feat(M01): enforce coordinate conversion boundaries
Work-Package: M01-FND-COORD-BOUNDARY-GATE-001 Agent: sindo-main-codex
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@@ -5,7 +5,8 @@ extends SceneTree
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## [--wait 3.0] [--output user://render_terrain_height/report.json]
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const MANIFEST_PATH := "res://src/tools/render_baseline_manifest.json"
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const TILE_SIZE := 533.33333
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const COORDINATE_MAPPER_SCRIPT := preload("res://src/domain/coordinates/coordinate_mapper.gd")
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const GODOT_WORLD_POSITION_SCRIPT := preload("res://src/domain/coordinates/godot_world_position.gd")
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const RAY_HEIGHT := 5000.0
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@@ -90,9 +91,7 @@ func _run_async() -> void:
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func _sample_terrain(world: Node3D, world_position: Vector3) -> Dictionary:
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var tile_coordinate := Vector2i(
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int(floor(world_position.x / TILE_SIZE)),
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int(floor(world_position.z / TILE_SIZE)))
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var tile_coordinate := _adt_tile_vector2i(world_position)
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var tile_states: Dictionary = world.get("_tile_states")
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var highest_terrain_height := -INF
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var intersected_tile_key := ""
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@@ -198,9 +197,7 @@ func _nearest_terrain_sample(world: Node3D, world_position: Vector3) -> Dictiona
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for radius in [2.0, 5.0, 10.0, 20.0, 40.0]:
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for offset in [Vector2(radius, 0.0), Vector2(-radius, 0.0), Vector2(0.0, radius), Vector2(0.0, -radius)]:
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var sample_position := world_position + Vector3(offset.x, 0.0, offset.y)
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var sample_tile := Vector2i(
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int(floor(sample_position.x / TILE_SIZE)),
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int(floor(sample_position.z / TILE_SIZE)))
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var sample_tile := _adt_tile_vector2i(sample_position)
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var sample_key := "%d_%d" % [sample_tile.x, sample_tile.y]
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if not tile_states.has(sample_key):
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continue
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@@ -214,6 +211,12 @@ func _nearest_terrain_sample(world: Node3D, world_position: Vector3) -> Dictiona
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return {"nearest_sample_distance": null}
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func _adt_tile_vector2i(world_position: Vector3) -> Vector2i:
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var typed_world_position = GODOT_WORLD_POSITION_SCRIPT.new(world_position.x, world_position.y, world_position.z)
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var tile_coordinate = COORDINATE_MAPPER_SCRIPT.godot_to_adt_tile(typed_world_position)
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return Vector2i(tile_coordinate.tile_x, tile_coordinate.tile_y)
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func _vector3_array(value: Vector3) -> Array[float]:
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return [value.x, value.y, value.z]
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