Terrain des sites de plongée : champ de hauteur authoré, Banc du Vigilant, formes variées et rendu sous-marin #4

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olix21 wants to merge 47 commits from olix21/worktree-terrain-site-zone1 AGit into main
pull from: olix21/worktree-terrain-site-zone1
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@@ -27,5 +27,7 @@ Suites de production actuelles :
- `unit/run_site_baker_tests.gd` : primitives et déterminisme de la cuisson ; - `unit/run_site_baker_tests.gd` : primitives et déterminisme de la cuisson ;
- `contract/run_site_content_tests.gd` : règles de contenu du Banc du Vigilant - `contract/run_site_content_tests.gd` : règles de contenu du Banc du Vigilant
(profondeurs, routes, amers) ; (profondeurs, routes, amers) ;
- `integration/run_site_terrain_integration.gd` : collision égale au champ, - `integration/run_site_terrain_integration.gd` : collision et maillage égaux au
matériaux sonar par cellule, scène de site et budget de chargement. champ, matériaux sonar par cellule, puis scène de site chargée deux fois — le
site de calibration et le Banc du Vigilant (budget de chargement de 3 s,
sillon, coque, scan de référence depuis le départ).
@@ -15,7 +15,9 @@ const ReferenceBathymetryAcquisition = preload(
) )
const DIVE_SITE_SCENE = preload("res://game/world/sites/dive_site.tscn") const DIVE_SITE_SCENE = preload("res://game/world/sites/dive_site.tscn")
const TEST_COUNT := 24 const ZONE1_SITE_PATH := "res://content/sites/zone1_vigilant.tres"
const GROOVE_PROBE_OFFSET_M := 25.0
const TEST_COUNT := 31
var _failures: Array[String] = [] var _failures: Array[String] = []
@@ -27,6 +29,7 @@ func _init() -> void:
func _run() -> void: func _run() -> void:
await _test_actor_matches_field() await _test_actor_matches_field()
await _test_dive_site_scene() await _test_dive_site_scene()
await _test_zone1_site()
var exit_code := 0 var exit_code := 0
if _failures.is_empty(): if _failures.is_empty():
@@ -43,15 +46,16 @@ func _run() -> void:
func _asymmetric_field() -> TerrainHeightField: func _asymmetric_field() -> TerrainHeightField:
var recipe := SiteTerrainBaker.Recipe.new() var recipe := SiteTerrainBaker.Recipe.new()
recipe.columns = 81 recipe.columns = 81
recipe.rows = 81 recipe.rows = 65
recipe.cell_size_m = 2.0 recipe.cell_size_m = 2.0
recipe.origin_x_m = -80.0 recipe.origin_x_m = -80.0
recipe.origin_z_m = -80.0 recipe.origin_z_m = -80.0
recipe.floor_elevation_m = -90.0 recipe.floor_elevation_m = -90.0
recipe.primitives = [ recipe.primitives = [
SiteTerrainBaker.SlopedPlane.new(40.0, 0.0, 0.0, 0.0, 0.0), SiteTerrainBaker.SlopedPlane.new(40.0, 0.0, 0.0, 0.0, 0.0),
# Tall bump in the north-west corner only: any front/back flip shows up. # Tall bump off the diagonal on a non-square grid: any front/back flip or
SiteTerrainBaker.Blob.new(Vector2(-60.0, -60.0), 10.0, 10.0, 18.0), # row/column transposition shows up.
SiteTerrainBaker.Blob.new(Vector2(-60.0, 20.0), 10.0, 10.0, 18.0),
] ]
return TerrainHeightField.from_data(SiteTerrainBaker.bake(recipe)) return TerrainHeightField.from_data(SiteTerrainBaker.bake(recipe))
@@ -67,7 +71,7 @@ func _test_actor_matches_field() -> void:
await physics_frame await physics_frame
await physics_frame await physics_frame
_expect(actor.tile_count() == 4, "80 cells per side split into 2 x 2 tiles of 64") _expect(actor.tile_count() == 2, "80 x 64 cells split into 2 x 1 tiles of at most 64 cells")
var first_tile := actor.get_node("Tiles").get_child(0) as MeshInstance3D var first_tile := actor.get_node("Tiles").get_child(0) as MeshInstance3D
var arrays: Array = first_tile.mesh.surface_get_arrays(0) var arrays: Array = first_tile.mesh.surface_get_arrays(0)
var tile_vertices: PackedVector3Array = arrays[Mesh.ARRAY_VERTEX] var tile_vertices: PackedVector3Array = arrays[Mesh.ARRAY_VERTEX]
@@ -78,11 +82,17 @@ func _test_actor_matches_field() -> void:
tile_vertices[tile_indices[2]] tile_vertices[tile_indices[2]]
) )
_expect(first_face.normal.y > 0.0, "tile triangles are wound clockwise from above (front face up)") _expect(first_face.normal.y > 0.0, "tile triangles are wound clockwise from above (front face up)")
