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open-wc/docs/adr/0001-canonical-world-coordinates.md
sindoring 47dec6c32c feat(M01): enforce coordinate conversion boundaries
Work-Package: M01-FND-COORD-BOUNDARY-GATE-001

Agent: sindo-main-codex
2026-07-13 16:37:29 +04:00

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ADR 0001: Canonical world coordinate contract

  • Status: Accepted for M01 contract implementation
  • Date: 2026-07-13
  • Work packages: M01-FND-COORDS-001, corrected by M01-FND-COORD-TILE-AXIS-002
  • Decision owners: M01 foundation/integration owners

Context

OpenWC currently performs coordinate conversion in native ADT/WDT loaders, StreamingWorldLoader, sky, player and renderer diagnostic scripts. The same numbers are frequently carried in Vector3 or dictionaries, so the coordinate space is implicit. Existing names also mix ADT filename indices, renderer X/Z indices and MDDF/MODF placement fields.

M00 recorded five positions observed in WoW 3.3.5a build 12340. They verify the current client-position to Godot-position arithmetic within 0.002 yard, but they do not define a cross-layer contract and do not prove camera composition or visual parity.

Independent references agree on a 64 by 64 ADT grid and an approximately 533.3333 yard tile size. They do not all use the word “canonical” for the same axis order. OpenWC therefore needs names tied to observable formats instead of adopting an internal convention from one reference project.

Decision

Canonical position

CanonicalWowWorldPosition(X, Y, Z) preserves the numeric X/Y/Z order used by the WoW client, movement protocol and TrinityCore/AzerothCore world positions. X and Y are horizontal; Z is height. Units are WoW yards.

ServerWorldPosition is a distinct type but converts component-for-component to canonical. The type boundary prevents a server record from being passed directly to renderer code and leaves room for adapter validation without a silent axis swap.

World extent and ADT indices

The contract uses:

ADT_TILE_SIZE_YARDS = 1600 / 3
ADT_TILES_PER_MAP_AXIS = 64
WOW_WORLD_HALF_EXTENT_YARDS = 32 * ADT_TILE_SIZE_YARDS

tileX = floor(32 - canonical.Y / ADT_TILE_SIZE_YARDS)
tileY = floor(32 - canonical.X / ADT_TILE_SIZE_YARDS)

AdtTileCoordinate(tile_x, tile_y) always means the indices in Map_tileX_tileY.adt. Results are intentionally not clamped: the exact south-east extent produces index 64 and remains diagnosable as out of bounds. Normal valid indices are 0 through 63.

An AdtTileLocalPosition is measured east and south from the tile's north-west corner. Filename tile_x and MCNK chunk_x grow east; filename tile_y and MCNK chunk_y grow south, with valid indices 0 through 15. These direction names avoid pretending that ADT file axes are Godot X/Z axes.

ADT placement fields

MDDF/MODF position fields are represented in on-disk X/height/Z order:

adt.X      = halfExtent - canonical.X
adt.height = canonical.Z
adt.Z      = halfExtent - canonical.Y

Model-local MDDF/MODF Euler corrections are not world orientation. They remain outside this contract until a placement-orientation package has format- and model-specific fixtures.

Godot renderer basis

The compatibility renderer keeps one Godot unit equal to one WoW yard and uses Y-up coordinates from the north-west map extent:

godot.X = halfExtent - canonical.Y  # east
godot.Y = canonical.Z               # up
godot.Z = halfExtent - canonical.X  # south

GodotWorldPosition contains scalars rather than Vector3. A scene/render adapter may construct Vector3 only at its boundary.

World yaw

Server/canonical yaw zero faces increasing WoW X; positive yaw turns toward increasing WoW Y. In the mapped Godot basis, Godot forward -Z and positive Y-axis yaw produce the same numeric world angle. Mapper conversions therefore normalize the value to [-PI, PI) without adding an offset.

This identity applies to world-facing yaw only. It does not apply to M2/WMO asset axes or placement Euler triples.

Contract version 2 correction evidence

Contract version 1 incorrectly calculated filename tile_x from canonical X and tile_y from canonical Y. The private WotLK corpus contains the observed Elwynn point in Azeroth_31_49.adt, SHA-256 18185B5FAC9566D9C57A9C19ABD75F108370D1795639B6077167C0EFD3672FAE; the transposed Azeroth_49_31.adt does not exist. Raw MCNK headers in that file show indexX decreasing world Y (east) and indexY decreasing world X (south). OpenRealm independently calculates filename X from world Y and filename Y from world X. Contract version 2 corrects the formulas before any consumer migration.

Enforced conversion boundaries

GDScript production consumers use CoordinateMapper for canonical/Godot and Godot/ADT tile-local conversion. StreamingWorldLoader, player spawn/terrain sampling, sky/area lookup and terrain diagnostics may construct Vector3 only at their scene/tool boundary.

The native ADT/WDT parser path retains one equivalent formula definition in src/native/src/wow_chunk_reader.h; worker parsers cannot call GDScript. The M00 renderer calibration keeps one independent formula as a test oracle so a shared mapper defect cannot make both implementation and evidence agree. Repository verification rejects additional world-center, world/tile or named WoW/Godot formulas outside those explicit exceptions. Model-local M2/WMO basis transforms are separate format contracts and are not classified as world-space mapping.

Alternatives considered

Make renderer coordinates canonical

Rejected because protocol, database and ADT adapters would silently inherit a presentation-specific offset and Y-up basis.

Adopt WoWee's internal canonical axis names unchanged

Rejected because that reference swaps server X/Y into its chosen north/west ordering. OpenWC preserves observable client/server field names and makes the render/ADT transformations explicit instead.

Use Vector3 plus comments

Rejected because comments cannot prevent server, ADT and Godot values from being passed across the wrong boundary.

Generic vector-space or matrix framework

Rejected as unnecessary complexity for fixed affine transforms and integer grid ownership rules.

Consequences

  • Network and server-data adapters can expose typed positions without knowing Godot.
  • Renderer consumers must explicitly map and then create Godot vectors at their own boundary.
  • ADT filename indices can no longer be confused with renderer X/Z tile names.
  • GDScript world/tile consumers use mapper APIs; renderer distance and LOD math remains ordinary Godot-space geometry.
  • Native ADT/WDT loaders share one boundary formula and the M00 calibration keeps one independent non-production oracle.
  • New manual axis conversions are review/test violations enforced by the repository-wide source gate.
  • Persisted schemas are unchanged. Future serialized positions must include an explicit coordinate-space/version discriminator.

Verification

  • Five M00 build-12340 client camera positions map to the recorded Godot checkpoints within 0.002 yard.
  • Server, ADT placement, Godot and tile-local conversions round-trip.
  • Exact center, tile, chunk and world-extent boundaries have explicit tests.
  • The observed Elwynn position resolves to the real Azeroth_31_49.adt file; MCNK (0,0) to (15,15) origins confirm X-east and Y-south chunk growth.
  • World-yaw normalization and round-trip cases cover cardinal angles and wrap.
  • Direct Godot/ADT tile-local conversions round-trip and production consumers are checked by verify_coordinate_conversion_boundaries.gd.

References