acdream/tests/AcDream.App.Tests/Rendering/Walk/WalkBuildingPortalTests.cs
Erik b3ac5872e9 feat(render) Campaign FW1: the degrade-level BSP gate kills the wrong punches
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>
2026-08-30 10:51:05 +02:00

213 lines
8 KiB
C#

using System.Numerics;
using AcDream.App.Rendering.Walk;
namespace AcDream.App.Tests.Rendering.Walk;
public sealed class WalkBuildingPortalTests
{
private sealed class RecordingSink : WalkBuildingPortals.IWalkPortalPassSink
{
public readonly List<WalkPolygon> Punches = new();
public readonly List<uint[]> DrawCells = new();
public void OnPunch(WalkPolygon polygon) => Punches.Add(polygon);
public void OnDrawCells(WalkPView pview)
=> DrawCells.Add(pview.CellDrawList.Select(c => c.CellId).ToArray());
}
private sealed class Caster : IWalkRayCaster
{
public Vector3 RayThrough(float screenX, float screenY)
=> new(screenX, screenY, 100f);
}
private sealed class TestContext : IWalkFrameContext, IWalkBuildingFrameContext
{
public readonly Dictionary<uint, WalkCell> Cells = new();
private readonly Matrix4x4 _viewProj;
private static readonly Vector2[] RootQuad =
[
new(0, 480), new(640, 480), new(640, 0), new(0, 0),
];
public TestContext()
{
Matrix4x4 view = Matrix4x4.CreateLookAt(
Vector3.Zero, new Vector3(0, 0, -1), Vector3.UnitY);
Matrix4x4 proj = Matrix4x4.CreatePerspectiveFieldOfView(1.2f, 1f, 0.1f, 1000f);
_viewProj = view * proj;
}
public Vector3 ViewpointIn(WalkCell cell) => Vector3.Zero;
public Matrix4x4 ObjectToClip(WalkCell cell) => _viewProj;
public WalkCell? GetVisible(uint cellId) => Cells.GetValueOrDefault(cellId);
public IWalkRayCaster Rays { get; } = new Caster();
public Vector3 WorldViewpoint => Vector3.Zero;
public float ViewportWidth => 640f;
public float ViewportHeight => 480f;
public Vector3 ViewpointInBuilding(WalkBuilding building) => Vector3.Zero;
public float ViewerDistanceTo(WalkBuilding building) => 0f;
public IWalkFrameContext CellContext => this;
public int ClipBuildingPolygon(
WalkBuilding building, WalkPolygon polygon, int side, Span<WalkScreenPoint> output)
{
Span<WalkScreenPoint> projected = stackalloc WalkScreenPoint[polygon.Vertices.Length];
for (int i = 0; i < polygon.Vertices.Length; i++)
projected[i] = WalkScreenClip.TransformToScreen(
polygon.Vertices[i], _viewProj, ViewportWidth, ViewportHeight);
if (side != 0)
projected.Reverse();
return WalkScreenClip.ClipAgainstView(projected, RootQuad, output);
}
}
private static WalkPolygon Quad(float z, float half = 0.5f, bool facingViewer = true) => new()
{
Vertices =
[
new Vector3(-half, -half, z), new Vector3(half, -half, z),
new Vector3(half, half, z), new Vector3(-half, half, z),
],
Plane = new WalkPlane(new Vector3(0, 0, facingViewer ? 1f : -1f), facingViewer ? -z : z),
};
private static WalkBspNode PortalNode(WalkPlane plane, params WalkPortalRef[] portals)
=> new() { SplittingPlane = plane, InPortals = portals };
// ---- the BSP portal-only walk ----
[Fact]
public void Bsp_walk_emits_the_far_side_first()
{
var farPortal = new WalkPortalRef { PortalIndex = 0, Polygon = Quad(-4f) };
var nearPortal = new WalkPortalRef { PortalIndex = 1, Polygon = Quad(-2f) };
// Splitting plane x = 0; viewer at x = +5 (side 0) → NEG child first.