# The first tile spans cells 0..64 on both axes, so vertex index = row * 65 + column.
var worst_vertex_error := 0.0
for cell: Vector2i in [Vector2i(0, 0), Vector2i(10, 50), Vector2i(64, 64)]:
var vertex := first_tile.global_transform * tile_vertices[cell.y * 65 + cell.x]
worst_vertex_error = maxf(worst_vertex_error, vertex.distance_to(field.cell_world_position(cell.x, cell.y)))
_expect(worst_vertex_error < 0.01, "tile vertices sit on their field cells (worst %.4f m)" % worst_vertex_error)
var space := actor.get_world_3d().direct_space_state var space := actor.get_world_3d().direct_space_state
var worst_error := 0.0 var worst_error := 0.0
for cell: Vector2i in [ for cell: Vector2i in [
Vector2i(0, 0), Vector2i(80, 0), Vector2i(0, 80), Vector2i(80, 80), Vector2i(0, 0), Vector2i(80, 0), Vector2i(0, 64), Vector2i(80, 64),
Vector2i(10, 10), Vector2i(40, 40), Vector2i(64, 20), Vector2i(10, 50), Vector2i(40, 40), Vector2i(64, 20),
]: ]:
var expected := field.cell_world_position(cell.x, cell.y) var expected := field.cell_world_position(cell.x, cell.y)
var query := PhysicsRayQueryParameters3D.create( var query := PhysicsRayQueryParameters3D.create(
@@ -96,17 +106,19 @@ func _test_actor_matches_field() -> void:
worst_error = maxf(worst_error, absf(float(hit["position"].y) - expected.y)) worst_error = maxf(worst_error, absf(float(hit["position"].y) - expected.y))
_expect(worst_error < 0.05, "collision height equals the field height at vertices (worst %.3f m)" % worst_error) _expect(worst_error < 0.05, "collision height equals the field height at vertices (worst %.3f m)" % worst_error)
var north_west := _collision_height(space, -60.0, -60.0) var bump := _collision_height(space, -60.0, 20.0)
var south_east := _collision_height(space, 60.0, 60.0) var north_east := _collision_height(space, 60.0, -60.0)
_expect(north_west > -30.0, "north-west bump is where the field puts it (collision)") _expect(bump > -30.0, "south-west bump is where the field puts it (collision)")
_expect(south_east < -39.0, "south-east stays flat (collision)") _expect(north_east < -39.0, "north-east stays flat (collision)")
_expect(absf(north_west - field.elevation_at(-60.0, -60.0)) < 0.05, "bump height matches the field") _expect(absf(bump - field.elevation_at(-60.0, 20.0)) < 0.05, "bump height matches the field")
var mid_cell := _collision_height(space, -59.0, 21.0)
_expect(absf(mid_cell - field.elevation_at(-59.0, 21.0)) < 0.3, "collision between vertices follows the field (%.2f m)" % absf(mid_cell - field.elevation_at(-59.0, 21.0)))
_expect(actor.sonar_material_at(Vector3(-52.0, -30.0, -60.0)) == SonarMaterial.Value.ROCK, "steep flank reports rock") _expect(actor.sonar_material_at(Vector3(-52.0, -30.0, 20.0)) == SonarMaterial.Value.ROCK, "steep flank reports rock")
_expect(actor.sonar_material_at(Vector3(40.0, -40.0, 40.0)) == SonarMaterial.Value.SAND, "flat plain reports sand") _expect(actor.sonar_material_at(Vector3(40.0, -40.0, 40.0)) == SonarMaterial.Value.SAND, "flat plain reports sand")
_expect(is_equal_approx(actor.sonar_reflectivity_at(Vector3(40.0, -40.0, 40.0)), 0.45), "sand reflectivity from the data") _expect(is_equal_approx(actor.sonar_reflectivity_at(Vector3(40.0, -40.0, 40.0)), 0.45), "sand reflectivity from the data")
_expect(actor.configure(field).is_empty() and actor.tile_count() == 4, "reconfiguring rebuilds without duplicating tiles") _expect(actor.configure(field).is_empty() and actor.tile_count() == 2, "reconfiguring rebuilds without duplicating tiles")
