The corridor gate FAILED with a changed symptom: shaking at cell seams (+ purple floor flashing there) instead of the dead stop. Deep-probe session (step-walk/push-back/indoor-bsp + full resolve capture) traced the complete chain; docs/ISSUES.md #137 carries it. Short form: - Corridor floors are double-faced portal slabs over under-rooms; the resting foot sphere lives within half a millimeter of three hit/straddle thresholds there. - Crossing a boundary, the foot penetrates the neighbor ramp slab by ~0.4mm, steps up onto it successfully (+0.6mm lift, stepped=True) — and the lifted check position is then LOST: the following pass runs at the unlifted height (the P2 stale-snapshot class; retail step_up 0x0050b6cc restores only on FAILURE). - The unlifted re-test grazes the under-room's ceiling (the slab underside) within the near-miss window, dispatches a neg-poly step-up with a DOWNWARD normal, whose nested step-down finds no walkable at exact tangency -> StepUpSlide -> slide_sphere opposing branch -> reversed-movement collision -> Collided -> revert. Every frame = shake. Apparatus committed: - Issue137CorridorSeamReplayTests: 3 deterministic offline repros (snapshot-exact west-boundary from the capture, east deep-straddle, the clean-run pin), currently Skip='#137 seam shake' pending the fix. Key: THREE portal-ring hydration (the under-room 0x8A020166 is ring-3; with fewer rings the flood can't add it and the bug vanishes) + live Setup step heights (0.6/1.5) + probe-buffer capture for line-diffing offline vs live traces. - Issue137CorridorSeamInspectionTests: portal-poly world spans (exposed the visual-vs-physics polygon-id conflation and the floor-portal topology), physics-BSP leaf membership walk, hit-normal candidate sweep (|align| both windings), downward-poly sweep. NEXT: read TransitionalInsert's attempt loop against retail 0x0050b6f0, find the restore that clobbers the successful step-up position, fix, un-skip. The purple seam flashing is expected to be the render exposing the same per-frame oscillation - re-check after the physics fix. Suites: Core 2553 / App 713 / UI 425 / Net 385, 0 failures (5 skips = 2 pre-existing + the 3 parked repros). Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
428 lines
21 KiB
C#
428 lines
21 KiB
C#
using System;
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using System.IO;
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using DatReaderWriter;
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using DatReaderWriter.DBObjs;
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using DatReaderWriter.Options;
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using Xunit;
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using Xunit.Abstractions;
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using Env = System.Environment;
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namespace AcDream.Core.Tests.Physics;
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/// <summary>
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/// #137 corridor-seam inspection (2026-07-05, Facility Hub). Live probe
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/// evidence (launch-175-verify2.log:42858): crossing corridor cells
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/// 0x8A02016E → 0x8A02017A at world x≈85.25 records a wall hit with normal
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/// (−1,0,0) — pointing straight back against the movement — after which the
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/// stale sliding normal wedges all forward motion (ok=False hit=no, offset
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/// projected to zero). Question this dump answers: does cell 0x8A02017A's
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/// PHYSICS polygon set contain a portal-spanning polygon at its entry plane
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/// (normal ≈ ±X at the portal's local X) — i.e., are portal-sealing polys in
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/// our collision set where retail filters them?