var root = new WalkBspNode
{
SplittingPlane = new WalkPlane(new Vector3(1, 0, 0), 0f),
NegNode = PortalNode(new WalkPlane(new Vector3(0, 0, 1), 100f), farPortal),
PosNode = PortalNode(new WalkPlane(new Vector3(0, 0, 1), 100f), nearPortal),
};
var emitted = new List<int>();
WalkBuildingPortals.BuildDrawPortalsOnly(
root, 1, new Vector3(5, 0, 0), (p, _) => emitted.Add(p.PortalIndex));
Assert.Equal(new[] { 0, 1 }, emitted);
emitted.Clear();
WalkBuildingPortals.BuildDrawPortalsOnly(
root, 1, new Vector3(-5, 0, 0), (p, _) => emitted.Add(p.PortalIndex));
Assert.Equal(new[] { 1, 0 }, emitted);
}
[Fact]
public void In_plane_portal_node_emits_nothing()
{
var portal = new WalkPortalRef { PortalIndex = 0, Polygon = Quad(-2f) };
// Viewer exactly on the node's splitting plane (|d| <= epsilon).
WalkBspNode root = PortalNode(new WalkPlane(new Vector3(1, 0, 0), 0f), portal);
var emitted = new List<int>();
WalkBuildingPortals.BuildDrawPortalsOnly(
root, 1, Vector3.Zero, (p, _) => emitted.Add(p.PortalIndex));
Assert.Empty(emitted);
}
// ---- ConstructView(CBldPortal) + DrawPortal ----
private static (TestContext ctx, WalkBuilding building, WalkCell interior, WalkPortalRef portalRef)
BuildLookInFixture(int portalSide = 0)
{
var ctx = new TestContext();
var interior = new WalkCell
{
CellId = 0x104,
Portals = [new WalkCellPortal
{
OtherCellId = 0xFFFFFFFF, PolygonIndex = 0, PortalSide = 1, OtherPortalId = 0,
}],
PortalPolygons = [Quad(-2f)],
};
ctx.Cells[interior.CellId] = interior;
var building = new WalkBuilding
{
PositionCellId = 0xA9B4000Fu,
Portals =
[
new WalkBldPortal
{
PortalSide = portalSide, OtherCellId = 0x104, OtherPortalId = 0,
StabList = [0x104u],
},
],
};
var portalRef = new WalkPortalRef { PortalIndex = 0, Polygon = Quad(-2f) };
return (ctx, building, interior, portalRef);
}
[Fact]
public void Pass_one_punches_and_appends_the_view_without_flooding()
{
(TestContext ctx, WalkBuilding building, WalkCell interior, WalkPortalRef portalRef)
= BuildLookInFixture();
var pview = new WalkPView();
var sink = new RecordingSink();
bool ok = WalkBuildingPortals.DrawPortal(pview, building, portalRef, 1, ctx, sink);
Assert.True(ok);
Assert.Single(sink.Punches);
Assert.Empty(sink.DrawCells);
Assert.Empty(pview.CellDrawList);
Assert.Equal(0, interior.NumView); // stab views popped back
}
[Fact]
public void Pass_two_floods_the_interior_and_emits_the_draw_cells_event()
{
(TestContext ctx, WalkBuilding building, WalkCell interior, WalkPortalRef portalRef)
= BuildLookInFixture();
var pview = new WalkPView();
var sink = new RecordingSink();
bool ok = WalkBuildingPortals.DrawPortal(pview, building, portalRef, 2, ctx, sink);
Assert.True(ok);
Assert.Empty(sink.Punches); // pass 2 never draws the poly
Assert.Single(sink.DrawCells);
Assert.Equal(new[] { 0x104u }, sink.DrawCells[0]);
}
[Fact]
public void Wrong_viewer_side_rejects_the_look_in()
{
// portal_side = 1 requires side NEGATIVE; the fixture eye computes
// side POSITIVE → rejected: no punch, no view, no flood.
(TestContext ctx, WalkBuilding building, WalkCell interior, WalkPortalRef portalRef)
= BuildLookInFixture(portalSide: 1);
var pview = new WalkPView();
var sink = new RecordingSink();
Assert.False(WalkBuildingPortals.DrawPortal(pview, building, portalRef, 1, ctx, sink));
Assert.Empty(sink.Punches);
Assert.Empty(sink.DrawCells);
}
[Fact]
public void Unloaded_destination_skips_the_punch_silently()
{
(TestContext ctx, WalkBuilding building, WalkCell interior, WalkPortalRef portalRef)
= BuildLookInFixture();
ctx.Cells.Remove(0x104); // destination not Visible
var pview = new WalkPView();
var sink = new RecordingSink();
Assert.False(WalkBuildingPortals.DrawPortal(pview, building, portalRef, 1, ctx, sink));
Assert.Empty(sink.Punches); // no fallback seal on the outdoor path
}
}