feat(selection): port retail polygon picking and vivid marker
Replace the projected Setup-sphere rectangle and independent physics-wall ray with retail's render-coupled picker: only visible server-object parts participate, each exact drawing sphere broad-phases the camera-eye ray, and first-in-DAT-order visual polygon hits globally outrank sphere fallbacks. Replace the devtools-only procedural triangles with the retained gameplay VividTargetIndicator using retail client-enum surfaces 1..4, radar-blip colorization, Setup selection-sphere framing, and the exact eight-pixel viewport clamp. Release build succeeds with zero warnings and all 5,886 tests pass with five intentional skips. Co-authored-by: OpenAI Codex <codex@openai.com>
This commit is contained in:
parent
0f82a08f0a
commit
146a963aeb
26 changed files with 1302 additions and 1340 deletions
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@ -42,6 +42,7 @@ public sealed class GameWindow : IDisposable
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private AcDream.App.Rendering.Wb.EntitySpawnAdapter? _wbEntitySpawnAdapter;
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private AcDream.App.Rendering.Vfx.EntityScriptActivator? _entityScriptActivator;
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private AcDream.App.Rendering.Wb.WbDrawDispatcher? _wbDrawDispatcher;
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private AcDream.App.Rendering.Selection.RetailSelectionScene? _retailSelectionScene;
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/// <summary>Phase N.5: ARB_bindless_texture + ARB_shader_draw_parameters
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/// support. Required at startup — missing bindless throws
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/// <see cref="NotSupportedException"/> in <c>OnLoad</c>.</summary>
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@ -828,11 +829,6 @@ public sealed class GameWindow : IDisposable
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// See docs/plans/2026-04-24-ui-framework.md for the staged UI strategy.
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private AcDream.UI.ImGui.ImGuiBootstrapper? _imguiBootstrap;
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private AcDream.UI.ImGui.ImGuiPanelHost? _panelHost;
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// B.7 (2026-05-15): Vivid Target Indicator — four corner triangles
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// around the selected entity, colour-coded by ItemType + PWD bits.
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// Lives alongside the debug panels; cheap to construct + ignore
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// when no selection. Spec: docs/superpowers/specs/2026-05-15-phase-b7-target-indicator-design.md
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private AcDream.App.UI.TargetIndicatorPanel? _targetIndicator;
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private AcDream.UI.Abstractions.Panels.Vitals.VitalsVM? _vitalsVm;
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private AcDream.UI.Abstractions.Panels.Chat.ChatVM? _retailChatVm;
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// Phase D.2b — retained host + composition runtime. Null unless ACDREAM_RETAIL_UI=1.
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@ -1637,58 +1633,6 @@ public sealed class GameWindow : IDisposable
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_imguiBootstrap = new AcDream.UI.ImGui.ImGuiBootstrapper(_gl!, _window!, _input!);
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_panelHost = new AcDream.UI.ImGui.ImGuiPanelHost();
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// B.7 Vivid Target Indicator — corner-triangle highlight
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// around the currently-selected entity. Delegates pull
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// live state from this GameWindow instance every frame:
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// - selected guid → shared SelectionState
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// - entity resolver → position from the visible world view +
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// itemType from ClientObjectTable (Objects) + last spawn
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// - camera → _cameraController.Active or (zero) when not
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// yet ready, in which case the panel bails on viewport==0.
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_targetIndicator = new AcDream.App.UI.TargetIndicatorPanel(
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selectedGuidProvider: () => _selection.SelectedObjectId,
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entityResolver: guid =>
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{
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if (!_visibleEntitiesByServerGuid.TryGetValue(guid, out var entity))
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return null;
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uint rawItemType = (uint)LiveItemType(guid);
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uint pwdBits = 0;
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uint? useability = null;
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if (LastSpawns.TryGetValue(guid, out var spawn))
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{
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if (spawn.ObjectDescriptionFlags is { } odf) pwdBits = odf;
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useability = spawn.Useability;
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}
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// 2026-05-16 — retail-faithful path. Pass the
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// entity's Setup.SelectionSphere (scaled by entity
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// scale, rotated into world coords) through so
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// the panel projects the sphere as a screen
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// circle. Matches SmartBox::GetObjectBoundingBox
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// (decomp 0x00452e20). If the Setup didn't bake
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// a selection sphere (rare, zero-radius), the
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// panel falls back to per-type height heuristic.
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System.Numerics.Vector3? sphereCenter = null;
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float? sphereRadius = null;
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if (TryGetEntitySelectionSphere(guid, out var sCenter, out var sRadius))
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{
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sphereCenter = sCenter;
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sphereRadius = sRadius;
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}
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return new AcDream.App.UI.TargetIndicatorPanel.TargetInfo(
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entity.Position, rawItemType, pwdBits, entity.Scale, useability,
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sphereCenter, sphereRadius);
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},
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cameraProvider: () =>
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{
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if (_cameraController is null || _window is null)
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return (System.Numerics.Matrix4x4.Identity,
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System.Numerics.Matrix4x4.Identity,
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System.Numerics.Vector2.Zero);
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var cam = _cameraController.Active;
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return (cam.View, cam.Projection,
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new System.Numerics.Vector2(_window.Size.X, _window.Size.Y));
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});
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// VitalsVM: GUID=0 at construction; set later at EnterWorld
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// (see the _playerServerGuid assignment path). Pre-login the
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// HP bar just reads 1.0 (safe default) — harmless. Stam/Mana
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@ -2345,6 +2289,13 @@ public sealed class GameWindow : IDisposable
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() => 1.0,
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() => _settingsVm?.DisplayDraft.ShowFps
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?? _persistedDisplay.ShowFps),
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VividTarget: new AcDream.App.UI.Layout.VividTargetRuntimeBindings(
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_selection,
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() => _playerServerGuid,
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() => _persistedGameplay.VividTargetingIndicator,
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ResolveVividTargetInfo,
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guid => _retailSelectionScene?.WasVisible(guid) == true,
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GetSelectionCamera),
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Indicators: new AcDream.App.UI.IndicatorRuntimeBindings(
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SpellBook,
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Objects,
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@ -2674,7 +2625,10 @@ public sealed class GameWindow : IDisposable
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_wbDrawDispatcher = new AcDream.App.Rendering.Wb.WbDrawDispatcher(
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_gl, _meshShader!, _textureCache!, _wbMeshAdapter!, _wbEntitySpawnAdapter, _bindlessSupport!,
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_classificationCache, _translucencyFades);
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_classificationCache, _translucencyFades,
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_retailSelectionScene ??= new AcDream.App.Rendering.Selection.RetailSelectionScene(
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new AcDream.App.Rendering.Selection.RetailSelectionGeometryCache(
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_dats!, _datLock)));
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// A.5 T22.5: apply A2C gate from quality preset.
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_wbDrawDispatcher.AlphaToCoverage = _resolvedQuality.AlphaToCoverage;
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@ -9676,12 +9630,14 @@ public sealed class GameWindow : IDisposable
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int visibleLandblocks = 0;
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int totalLandblocks = 0;
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_retailSelectionScene?.BeginFrame();
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if (_cameraController is not null && !portalViewportVisible)
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{
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var activeCamera = _cameraController.Active;
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var camera = _teleportViewPlane.ApplyTo(activeCamera);
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var worldProjection = camera.Projection;
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var frustum = AcDream.App.Rendering.FrustumPlanes.FromViewProjection(camera.View * worldProjection);
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_retailSelectionScene?.SetViewFrustum(frustum);
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// Extract camera world position from the inverse of the view
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// matrix — needed by the scene-lighting UBO (for fog distance)
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@ -10592,6 +10548,7 @@ public sealed class GameWindow : IDisposable
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_particleVisibility.MarkVisibleCells(_terrain.VisibleCellIds);
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_particleVisibility.CompleteFrame();
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}
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_retailSelectionScene?.CompleteFrame();
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// Retail gmSmartBoxUI swaps the world SmartBox viewport for a
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// CreatureMode portal-space viewport. The world block above is skipped
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@ -10705,11 +10662,6 @@ public sealed class GameWindow : IDisposable
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}
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_panelHost.RenderAll(ctx);
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// B.7 Vivid Target Indicator: draws corner triangles to the
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// ImGui background draw list so it appears behind any docked
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// panels but still over the 3D scene. Cheap when no
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// selection — internal early-return on null guid.
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_targetIndicator?.Render();
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using (var _imguiStage = _frameProfiler.BeginStage(AcDream.App.Diagnostics.FrameStage.ImGui))
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{
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_imguiBootstrap.Render();
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@ -13143,63 +13095,27 @@ public sealed class GameWindow : IDisposable
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// ============================================================
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/// <summary>
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/// Shared world pick at the current cursor — the 2026-05-16
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/// retail-faithful screen-rect picker (hit area = the target
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/// indicator's rect via the shared ScreenProjection helper; the old
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/// per-type radius/offset heuristics are retired). Used by the click
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/// select path AND the target-mode cursor hover (retail
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/// SmartBox::get_found_object_id analogue). <paramref name="includeSelf"/>:
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/// item target-use may pick the LOCAL PLAYER (retail lets you kit-heal
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/// yourself by clicking your own toon); plain selection never does.
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/// Shared world pick at the current cursor. The renderer supplies the
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/// exact visible CPhysicsPart equivalents and RetailWorldPicker performs
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/// retail's drawing-sphere broadphase followed by flat visual-polygon
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/// intersection. <paramref name="includeSelf"/> allows item target-use to
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/// pick the local player while plain selection excludes it.
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/// </summary>
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private uint? PickWorldGuidAtCursor(bool includeSelf)
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=> PickWorldGuidAt(_lastMouseX, _lastMouseY, includeSelf);
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private uint? PickWorldGuidAt(float mouseX, float mouseY, bool includeSelf)
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{
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if (_cameraController is null || _window is null) return null;
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var camera = _cameraController.Active;
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var viewport = new System.Numerics.Vector2((float)_window.Size.X, (float)_window.Size.Y);
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// Indoor walking Phase 1 #86 (2026-05-19): snapshot the currently-
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// cached EnvCell physics so the picker can occlude entities behind
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// walls. Snapshot is per-pick (one click / one hover frame),
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// iteration is bounded by the streaming radius (~80 cells at radius 4).
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var loadedCellPhysics = new List<AcDream.Core.Physics.CellPhysics>();
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foreach (var cellId in _physicsDataCache.CellStructIds)
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{
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var cp = _physicsDataCache.GetCellStruct(cellId);
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if (cp is not null) loadedCellPhysics.Add(cp);
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}
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return AcDream.Core.Selection.WorldPicker.Pick(
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mouseX: mouseX, mouseY: mouseY,
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view: camera.View, projection: camera.Projection,
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viewport: viewport,
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candidates: _visibleEntitiesByServerGuid.Values,
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skipServerGuid: includeSelf ? 0u : _playerServerGuid,
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// Resolver: Setup's SelectionSphere is the ONLY input. If the
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// entity's Setup didn't bake a SelectionSphere, return null —
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// the picker skips it, which matches retail behaviour
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// (Render::GfxObjUnderSelectionRay at 0x0054c740 skips
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// candidates with no drawing_sphere data). Earlier defensive
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// 1.5 m × scale synth was removed 2026-05-16 — it made
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// dat-incomplete entities click as phantom hitboxes the size
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// of an NPC, diverging from retail and masking real Setup-
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// loading bugs.