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/// </summary>
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public class Issue137CorridorSeamInspectionTests
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{
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private readonly ITestOutputHelper _out;
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public Issue137CorridorSeamInspectionTests(ITestOutputHelper output) => _out = output;
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[Theory]
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[InlineData(0x8A02016Eu)]
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[InlineData(0x8A02017Au)]
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[InlineData(0x8A02011Eu)] // the under-floor room the corridor's floor-portals lead to
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public void CorridorCell_PhysicsPolysAndPortals_DatInspection(uint envCellId)
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{
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var datDir = Env.GetEnvironmentVariable("ACDREAM_DAT_DIR")
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?? Path.Combine(Env.GetFolderPath(Env.SpecialFolder.UserProfile),
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"Documents", "Asheron's Call");
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if (!Directory.Exists(datDir))
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{
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_out.WriteLine($"SKIP: dat directory not found at {datDir}");
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return;
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}
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using var dats = new DatCollection(datDir, DatAccessType.Read);
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var envCell = dats.Get<EnvCell>(envCellId);
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Assert.NotNull(envCell);
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_out.WriteLine($"=== EnvCell 0x{envCellId:X8} ===");
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_out.WriteLine($" pos=({envCell!.Position.Origin.X:F2},{envCell.Position.Origin.Y:F2},{envCell.Position.Origin.Z:F2}) " +
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$"rot=({envCell.Position.Orientation.X:F3},{envCell.Position.Orientation.Y:F3},{envCell.Position.Orientation.Z:F3},{envCell.Position.Orientation.W:F3})");
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_out.WriteLine($" EnvironmentId=0x{envCell.EnvironmentId:X4} CellStructure={envCell.CellStructure}");
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_out.WriteLine($" CellPortals={envCell.CellPortals.Count}");
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foreach (var p in envCell.CellPortals)
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_out.WriteLine($" portal poly={p.PolygonId} other=0x{p.OtherCellId:X4} flags={p.Flags}");
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var environment = dats.Get<DatReaderWriter.DBObjs.Environment>(0x0D000000u | envCell.EnvironmentId);
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Assert.NotNull(environment);
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Assert.True(environment!.Cells.TryGetValue(envCell.CellStructure, out var cs));
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_out.WriteLine($" PhysicsPolygons={cs!.PhysicsPolygons.Count} (portal-relevant normals below)");
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foreach (var (id, poly) in cs.PhysicsPolygons)
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{
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// Compute the face normal from the vertex fan (same math as
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// PhysicsDataCache.ResolvePolygons).
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var verts = poly.VertexIds;
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if (verts.Count < 3) continue;
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if (!cs.VertexArray.Vertices.TryGetValue((ushort)verts[0], out var v0)) continue;
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if (!cs.VertexArray.Vertices.TryGetValue((ushort)verts[1], out var v1)) continue;
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if (!cs.VertexArray.Vertices.TryGetValue((ushort)verts[2], out var v2)) continue;
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var n = System.Numerics.Vector3.Normalize(System.Numerics.Vector3.Cross(
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v1.Origin - v0.Origin, v2.Origin - v0.Origin));
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// Only print near-horizontal-normal polys (walls) — the seam wall
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// candidates; floors/ceilings are noise here.
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if (MathF.Abs(n.Z) > 0.3f) continue;
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_out.WriteLine($" poly {id}: n=({n.X:F2},{n.Y:F2},{n.Z:F2}) v0=({v0.Origin.X:F2},{v0.Origin.Y:F2},{v0.Origin.Z:F2}) verts={verts.Count} sides={poly.SidesType} stip={poly.Stippling}");
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}
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// The portal polygons live in the VISUAL polygon set — print their
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// ids so overlap with the physics set (same id space?) is visible.
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_out.WriteLine($" VisualPolygons={cs.Polygons.Count}");
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foreach (var p in envCell.CellPortals)
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{
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if (cs.Polygons.TryGetValue((ushort)p.PolygonId, out var vp))
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{
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_out.WriteLine($" portal-poly {p.PolygonId} IS in the visual set (verts={vp.VertexIds.Count})");
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bool inPhysics = cs.PhysicsPolygons.ContainsKey((ushort)p.PolygonId);
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_out.WriteLine($" portal-poly {p.PolygonId} in PHYSICS set: {inPhysics}");
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}
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}
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}
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/// <summary>
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/// Mechanism-1 follow-up (2026-07-06): being in the CellStruct's
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/// <c>PhysicsPolygons</c> TABLE does not mean the physics BSP ever tests a
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/// polygon — retail's <c>BSPLEAF::sphere_intersects_poly</c> (0x0053d580)
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/// iterates the LEAF's <c>in_polys</c> index list (leaf construction
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/// 0x0053d4a0: <c>in_polys[i] = &pack_poly[index]</c>), and our
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/// BSPQuery walks the dat's PhysicsBSP leaves the same way. This dump
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/// answers: do the physics-BSP LEAVES of the corridor cells reference the
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/// portal polygons? If yes, retail's own BSP query would test them too
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/// (→ the passable mechanism must be transit/approach-side — the cdb
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/// question). If no, our collision is testing polys retail never reaches
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/// (→ a desk-fixable acdream divergence).
