feat(A.5 T18): use cached WorldEntity AABB in dispatcher; populate at register
Per Phase A.5 spec §4.6 Change #2: WalkEntities's per-entity AABB frustum cull was recomputing Position±5 per frame per entity. With ~10.7K entities (N1=4) at 240 FPS that is ~2.5M wasted Vector3 ops/sec. Read the AABB from the WorldEntity cache (T8 schema) instead. RefreshAabb runs lazily on AabbDirty=true. Populate at register time: - LandblockLoader.BuildEntitiesFromInfo: RefreshAabb after each new WorldEntity construction (stabs + buildings). Refactored from inline object-initializer to named variable to enable the call. - EntitySpawnAdapter.OnCreate: RefreshAabb after entity state init (position/rotation already set via the WorldEntity passed in). Dynamic entities (NPCs, players) move every frame via direct Position writes in GameWindow.cs. Migrated all three per-frame write sites to SetPosition() (T8 mutator) so AabbDirty propagates: - line 5942: player entity render position update - line 6951: remote animated entity interpolated path - line 7279: remote animated entity landing/movement path The lazy RefreshAabb in WalkEntities catches up on the next frame after any SetPosition call — render thread only, no races. Build green, 986 passed / 8 pre-existing failures unchanged. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
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3 changed files with 17 additions and 7 deletions
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@ -5939,7 +5939,7 @@ public sealed class GameWindow : IDisposable
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// the physics-resolved location each frame.
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if (_entitiesByServerGuid.TryGetValue(_playerServerGuid, out var pe))
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{
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pe.Position = result.RenderPosition;
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pe.SetPosition(result.RenderPosition); // A.5 T18: SetPosition propagates AabbDirty
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pe.Rotation = System.Numerics.Quaternion.CreateFromAxisAngle(
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System.Numerics.Vector3.UnitZ, _playerController.Yaw - MathF.PI / 2f);
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@ -6948,7 +6948,7 @@ public sealed class GameWindow : IDisposable
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rm.MaxSeqSpeedSinceLastUP = seqSpeedNow;
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}
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ae.Entity.Position = rm.Body.Position;
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ae.Entity.SetPosition(rm.Body.Position); // A.5 T18: SetPosition propagates AabbDirty
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ae.Entity.Rotation = rm.Body.Orientation;
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}
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else
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@ -7276,7 +7276,7 @@ public sealed class GameWindow : IDisposable
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}
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}
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ae.Entity.Position = rm.Body.Position;
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ae.Entity.SetPosition(rm.Body.Position); // A.5 T18: SetPosition propagates AabbDirty
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ae.Entity.Rotation = rm.Body.Orientation;
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}
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}
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@ -128,6 +128,12 @@ public sealed class EntitySpawnAdapter
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}
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}
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// A.5 T18: populate cached AABB so WalkEntities reads from the cache
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// rather than recomputing Position±5 per frame. Called here because
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// all entity-state initialization (position, rotation) is complete
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// by this point via the WorldEntity passed in.
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entity.RefreshAabb();
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// Build the per-entity AnimatedEntityState. The sequencer factory
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// may return a stub (in tests) or a fully-constructed sequencer from
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// the MotionTable (in production). Factory must not return null —
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@ -42,28 +42,32 @@ public static class LandblockLoader
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{
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if (!IsSupported(stab.Id))
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continue;
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result.Add(new WorldEntity
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var stabEntity = new WorldEntity
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{
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Id = nextId++,
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SourceGfxObjOrSetupId = stab.Id,
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Position = stab.Frame.Origin,
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Rotation = stab.Frame.Orientation,
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MeshRefs = Array.Empty<MeshRef>(),
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});
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};
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stabEntity.RefreshAabb(); // A.5 T18: populate cached AABB at construction
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result.Add(stabEntity);
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}
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foreach (var building in info.Buildings)
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{
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if (!IsSupported(building.ModelId))
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continue;
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result.Add(new WorldEntity
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var buildingEntity = new WorldEntity
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{
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Id = nextId++,
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SourceGfxObjOrSetupId = building.ModelId,
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Position = building.Frame.Origin,
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Rotation = building.Frame.Orientation,
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MeshRefs = Array.Empty<MeshRef>(),
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});
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};
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buildingEntity.RefreshAabb(); // A.5 T18: populate cached AABB at construction
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result.Add(buildingEntity);
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}
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return result;
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