acdream/src/AcDream.UI.Abstractions/Panels/Debug/DebugPanel.cs
Erik 27d7de11d8 feat(physics): Cluster A — indoor BSP collision probe
Adds the [indoor-bsp] probe + ProbeIndoorBspEnabled toggle for the
Indoor walking Phase 1 BSP-cluster investigation. Mirrors the existing
[resolve] / [cell-transit] / [indoor-*] pattern: one log line per
BSPQuery.FindCollisions call from FindEnvCollisions' cell branch,
capturing cell id, sphere local-pos, result TransitionState, and the
hit poly's normal + side-type via the LastBspHitPoly side-channel
(already wired for ProbeBuildingEnabled, now also fires for the indoor
flag).

Toggle via ACDREAM_PROBE_INDOOR_BSP=1 env var or DebugPanel checkbox.
Zero-cost when off.

Predecessor for the three fix commits that will close ISSUES.md
#84/#85/#86 after the capture session.

Spec: docs/superpowers/specs/2026-05-19-indoor-walking-phase1-bsp-cluster-design.md
Plan: docs/superpowers/plans/2026-05-19-indoor-walking-phase1-bsp-cluster.md

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-19 14:24:07 +02:00

334 lines
14 KiB
C#

using System.Numerics;
namespace AcDream.UI.Abstractions.Panels.Debug;
/// <summary>
/// The Phase I.2 debug panel — single ImGui window with collapsing-header
/// sections that replace the old custom <c>DebugOverlay</c>'s six floating
/// panels (Info / Stats / Help / Compass / Chat / Event) plus the toast
/// surface. Reads through <see cref="DebugVM"/> so values are always live.
///
/// <para>
/// Layout: Player Info, Performance, Compass, Help, Combat events, Recent
/// toasts, Diagnostics. Each section is a <c>CollapsingHeader</c>;
/// importance-ranked sections default open, niche ones default closed.
/// </para>
///
/// <para>
/// Reuses the I.1 widget extensions only; never imports a backend
/// namespace. Same constraints as <c>VitalsPanel</c> and <c>ChatPanel</c>.
/// </para>
/// </summary>
public sealed class DebugPanel : IPanel
{
private readonly DebugVM _vm;
public DebugPanel(DebugVM vm)
{
_vm = vm ?? throw new ArgumentNullException(nameof(vm));
}
/// <inheritdoc />
public string Id => "acdream.debug";
/// <inheritdoc />
public string Title => "Debug";
/// <inheritdoc />
public bool IsVisible { get; set; } = true;
/// <summary>
/// Cheat-sheet of currently meaningful keybinds. Kept as a static
/// table because the data is stable and the panel only renders
/// labels — no behavior change to the bindings themselves.
/// </summary>
private static readonly (string Key, string Action)[] Keybinds =
{
// K-fix4 (2026-04-26): refreshed for the retail-default keymap +
// Phase K input-pipeline bindings. F1-F12 alone are retail panel
// toggles; acdream debug actions live behind Ctrl+F* to avoid
// retail conflicts.