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/// </summary>
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[Theory]
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[InlineData(0x8A02016Eu)]
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[InlineData(0x8A02017Au)]
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public void CorridorCell_PhysicsBspLeafMembership_OfPortalPolys(uint envCellId)
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{
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var datDir = Env.GetEnvironmentVariable("ACDREAM_DAT_DIR")
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?? Path.Combine(Env.GetFolderPath(Env.SpecialFolder.UserProfile),
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"Documents", "Asheron's Call");
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if (!Directory.Exists(datDir))
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{
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_out.WriteLine($"SKIP: dat directory not found at {datDir}");
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return;
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}
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using var dats = new DatCollection(datDir, DatAccessType.Read);
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var envCell = dats.Get<EnvCell>(envCellId);
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Assert.NotNull(envCell);
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var environment = dats.Get<DatReaderWriter.DBObjs.Environment>(0x0D000000u | envCell!.EnvironmentId);
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Assert.NotNull(environment);
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Assert.True(environment!.Cells.TryGetValue(envCell.CellStructure, out var cs));
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var portalPolyIds = new System.Collections.Generic.HashSet<ushort>();
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foreach (var p in envCell.CellPortals)
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portalPolyIds.Add((ushort)p.PolygonId);
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_out.WriteLine($"=== EnvCell 0x{envCellId:X8} — physics BSP leaf membership ===");
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_out.WriteLine($" Env=0x{envCell.EnvironmentId:X4} struct={envCell.CellStructure} " +
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$"portalPolyIds=[{string.Join(",", portalPolyIds)}] " +
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$"physicsTable=[{string.Join(",", cs!.PhysicsPolygons.Keys)}]");
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var root = cs.PhysicsBSP?.Root;
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Assert.NotNull(root);
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int leafCount = 0;
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var leafPolyIds = new System.Collections.Generic.HashSet<ushort>();
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var portalPolyLeafHits = new System.Collections.Generic.List<string>();
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var stack = new System.Collections.Generic.Stack<(DatReaderWriter.Types.PhysicsBSPNode Node, string Path)>();
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stack.Push((root!, "R"));
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while (stack.Count > 0)
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{
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var (n, path) = stack.Pop();
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if (n.Polygons is { Count: > 0 })
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{
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leafCount++;
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foreach (var pid in n.Polygons)
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{
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leafPolyIds.Add(pid);
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if (portalPolyIds.Contains(pid))
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portalPolyLeafHits.Add($"poly {pid} in leaf@{path} (type={n.Type}, polys=[{string.Join(",", n.Polygons)}])");
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}
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}
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if (n.PosNode is not null) stack.Push((n.PosNode, path + "+"));
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if (n.NegNode is not null) stack.Push((n.NegNode, path + "-"));
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}
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_out.WriteLine($" BSP leaves-with-polys={leafCount} distinctLeafPolyIds=[{string.Join(",", leafPolyIds)}]");
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var tableNotInLeaves = new System.Collections.Generic.List<ushort>();
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foreach (var pid in cs.PhysicsPolygons.Keys)
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if (!leafPolyIds.Contains(pid))
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tableNotInLeaves.Add(pid);
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_out.WriteLine($" physics-table polys NOT referenced by any BSP leaf: [{string.Join(",", tableNotInLeaves)}]");
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if (portalPolyLeafHits.Count == 0)
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{
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_out.WriteLine(" >>> NO portal polygon is referenced by any physics-BSP leaf — " +
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"retail's sphere_intersects_poly never tests them from this cell's BSP.");
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}
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else
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{
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foreach (var hit in portalPolyLeafHits)
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_out.WriteLine($" >>> PORTAL POLY IN PHYSICS LEAF: {hit}");
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}
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}
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/// <summary>
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/// Mechanism-1 re-characterization (2026-07-06): the live hit normal
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/// (−1.00, 0.03, −0.03) at world (85.253, −39.776, −5.992) matches NO
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/// physics polygon of either corridor cell — 0x8A02016E (identity
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/// rotation) and 0x8A02017A (180° Z) both have only ±Y-normal wall polys,
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/// and the PortalSide portals to 0x011E (polys 1/3/5) are ±Y planes
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/// 1.4 m north of the player's track, perpendicular to the +X run — the
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/// pos_hits_sphere directional cull rejects them for this movement. This
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/// sweep hunts the ACTUAL culprit: every physics poly of the seam cell +
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/// all portal-adjacent neighbors, world-transformed, scored against the
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/// hit point + normal.
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/// </summary>
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[Fact]
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public void CorridorSeam_FindPolygonMatchingLiveHit()
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{
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var datDir = Env.GetEnvironmentVariable("ACDREAM_DAT_DIR")
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?? Path.Combine(Env.GetFolderPath(Env.SpecialFolder.UserProfile),
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"Documents", "Asheron's Call");
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if (!Directory.Exists(datDir))
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{
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_out.WriteLine($"SKIP: dat directory not found at {datDir}");
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return;
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}
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using var dats = new DatCollection(datDir, DatAccessType.Read);
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// Live evidence (launch-175-verify2.log:42858).