_expect(not actor.configure(null).is_empty(), "null field is refused") _expect(not actor.configure(null).is_empty(), "null field is refused")
actor.queue_free() actor.queue_free()
@@ -159,3 +171,64 @@ func _test_dive_site_scene() -> void:
_expect(materials.has(SonarMaterial.Value.SAND) and materials.has(SonarMaterial.Value.ROCK), "acquisition reports per-cell sand and rock") _expect(materials.has(SonarMaterial.Value.SAND) and materials.has(SonarMaterial.Value.ROCK), "acquisition reports per-cell sand and rock")
_expect(materials.has(SonarMaterial.Value.METAL), "acquisition still reports the metal placeholder") _expect(materials.has(SonarMaterial.Value.METAL), "acquisition still reports the metal placeholder")
site.queue_free() site.queue_free()
func _test_zone1_site() -> void:
# Let the calibration site queued for deletion leave the physics space first.
await process_frame
var definition := load(ZONE1_SITE_PATH) as DiveSiteDefinition
if definition == null:
_failures.append("zone 1 site definition loads")
return
var started_usec := Time.get_ticks_usec()
var site := DIVE_SITE_SCENE.instantiate() as DiveSite
root.add_child(site)
_expect(site.configure(definition).is_empty(), "dive site scene accepts the Banc du Vigilant")
var configure_ms := float(Time.get_ticks_usec() - started_usec) / 1000.0
_expect(configure_ms < 3000.0, "zone 1 configures under the 3 s load budget (%.0f ms)" % configure_ms)
await physics_frame
await physics_frame
var space := site.get_world_3d().direct_space_state
var terrain := site.terrain()
var hull := definition.placements_of_kind(SitePlacement.Kind.WRECK_TARGET)[0]
var hull_body := site.get_node_or_null("%%Placements/%s" % hull.placement_id) as StaticBody3D
var excluded: Array[RID] = []
if hull_body != null:
excluded.append(hull_body.get_rid())
var under_hull := _terrain_height(space, terrain, hull.position_m.x, hull.position_m.z, excluded)
_expect(under_hull < hull.position_m.y, "a ray at the target hits the seabed under the hull centre (%.1f m)" % under_hull)
var entrance := definition.placement(&"saignee_entrance").position_m
var groove_floor := _terrain_height(space, terrain, entrance.x, entrance.z, [])
var beside_groove := _terrain_height(space, terrain, entrance.x + GROOVE_PROBE_OFFSET_M, entrance.z, [])
_expect(groove_floor < beside_groove, "la Saignee is a trench at its entrance (%.1f m vs %.1f m)" % [groove_floor, beside_groove])
var sensor := definition.spawn_transform()
sensor.basis = Basis(sensor.basis.x, sensor.basis.y, -sensor.basis.z)
var acquisition := ReferenceBathymetryAcquisition.new(site.get_world_3d())
var request := SonarCaptureRequest.new(
&"scan", &"session", sensor, 5.0, 95.0, deg_to_rad(76.0), deg_to_rad(64.0), 49, 31
)
var result = acquisition.capture(request)
var has_sand := false
for sample in result.samples:
has_sand = has_sand or sample.material == SonarMaterial.Value.SAND
_expect(result.accepted and has_sand, "a reference scan from the zone 1 spawn reads the sand plateau")
site.queue_free()
## Seabed height under (x, z), or NAN (every comparison fails) when the ray misses the terrain actor.
func _terrain_height(
space: PhysicsDirectSpaceState3D,
terrain: Node,
x: float,
z: float,
excluded: Array[RID]
) -> float:
var query := PhysicsRayQueryParameters3D.create(Vector3(x, 50.0, z), Vector3(x, -200.0, z))
query.exclude = excluded
var hit := space.intersect_ray(query)
if hit.is_empty() or hit["collider"] != terrain:
return NAN
return float(hit["position"].y)