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sphereForEntity: e =>
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TryGetEntitySelectionSphere(e.ServerGuid, out var c, out var r)
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? ((System.Numerics.Vector3, float)?)(c, r)
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: null,
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// Match the indicator's TriangleSize (8 px) so the click area
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// extends out to the bracket corners — what the user perceives
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// as "selectable extent."
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inflatePixels: 8f,
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cellOccluder: loadedCellPhysics.Count > 0
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? (origin, direction) =>
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AcDream.Core.Selection.CellBspRayOccluder.NearestWallT(origin, direction, loadedCellPhysics)
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: null);
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if (_retailSelectionScene is null || _window is null)
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return null;
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var camera = GetSelectionCamera();
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return _retailSelectionScene.Pick(
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mouseX,
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mouseY,
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camera.Viewport,
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camera.View,
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camera.Projection,
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includeSelf ? 0u : _playerServerGuid);
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}
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private void PickAndStoreSelection(bool useImmediately)
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@ -13729,6 +13645,35 @@ public sealed class GameWindow : IDisposable
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Objects.Get(_playerServerGuid),
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Objects.Get(guid));
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private (System.Numerics.Matrix4x4 View,
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System.Numerics.Matrix4x4 Projection,
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System.Numerics.Vector2 Viewport) GetSelectionCamera()
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{
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if (_cameraController is null || _window is null)
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return (System.Numerics.Matrix4x4.Identity,
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System.Numerics.Matrix4x4.Identity,
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System.Numerics.Vector2.Zero);
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var camera = _teleportViewPlane.ApplyTo(_cameraController.Active);
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return (camera.View, camera.Projection,
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new System.Numerics.Vector2(_window.Size.X, _window.Size.Y));
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}
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private AcDream.App.UI.Layout.VividTargetInfo? ResolveVividTargetInfo(uint guid)
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{
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if (!_visibleEntitiesByServerGuid.ContainsKey(guid)
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|| !TryGetEntitySelectionSphere(guid, out var center, out float radius))
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return null;
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uint pwdBits = LastSpawns.TryGetValue(guid, out var spawn)
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? spawn.ObjectDescriptionFlags ?? 0u
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: 0u;
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return new AcDream.App.UI.Layout.VividTargetInfo(
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center,
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radius,
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(uint)LiveItemType(guid),
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pwdBits);
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}
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/// <summary>
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/// 2026-05-16 — retail-faithful port of
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@ -0,0 +1,17 @@
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using System.Numerics;
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using AcDream.Core.World;
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namespace AcDream.App.Rendering.Selection;
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/// <summary>
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/// Narrow seam from the normal world draw traversal to retail mouse selection.
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/// Only entities which survive that traversal are published.
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/// </summary>
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internal interface IRetailSelectionRenderSink
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{
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void AddVisiblePart(
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WorldEntity entity,
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int partIndex,
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uint gfxObjId,
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Matrix4x4 partWorld);
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}
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@ -0,0 +1,76 @@
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using System.Numerics;
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using AcDream.Core.Selection;
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using DatReaderWriter;
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using DatReaderWriter.DBObjs;
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namespace AcDream.App.Rendering.Selection;
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/// <summary>
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/// Decodes the exact CPU geometry consumed by retail mouse selection. The broad
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/// sphere comes from the drawing-BSP root; polygons retain GfxObj DAT order.
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/// </summary>
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internal sealed class RetailSelectionGeometryCache
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{
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private readonly DatCollection _dats;
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private readonly object _datLock;
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// Render-thread owned. Dictionary permits a cached null for a GfxObj which
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// legitimately has no drawing BSP; ConcurrentDictionary does not.
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private readonly Dictionary<uint, RetailSelectionMesh?> _cache = new();
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public RetailSelectionGeometryCache(DatCollection dats, object datLock)
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{
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_dats = dats ?? throw new ArgumentNullException(nameof(dats));
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_datLock = datLock ?? throw new ArgumentNullException(nameof(datLock));
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}
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public RetailSelectionMesh? Resolve(uint gfxObjId)
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{
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if (_cache.TryGetValue(gfxObjId, out var cached))
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return cached;
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RetailSelectionMesh? loaded = Load(gfxObjId);
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_cache[gfxObjId] = loaded;
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return loaded;
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}
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private RetailSelectionMesh? Load(uint gfxObjId)
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{
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GfxObj? gfx;
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lock (_datLock)
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gfx = _dats.Get<GfxObj>(gfxObjId);
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var root = gfx?.DrawingBSP?.Root;
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if (gfx is null || root is null || root.BoundingSphere.Radius <= 0f)
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return null;
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var polygons = new List<RetailSelectionPolygon>(gfx.Polygons.Count);
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foreach (var entry in gfx.Polygons)
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{
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var source = entry.Value;
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if (source.VertexIds.Count < 3)
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continue;
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var vertices = new Vector3[source.VertexIds.Count];
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bool valid = true;
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for (int i = 0; i < source.VertexIds.Count; i++)
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{
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if (!gfx.VertexArray.Vertices.TryGetValue((ushort)source.VertexIds[i], out var vertex))
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{
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valid = false;
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break;
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}
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vertices[i] = vertex.Origin;
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}
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if (!valid)
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continue;
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polygons.Add(new RetailSelectionPolygon(
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vertices,
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SingleSided: (int)source.SidesType == 0));
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}
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return new RetailSelectionMesh(
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root.BoundingSphere.Origin,
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root.BoundingSphere.Radius,
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polygons);
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}
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}
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113
src/AcDream.App/Rendering/Selection/RetailSelectionScene.cs
Normal file
113
src/AcDream.App/Rendering/Selection/RetailSelectionScene.cs
Normal file
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@ -0,0 +1,113 @@
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using System.Numerics;
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using AcDream.Core.Selection;
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using AcDream.Core.World;
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namespace AcDream.App.Rendering.Selection;
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/// <summary>
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/// Render-thread owner of the last complete set of visible selectable parts.
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/// The renderer builds one frame while input queries the previously completed
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/// frame, avoiding partial visibility state during multi-slice portal drawing.
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/// </summary>
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internal sealed class RetailSelectionScene : IRetailSelectionRenderSink
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{
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private readonly RetailSelectionGeometryCache _geometry;
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private List<RetailSelectionPart> _building = new();
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private List<RetailSelectionPart> _published = new();
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private readonly HashSet<PartKey> _buildingKeys = new();
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private HashSet<uint> _buildingGuids = new();
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private HashSet<uint> _publishedGuids = new();
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private FrustumPlanes? _viewFrustum;
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private readonly record struct PartKey(uint LocalEntityId, int PartIndex, uint GfxObjId);
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public RetailSelectionScene(RetailSelectionGeometryCache geometry)
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=> _geometry = geometry ?? throw new ArgumentNullException(nameof(geometry));
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public void BeginFrame()
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{
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_building.Clear();
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_buildingKeys.Clear();
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_buildingGuids.Clear();
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_viewFrustum = null;
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}
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/// <summary>
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/// Supplies retail DrawMesh's current view-cone gate. Animated entities
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/// deliberately bypass acdream's coarse entity-AABB CPU cull, so this
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/// per-part drawing sphere check is the load-bearing retail equivalent.
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/// </summary>
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public void SetViewFrustum(FrustumPlanes viewFrustum)
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=> _viewFrustum = viewFrustum;
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public void AddVisiblePart(
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WorldEntity entity,
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int partIndex,
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uint gfxObjId,
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Matrix4x4 partWorld)
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{
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if (entity.ServerGuid == 0u)
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return;
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if (!_buildingKeys.Add(new PartKey(entity.Id, partIndex, gfxObjId)))
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return;
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RetailSelectionMesh? mesh = _geometry.Resolve(gfxObjId);
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if (mesh is null)
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return;
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if (_viewFrustum is not { } frustum
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||||
|| !DrawingSphereIntersectsFrustum(mesh, partWorld, frustum))
|
||||
return;
|
||||
|
||||
_building.Add(new RetailSelectionPart(
|
||||
entity.ServerGuid,
|
||||
partIndex,
|
||||
partWorld,
|
||||
mesh));
|
||||
_buildingGuids.Add(entity.ServerGuid);
|
||||
}
|
||||
|
||||
public void CompleteFrame()
|
||||
{
|
||||
(_published, _building) = (_building, _published);
|
||||
(_publishedGuids, _buildingGuids) = (_buildingGuids, _publishedGuids);
|
||||
}
|
||||
|
||||
public uint? Pick(
|
||||
float mouseX,
|
||||
float mouseY,
|
||||
Vector2 viewport,
|
||||
Matrix4x4 view,
|
||||
Matrix4x4 projection,
|
||||
uint skipServerGuid)
|
||||
{
|
||||
if (viewport.X <= 0f || viewport.Y <= 0f)
|
||||
return null;
|
||||
var ray = WorldPicker.BuildRay(
|
||||
mouseX, mouseY, viewport.X, viewport.Y, view, projection);
|
||||
return RetailWorldPicker.Pick(
|
||||
ray.Origin, ray.Direction, _published, skipServerGuid)?.ServerGuid;
|
||||
}
|
||||
|
||||
public bool WasVisible(uint serverGuid) => _publishedGuids.Contains(serverGuid);
|
||||
|
||||
internal static bool DrawingSphereIntersectsFrustum(
|
||||
RetailSelectionMesh mesh,
|
||||
Matrix4x4 localToWorld,
|
||||
FrustumPlanes frustum)
|
||||
{
|
||||
Vector3 center = Vector3.Transform(mesh.SphereCenter, localToWorld);
|
||||
float scaleX = new Vector3(localToWorld.M11, localToWorld.M12, localToWorld.M13).Length();
|
||||
float scaleY = new Vector3(localToWorld.M21, localToWorld.M22, localToWorld.M23).Length();
|
||||
float scaleZ = new Vector3(localToWorld.M31, localToWorld.M32, localToWorld.M33).Length();
|
||||
float radius = mesh.SphereRadius * MathF.Max(scaleX, MathF.Max(scaleY, scaleZ));
|
||||
return TestPlane(frustum.Left, center, radius)
|
||||
&& TestPlane(frustum.Right, center, radius)
|
||||
&& TestPlane(frustum.Bottom, center, radius)
|
||||
&& TestPlane(frustum.Top, center, radius)
|
||||
&& TestPlane(frustum.Near, center, radius)
|
||||
&& TestPlane(frustum.Far, center, radius);
|
||||
}
|
||||
|
||||
private static bool TestPlane(Vector4 plane, Vector3 center, float radius)
|
||||
=> plane.X * center.X + plane.Y * center.Y + plane.Z * center.Z + plane.W >= -radius;
|
||||
}
|
||||
|
|
@ -7,6 +7,7 @@ using AcDream.Core.Meshing;
|
|||
using AcDream.Core.Rendering;
|
||||
using AcDream.Core.Terrain;
|
||||
using AcDream.Core.World;
|
||||
using AcDream.App.Rendering.Selection;
|
||||
using DatReaderWriter.Enums;
|
||||
using Silk.NET.OpenGL;
|
||||
|
||||
|
|
@ -85,6 +86,7 @@ public sealed unsafe class WbDrawDispatcher : IDisposable
|
|||
private readonly TextureCache _textures;
|
||||
private readonly WbMeshAdapter _meshAdapter;
|
||||
private readonly EntitySpawnAdapter _entitySpawnAdapter;
|
||||
private readonly IRetailSelectionRenderSink? _selectionSink;
|
||||
|
||||
private readonly BindlessSupport _bindless;
|
||||
|
||||
|
|
@ -354,7 +356,8 @@ public sealed unsafe class WbDrawDispatcher : IDisposable
|
|||
EntitySpawnAdapter entitySpawnAdapter,
|
||||
BindlessSupport bindless,
|
||||
EntityClassificationCache classificationCache,
|
||||
AcDream.Core.Rendering.TranslucencyFadeManager translucencyFades)
|
||||
AcDream.Core.Rendering.TranslucencyFadeManager translucencyFades,
|
||||
IRetailSelectionRenderSink? selectionSink = null)
|
||||
{
|
||||
ArgumentNullException.ThrowIfNull(gl);
|
||||
ArgumentNullException.ThrowIfNull(shader);
|
||||
|
|
@ -371,6 +374,7 @@ public sealed unsafe class WbDrawDispatcher : IDisposable
|
|||
_entitySpawnAdapter = entitySpawnAdapter;
|
||||
_cache = classificationCache;
|
||||
_translucencyFades = translucencyFades;
|
||||
_selectionSink = selectionSink;
|
||||
|
||||
_bindless = bindless ?? throw new ArgumentNullException(nameof(bindless));
|
||||
_instanceSsbo = _gl.GenBuffer();
|
||||
|
|
@ -1187,6 +1191,13 @@ public sealed unsafe class WbDrawDispatcher : IDisposable
|
|||
{
|
||||
ApplyCacheHit(cachedEntry!, entityWorld, AppendInstanceToGroup);
|
||||
|
||||
// The cache is populated only after every MeshRef rendered
|
||||
// successfully. Publish the same parts for retail picking now;
|
||||
// CPhysicsPart::Draw only participates after the visible draw
|
||||
// path has accepted a real part.