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var hitPoint = new System.Numerics.Vector3(85.253f, -39.776f, -5.992f);
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var hitNormal = new System.Numerics.Vector3(-1.00f, 0.03f, -0.03f);
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hitNormal = System.Numerics.Vector3.Normalize(hitNormal);
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const float sphereRadius = 0.48f;
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// Seam cells + every portal-adjacent neighbor of both.
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var cellIds = new System.Collections.Generic.HashSet<uint>
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{
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0x8A02016Eu, 0x8A02017Au,
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};
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foreach (var seed in new[] { 0x8A02016Eu, 0x8A02017Au })
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{
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var seedCell = dats.Get<EnvCell>(seed);
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if (seedCell is null) continue;
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foreach (var p in seedCell.CellPortals)
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cellIds.Add(0x8A020000u | p.OtherCellId);
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}
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foreach (var cellId in cellIds)
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{
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var envCell = dats.Get<EnvCell>(cellId);
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if (envCell is null) { _out.WriteLine($"cell 0x{cellId:X8}: NOT FOUND"); continue; }
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var environment = dats.Get<DatReaderWriter.DBObjs.Environment>(0x0D000000u | envCell.EnvironmentId);
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if (environment is null || !environment.Cells.TryGetValue(envCell.CellStructure, out var cs))
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continue;
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var rot = new System.Numerics.Quaternion(
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envCell.Position.Orientation.X, envCell.Position.Orientation.Y,
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envCell.Position.Orientation.Z, envCell.Position.Orientation.W);
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var world = System.Numerics.Matrix4x4.CreateFromQuaternion(rot)
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* System.Numerics.Matrix4x4.CreateTranslation(
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envCell.Position.Origin.X, envCell.Position.Origin.Y, envCell.Position.Origin.Z);
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var portalPolyIds = new System.Collections.Generic.HashSet<ushort>();
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foreach (var p in envCell.CellPortals) portalPolyIds.Add((ushort)p.PolygonId);
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foreach (var (id, poly) in cs!.PhysicsPolygons)
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{
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var verts = poly.VertexIds;
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if (verts.Count < 3) continue;
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if (!cs.VertexArray.Vertices.TryGetValue((ushort)verts[0], out var v0)) continue;
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if (!cs.VertexArray.Vertices.TryGetValue((ushort)verts[1], out var v1)) continue;
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if (!cs.VertexArray.Vertices.TryGetValue((ushort)verts[2], out var v2)) continue;
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var w0 = System.Numerics.Vector3.Transform(v0.Origin, world);
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var w1 = System.Numerics.Vector3.Transform(v1.Origin, world);
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var w2 = System.Numerics.Vector3.Transform(v2.Origin, world);
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var n = System.Numerics.Vector3.Normalize(
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System.Numerics.Vector3.Cross(w1 - w0, w2 - w0));
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float align = System.Numerics.Vector3.Dot(n, hitNormal);
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// |align|: the vertex-fan winding convention can flip the
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// computed normal vs the physics plane's true facing — accept
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// both signs (2026-07-06 sweep flaw fix).
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if (MathF.Abs(align) < 0.95f) continue; // within ~18° of the recorded normal
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// Plane distance from the hit point.
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float d = -System.Numerics.Vector3.Dot(n, w0);
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float dist = System.Numerics.Vector3.Dot(n, hitPoint) + d;
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if (MathF.Abs(dist) > sphereRadius + 0.1f) continue;
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// Rough proximity: hit point near the polygon's vertex span.
