Merge pull request 'test(M00): probe renderer terrain clearance' (#3) from work/sindo-main-codex/m00-terrain-height into master

Reviewed-on: #3
This commit was merged in pull request #3.
This commit is contained in:
2026-07-11 20:48:57 +03:00
4 changed files with 276 additions and 0 deletions
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# M00-QAR-TERRAIN-HEIGHT-001 — Terrain height diagnostic
<!-- OPENWC_CLAIM:M00-QAR-TERRAIN-HEIGHT-001:sindo-main-codex:2026-07-13 -->
## Ownership
- Target: M00
- Program: QAR
- Owner/Agent ID: sindo-main-codex
- Branch: `work/sindo-main-codex/m00-terrain-height`
- Lease expires UTC: 2026-07-13
- Integrator: milestone integrator
## Outcome
Measure rendered terrain height and camera clearance at the five build 12340 golden checkpoints without changing renderer behavior.
## Non-goals
- Adding a runtime terrain-query API or collision system.
- Changing terrain geometry, coordinate mapping, placements, or cameras.
- Implementing the M01 CoordinateMapper.
## Paths
- Exclusive: `src/tools/probe_render_terrain_height.gd`
- Shared/hotspots: renderer baseline documentation and runner
- Generated/ignored: local JSON probe reports
## Contracts and data
- Public API/events: headless diagnostic CLI only
- Schema/format version: report schema 1
- Migration/compatibility: none
- Consumers: M00 fidelity diagnosis
## Dependencies
- Requires: calibrated renderer manifest and active terrain meshes
- Blocks: classification of under-terrain camera gaps
- External state: local extracted/cache data
## Verification
- Commands: terrain probe, M00 dry-run, coordination and documentation gates
- Fixtures: five calibrated manifest checkpoints
- Fidelity evidence: camera clearance against rendered OpenWC terrain
- Performance budget: offline diagnostic only
## Documentation deliverables
- Inline public API docs: script CLI header
- Module specification: verification/source map
- Data-flow diagram: terrain probe flow
- Sequence/state/dependency diagrams: synchronous diagnostic; not applicable
- Source map/status updates: baseline and renderer module
## Simplicity and naming
- Important names introduced: `terrain_height`, `camera_clearance`
- Simplest considered solution: CPU ray against already loaded mesh
- Rejected complexity/abstractions: new parser, physics collision, runtime query service
- Unavoidable complexity and justification: tile-local ray transform is required by mesh ownership
- Measured optimization evidence: not applicable
## Status
- State: ready
- Done: active-mesh terrain probe, four clearance measurements, isolated waterfall missing-mesh confirmation and documentation
- Next: integrator review; placement/composition diagnosis for four points and tile 30_49 ownership diagnosis remain separate packages
- Blocked by:
## Handoff
- Commit: branch HEAD
- Results: four cameras are 12.034..90.178 units above terrain; waterfall tile has no accessible terrain mesh after 10-second settle
- Remaining risks: mesh ray does not measure WMO/M2 occlusion; waterfall missing mesh requires streaming ownership investigation
- Documentation updated: `docs/RENDER_BASELINE.md`, `docs/modules/world-renderer.md`
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@@ -138,3 +138,21 @@ flowchart LR
``` ```
На пяти точках maximum mapping/round-trip error равен `0.000015`. Это исключает текущую формулу `gx = center - wy`, `gy = wz`, `gz = center - wx` как источник крупного paired mismatch. Результат не доказывает renderer parity: следующая диагностика должна отдельно проверить terrain height, placement transforms и фактическое camera direction/FOV. Production `CoordinateMapper` остаётся задачей M01; M00 probe не создаёт второй публичный coordinate contract. На пяти точках maximum mapping/round-trip error равен `0.000015`. Это исключает текущую формулу `gx = center - wy`, `gy = wz`, `gz = center - wx` как источник крупного paired mismatch. Результат не доказывает renderer parity: следующая диагностика должна отдельно проверить terrain height, placement transforms и фактическое camera direction/FOV. Production `CoordinateMapper` остаётся задачей M01; M00 probe не создаёт второй публичный coordinate contract.
## Terrain height diagnostic
Rendered terrain проверяется без нового runtime API: offline probe использует уже загруженный tile mesh, строит `TriangleMesh` и выполняет вертикальный ray в tile-local space.
```powershell
godot --headless --path . --script res://src/tools/probe_render_terrain_height.gd -- --wait 2
```
```mermaid
flowchart LR
C[Calibrated camera XZ] --> S[Streaming tile state]
S --> M[Active terrain mesh]
M --> T[Tile-local TriangleMesh ray]
T --> H[Terrain height and camera clearance]
```
Измеренный clearance: terrain overview `89.044`, ADT boundary `44.788`, dense M2 `90.178`, large WMO `12.034` Godot units. Следовательно, эти четыре камеры находятся над rendered terrain; visual obstruction принадлежит placements/WMO/composition, а не terrain height. Waterfall tile `30_49` не публикует доступный terrain mesh даже после isolated 10-second settle; это отдельный streaming/terrain ownership gap. Default probe сохраняет partial report, а `--require-all` включает строгий ненулевой exit при любой неснятой точке.
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@@ -223,6 +223,7 @@ Exact exported settings and cache versions remain documented in [`../../RENDER.m
- Direct camera path remains until M01/M03. - Direct camera path remains until M01/M03.
- Original-client paired fidelity evidence incomplete. - Original-client paired fidelity evidence incomplete.
- Первый paired run выявил coordinate/placement mismatch: несколько совпадающих server-derived camera positions оказываются под terrain или внутри WMO/rocks OpenWC. - Первый paired run выявил coordinate/placement mismatch: несколько совпадающих server-derived camera positions оказываются под terrain или внутри WMO/rocks OpenWC.
- Terrain-height probe исключил under-terrain состояние для четырёх точек; waterfall tile `30_49` не предоставил terrain mesh после isolated settle.
- D3D12 descriptor and shutdown RID/resource issues remain. - D3D12 descriptor and shutdown RID/resource issues remain.
- M2/WMO/material/particle/ribbon/portal parity incomplete. - M2/WMO/material/particle/ribbon/portal parity incomplete.
- Public API is mostly exported configuration rather than stable contracts. - Public API is mostly exported configuration rather than stable contracts.
@@ -243,6 +244,7 @@ Exact exported settings and cache versions remain documented in [`../../RENDER.m
| `src/tools/compare_render_checkpoints.gd` | Offline JPG/PNG paired-image perceptual metrics and JSON pass/fail report | | `src/tools/compare_render_checkpoints.gd` | Offline JPG/PNG paired-image perceptual metrics and JSON pass/fail report |
| `src/tools/capture_render_checkpoints.gd` | Deterministic no-roll checkpoint camera, performance and visual capture | | `src/tools/capture_render_checkpoints.gd` | Deterministic no-roll checkpoint camera, performance and visual capture |
| `src/tools/verify_render_coordinate_calibration.gd` | Build 12340 camera-coordinate golden point round-trip diagnostic | | `src/tools/verify_render_coordinate_calibration.gd` | Build 12340 camera-coordinate golden point round-trip diagnostic |
| `src/tools/probe_render_terrain_height.gd` | Offline active-mesh terrain height and camera-clearance report |
## Related decisions and references ## Related decisions and references
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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