|
||||
if (_selectionSink is not null)
|
||||
PublishCachedSelectionParts(entity, entityWorld);
|
||||
|
||||
// anyVao recovery: when the first visible entity in the frame
|
||||
// takes the fast path, no slow-path lookup has populated
|
||||
// anyVao yet. Look up THIS entity's first MeshRef once via
|
||||
|
|
@ -1374,6 +1385,11 @@ public sealed unsafe class WbDrawDispatcher : IDisposable
|
|||
}
|
||||
|
||||
ClassifyBatches(partData, partGfxObjId, model, entity, meshRef, palHash, metaTable, restPose, opacityMultiplier, collector);
|
||||
_selectionSink?.AddVisiblePart(
|
||||
entity,
|
||||
unchecked((partIdx << 16) | (setupPartIndex & 0xFFFF)),
|
||||
(uint)partGfxObjId,
|
||||
model);
|
||||
drewAny = true;
|
||||
}
|
||||
}
|
||||
|
|
@ -1394,6 +1410,11 @@ public sealed unsafe class WbDrawDispatcher : IDisposable
|
|||
{
|
||||
var model = meshRef.PartTransform * entityWorld;
|
||||
ClassifyBatches(renderData, gfxObjId, model, entity, meshRef, palHash, metaTable, restPose: meshRef.PartTransform, opacityMultiplier: opacityMultiplier, collector: collector);
|
||||
_selectionSink?.AddVisiblePart(
|
||||
entity,
|
||||
partIdx,
|
||||
(uint)gfxObjId,
|
||||
model);
|
||||
drewAny = true;
|
||||
}
|
||||
}
|
||||
|
|
@ -1813,6 +1834,44 @@ public sealed unsafe class WbDrawDispatcher : IDisposable
|
|||
set: set);
|
||||
}
|
||||
|
||||
private void PublishCachedSelectionParts(WorldEntity entity, Matrix4x4 entityWorld)
|
||||
{
|
||||
for (int outerPartIndex = 0; outerPartIndex < entity.MeshRefs.Count; outerPartIndex++)
|
||||
{
|
||||
var meshRef = entity.MeshRefs[outerPartIndex];
|
||||
var renderData = _meshAdapter.TryGetRenderData(meshRef.GfxObjId);
|
||||
if (renderData is null)
|
||||
continue;
|
||||
|
||||
if (!renderData.IsSetup || renderData.SetupParts.Count == 0)
|
||||
{
|
||||
_selectionSink!.AddVisiblePart(
|
||||
entity,
|
||||
outerPartIndex,
|
||||
meshRef.GfxObjId,
|
||||
meshRef.PartTransform * entityWorld);
|
||||
continue;
|
||||
}
|
||||
|
||||
for (int setupPartIndex = 0;
|
||||
setupPartIndex < renderData.SetupParts.Count;
|
||||
setupPartIndex++)
|
||||
{
|
||||
var (partGfxObjId, partTransform) = renderData.SetupParts[setupPartIndex];
|
||||
if (_meshAdapter.TryGetRenderData(partGfxObjId) is null)
|
||||
continue;
|
||||
_selectionSink!.AddVisiblePart(
|
||||
entity,
|
||||
unchecked((outerPartIndex << 16) | (setupPartIndex & 0xFFFF)),
|
||||
(uint)partGfxObjId,
|
||||
ComposePartWorldMatrix(
|
||||
entityWorld,
|
||||
meshRef.PartTransform,
|
||||
partTransform));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private static IndirectGroupInput ToInput(InstanceGroup g) => new(
|
||||
IndexCount: g.IndexCount,
|
||||
FirstIndex: g.FirstIndex,
|
||||
|
|
|
|||
204
src/AcDream.App/UI/Layout/VividTargetIndicatorController.cs
Normal file
204
src/AcDream.App/UI/Layout/VividTargetIndicatorController.cs
Normal file
|
|
@ -0,0 +1,204 @@
|
|||
using System.Numerics;
|
||||
using AcDream.Core.Selection;
|
||||
using AcDream.Core.Ui;
|
||||
|
||||
namespace AcDream.App.UI.Layout;
|
||||
|
||||
public readonly record struct VividTargetInfo(
|
||||
Vector3 SelectionSphereCenter,
|
||||
float SelectionSphereRadius,
|
||||
uint ItemType,
|
||||
uint ObjectDescriptionFlags);
|
||||
|
||||
public sealed record VividTargetRuntimeBindings(
|
||||
SelectionState Selection,
|
||||
Func<uint> PlayerGuid,
|
||||
Func<bool> Enabled,
|
||||
Func<uint, VividTargetInfo?> ResolveTarget,
|
||||
Func<uint, bool> WasDrawn,
|
||||
Func<(Matrix4x4 View, Matrix4x4 Projection, Vector2 Viewport)> Camera);
|
||||
|
||||
/// <summary>
|
||||
/// Retained-UI port of <c>VividTargetIndicator @ 0x004F5CE0..0x004F6DF6</c>.
|
||||
/// The four corner surfaces are client-enum category 0x10000009 values 1..4, colorized
|
||||
/// with the selected object's retail radar-blip color and placed around the
|
||||
/// Setup selection sphere's SmartBox screen rectangle.
|
||||
/// </summary>
|
||||
public sealed class VividTargetIndicatorController
|
||||
{
|
||||
private const uint ClientEnumCategory = 0x10000009u;
|
||||
private const uint FirstSourceImageEnum = 1u;
|
||||
private const float ViewportMargin = 8f;
|
||||
|
||||
private readonly UiPanel _root;
|
||||
private readonly UiTextureElement[] _corners;
|
||||
private readonly VividTargetRuntimeBindings _bindings;
|
||||
private readonly (float Width, float Height)[] _sizes;
|
||||
|
||||
private VividTargetIndicatorController(
|
||||
UiPanel root,
|
||||
UiTextureElement[] corners,
|
||||
(float Width, float Height)[] sizes,
|
||||
VividTargetRuntimeBindings bindings)
|
||||
{
|
||||
_root = root;
|
||||
_corners = corners;
|
||||
_sizes = sizes;
|
||||
_bindings = bindings;
|
||||
}
|
||||
|
||||
public static VividTargetIndicatorController? Mount(
|
||||
UiRoot host,
|
||||
RetailUiAssets assets,
|
||||
VividTargetRuntimeBindings bindings)
|
||||
{
|
||||
var root = new UiPanel
|
||||
{
|
||||
Name = "VividTargetIndicator",
|
||||
BackgroundColor = Vector4.Zero,
|
||||
BorderColor = Vector4.Zero,
|
||||
ClickThrough = true,
|
||||
Visible = false,
|
||||
ZOrder = -10_000,
|
||||
Anchors = AnchorEdges.None,
|
||||
};
|
||||
|
||||
var corners = new UiTextureElement[4];
|
||||
var sizes = new (float Width, float Height)[4];
|
||||
for (uint i = 0; i < 4; i++)
|
||||
{
|
||||
uint did;
|
||||
lock (assets.DatLock)
|
||||
did = RetailDataIdResolver.Resolve(
|
||||
assets.Dats,
|
||||
enumValue: FirstSourceImageEnum + i,
|
||||
enumCategory: ClientEnumCategory);
|
||||
if (did == 0u)
|
||||
return null;
|
||||
|
||||
var resolved = assets.ResolveSprite(did);
|
||||
if (resolved.Texture == 0u || resolved.Width <= 0 || resolved.Height <= 0)
|
||||
return null;
|
||||
|
||||
sizes[i] = (resolved.Width, resolved.Height);
|
||||
corners[i] = new UiTextureElement
|
||||
{
|
||||
Name = $"VividTargetCorner{i + 1}",
|
||||
Texture = resolved.Texture,
|
||||
Width = resolved.Width,
|
||||
Height = resolved.Height,
|
||||
ClickThrough = true,
|
||||
Anchors = AnchorEdges.None,
|
||||
};
|
||||
root.AddChild(corners[i]);
|
||||
}
|
||||
|
||||
host.AddChild(root);
|
||||
return new VividTargetIndicatorController(root, corners, sizes, bindings);
|
||||
}
|
||||
|
||||
public void Tick()
|
||||
{
|
||||
if (!_bindings.Enabled()
|
||||
|| _bindings.Selection.SelectedObjectId is not uint guid
|
||||
|| guid == 0u
|
||||
|| guid == _bindings.PlayerGuid()
|
||||
|| !_bindings.WasDrawn(guid)
|
||||
|| _bindings.ResolveTarget(guid) is not VividTargetInfo target)
|
||||
{
|
||||
_root.Visible = false;
|
||||
return;
|
||||
}
|
||||
|
||||
var camera = _bindings.Camera();
|
||||
if (!ScreenProjection.TryProjectSphereToScreenRect(
|
||||
target.SelectionSphereCenter,
|
||||
target.SelectionSphereRadius,
|
||||
camera.View,
|
||||
camera.Projection,
|
||||
camera.Viewport,
|
||||
out Vector2 rectMin,
|
||||
out Vector2 rectMax,
|
||||
out _,
|
||||
minSidePixels: 0f))
|
||||
{
|
||||
_root.Visible = false;
|
||||
return;
|
||||
}
|
||||
|
||||
VividTargetLayout layout = ComputeLayout(
|
||||
rectMin, rectMax, camera.Viewport, _sizes);
|
||||
_root.Left = layout.RootPosition.X;
|
||||
_root.Top = layout.RootPosition.Y;
|
||||
_root.Width = layout.RootSize.X;
|
||||
_root.Height = layout.RootSize.Y;
|
||||
for (int i = 0; i < _corners.Length; i++)
|
||||
SetCorner(i, layout.CornerPositions[i].X, layout.CornerPositions[i].Y);
|
||||
|
||||
RadarBlipColors.Rgba color = RadarBlipColors.For(
|
||||
target.ItemType, target.ObjectDescriptionFlags);
|
||||
var tint = new Vector4(color.Red, color.Green, color.Blue, color.Alpha);
|
||||
for (int i = 0; i < _corners.Length; i++)
|
||||
_corners[i].Tint = tint;
|
||||
_root.Visible = true;
|
||||
}
|
||||
|
||||
private void SetCorner(int index, float left, float top)
|
||||
{
|
||||
_corners[index].Left = left;
|
||||
_corners[index].Top = top;
|
||||
}
|
||||
|
||||
internal static VividTargetLayout ComputeLayout(
|
||||
Vector2 rectMin,
|
||||
Vector2 rectMax,
|
||||
Vector2 viewport,
|
||||
IReadOnlyList<(float Width, float Height)> sizes)
|
||||
{
|
||||
if (sizes.Count != 4)
|
||||
throw new ArgumentException("Retail VividTargetIndicator has exactly four corners.", nameof(sizes));
|
||||
|
||||
// VividTargetIndicator::OnDraw @ 0x004F69C8..0x004F6A99 reads
|
||||
// corner[1]'s dimensions, expands the SmartBox rectangle by one
|
||||
// corner on the top/left, then clamps each rectangle edge separately.