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float minX = MathF.Min(w0.X, MathF.Min(w1.X, w2.X)) - 1f;
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float maxX = MathF.Max(w0.X, MathF.Max(w1.X, w2.X)) + 1f;
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float minY = MathF.Min(w0.Y, MathF.Min(w1.Y, w2.Y)) - 1f;
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float maxY = MathF.Max(w0.Y, MathF.Max(w1.Y, w2.Y)) + 1f;
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if (hitPoint.X < minX || hitPoint.X > maxX ||
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hitPoint.Y < minY || hitPoint.Y > maxY) continue;
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_out.WriteLine(
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$">>> CANDIDATE cell=0x{cellId:X8} poly={id} " +
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$"worldN=({n.X:F3},{n.Y:F3},{n.Z:F3}) align={align:F3} planeDist={dist:F3} " +
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$"isPortalPoly={portalPolyIds.Contains(id)} " +
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$"w0=({w0.X:F2},{w0.Y:F2},{w0.Z:F2}) w1=({w1.X:F2},{w1.Y:F2},{w1.Z:F2}) w2=({w2.X:F2},{w2.Y:F2},{w2.Z:F2}) " +
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$"verts={verts.Count} sides={poly.SidesType} stip={poly.Stippling}");
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}
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}
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_out.WriteLine("(sweep complete)");
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}
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/// <summary>
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/// Entry-poly hunt: the synthetic reversed-movement collision normal is
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/// produced by slide_sphere's opposing-normals branch, which needs an
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/// INPUT collision normal anti-parallel to the grounded contact plane —
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/// i.e., a DOWNWARD-facing polygon (lintel / arch underside). Those were
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/// filtered out of the wall dump (|n.Z| > 0.3). Sweep both corridor
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/// cells for downward polys near the seam column and print where their
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/// planes sit relative to the player's head sphere.
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/// </summary>
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[Fact]
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public void CorridorSeam_DownwardPolysNearSeam()
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{
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var datDir = Env.GetEnvironmentVariable("ACDREAM_DAT_DIR")
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?? Path.Combine(Env.GetFolderPath(Env.SpecialFolder.UserProfile),
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"Documents", "Asheron's Call");
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if (!Directory.Exists(datDir))
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{
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_out.WriteLine($"SKIP: dat directory not found at {datDir}");
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return;
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}
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using var dats = new DatCollection(datDir, DatAccessType.Read);
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foreach (var cellId in new[] { 0x8A02016Eu, 0x8A02017Au })
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{
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var envCell = dats.Get<EnvCell>(cellId);
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Assert.NotNull(envCell);
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var environment = dats.Get<DatReaderWriter.DBObjs.Environment>(0x0D000000u | envCell!.EnvironmentId);
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Assert.NotNull(environment);
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Assert.True(environment!.Cells.TryGetValue(envCell.CellStructure, out var cs));
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var rot = new System.Numerics.Quaternion(
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envCell.Position.Orientation.X, envCell.Position.Orientation.Y,
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envCell.Position.Orientation.Z, envCell.Position.Orientation.W);
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var world = System.Numerics.Matrix4x4.CreateFromQuaternion(rot)
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* System.Numerics.Matrix4x4.CreateTranslation(
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envCell.Position.Origin.X, envCell.Position.Origin.Y, envCell.Position.Origin.Z);
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_out.WriteLine($"=== 0x{cellId:X8} downward physics polys (n.Z < -0.3) ===");
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foreach (var (id, poly) in cs!.PhysicsPolygons)
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{
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var verts = poly.VertexIds;
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if (verts.Count < 3) continue;
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if (!cs.VertexArray.Vertices.TryGetValue((ushort)verts[0], out var v0)) continue;
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if (!cs.VertexArray.Vertices.TryGetValue((ushort)verts[1], out var v1)) continue;
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if (!cs.VertexArray.Vertices.TryGetValue((ushort)verts[2], out var v2)) continue;
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var w0 = System.Numerics.Vector3.Transform(v0.Origin, world);
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var w1 = System.Numerics.Vector3.Transform(v1.Origin, world);
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var w2 = System.Numerics.Vector3.Transform(v2.Origin, world);
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var n = System.Numerics.Vector3.Normalize(
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System.Numerics.Vector3.Cross(w1 - w0, w2 - w0));
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if (n.Z > -0.3f) continue;
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// Only near the seam column the player crossed.