("Esc", "exit fly / close window"),
("F11", "open Settings (key rebinding etc.)"),
("Ctrl+Shift+F", "toggle free-fly camera"),
("Ctrl+F1", "toggle this debug panel"),
("Ctrl+F2", "toggle collision wireframes"),
("Ctrl+F3", "console dump (pos + nearby objects)"),
("Ctrl+F7", "cycle time-of-day override"),
("Ctrl+F8 / F9", "mouse sensitivity slower / faster"),
("Ctrl+F10", "cycle weather"),
("W / X", "run forward / backward"),
("A / D", "turn left / right"),
("Z / C", "strafe left / right"),
("Q", "autorun toggle"),
("Shift", "walk modifier (default = run)"),
("Space", "jump (hold to charge)"),
("Y G H B", "stand / sit / crouch / lie"),
("Hold MMB", "instant mouse-look"),
("Hold RMB", "free orbit camera around player"),
("Wheel", "zoom chase camera in / out"),
("Tab", "focus chat input"),
};
/// <inheritdoc />
public void Render(PanelContext ctx, IPanelRenderer renderer)
{
if (!renderer.Begin(Title))
{
renderer.End();
return;
}
DrawPlayerInfo(renderer);
DrawChaseCamera(renderer);
DrawPerformance(renderer);
DrawCompass(renderer);
DrawHelp(renderer);
DrawCombatEvents(renderer);
DrawRecentToasts(renderer);
DrawDiagnostics(renderer);
renderer.End();
}
// ── Sections ──────────────────────────────────────────────────────
private void DrawPlayerInfo(IPanelRenderer r)
{
if (!r.CollapsingHeader("Player Info", defaultOpen: true)) return;
string mode = _vm.InPlayerMode ? "PLAYER"
: _vm.InFlyMode ? "FLY"
: "ORBIT";
r.Text($"mode: {mode} cell: 0x{_vm.CellId:X8}");
var p = _vm.PlayerPosition;
r.Text($"pos: ({p.X,7:F1}, {p.Y,7:F1}, {p.Z,7:F2})");
r.Text($"heading: {_vm.HeadingDeg,3:F0}°");
r.Text($"grounded: {(_vm.OnGround ? "yes" : "no ")} vZ: {_vm.VerticalVelocity,5:F2}");
string near = float.IsPositiveInfinity(_vm.NearestObjDist)
? "---"
: $"{_vm.NearestObjDist,4:F1}m";
if (_vm.Colliding)
{
r.TextColored(new Vector4(1f, 0.4f, 0.35f, 1f),
$"near: {near} {_vm.NearestObjLabel} [BLOCKED]");
}
else
{
r.Text($"near: {near} {_vm.NearestObjLabel}");
}
if (_vm.InPlayerMode)
r.Text($"chase dist: {_vm.ChaseDistance,4:F1}m{(_vm.RmbOrbit ? " [RMB orbit]" : "")}");
r.Text($"sens: {_vm.MouseSensitivity:F3}x");
}
private void DrawChaseCamera(IPanelRenderer r)
{
if (!r.CollapsingHeader("Chase camera", defaultOpen: true)) return;
bool useRetail = _vm.UseRetailChaseCamera;
bool alignSlope = _vm.CameraAlignToSlope;
float tStiff = _vm.CameraTranslationStiffness;
float rStiff = _vm.CameraRotationStiffness;
float lpWindow = _vm.CameraMouseLowPassWindowSec;
float adjSpeed = _vm.CameraAdjustmentSpeed;
if (r.Checkbox("Use retail chase camera (env: ACDREAM_RETAIL_CHASE)", ref useRetail))
_vm.UseRetailChaseCamera = useRetail;
if (r.Checkbox("Align to slope (env: ACDREAM_CAMERA_ALIGN_SLOPE)", ref alignSlope))
_vm.CameraAlignToSlope = alignSlope;
if (r.SliderFloat("Translation stiffness", ref tStiff, 0.05f, 1.0f))
_vm.CameraTranslationStiffness = tStiff;
if (r.SliderFloat("Rotation stiffness", ref rStiff, 0.05f, 1.0f))
_vm.CameraRotationStiffness = rStiff;
if (r.SliderFloat("Mouse low-pass window (s)", ref lpWindow, 0.0f, 0.5f))
_vm.CameraMouseLowPassWindowSec = lpWindow;
if (r.SliderFloat("Adjustment speed (units/s)", ref adjSpeed, 10f, 80f))
_vm.CameraAdjustmentSpeed = adjSpeed;
}
private void DrawPerformance(IPanelRenderer r)
{
if (!r.CollapsingHeader("Performance", defaultOpen: true)) return;
r.Text($"fps: {_vm.Fps,5:F0} frame: {_vm.FrameMs,5:F1} ms");
r.Text($"visible LB: {_vm.LandblocksVisible,3}/{_vm.LandblocksTotal,3} radius: {_vm.StreamingRadius}");
r.Text($"entities: {_vm.EntityCount,4} animated: {_vm.AnimatedCount,3} coll: {_vm.ShadowObjectCount}");
r.Text($"lights: {_vm.ActiveLights}/{_vm.RegisteredLights} particles: {_vm.ParticleCount}");
r.Text($"time: {_vm.DayFraction,5:F2} {_vm.HourName} weather: {_vm.Weather}");
}
private void DrawCompass(IPanelRenderer r)
{
if (!r.CollapsingHeader("Compass", defaultOpen: false)) return;
// Phase I.2 stub — the visual strip + cardinal markers from the
// old DebugOverlay relied on raw 2D-rect primitives we don't (and
// shouldn't) expose through IPanelRenderer. The fancy compass
// strip lands in D.6 with proper world-HUD draw-list primitives.