|
||||
// Partially off-screen targets therefore shrink the assembled region;
|
||||
// retail does not translate the whole un-clipped box back on-screen.
|
||||
float cornerWidth = sizes[0].Width;
|
||||
float cornerHeight = sizes[0].Height;
|
||||
float outerLeft = rectMin.X - cornerWidth;
|
||||
float outerTop = rectMin.Y - cornerHeight;
|
||||
float outerRight = rectMax.X;
|
||||
float outerBottom = rectMax.Y;
|
||||
|
||||
if (outerLeft > outerRight) outerLeft = outerRight - 1f;
|
||||
if (outerTop > outerBottom) outerTop = outerBottom - 1f;
|
||||
outerLeft = MathF.Max(outerLeft, ViewportMargin);
|
||||
outerTop = MathF.Max(outerTop, ViewportMargin);
|
||||
outerRight = MathF.Max(outerRight, cornerWidth + ViewportMargin);
|
||||
outerBottom = MathF.Max(outerBottom, cornerHeight + ViewportMargin);
|
||||
|
||||
float maximumRight = viewport.X - cornerWidth - ViewportMargin;
|
||||
float maximumBottom = viewport.Y - cornerHeight - ViewportMargin;
|
||||
outerLeft = MathF.Min(outerLeft, maximumRight - cornerWidth);
|
||||
outerTop = MathF.Min(outerTop, maximumBottom - cornerHeight);
|
||||
outerRight = MathF.Min(outerRight, maximumRight);
|
||||
outerBottom = MathF.Min(outerBottom, maximumBottom);
|
||||
Vector2 rootSize = new(
|
||||
MathF.Max(1f, outerRight - outerLeft + cornerWidth),
|
||||
MathF.Max(1f, outerBottom - outerTop + cornerHeight));
|
||||
return new VividTargetLayout(
|
||||
new Vector2(outerLeft, outerTop),
|
||||
rootSize,
|
||||
[
|
||||
Vector2.Zero,
|
||||
new Vector2(rootSize.X - sizes[1].Width, 0f),
|
||||
new Vector2(rootSize.X - sizes[2].Width, rootSize.Y - sizes[2].Height),
|
||||
new Vector2(0f, rootSize.Y - sizes[3].Height),
|
||||
]);
|
||||
}
|
||||
}
|
||||
|
||||
internal readonly record struct VividTargetLayout(
|
||||
Vector2 RootPosition,
|
||||
Vector2 RootSize,
|
||||
IReadOnlyList<Vector2> CornerPositions);
|
||||
|
|
@ -164,6 +164,7 @@ public sealed record RetailUiRuntimeBindings(
|
|||
MagicRuntimeBindings Magic,
|
||||
JumpPowerbarRuntimeBindings JumpPowerbar,
|
||||
FpsRuntimeBindings Fps,
|
||||
VividTargetRuntimeBindings VividTarget,
|
||||
IndicatorRuntimeBindings Indicators,
|
||||
ToolbarRuntimeBindings Toolbar,
|
||||
CharacterRuntimeBindings Character,
|
||||
|
|
@ -192,6 +193,7 @@ public sealed class RetailUiRuntime : IDisposable
|
|||
private RetailItemConfirmationController? _itemConfirmationController;
|
||||
private RetailSkillTrainingConfirmationController? _skillTrainingConfirmationController;
|
||||
private UiShortcutDigitGraphics? _shortcutDigitGraphics;
|
||||
private VividTargetIndicatorController? _vividTargetIndicator;
|
||||
private bool _disposed;
|
||||
|
||||
private RetailUiRuntime(RetailUiRuntimeBindings bindings)
|
||||
|
|
@ -202,6 +204,7 @@ public sealed class RetailUiRuntime : IDisposable
|
|||
bindings.Host.ShowWindow,
|
||||
bindings.Host.HideWindow);
|
||||
MountFpsDisplay();
|
||||
MountVividTargetIndicator();
|
||||
MountVitals();
|
||||
MountRadar();
|
||||
MountChat();
|
||||
|
|
@ -295,6 +298,7 @@ public sealed class RetailUiRuntime : IDisposable
|
|||
public void Tick(double deltaSeconds)
|
||||
{
|
||||
FpsController?.Tick();
|
||||
_vividTargetIndicator?.Tick();
|
||||
SpellbookWindowController?.Tick();
|
||||
SpellcastingUiController?.Tick();
|
||||
PositiveEffectsController?.Tick();
|
||||
|
|
@ -460,6 +464,17 @@ public sealed class RetailUiRuntime : IDisposable
|
|||
Console.WriteLine("[D.2b] retail FPS display from SmartBox LayoutDesc 0x2100000F.");
|
||||
}
|
||||
|
||||
private void MountVividTargetIndicator()
|
||||
{
|
||||
_vividTargetIndicator = VividTargetIndicatorController.Mount(
|
||||
Host.Root,
|
||||
_bindings.Assets,
|
||||
_bindings.VividTarget);
|
||||
Console.WriteLine(_vividTargetIndicator is null
|
||||
? "[D.2b] vivid target indicator DAT surfaces unavailable."
|
||||
: "[D.2b] vivid target indicator mounted from client-enum category 0x10000009.");
|
||||
}
|
||||
|
||||
private void MountVitals()
|
||||
{
|
||||
ImportedLayout? layout = Import(0x2100006Cu);
|
||||
|
|
|
|||
|
|
@ -1,265 +0,0 @@
|
|||
using System;
|
||||
using System.Numerics;
|
||||
using AcDream.Core.Ui;
|
||||
using ImGuiNET;
|
||||
|
||||
namespace AcDream.App.UI;
|
||||
|
||||
/// <summary>
|
||||
/// B.7 (2026-05-15) — Vivid Target Indicator. Draws four small
|
||||
/// corner triangles around the currently-selected entity, colour-coded
|
||||
/// by entity type (NPCs yellow, items white-ish, PKs red, etc.).
|
||||
/// Retail-faithful equivalent of <c>VividTargetIndicator</c>
|
||||
/// (named decomp at <c>0x004d6165</c> / <c>0x004f5ce0</c>).
|
||||
///
|
||||
/// <para>
|
||||
/// MVP scope: on-screen indicator only, drawn via ImGui's background
|
||||
/// draw list. Deferred to follow-ups: off-screen edge arrow, DAT-loaded
|
||||
/// triangle sprite, mesh-tint highlight, player-option toggle.
|
||||
/// </para>
|
||||
///
|
||||
/// <para>
|
||||
/// The panel pulls its inputs through delegates supplied by the host
|
||||
/// (<see cref="Rendering.GameWindow"/>) so it doesn't have to depend
|
||||
/// on internal state types:
|
||||
/// </para>
|
||||
/// <list type="bullet">
|
||||
/// <item><c>selectedGuidProvider</c> — Core <c>SelectionState</c>'s current guid.</item>
|
||||
/// <item><c>entityResolver</c> — returns
|
||||
/// <see cref="TargetInfo"/> for a given guid, or <c>null</c> if
|
||||
/// the entity is no longer in the world (despawned).</item>
|
||||
/// <item><c>cameraProvider</c> — host's active camera + viewport
|
||||
/// dimensions; called once per frame.</item>
|
||||
/// </list>
|
||||
/// </summary>
|
||||
public sealed class TargetIndicatorPanel
|
||||
{
|
||||
/// <summary>
|
||||
/// What the panel needs to know about the selected entity per frame.
|
||||
/// <c>ItemType</c> + <c>ObjectDescriptionFlags</c> feed
|
||||
/// <see cref="RadarBlipColors.For"/> for colour selection.
|
||||
/// <c>Scale</c> multiplies the per-type base height in
|
||||
/// <see cref="EntityHeightFor"/> — a scaled-up sign or oversized NPC
|
||||
/// gets a proportionally bigger box. <c>Useability</c> (acclient.h:6478
|
||||
/// <c>ITEM_USEABLE</c> enum) discriminates real pickup items
|
||||
/// (USEABLE_REMOTE bit set, 0.8 m boxes) from same-ItemType-but-non-
|
||||
/// useable scenery like signs (USEABLE_UNDEF, 3 m boxes).
|
||||
/// </summary>
|
||||
public readonly record struct TargetInfo(
|
||||
Vector3 WorldPosition,
|
||||
uint ItemType,
|
||||
uint ObjectDescriptionFlags,
|
||||
float Scale,
|
||||
uint? Useability = null,
|
||||
// 2026-05-16: world-space SelectionSphere center + radius.
|
||||
// Comes from the Setup's baked selection_sphere (acclient.h
|
||||
// CSetup::selection_sphere) scaled by entity scale. When
|
||||
// populated, the panel projects the sphere as a screen circle
|
||||
// and uses that as the indicator rect — matches retail
|
||||
// SmartBox::GetObjectBoundingBox (decomp 0x00452e20). When
|
||||
// null, the panel falls back to the per-type height heuristic.
