test(M00): probe renderer terrain clearance

Work-Package: M00-QAR-TERRAIN-HEIGHT-001
Agent: sindo-main-codex
Tests: five-point terrain probe, coordination and documentation gates
Fidelity: four cameras confirmed above terrain; waterfall tile missing terrain mesh recorded
This commit is contained in:
2026-07-11 19:38:23 +04:00
parent dfc10312f8
commit d233a41ce8
4 changed files with 276 additions and 0 deletions
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extends SceneTree
## Measures camera clearance against the active rendered terrain mesh.
## Usage: godot --path . --script res://src/tools/probe_render_terrain_height.gd --
## [--wait 3.0] [--output user://render_terrain_height/report.json]
const MANIFEST_PATH := "res://src/tools/render_baseline_manifest.json"
const TILE_SIZE := 533.33333
const RAY_HEIGHT := 5000.0
func _initialize() -> void:
_run_async.call_deferred()
func _run_async() -> void:
var arguments := OS.get_cmdline_user_args()
var wait_seconds := float(_argument(arguments, "--wait", "3.0"))
var output_path := _argument(arguments, "--output", "user://render_terrain_height/report.json")
var only_filter := _argument(arguments, "--only", "").to_lower()
var require_all := arguments.has("--require-all")
var manifest := _load_json(MANIFEST_PATH)
if manifest.is_empty():
quit(1)
return
var packed_scene: PackedScene = load(String(manifest.get("scene", "")))
if packed_scene == null:
push_error("TERRAIN_HEIGHT_PROBE: cannot load streaming scene")
quit(1)
return
var world := packed_scene.instantiate() as Node3D
if world == null:
push_error("TERRAIN_HEIGHT_PROBE: streaming scene root is not Node3D")
quit(1)
return
var camera := Camera3D.new()
camera.current = true
world.add_child(camera)
world.set("camera_path", NodePath(camera.name))
world.set("debug_streaming", false)
get_root().add_child(world)
await process_frame
await process_frame
var results: Array[Dictionary] = []
for checkpoint_variant in manifest.get("checkpoints", []):
if not (checkpoint_variant is Dictionary):
continue
var checkpoint: Dictionary = checkpoint_variant
if not checkpoint.has("reference_wow_camera"):
continue
if not only_filter.is_empty() and not String(checkpoint.get("name", "")).to_lower().contains(only_filter):
continue
var camera_position := _vector3(checkpoint.get("camera", []))
camera.global_position = camera_position
if world.has_method("_refresh_streaming_targets_at"):
world.call("_refresh_streaming_targets_at", camera_position, true)
await create_timer(maxf(0.1, wait_seconds)).timeout
var terrain_sample := _sample_terrain(world, camera_position)
terrain_sample["name"] = checkpoint.get("name", "checkpoint")
terrain_sample["camera_y"] = camera_position.y
if terrain_sample.has("terrain_height"):
terrain_sample["camera_clearance"] = camera_position.y - float(terrain_sample.terrain_height)
results.append(terrain_sample)
var report := {
"schema_version": 1,
"created_utc": Time.get_datetime_string_from_system(true, true),
"wait_seconds": wait_seconds,
"results": results,
}
if not _write_json(output_path, report):
quit(1)
return
var sampled_count := 0
for result in results:
if result.has("terrain_height"):
sampled_count += 1
print("TERRAIN_HEIGHT name=%s status=%s camera_y=%.3f terrain=%s clearance=%s" % [
result.get("name", "checkpoint"),
result.get("status", "unknown"),
float(result.get("camera_y", 0.0)),
str(result.get("terrain_height", "n/a")),
str(result.get("camera_clearance", "n/a")),
])
print("TERRAIN_HEIGHT_PROBE sampled=%d total=%d report=%s" % [sampled_count, results.size(), output_path])
world.queue_free()
var failed := sampled_count == 0 or (require_all and sampled_count != results.size())
quit(1 if failed else 0)
func _sample_terrain(world: Node3D, world_position: Vector3) -> Dictionary:
var tile_coordinate := Vector2i(
int(floor(world_position.x / TILE_SIZE)),
int(floor(world_position.z / TILE_SIZE)))
var tile_states: Dictionary = world.get("_tile_states")
var highest_terrain_height := -INF
var intersected_tile_key := ""
var ready_mesh_count := 0
for tile_y in range(tile_coordinate.y - 1, tile_coordinate.y + 2):
for tile_x in range(tile_coordinate.x - 1, tile_coordinate.x + 2):
var tile_key := "%d_%d" % [tile_x, tile_y]
if not tile_states.has(tile_key):
continue
var state: Dictionary = tile_states[tile_key]
var terrain_height_variant = _intersect_terrain_state(state, world_position)
if terrain_height_variant == null:
continue
ready_mesh_count += 1
var terrain_height := float(terrain_height_variant)
if terrain_height > highest_terrain_height:
highest_terrain_height = terrain_height
intersected_tile_key = tile_key
if not is_finite(highest_terrain_height):
return {
"status": "no_intersection" if ready_mesh_count > 0 else "mesh_not_ready",
"tile": "%d_%d" % [tile_coordinate.x, tile_coordinate.y],
}
return {
"status": "sampled",
"tile": intersected_tile_key,
"terrain_height": highest_terrain_height,
}
func _intersect_terrain_state(state: Dictionary, world_position: Vector3):
var terrain_mesh: Mesh = state.get("quality_terrain_mesh", null)
if terrain_mesh == null:
terrain_mesh = state.get("tile_lod_mesh", null)
if terrain_mesh == null:
return null
var triangle_mesh := terrain_mesh.generate_triangle_mesh()
if triangle_mesh == null:
return null
var tile_root := state.get("root", null) as Node3D
if tile_root == null:
return null
var inverse_transform := tile_root.global_transform.affine_inverse()
var local_ray_origin := inverse_transform * Vector3(world_position.x, RAY_HEIGHT, world_position.z)
var local_ray_direction := inverse_transform.basis * Vector3.DOWN
var intersection: Dictionary = triangle_mesh.intersect_ray(local_ray_origin, local_ray_direction)
if intersection.is_empty():
return null
var local_hit: Vector3 = intersection.get("position", Vector3.ZERO)
var world_hit := tile_root.global_transform * local_hit
return world_hit.y
func _vector3(value_variant) -> Vector3:
if not (value_variant is Array) or value_variant.size() != 3:
return Vector3.ZERO
return Vector3(float(value_variant[0]), float(value_variant[1]), float(value_variant[2]))
func _argument(arguments: PackedStringArray, name: String, default_value: String) -> String:
var index := arguments.find(name)
if index >= 0 and index + 1 < arguments.size():
return arguments[index + 1]
return default_value
func _load_json(path: String) -> Dictionary:
var file := FileAccess.open(path, FileAccess.READ)
if file == null:
return {}
var parsed = JSON.parse_string(file.get_as_text())
return parsed if parsed is Dictionary else {}
func _write_json(path: String, value: Dictionary) -> bool:
var absolute_path := ProjectSettings.globalize_path(path)
if DirAccess.make_dir_recursive_absolute(absolute_path.get_base_dir()) != OK:
return false
var file := FileAccess.open(absolute_path, FileAccess.WRITE)
if file == null:
return false
file.store_string(JSON.stringify(value, " "))
return true