// For now show heading degrees + compass cardinal label.
float h = NormalizeDeg(_vm.HeadingDeg);
r.Text($"heading: {h,3:F0}° cardinal: {Cardinal(h)}");
}
private void DrawHelp(IPanelRenderer r)
{
if (!r.CollapsingHeader("Help", defaultOpen: false)) return;
r.BeginTable("debug.help", 2);
foreach (var (key, action) in Keybinds)
{
r.TableNextColumn();
r.Text(key);
r.TableNextColumn();
r.Text(action);
}
r.EndTable();
}
private void DrawCombatEvents(IPanelRenderer r)
{
if (!r.CollapsingHeader("Combat events", defaultOpen: true)) return;
if (_vm.CombatEvents.Count == 0)
{
r.Text("(no recent combat)");
return;
}
foreach (var line in _vm.CombatEvents)
{
r.TextColored(ColorForCombat(line.Kind), line.Text);
}
}
private void DrawRecentToasts(IPanelRenderer r)
{
if (!r.CollapsingHeader("Recent toasts", defaultOpen: false)) return;
if (_vm.RecentToasts.Count == 0)
{
r.Text("(none)");
return;
}
foreach (var t in _vm.RecentToasts)
{
string ts = t.Timestamp.ToLocalTime().ToString("HH:mm:ss");
r.TextColored(ColorForToast(t.Kind), $"[{ts}] {t.Text}");
}
}
private void DrawDiagnostics(IPanelRenderer r)
{
if (!r.CollapsingHeader("Diagnostics", defaultOpen: true)) return;
bool dumpMotion = _vm.DumpMotion;
bool dumpVitals = _vm.DumpVitals;
bool dumpOpcodes = _vm.DumpOpcodes;
bool dumpSky = _vm.DumpSky;
bool probeResolve = _vm.ProbeResolve;
bool probeCell = _vm.ProbeCell;
bool probeBuilding = _vm.ProbeBuilding;
bool probeAutoWalk = _vm.ProbeAutoWalk;
if (r.Checkbox("Dump motion (ACDREAM_DUMP_MOTION)", ref dumpMotion)) _vm.DumpMotion = dumpMotion;
if (r.Checkbox("Dump vitals (ACDREAM_DUMP_VITALS)", ref dumpVitals)) _vm.DumpVitals = dumpVitals;
if (r.Checkbox("Dump opcodes (ACDREAM_DUMP_OPCODES)", ref dumpOpcodes)) _vm.DumpOpcodes = dumpOpcodes;
if (r.Checkbox("Dump sky (ACDREAM_DUMP_SKY)", ref dumpSky)) _vm.DumpSky = dumpSky;
// L.2a slice 1 (2026-05-12): unlike the four above, these
// forward to PhysicsDiagnostics so a toggle takes effect live.
if (r.Checkbox("Probe resolve (ACDREAM_PROBE_RESOLVE)", ref probeResolve)) _vm.ProbeResolve = probeResolve;
if (r.Checkbox("Probe cell-transit (ACDREAM_PROBE_CELL)",ref probeCell)) _vm.ProbeCell = probeCell;
// L.2d slice 1 (2026-05-13): heavy per-hit BSP diagnostic for
// doorway / building shape-fidelity work. Emits multi-line
// [resolve-bldg] entries; expect log volume to spike at walls.
if (r.Checkbox("Probe BSP hits (ACDREAM_PROBE_BUILDING, slow)",
ref probeBuilding)) _vm.ProbeBuilding = probeBuilding;
// B.6 slice 1 (2026-05-14): local-player auto-walk trace for issue #63.