|
||||
Vector3? WorldSphereCenter = null,
|
||||
float? WorldSphereRadius = null);
|
||||
|
||||
private readonly Func<uint?> _selectedGuidProvider;
|
||||
private readonly Func<uint, TargetInfo?> _entityResolver;
|
||||
private readonly Func<(Matrix4x4 View, Matrix4x4 Projection, Vector2 Viewport)> _cameraProvider;
|
||||
|
||||
/// <summary>
|
||||
/// Pixel size of each corner triangle's right-angle legs.
|
||||
/// Retail uses <c>UIRegion::GetWidth(m_rgOnScreenCorners.m_data[1])</c>
|
||||
/// of the triangle sprite (decomp <c>0x004f69c8</c>). The retail
|
||||
/// sprite is small — ~8 px legs. 14 was too chunky per user
|
||||
/// feedback on 2026-05-16; 8 matches the retail screenshot.
|
||||
/// </summary>
|
||||
public float TriangleSize { get; set; } = 8f;
|
||||
|
||||
/// <summary>
|
||||
/// World-space height of the indicator box for entities that don't
|
||||
/// have a more specific type tag. Items use a smaller value (see
|
||||
/// <see cref="EntityHeightFor"/>). 1.8 m matches a standing humanoid;
|
||||
/// short items still get a small box because the projection
|
||||
/// preserves apparent size.
|
||||
/// </summary>
|
||||
public float EntityHeight { get; set; } = 1.8f;
|
||||
|
||||
/// <summary>
|
||||
/// Defensive fallback height when the entity has no usable
|
||||
/// SelectionSphere (Radius ≤ 1e-4f). With B.7's sphere-projection
|
||||
/// path active (since commit f4f4143), this fallback only fires
|
||||
/// for entities whose Setup didn't bake a selection sphere —
|
||||
/// rare in practice. The single 1.5 m × scale default is a sane
|
||||
/// midpoint; per-type branches were retired in the 2026-05-16
|
||||
/// Commit B because the sphere path is authoritative.
|
||||
/// </summary>
|
||||
public float EntityHeightFor(uint itemType, uint pwdBitfield, float scale, uint? useability = null)
|
||||
{
|
||||
if (scale <= 0f) scale = 1f;
|
||||
return 1.5f * scale;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Box width = <see cref="EntityHeight"/> projected height ×
|
||||
/// <see cref="WidthHeightRatio"/>. Retail's Vivid Target Indicator
|
||||
/// draws a square box — four corner triangles arranged in a square —
|
||||
/// so 1.0 = width matches height. The earlier 0.5 (humanoid-ish
|
||||
/// aspect) made the box uncomfortably narrow for non-humanoids.
|
||||
/// </summary>
|
||||
public float WidthHeightRatio { get; set; } = 1.0f;
|
||||
|
||||
/// <summary>
|
||||
/// Floor for the projected screen height (pixels). Prevents the
|
||||
/// indicator from collapsing to a point on far-away entities.
|
||||
/// </summary>
|
||||
public float MinScreenHeight { get; set; } = 16f;
|
||||
|
||||
public TargetIndicatorPanel(
|
||||
Func<uint?> selectedGuidProvider,
|
||||
Func<uint, TargetInfo?> entityResolver,
|
||||
Func<(Matrix4x4 View, Matrix4x4 Projection, Vector2 Viewport)> cameraProvider)
|
||||
{
|
||||
_selectedGuidProvider = selectedGuidProvider;
|
||||
_entityResolver = entityResolver;
|
||||
_cameraProvider = cameraProvider;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Per-frame render call. No-op if nothing is selected, the selected
|
||||
/// entity is gone, or the entity is off-screen / behind the camera.
|
||||
/// Draws to the ImGui background draw list so it appears behind
|
||||
/// other panels.
|
||||
/// </summary>
|
||||
public void Render()
|
||||
{
|
||||
if (_selectedGuidProvider() is not uint guid) return;
|
||||
if (_entityResolver(guid) is not TargetInfo info) return;
|
||||
|
||||
var (view, projection, viewport) = _cameraProvider();
|
||||
if (viewport.X <= 0 || viewport.Y <= 0) return;
|
||||
|
||||
var viewProj = view * projection;
|
||||
|
||||
Vector2 tl, tr, br, bl;
|
||||
|
||||
if (info.WorldSphereCenter is Vector3 sphereCenter
|
||||
&& info.WorldSphereRadius is float sphereRadius
|
||||
&& AcDream.Core.Selection.ScreenProjection.TryProjectSphereToScreenRect(
|
||||
sphereCenter, sphereRadius, view, projection, viewport,
|
||||
out var rMin, out var rMax, out _,
|
||||
minSidePixels: 12f))
|
||||
{
|
||||
// 2026-05-16 — retail-faithful path per
|
||||
// SmartBox::GetObjectBoundingBox (decomp 0x00452e20).
|
||||
// Retail uses CPhysicsObj::GetSelectionSphere (the Setup's
|
||||
// baked selection_sphere) and produces the screen rect
|
||||
// from that sphere's projection — NOT from a per-mesh AABB.
|
||||
//
|
||||
// Retail INFLATES the rect by one triangle width/height on
|
||||
// every side before drawing (decomp 0x004f6a0b–0x004f6a99):
|
||||
// edi_3 = arg4->left - eax_21 (shift left by triangleW)
|
||||
// ebp_3 = arg4->top - eax_23 (shift up by triangleH)
|
||||
// width = sphere_width + 2 * triangleW
|
||||
// height = sphere_height + 2 * triangleH
|
||||
// So the four corner triangles sit OUTSIDE the projected
|
||||
// sphere by one triangle leg.
|
||||
float ts = TriangleSize;
|
||||
tl = new Vector2(rMin.X - ts, rMin.Y - ts);
|
||||
tr = new Vector2(rMax.X + ts, rMin.Y - ts);
|
||||
br = new Vector2(rMax.X + ts, rMax.Y + ts);
|
||||
bl = new Vector2(rMin.X - ts, rMax.Y + ts);
|
||||
}
|
||||
else
|
||||
{
|
||||
// Fallback when the AABB isn't available (no setup cached
|
||||
// yet, missing GfxObj bounds, behind the camera). Square
|
||||
// box centred at the entity origin, height from the
|
||||
// per-type heuristic.
|
||||
if (!TryProjectToScreen(info.WorldPosition, viewProj, viewport, out var feetScreen))
|
||||
return;
|
||||
float entityHeight = EntityHeightFor(info.ItemType, info.ObjectDescriptionFlags, info.Scale, info.Useability);
|
||||
var headWorld = new Vector3(
|
||||
info.WorldPosition.X,
|
||||
info.WorldPosition.Y,
|
||||
info.WorldPosition.Z + entityHeight);
|
||||
if (!TryProjectToScreen(headWorld, viewProj, viewport, out var headScreen))
|
||||
return;
|
||||
|
||||
float screenHeight = MathF.Abs(headScreen.Y - feetScreen.Y);
|
||||
if (screenHeight < MinScreenHeight) screenHeight = MinScreenHeight;
|
||||
float screenWidth = screenHeight * WidthHeightRatio;
|
||||
|
||||
Vector2 center = (feetScreen + headScreen) * 0.5f;
|
||||
float halfW = screenWidth * 0.5f;
|
||||
float halfH = screenHeight * 0.5f;
|
||||
|
||||
tl = new Vector2(center.X - halfW, center.Y - halfH);
|
||||
tr = new Vector2(center.X + halfW, center.Y - halfH);
|
||||
br = new Vector2(center.X + halfW, center.Y + halfH);
|
||||
bl = new Vector2(center.X - halfW, center.Y + halfH);
|
||||
}
|
||||
|
||||
var rgba = RadarBlipColors.For(info.ItemType, info.ObjectDescriptionFlags);
|
||||
uint col = MakeImGuiColor(rgba);
|
||||
|
||||
var drawList = ImGui.GetBackgroundDrawList();
|
||||
|
||||
float t = TriangleSize;
|
||||
|
||||
// 2026-05-16 — flipped per user feedback. Each corner triangle's
|
||||
// RIGHT-ANGLE apex now points INWARD toward the target (was at
|
||||
// the outer corner pointing outward). Combined with the
|
||||
// TriangleSize inflate on the rect, the apex of each triangle
|
||||
// lands at the projected mesh boundary while the hypotenuse
|
||||
// runs across the outer (inflated) corner — giving the retail
|
||||
// "corner-tick pointing at the entity" look.
|
||||
//
|
||||
// Geometry per corner:
|
||||
// apex = corner + (±t, ±t) ← inward, right-angle here
|
||||
// leg_a end = corner + (±t, 0) ← along horizontal edge
|
||||
// leg_b end = corner + (0, ±t) ← along vertical edge
|
||||
// Hypotenuse runs from leg_a end to leg_b end (the outer
|
||||
// diagonal of the corner).
|
||||
drawList.AddTriangleFilled(tl + new Vector2( t, t), tl + new Vector2( t, 0), tl + new Vector2(0, t), col);
|
||||
drawList.AddTriangleFilled(tr + new Vector2(-t, t), tr + new Vector2(-t, 0), tr + new Vector2(0, t), col);
|
||||
drawList.AddTriangleFilled(br + new Vector2(-t, -t), br + new Vector2(-t, 0), br + new Vector2(0, -t), col);
|
||||
drawList.AddTriangleFilled(bl + new Vector2( t, -t), bl + new Vector2( t, 0), bl + new Vector2(0, -t), col);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Project a world-space point to screen-space pixels. Returns
|
||||
/// <c>false</c> if the point is behind the camera or outside the
|
||||
/// expanded viewport (±20 % margin so a tall entity whose feet are
|
||||
/// just off the bottom of the screen still gets its head projected).
|
||||
/// </summary>
|
||||
private static bool TryProjectToScreen(
|
||||
Vector3 world,
|
||||
Matrix4x4 viewProj,
|
||||
Vector2 viewport,
|
||||
out Vector2 screen)
|
||||
{
|
||||
var clip = Vector4.Transform(new Vector4(world, 1f), viewProj);
|
||||
if (clip.W <= 0.001f)
|
||||
{
|
||||
screen = Vector2.Zero;
|
||||
return false;
|
||||
}
|
||||
float ndcX = clip.X / clip.W;
|
||||
float ndcY = clip.Y / clip.W;
|
||||
const float margin = 1.2f;
|
||||
if (ndcX < -margin || ndcX > margin || ndcY < -margin || ndcY > margin)
|
||||
{
|
||||
screen = Vector2.Zero;
|
||||
return false;
|
||||
}
|
||||
screen = new Vector2(
|
||||
(ndcX * 0.5f + 0.5f) * viewport.X,
|
||||
(1f - (ndcY * 0.5f + 0.5f)) * viewport.Y);
|
||||
return true;
|
||||
}
|
||||
|
||||
private static uint MakeImGuiColor(RadarBlipColors.Rgba c)
|
||||
{
|
||||
// ImGui packed colour is 0xAABBGGRR (little-endian RGBA).
