feat(M01): enforce coordinate conversion boundaries

Work-Package: M01-FND-COORD-BOUNDARY-GATE-001

Agent: sindo-main-codex
This commit is contained in:
2026-07-13 16:37:29 +04:00
parent c8e62acf4c
commit 47dec6c32c
13 changed files with 335 additions and 66 deletions
+14
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@@ -843,6 +843,20 @@ $exe = Join-Path $env:TEMP 'godot-4.6.1-openwc\Godot_v4.6.1-stable_win64.exe'
- Streaming radii, LOD decisions, cache formats and renderer quality profiles
are unchanged by this migration.
## 2026-07-13 Coordinate Conversion Boundary Gate
- Sky/area lookup, streaming tile ownership, player spawn/terrain sampling and
terrain diagnostics now cross world-coordinate spaces through typed
`CoordinateMapper` methods.
- Renderer distance, LOD, ray and model-local M2/WMO calculations remain in
their existing Godot/local spaces; they are not axis conversions.
- The repository gate rejects new manual world-center, WoW/Godot and
Godot-position-to-ADT formulas. The unified renderer baseline runs this gate.
- Native ADT/WDT parsers keep one shared world conversion in
`wow_chunk_reader.h`; the independent M00 calibration formula remains a test oracle.
- Coordinate contract version 2, renderer radii, cache formats and visual
quality profiles are unchanged.
## Practical Rule For Future Work
If something improves quality but creates visible hitch, it is not done. Move it to bake/cache/background work, split finalization over frames, or prewarm it before the player can see it.