// Low volume — only the local player's UM/UP/Use/PickUp events emit.
if (r.Checkbox("Probe auto-walk (ACDREAM_PROBE_AUTOWALK)",
ref probeAutoWalk)) _vm.ProbeAutoWalk = probeAutoWalk;
// ── Indoor rendering diagnostics (2026-05-19) ───────────────
// Pinpoint where the EnvCell rendering chain breaks for
// hypothesis-driven Phase 2 fix. Spec:
// docs/superpowers/specs/2026-05-19-indoor-cell-rendering-fix-design.md
r.Separator();
r.Text("Indoor rendering (envCell):");
bool probeIndoorAll = _vm.ProbeIndoorAll;
bool probeIndoorWalk = _vm.ProbeIndoorWalk;
bool probeIndoorLookup = _vm.ProbeIndoorLookup;
bool probeIndoorUpload = _vm.ProbeIndoorUpload;
bool probeIndoorXform = _vm.ProbeIndoorXform;
bool probeIndoorCull = _vm.ProbeIndoorCull;
if (r.Checkbox("Indoor: ALL (ACDREAM_PROBE_INDOOR_ALL)", ref probeIndoorAll)) _vm.ProbeIndoorAll = probeIndoorAll;
if (r.Checkbox("Indoor: walk (ACDREAM_PROBE_INDOOR_WALK)", ref probeIndoorWalk)) _vm.ProbeIndoorWalk = probeIndoorWalk;
if (r.Checkbox("Indoor: lookup (ACDREAM_PROBE_INDOOR_LOOKUP)", ref probeIndoorLookup)) _vm.ProbeIndoorLookup = probeIndoorLookup;
if (r.Checkbox("Indoor: upload (ACDREAM_PROBE_INDOOR_UPLOAD)", ref probeIndoorUpload)) _vm.ProbeIndoorUpload = probeIndoorUpload;
if (r.Checkbox("Indoor: xform (ACDREAM_PROBE_INDOOR_XFORM)", ref probeIndoorXform)) _vm.ProbeIndoorXform = probeIndoorXform;
if (r.Checkbox("Indoor: cull (ACDREAM_PROBE_INDOOR_CULL)", ref probeIndoorCull)) _vm.ProbeIndoorCull = probeIndoorCull;
bool probeIndoorBsp = _vm.ProbeIndoorBsp;
if (r.Checkbox("Indoor: BSP collision (ACDREAM_PROBE_INDOOR_BSP)", ref probeIndoorBsp)) _vm.ProbeIndoorBsp = probeIndoorBsp;
r.Spacing();
// Cycle / toggle actions live on the VM as Action handles; the
// host (GameWindow) populates them with the same lambdas the
// old F7/F10/F2 keybinds used.
if (r.Button("Cycle time of day")) _vm.CycleTimeOfDay?.Invoke();
r.SameLine();
if (r.Button("Cycle weather")) _vm.CycleWeather?.Invoke();
r.SameLine();
if (r.Button("Toggle collision wires")) _vm.ToggleCollisionWires?.Invoke();
// Phase K.2 — explicit free-fly toggle button. Mirrors the
// legacy F-key alias but is discoverable to users who haven't
// memorized the Ctrl+F* debug bindings. Action handle owned
// by GameWindow; null-safe for tests / offline.
if (r.Button("Toggle Free-Fly Mode")) _vm.ToggleFlyMode?.Invoke();
r.Text(_vm.DebugWireframes ? "collision wires: ON" : "collision wires: OFF");
}
// ── Color helpers ─────────────────────────────────────────────────
private static Vector4 ColorForCombat(CombatEventKind kind) => kind switch
{
CombatEventKind.Info => new Vector4(1.0f, 0.9f, 0.3f, 1f), // yellow
CombatEventKind.Warn => new Vector4(1.0f, 0.5f, 0.5f, 1f), // light red
CombatEventKind.Error => new Vector4(1.0f, 0.3f, 0.3f, 1f), // deep red
_ => new Vector4(1f, 1f, 1f, 1f),
};
private static Vector4 ColorForToast(ToastKind kind) => kind switch
{
ToastKind.Warn => new Vector4(1.0f, 0.8f, 0.4f, 1f),
ToastKind.Error => new Vector4(1.0f, 0.4f, 0.4f, 1f),
_ => new Vector4(0.85f, 0.95f, 1.0f, 1f),
};
private static float NormalizeDeg(float deg)
{
deg %= 360f;
if (deg < 0) deg += 360f;
return deg;
}
private static string Cardinal(float deg)
{
// Heading 0 = +X (east) per the old overlay. Same eight cardinal
// labels — N/E/S/W with NE/SE/SW/NW between.
// 0=E, 90=N, 180=W, 270=S (acdream's coordinate convention).
string[] dirs = { "E", "NE", "N", "NW", "W", "SW", "S", "SE" };
int idx = (int)MathF.Round(deg / 45f) & 7;
return dirs[idx];
}
}