|
||||
return ((uint)c.A << 24) | ((uint)c.B << 16) | ((uint)c.G << 8) | c.R;
|
||||
}
|
||||
}
|
||||
|
|
@ -1,114 +0,0 @@
|
|||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Numerics;
|
||||
using AcDream.Core.Physics;
|
||||
|
||||
namespace AcDream.Core.Selection;
|
||||
|
||||
/// <summary>
|
||||
/// Indoor walking Phase 1 (2026-05-19). Pure ray-vs-cell-BSP-polygon
|
||||
/// occlusion test. Given a ray and a set of <see cref="CellPhysics"/>
|
||||
/// (currently-loaded EnvCells with resolved polygon planes), returns
|
||||
/// the nearest world-space <c>t</c> along the ray that hits any cell
|
||||
/// polygon — or <see cref="float.PositiveInfinity"/> if the ray clears
|
||||
/// all cells.
|
||||
///
|
||||
/// <para>
|
||||
/// Used by <see cref="WorldPicker.Pick"/> to filter entities that sit
|
||||
/// behind a wall from the camera's POV (issue #86). Möller-Trumbore
|
||||
/// ray-triangle intersection; one test per triangle. Cells are
|
||||
/// transformed via their <see cref="CellPhysics.InverseWorldTransform"/>
|
||||
/// so the ray runs in cell-local space and the resolved-polygon
|
||||
/// vertices don't need re-transformation per query.
|
||||
/// </para>
|
||||
///
|
||||
/// <para>
|
||||
/// No BSP traversal — iterates every polygon in every cell. Cell count
|
||||
/// in a Holtburg-radius-4 streaming window is ~80 cells × ~50 polys
|
||||
/// each = ~4K triangles. Möller-Trumbore is ~40 ns per triangle on
|
||||
/// modern hardware; one <c>Pick</c> call is well under 1 ms.
|
||||
/// </para>
|
||||
/// </summary>
|
||||
public static class CellBspRayOccluder
|
||||
{
|
||||
/// <summary>
|
||||
/// Returns the nearest positive <c>t</c> such that
|
||||
/// <c>origin + t * direction</c> intersects a polygon in any cell.
|
||||
/// Returns <see cref="float.PositiveInfinity"/> if no cell polygon
|
||||
/// is intersected.
|
||||
/// </summary>
|
||||
/// <param name="direction">Need not be normalized; returned <c>t</c>
|
||||
/// scales with direction length the same as a parametric ray.</param>
|
||||
public static float NearestWallT(
|
||||
Vector3 origin,
|
||||
Vector3 direction,
|
||||
IEnumerable<CellPhysics> loadedCells)
|
||||
{
|
||||
if (loadedCells is null) return float.PositiveInfinity;
|
||||
|
||||
float bestT = float.PositiveInfinity;
|
||||
foreach (var cell in loadedCells)
|
||||
{
|
||||
if (cell?.Resolved is null) continue;
|
||||
|
||||
// Bring the ray into cell-local space ONCE per cell.
|
||||
var localOrigin = Vector3.Transform(origin, cell.InverseWorldTransform);
|
||||
var localDirection = Vector3.TransformNormal(direction, cell.InverseWorldTransform);
|
||||
|
||||
foreach (var (_, poly) in cell.Resolved)
|
||||
{
|
||||
// Triangulate the (possibly polygonal) face into a fan.
|
||||
int n = poly.NumPoints;
|
||||
if (n < 3 || poly.Vertices is null || poly.Vertices.Length < n)
|
||||
continue;
|
||||
|
||||
for (int i = 1; i < n - 1; i++)
|
||||
{
|
||||
if (TryRayTriangle(
|
||||
localOrigin, localDirection,
|
||||
poly.Vertices[0], poly.Vertices[i], poly.Vertices[i + 1],
|
||||
out var t)
|
||||
&& t < bestT)
|
||||
{
|
||||
bestT = t;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
return bestT;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Möller-Trumbore ray-triangle intersection. Returns true with
|
||||
/// <c>t</c> in <paramref name="t"/> if the ray hits the triangle
|
||||
/// at a positive distance.
|
||||
/// </summary>
|
||||
private static bool TryRayTriangle(
|
||||
Vector3 origin, Vector3 direction,
|
||||
Vector3 v0, Vector3 v1, Vector3 v2,
|
||||
out float t)
|
||||
{
|
||||
const float Epsilon = 1e-7f;
|
||||
|
||||
var edge1 = v1 - v0;
|
||||
var edge2 = v2 - v0;
|
||||
var pvec = Vector3.Cross(direction, edge2);
|
||||
float det = Vector3.Dot(edge1, pvec);
|
||||
|
||||
// No two-sided handling here — picker should be permissive so
|
||||
// a wall blocks regardless of which side the camera is on.
|
||||
if (det > -Epsilon && det < Epsilon) { t = 0f; return false; }
|
||||
float invDet = 1f / det;
|
||||
|
||||
var tvec = origin - v0;
|
||||
float u = Vector3.Dot(tvec, pvec) * invDet;
|
||||
if (u < 0f || u > 1f) { t = 0f; return false; }
|
||||
|
||||
var qvec = Vector3.Cross(tvec, edge1);
|
||||
float v = Vector3.Dot(direction, qvec) * invDet;
|
||||
if (v < 0f || u + v > 1f) { t = 0f; return false; }
|
||||
|
||||
t = Vector3.Dot(edge2, qvec) * invDet;
|
||||
return t > Epsilon;
|
||||
}
|
||||
}
|
||||
32
src/AcDream.Core/Selection/RetailSelectionMesh.cs
Normal file
32
src/AcDream.Core/Selection/RetailSelectionMesh.cs
Normal file
|
|
@ -0,0 +1,32 @@
|
|||
using System.Numerics;
|
||||
|
||||
namespace AcDream.Core.Selection;
|
||||
|
||||
/// <summary>
|
||||
/// Immutable CPU geometry used by retail's world-selection pass. One instance
|
||||
/// represents one GfxObj part: its exact drawing-BSP root sphere and its visual
|
||||
/// polygons in DAT order.
|
||||
/// </summary>
|
||||
public sealed record RetailSelectionMesh(
|
||||
Vector3 SphereCenter,
|
||||
float SphereRadius,
|
||||
IReadOnlyList<RetailSelectionPolygon> Polygons);
|
||||
|
||||
/// <summary>One visual polygon. Vertex order and one/two-sidedness are DAT-authored.</summary>
|
||||
public sealed record RetailSelectionPolygon(
|
||||
IReadOnlyList<Vector3> Vertices,
|
||||
bool SingleSided);
|
||||
|
||||
/// <summary>One part which survived the normal world-render visibility traversal.</summary>
|
||||
public readonly record struct RetailSelectionPart(
|
||||
uint ServerGuid,
|
||||
int PartIndex,
|
||||
Matrix4x4 LocalToWorld,
|
||||
RetailSelectionMesh Mesh);
|
||||
|
||||
/// <summary>Retail picker result, including which physics part supplied the hit.</summary>
|
||||
public readonly record struct RetailSelectionHit(
|
||||
uint ServerGuid,
|
||||
int PartIndex,
|
||||
double Distance,
|
||||
bool PolygonHit);
|
||||
181
src/AcDream.Core/Selection/RetailWorldPicker.cs
Normal file
181
src/AcDream.Core/Selection/RetailWorldPicker.cs
Normal file
|
|
@ -0,0 +1,181 @@
|
|||
using System.Numerics;
|
||||
|
||||
namespace AcDream.Core.Selection;
|
||||
|
||||
/// <summary>
|
||||
/// Pure port of retail's render-coupled mouse selection accumulator.
|
||||
/// <c>Render::GfxObjUnderSelectionRay @ 0x0054C740</c> broad-phases each
|
||||
/// visible part against its drawing sphere, then scans visual polygons in DAT
|
||||
/// order. Any polygon hit globally outranks every sphere-only fallback.
|
||||
/// </summary>
|
||||
public static class RetailWorldPicker
|
||||
{
|
||||
private const double RetailRayEpsilon = 0.0002;
|
||||
|
||||
public static RetailSelectionHit? Pick(
|
||||
Vector3 worldOrigin,
|
||||
Vector3 worldDirection,
|
||||
IEnumerable<RetailSelectionPart> visibleParts,
|
||||
uint skipServerGuid = 0u)
|
||||
{
|
||||
if (worldDirection.LengthSquared() < 1e-10f)
|
||||
return null;
|
||||
|
||||
RetailSelectionHit? closestSphere = null;
|
||||
RetailSelectionHit? closestPolygon = null;
|
||||
|
||||
foreach (var part in visibleParts)
|
||||
{
|
||||
if (part.ServerGuid == 0u || part.ServerGuid == skipServerGuid)
|
||||
continue;
|
||||
if (part.Mesh.SphereRadius <= 0f
|
||||
|| !Matrix4x4.Invert(part.LocalToWorld, out var worldToLocal))
|
||||
continue;
|
||||
|
||||
// Keep direction unnormalised after the affine inverse. With row-vector
|
||||
// transforms this preserves the same ray parameter t in world metres even
|
||||
// when the part carries scale (retail divides by gfxobj_scale likewise).
|
||||
Vector3 localOrigin = Vector3.Transform(worldOrigin, worldToLocal);
|
||||
Vector3 localDirection = Vector3.TransformNormal(worldDirection, worldToLocal);
|
||||
|
||||
if (!TryIntersectSphere(
|
||||
localOrigin,
|
||||
localDirection,
|
||||
part.Mesh.SphereCenter,
|
||||
part.Mesh.SphereRadius,
|
||||
out double sphereT))
|
||||
continue;
|
||||
|
||||
// Retail skips a part whose broad sphere starts beyond an already-found
|
||||
// polygon, because that part cannot improve the global polygon winner.
|
||||
if (closestPolygon is { } polygonWinner && sphereT > polygonWinner.Distance)
|
||||
continue;
|
||||
|
||||
if (closestSphere is null || sphereT < closestSphere.Value.Distance)
|
||||
closestSphere = new RetailSelectionHit(
|
||||
part.ServerGuid, part.PartIndex, sphereT, PolygonHit: false);
|
||||
|
||||
// Retail stops at the FIRST hit polygon in this part's stored flat order.
|
||||
foreach (var polygon in part.Mesh.Polygons)
|
||||
{
|
||||
if (!TryIntersectPolygon(localOrigin, localDirection, polygon, out double polygonT))
|
||||
continue;
|
||||
|
||||
if (closestPolygon is null || polygonT < closestPolygon.Value.Distance)
|
||||
closestPolygon = new RetailSelectionHit(
|
||||
part.ServerGuid, part.PartIndex, polygonT, PolygonHit: true);
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
return closestPolygon ?? closestSphere;
|
||||
}
|
||||
|
||||
internal static bool TryIntersectSphere(
|
||||
Vector3 origin,
|
||||
Vector3 direction,
|
||||
Vector3 center,
|
||||
float radius,
|
||||
out double distance)
|
||||
{
|
||||
// CSphere::sphere_intersects_ray @ 0x005377A0. Retail intentionally
|
||||
// declines a broad-phase hit when the ray begins in or on the sphere.
