus at least one boundary cell with a non-zero corner type.
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Assert.True(cache.Count >= 2, $"Expected mix of palette codes, got {cache.Count}");
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}
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[Fact]
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public void Build_HeightmapPackedAsXMajor_NotYMajor()
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{
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// Regression from the Phase 1 → 2a transpose bug. The underlying
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// heightmap is indexed x*9+y; testing this lives on even after the
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// per-cell refactor because the corner lookup in the cell loop still
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// reads block.Height[cx*9+cy] for the BL corner.
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var block = BuildFlatLandBlock();
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block.Height[2 * 9 + 0] = 5; // x=2, y=0 → world (48, 0), Z should be 10
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var cache = new Dictionary<uint, SurfaceInfo>();
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var mesh = LandblockMesh.Build(block, 0, 0, IdentityHeightTable, MakeContext(), cache);
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// Search the vertex buffer for a vertex at world position (48, 0).
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var atX48Y0 = mesh.Vertices.FirstOrDefault(v =>
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Math.Abs(v.Position.X - 48f) < 0.01f && Math.Abs(v.Position.Y) < 0.01f);
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var atX0Y48 = mesh.Vertices.FirstOrDefault(v =>
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Math.Abs(v.Position.X) < 0.01f && Math.Abs(v.Position.Y - 48f) < 0.01f);
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Assert.Equal(10.0f, atX48Y0.Position.Z);
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Assert.Equal(0.0f, atX0Y48.Position.Z);
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}
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}
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