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float minX = MathF.Min(w0.X, MathF.Min(w1.X, w2.X));
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float maxX = MathF.Max(w0.X, MathF.Max(w1.X, w2.X));
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if (maxX < 83.5f || minX > 87.0f) continue;
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var allW = new System.Collections.Generic.List<System.Numerics.Vector3>();
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foreach (var vid in verts)
|
||
if (cs.VertexArray.Vertices.TryGetValue((ushort)vid, out var vv))
|
||
allW.Add(System.Numerics.Vector3.Transform(vv.Origin, world));
|
||
float minZ = float.MaxValue, maxZ = float.MinValue, minY = float.MaxValue, maxY = float.MinValue;
|
||
foreach (var w in allW)
|
||
{
|
||
minZ = MathF.Min(minZ, w.Z); maxZ = MathF.Max(maxZ, w.Z);
|
||
minY = MathF.Min(minY, w.Y); maxY = MathF.Max(maxY, w.Y);
|
||
}
|
||
|
||
_out.WriteLine(
|
||
$" poly {id}: worldN=({n.X:F2},{n.Y:F2},{n.Z:F2}) x=[{minX:F2},{maxX:F2}] " +
|
||
$"y=[{minY:F2},{maxY:F2}] z=[{minZ:F2},{maxZ:F2}] verts={verts.Count} " +
|
||
$"sides={poly.SidesType} stip={poly.Stippling}");
|
||
}
|
||
}
|
||
_out.WriteLine("(downward sweep complete)");
|
||
}
|
||
|
||
/// <summary>
|
||
/// 2026-07-06 gate-session follow-up: seam crossings SUCCEED at
|
||
/// y≈−40.8..−41.2 and BLOCK at y≈−39.5..−39.8 (cell-transit log,
|
||
/// launch-137-corridor-gate.log). A y-dependent boundary with no physics
|
||
/// polygon culprit points at the PORTAL POLYGONS — if the doorway
|
||
/// openings don't span the full corridor width, the transit/membership
|
||
/// machinery only hands the sphere to the neighbor inside the portal
|
||
/// poly's span. Dump every portal polygon's world-space vertex extent.
|
||
/// </summary>
|
||
[Theory]
|
||
[InlineData(0x8A02016Eu)]
|
||
[InlineData(0x8A02017Au)]
|
||
public void CorridorCell_PortalPolygonWorldSpans(uint envCellId)
|
||
{
|
||
var datDir = Env.GetEnvironmentVariable("ACDREAM_DAT_DIR")
|
||
?? Path.Combine(Env.GetFolderPath(Env.SpecialFolder.UserProfile),
|
||
"Documents", "Asheron's Call");
|
||
if (!Directory.Exists(datDir))
|
||
{
|
||
_out.WriteLine($"SKIP: dat directory not found at {datDir}");
|
||
return;
|
||
}
|
||
|
||
using var dats = new DatCollection(datDir, DatAccessType.Read);
|
||
|
||
var envCell = dats.Get<EnvCell>(envCellId);
|
||
Assert.NotNull(envCell);
|
||
var environment = dats.Get<DatReaderWriter.DBObjs.Environment>(0x0D000000u | envCell!.EnvironmentId);
|
||
Assert.NotNull(environment);
|
||
Assert.True(environment!.Cells.TryGetValue(envCell.CellStructure, out var cs));
|
||
|
||
var rot = new System.Numerics.Quaternion(
|
||
envCell.Position.Orientation.X, envCell.Position.Orientation.Y,
|
||
envCell.Position.Orientation.Z, envCell.Position.Orientation.W);
|
||
var world = System.Numerics.Matrix4x4.CreateFromQuaternion(rot)
|
||
* System.Numerics.Matrix4x4.CreateTranslation(
|
||
envCell.Position.Origin.X, envCell.Position.Origin.Y, envCell.Position.Origin.Z);
|
||
|
||
_out.WriteLine($"=== 0x{envCellId:X8} portal polygons (world spans) ===");
|
||
foreach (var p in envCell.CellPortals)
|
||
{
|
||
if (!cs!.Polygons.TryGetValue((ushort)p.PolygonId, out var poly))
|
||
{
|
||
_out.WriteLine($" portal poly {p.PolygonId} -> 0x{p.OtherCellId:X4} {p.Flags}: NOT in visual set");
|
||
continue;
|
||
}
|
||
|
||
var min = new System.Numerics.Vector3(float.MaxValue);
|
||
var max = new System.Numerics.Vector3(float.MinValue);
|
||
foreach (var vid in poly.VertexIds)
|
||
{
|
||
if (!cs.VertexArray.Vertices.TryGetValue((ushort)vid, out var v)) continue;
|
||
var w = System.Numerics.Vector3.Transform(v.Origin, world);
|
||
min = System.Numerics.Vector3.Min(min, w);
|
||
max = System.Numerics.Vector3.Max(max, w);
|
||
}
|
||
_out.WriteLine(
|
||
$" portal poly {p.PolygonId} -> 0x{p.OtherCellId:X4} [{p.Flags}] " +
|
||
$"x=[{min.X:F2},{max.X:F2}] y=[{min.Y:F2},{max.Y:F2}] z=[{min.Z:F2},{max.Z:F2}] " +
|
||
$"verts={poly.VertexIds.Count}");
|
||
}
|
||
}
|
||
}
|