|
||||
// The render view-cone normally keeps selectable objects in front of
|
||||
// the camera, so the routine does not separately reject a negative t.
|
||||
distance = 0d;
|
||||
Vector3 offset = origin - center;
|
||||
double c = Vector3.Dot(offset, offset) - (double)radius * radius;
|
||||
if (c <= 0d)
|
||||
return false;
|
||||
|
||||
double a = Vector3.Dot(direction, direction);
|
||||
if (a < RetailRayEpsilon)
|
||||
return false;
|
||||
|
||||
double b = -Vector3.Dot(offset, direction);
|
||||
double discriminant = b * b - c * a;
|
||||
if (discriminant < 0d)
|
||||
return false;
|
||||
|
||||
double root = Math.Sqrt(discriminant);
|
||||
distance = b > root ? (b - root) / a : (b + root) / a;
|
||||
return true;
|
||||
}
|
||||
|
||||
internal static bool TryIntersectPolygon(
|
||||
Vector3 origin,
|
||||
Vector3 direction,
|
||||
RetailSelectionPolygon polygon,
|
||||
out double distance)
|
||||
{
|
||||
distance = 0d;
|
||||
if (polygon.Vertices.Count < 3
|
||||
|| !TryPlane(polygon.Vertices, out Vector3 normal, out float planeD))
|
||||
return false;
|
||||
|
||||
double denominator = Vector3.Dot(direction, normal);
|
||||
// CPolygon::polygon_hits_ray @ 0x005395E0: raw sides_type 0 is
|
||||
// single-sided and rejects a ray travelling with the positive normal.
|
||||
if (polygon.SingleSided && denominator > 0d)
|
||||
return false;
|
||||
if (Math.Abs(denominator) < RetailRayEpsilon)
|
||||
return false;
|
||||
|
||||
distance = -(Vector3.Dot(origin, normal) + planeD) / denominator;
|
||||
if (distance < 0d)
|
||||
return false;
|
||||
|
||||
Vector3 point = origin + direction * (float)distance;
|
||||
return PointInPolygon(point, polygon.Vertices, normal);
|
||||
}
|
||||
|
||||
private static bool TryPlane(
|
||||
IReadOnlyList<Vector3> vertices,
|
||||
out Vector3 normal,
|
||||
out float planeD)
|
||||
{
|
||||
// CPolygon::make_plane @ 0x005383D0 builds a triangle fan from
|
||||
// vertex zero, sums the fan normals, normalizes once, then chooses d
|
||||
// from the average signed distance of every vertex. DatReaderWriter
|
||||
// exposes vertices rather than retail's derived Plane, so reconstruct
|
||||
// that load-time result here.
|
||||
Vector3 first = vertices[0];
|
||||
Vector3 normalSum = Vector3.Zero;
|
||||
for (int i = 1; i + 1 < vertices.Count; i++)
|
||||
normalSum += Vector3.Cross(vertices[i] - first, vertices[i + 1] - first);
|
||||
|
||||
if (normalSum.LengthSquared() > 1e-12f)
|
||||
{
|
||||
normal = Vector3.Normalize(normalSum);
|
||||
double averageDot = 0d;
|
||||
foreach (Vector3 vertex in vertices)
|
||||
averageDot += Vector3.Dot(normal, vertex);
|
||||
planeD = (float)-(averageDot / vertices.Count);
|
||||
return true;
|
||||
}
|
||||
|
||||
normal = default;
|
||||
planeD = 0f;
|
||||
return false;
|
||||
}
|
||||
|
||||
private static bool PointInPolygon(
|
||||
Vector3 point,
|
||||
IReadOnlyList<Vector3> vertices,
|
||||
Vector3 normal)
|
||||
{
|
||||
// CPolygon::point_in_polygon @ 0x00538D90. Retail visual polygons are
|
||||
// convex: the point must remain on the inward side of every ordered
|
||||
// edge. Zero is accepted, so a click exactly on an edge still hits.
|
||||
Vector3 previous = vertices[^1];
|
||||
for (int i = 0; i < vertices.Count; i++)
|
||||
{
|
||||
Vector3 current = vertices[i];
|
||||
Vector3 inward = Vector3.Cross(normal, current - previous);
|
||||
if (Vector3.Dot(point - previous, inward) < 0f)
|
||||
return false;
|
||||
previous = current;
|
||||
}
|
||||
return true;
|
||||
}
|
||||
}
|
||||
|
|
@ -1,286 +1,54 @@
|
|||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Numerics;
|
||||
using AcDream.Core.World;
|
||||
|
||||
namespace AcDream.Core.Selection;
|
||||
|
||||
/// <summary>
|
||||
/// Mouse-to-entity picker. Pure static functions; no state, no DI.
|
||||
/// <list type="bullet">
|
||||
/// <item><see cref="BuildRay"/> turns a pixel + view/projection into a world-space ray.</item>
|
||||
/// <item><see cref="Pick"/> ray-sphere intersects against entity candidates and returns the nearest hit's ServerGuid.</item>
|
||||
/// </list>
|
||||
/// Used by <c>GameWindow.OnInputAction</c> to wire SelectLeft / SelectDblLeft / UseSelected to <c>InteractRequests.BuildUse</c>.
|
||||
/// Pure mouse-pixel to world-ray conversion shared by retail selection paths.
|
||||
/// </summary>
|
||||
public static class WorldPicker
|
||||
{
|
||||
/// <summary>
|
||||
/// Unprojects a pixel coordinate to a world-space ray using the supplied
|
||||
/// view + projection matrices (System.Numerics row-vector convention,
|
||||
/// composed as view * projection — same as the rest of acdream's camera
|
||||
/// pipeline; see GameWindow.cs:6445 FrustumPlanes.FromViewProjection).
|
||||
/// Unprojects a pixel coordinate to a world-space ray using System.Numerics'
|
||||
/// row-vector convention (<c>view * projection</c>).
|
||||
/// </summary>
|
||||
/// <returns>
|
||||
/// (origin = world point on the near plane, direction = normalized
|
||||
/// world-space ray direction). Returns (Vector3.Zero, Vector3.Zero)
|
||||
/// if the view-projection composition is singular.
|
||||
/// The camera viewpoint and normalized direction, or two zero vectors
|
||||
/// when the camera transform is singular.
|
||||
/// </returns>
|
||||
public static (Vector3 Origin, Vector3 Direction) BuildRay(
|
||||
float mouseX, float mouseY,
|
||||
float viewportW, float viewportH,
|
||||
Matrix4x4 view, Matrix4x4 projection)
|
||||
float mouseX,
|
||||
float mouseY,
|
||||
float viewportW,
|
||||
float viewportH,
|
||||
Matrix4x4 view,
|
||||
Matrix4x4 projection)
|
||||
{
|
||||
// Pixel -> NDC. y flipped: top-left pixel maps to ndc.y = +1.
|
||||
float ndcX = (2f * mouseX) / viewportW - 1f;
|
||||
float ndcY = 1f - (2f * mouseY) / viewportH;
|
||||
|
||||
var vp = view * projection;
|
||||
if (!Matrix4x4.Invert(vp, out var invVp))
|
||||
Matrix4x4 vp = view * projection;
|
||||
if (!Matrix4x4.Invert(vp, out Matrix4x4 invVp)
|
||||
|| !Matrix4x4.Invert(view, out Matrix4x4 invView))
|
||||
return (Vector3.Zero, Vector3.Zero);
|
||||
|
||||
// Unproject near (ndc.z = -1) and far (ndc.z = +1) clip points.
|
||||
var nearClip = new Vector4(ndcX, ndcY, -1f, 1f);
|
||||
var farClip = new Vector4(ndcX, ndcY, +1f, 1f);
|
||||
var n4 = Vector4.Transform(nearClip, invVp);
|
||||
var f4 = Vector4.Transform(farClip, invVp);
|
||||
if (n4.W == 0f || f4.W == 0f)
|
||||
Vector4 nearClip = new(ndcX, ndcY, -1f, 1f);
|
||||
Vector4 farClip = new(ndcX, ndcY, 1f, 1f);
|
||||
Vector4 near = Vector4.Transform(nearClip, invVp);
|
||||
Vector4 far = Vector4.Transform(farClip, invVp);
|
||||
if (near.W == 0f || far.W == 0f)
|
||||
return (Vector3.Zero, Vector3.Zero);
|
||||
|
||||
var nearWorld = new Vector3(n4.X, n4.Y, n4.Z) / n4.W;
|
||||
var farWorld = new Vector3(f4.X, f4.Y, f4.Z) / f4.W;
|
||||
var dir = farWorld - nearWorld;
|
||||
if (dir.LengthSquared() < 1e-10f)
|
||||
Vector3 nearWorld = new Vector3(near.X, near.Y, near.Z) / near.W;
|
||||
Vector3 farWorld = new Vector3(far.X, far.Y, far.Z) / far.W;
|
||||
Vector3 direction = farWorld - nearWorld;
|
||||
if (direction.LengthSquared() < 1e-10f)
|
||||
return (Vector3.Zero, Vector3.Zero);
|
||||
return (nearWorld, Vector3.Normalize(dir));
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Ray-sphere intersection against each candidate's <see cref="WorldEntity.Position"/>
|
||||
/// using a fixed 0.7 m sphere radius. Returns the <see cref="WorldEntity.ServerGuid"/>
|
||||
/// of the closest hit within <paramref name="maxDistance"/>, or null on miss.
|
||||
/// </summary>
|
||||
/// <param name="direction">
|
||||
/// World-space ray direction. <b>Must be normalized</b> — the geometric
|
||||
/// ray-sphere formula simplifies <c>a = dot(direction, direction)</c> to
|
||||
/// <c>1</c>; non-unit input produces an undocumented <c>t</c>-scale that
|
||||
/// makes <c>maxDistance</c> compare against ray-parameter units instead
|
||||
/// of world meters.
|
||||
/// </param>
|
||||
/// <remarks>
|
||||
/// <para>
|
||||
/// Entities with <c>ServerGuid == 0</c> (atlas-tier scenery, dat-hydrated
|
||||
/// statics) are skipped — they have no server-side identity and can't be
|
||||
/// the target of a Use packet. The player's own guid is skipped via
|
||||
/// <paramref name="skipServerGuid"/>.
|
||||
/// </para>
|
||||
/// <para>
|
||||
/// <b>Radius history (Issue #59).</b> Started at 5 m as a forgiving default;
|
||||
/// in practice this over-picked massively — any cursor anywhere near an
|
||||
/// NPC selected the NPC instead of a nearby item, and "click empty
|
||||
/// ground to deselect" was nearly impossible. Tightened to 0.7 m on
|
||||
/// 2026-05-15 to roughly match the actual hitbox radius of humanoids +
|
||||
/// most items. A future refinement is per-itemType radius (smaller for
|
||||
/// tapers, bigger for shop chests) or priority sorting (items beat
|
||||
/// NPCs at equal hit-distance).
|
||||
/// </para>
|
||||
/// </remarks>
|
||||
public static uint? Pick(
|
||||
Vector3 origin, Vector3 direction,
|
||||
IEnumerable<WorldEntity> candidates,
|
||||
uint skipServerGuid,
|
||||
float maxDistance = 50f,
|
||||
Func<uint, float>? radiusForGuid = null,
|
||||
Func<uint, float>? verticalOffsetForGuid = null,
|
||||
Func<Vector3, Vector3, float>? cellOccluder = null)
|
||||
{
|
||||
const float DefaultRadius = 1.0f;
|
||||
const float DefaultVerticalOffset = 0.9f;
|
||||
|
||||
if (direction.LengthSquared() < 1e-10f) return null;
|
||||
|
||||
// Indoor walking Phase 1 #86 (2026-05-19): if the caller provides
|
||||
// a cell-BSP occluder, query the nearest wall hit along the ray
|
||||
// ONCE; entities whose ray-t exceeds the wall-t sit behind a wall
|
||||
// and are skipped.
|
||||
float wallT = cellOccluder?.Invoke(origin, direction) ?? float.PositiveInfinity;
|
||||
|
||||
uint? bestGuid = null;
|
||||
float bestT = float.PositiveInfinity;
|
||||
foreach (var entity in candidates)
|
||||
{
|
||||
if (entity.ServerGuid == 0u) continue;
|
||||
if (entity.ServerGuid == skipServerGuid) continue;
|
||||
|
||||
// Per-entity radius + vertical offset (caller-supplied).
|
||||
//
|
||||
// <para>
|
||||
// <b>Vertical offset (2026-05-15).</b> WorldEntity.Position
|
||||
// is at the entity's feet (Z=ground for a humanoid). User
|
||||
// clicks usually land on chest/head (Z ≈ 1–1.8 m). With the
|
||||
// sphere centred at feet, a chest click is 1.2 m of vertical
|
||||
// distance from sphere centre — bigger than any reasonable
|
||||
// body radius — so the ray misses. Lifting the sphere
|
||||
// centre to mid-body fixes this: 0.9 m default for
|
||||
// humanoids, smaller for items, larger for tall objects.
|
||||
// </para>
|
||||
//
|
||||
// <para>
|
||||
// <b>Radius (2026-05-15).</b> Bumped default 0.7 → 1.0 m to
|
||||
// accommodate the new vertical-offset sphere placement
|
||||
// (chest-height sphere centre + 1.0 m radius covers from
|
||||
// shin to top-of-head for a 1.8 m humanoid).
|
||||
// </para>
|
||||
float r = radiusForGuid?.Invoke(entity.ServerGuid) ?? DefaultRadius;
|
||||
float r2 = r * r;
|
||||
float vz = verticalOffsetForGuid?.Invoke(entity.ServerGuid) ?? DefaultVerticalOffset;
|
||||
var sphereCenter = new Vector3(
|
||||
entity.Position.X,
|
||||
entity.Position.Y,
|
||||
entity.Position.Z + vz);
|
||||
|
||||
// Geometric ray-sphere: oc = origin - center, b = dot(oc, dir),
|
||||
// c = |oc|^2 - r^2, discriminant = b^2 - c. If discriminant < 0
|
||||
// the ray misses the sphere. Otherwise nearest intersection is
|
||||
// t = -b - sqrt(discriminant).
|
||||
var oc = origin - sphereCenter;
|
||||
float b = Vector3.Dot(oc, direction);
|
||||
float c = Vector3.Dot(oc, oc) - r2;
|
||||
float d = b * b - c;
|
||||
if (d < 0f) continue;
|
||||
|
||||
// Two intersection roots: t_near = -b - sqrt(d), t_far = -b + sqrt(d).
|
||||
// If t_near < 0 the ray origin is INSIDE the sphere; fall through
|
||||
// to t_far so the entity is still pickable at point-blank range.
|
||||
float sqrtD = MathF.Sqrt(d);
|
||||
float t = -b - sqrtD;
|
||||
if (t < 0f) t = -b + sqrtD; // origin inside sphere -> use far exit
|
||||
if (t < 0f) continue; // both roots negative -> sphere entirely behind ray
|
||||
if (t >= maxDistance) continue;
|
||||
if (t >= wallT) continue; // wall is between camera and entity (#86)
|
||||
if (t < bestT)
|
||||
{
|
||||
bestT = t;
|
||||
bestGuid = entity.ServerGuid;
|
||||
}
|
||||
}
|
||||
return bestGuid;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 2026-05-16. Screen-space rect-hit-test picker overload. Each
|
||||
/// candidate's world-space sphere (via <paramref name="sphereForEntity"/>)
|
||||
/// projects to a screen-space rectangle through
|
||||
/// <see cref="ScreenProjection.TryProjectSphereToScreenRect"/>. The
|
||||
/// rect is inflated by <paramref name="inflatePixels"/> on every side
|
||||
/// (matches the indicator's <c>TriangleSize</c> outer brackets) and
|
||||
/// hit-tested against the mouse pixel. Among rects that contain the
|
||||
/// mouse, the entity with the nearest camera-space depth wins.
|
||||
///
|
||||
/// <para>
|
||||
/// Why screen-space instead of world-space ray-sphere: the indicator
|
||||
/// draws a screen-space RECT. A world-space sphere projects to a
|
||||
/// screen CIRCLE inscribed in that rect — leaving the four rect
|
||||
/// corners as click dead zones. Per user feedback 2026-05-16, the
|
||||
/// click area must match the visible indicator extent exactly. By
|
||||
/// sharing the <see cref="ScreenProjection"/> helper with
|
||||
/// <c>TargetIndicatorPanel</c>, the click rect and the drawn rect
|
||||
/// cannot drift.
|
||||
/// </para>
|
||||
///
|
||||
/// <para>
|
||||
/// Resolver returning <c>null</c> skips the candidate (matches retail
|
||||
/// "no Setup → not pickable" behavior). Entities with
|
||||
/// <c>ServerGuid == 0</c> (atlas-tier scenery) and the player's own
|
||||
/// guid are also skipped.
|
||||
/// </para>
|
||||
///
|
||||
/// <para>
|
||||
/// Stage A of the picker port. Stage B (polygon refine via
|
||||
/// <c>CPolygon::polygon_hits_ray</c> 0x0054c889) remains deferred
|
||||
/// per issue #71 — only needed if visual testing surfaces a Stage A
|
||||
/// over-pick on entities whose visible mesh is well inside the
|
||||
/// indicator rect.
|
||||
/// </para>
|
||||
/// </summary>
|
||||
/// <param name="inflatePixels">Pixel inflate on each side of the
|
||||
/// projected rect. Pass the indicator's <c>TriangleSize</c> (8 px)
|
||||
/// so the click area extends to where the visible bracket corners
|
||||
/// sit — the user perceives the inflated rect as the clickable area.</param>
|
||||
public static uint? Pick(
|
||||
float mouseX, float mouseY,
|
||||
Matrix4x4 view,
|
||||
Matrix4x4 projection,
|
||||
Vector2 viewport,
|
||||
IEnumerable<WorldEntity> candidates,
|
||||
uint skipServerGuid,
|
||||
Func<WorldEntity, (Vector3 CenterWorld, float Radius)?> sphereForEntity,
|
||||
float inflatePixels = 8f,
|
||||
Func<Vector3, Vector3, float>? cellOccluder = null)
|
||||
{
|
||||
uint? bestGuid = null;
|
||||
float bestDepth = float.PositiveInfinity;
|
||||
|
||||
// Indoor walking Phase 1 #86 (2026-05-19): cell-BSP occlusion.
|
||||
// Build the click ray, query the nearest wall along it, convert
|
||||
// to the same camera-space depth metric (clip.W) that
|
||||
// ScreenProjection.TryProjectSphereToScreenRect returns per
|
||||
// candidate. Candidates with depth > wallDepth sit behind a wall.
|
||||
float wallDepth = float.PositiveInfinity;
|
||||
if (cellOccluder is not null)
|
||||
{
|
||||
var (rayOrigin, rayDir) = BuildRay(mouseX, mouseY, viewport.X, viewport.Y, view, projection);
|
||||
if (rayDir.LengthSquared() > 0f)
|
||||
{
|
||||
float wallT = cellOccluder(rayOrigin, rayDir);
|
||||
if (!float.IsPositiveInfinity(wallT))
|
||||
{
|
||||
var wallPoint = rayOrigin + rayDir * wallT;
|
||||
// ScreenProjection uses clip.W as its depth metric —
|
||||
// "camera-space depth" in the row-vector convention is
|
||||
// the W component of the homogeneous clip-space vector,
|
||||
// which equals the eye-space Z distance to the point.
|
||||
var viewProj = view * projection;
|
||||
var clip = Vector4.Transform(new Vector4(wallPoint, 1f), viewProj);
|
||||
if (clip.W > 0f)
|
||||
wallDepth = clip.W;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
foreach (var entity in candidates)
|
||||
{
|
||||
if (entity.ServerGuid == 0u) continue;
|
||||
if (entity.ServerGuid == skipServerGuid) continue;
|
||||
|
||||
var sphere = sphereForEntity(entity);
|
||||
if (sphere is null) continue;
|
||||
var (center, radius) = sphere.Value;
|
||||
if (radius <= 0f) continue;
|
||||
|
||||
if (!ScreenProjection.TryProjectSphereToScreenRect(
|
||||
center, radius, view, projection, viewport,
|
||||
out var rMin, out var rMax, out var depth))
|
||||
continue;
|
||||
|
||||
// Inflate by inflatePixels on each side — extend hit area to
|
||||
// where the indicator brackets sit.
|
||||
float minX = rMin.X - inflatePixels;
|
||||
float minY = rMin.Y - inflatePixels;
|
||||
float maxX = rMax.X + inflatePixels;
|
||||
float maxY = rMax.Y + inflatePixels;
|
||||
|
||||
if (mouseX < minX || mouseX > maxX) continue;
|
||||
if (mouseY < minY || mouseY > maxY) continue;
|
||||
|
||||
if (depth > wallDepth) continue; // wall is between camera and entity (#86)
|
||||
|
||||
if (depth < bestDepth)
|
||||
{
|
||||
bestDepth = depth;
|
||||
bestGuid = entity.ServerGuid;
|
||||
}
|
||||
}
|
||||
return bestGuid;
|
||||
// Render::pick_ray @ 0x0054B610 stores a direction through the pixel;
|
||||
// GfxObjUnderSelectionRay @ 0x0054C740 pairs it with Render::viewpoint,
|
||||
// not the near-plane point. Inverse-view origin is that viewpoint in
|
||||
// System.Numerics' row-vector convention.
|
||||
Vector3 viewpoint = Vector3.Transform(Vector3.Zero, invView);
|
||||
return (viewpoint, Vector3.Normalize(direction));
|
||||
}
|
||||
}
|
||||
|
|
|
|||
|
|
@ -52,7 +52,7 @@ public sealed record GameplaySettings(
|
|||
ToggleRun: true,
|
||||
AdvancedCombatUI: false,
|
||||
ShowTooltips: true,
|
||||
VividTargetingIndicator: false,
|
||||
VividTargetingIndicator: true,
|
||||
SideBySideVitals: false,
|
||||
// Retail default character-options mask 0x50C4A54A includes
|
||||
// CoordinatesOnRadar (0x00400000).
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue