refactor(render): delete the dead cell visibility bfs

This commit is contained in:
Erik 2026-08-31 04:46:20 +02:00
parent 73ba1d3c32
commit 2a3ec09a98
2 changed files with 8 additions and 352 deletions

View file

@ -1,11 +1,8 @@
// CellVisibility.cs — portal-based interior cell visibility system. // CellVisibility.cs — portal-based interior cell visibility system.
// //
// Stage 3 (2026-06-02): FindCameraCell + grace-frame AABB fallback deleted. // Campaign FW4 (2026-08-31): the obsolete per-frame portal BFS is deleted.
// The physics membership answer (CellGraph.CurrCell) is now the mandatory root; // The committed cell registry remains the production walk's authoritative
// ComputeVisibilityFromRoot(null, …) returns null (outdoor root) rather than // source. Physics supplies the root and RetailFrameWalk owns visibility.
// falling back to an independent AABB position resolve. This matches retail's
// CellManager::ChangePosition (0x004559B0) which does not re-derive the cell
// from a static position — it reads the swept transition-owned CurrCell.
// //
// This file is intentionally free of GL / rendering types. It depends only on // This file is intentionally free of GL / rendering types. It depends only on
// System.Numerics so it can be unit-tested without a GPU context. // System.Numerics so it can be unit-tested without a GPU context.
@ -192,36 +189,9 @@ public enum CameraCellResolution
} }
/// <summary> /// <summary>
/// Result of a portal-based visibility BFS from the camera cell. /// Committed EnvCell registry shared by streaming, physics diagnostics, and the
/// </summary> /// retail frame walk. It owns no visibility algorithm; <see cref="RetailFrameWalk"/>
public sealed class VisibilityResult /// is the sole per-frame visibility authority.
{
/// <summary>Full cell IDs (e.g. 0x01D90105) that should be rendered this frame.</summary>
public HashSet<uint> VisibleCellIds { get; init; } = new();
/// <summary>
/// True when at least one exit portal (OtherCellId == 0xFFFF) was reached during
/// traversal. The caller should render outdoor terrain when this is set.
/// </summary>
public bool HasExitPortalVisible { get; set; }
/// <summary>The cell the camera is currently inside.</summary>
public LoadedCell? CameraCell { get; set; }
}
// ---------------------------------------------------------------------------
// CellVisibility
// ---------------------------------------------------------------------------
/// <summary>
/// Pure-logic portal visibility system for EnvCell interior rooms.
///
/// Maintains a per-landblock registry of <see cref="LoadedCell"/> objects and
/// performs a BFS through portal connections each frame to determine which cells
/// should be rendered given the current camera position.
///
/// Ported faithfully from ACME's EnvCellManager.cs portal-visibility region.
/// Constants and control flow match the ACME implementation.
/// </summary> /// </summary>
public sealed class CellVisibility public sealed class CellVisibility
{ {
@ -243,12 +213,9 @@ public sealed class CellVisibility
/// <summary>Per-landblock lists of loaded cells. Key = upper 16 bits of a cell ID.</summary> /// <summary>Per-landblock lists of loaded cells. Key = upper 16 bits of a cell ID.</summary>
private readonly Dictionary<uint, List<LoadedCell>> _cellsByLandblock = new(); private readonly Dictionary<uint, List<LoadedCell>> _cellsByLandblock = new();
/// <summary>Full-ID lookup for O(1) neighbour resolution during BFS.</summary> /// <summary>Full-ID lookup used by the production frame walk.</summary>
private readonly Dictionary<uint, LoadedCell> _cellLookup = new(); private readonly Dictionary<uint, LoadedCell> _cellLookup = new();
/// <summary>The last visibility result produced by <see cref="ComputeVisibilityFromRoot"/>.</summary>
public VisibilityResult? LastVisibilityResult { get; private set; }
/// <summary> /// <summary>
/// Stage 3 (2026-06-02): always <see cref="CameraCellResolution.None"/> — the FindCameraCell /// Stage 3 (2026-06-02): always <see cref="CameraCellResolution.None"/> — the FindCameraCell
/// AABB grace-frame resolver was deleted; the physics membership answer is the sole root. /// AABB grace-frame resolver was deleted; the physics membership answer is the sole root.
@ -346,77 +313,6 @@ public sealed class CellVisibility
_cellsByLandblock.Remove(lbId); _cellsByLandblock.Remove(lbId);
} }
// ------------------------------------------------------------------
// Per-frame entry points
// ------------------------------------------------------------------
/// <summary>
/// Computes portal-based visibility from <paramref name="cameraPos"/> using the
/// AABB FindCameraCell resolver. Retained for test compatibility only; production
/// code should use <see cref="ComputeVisibilityFromRoot"/> with a physics-supplied
/// root (Stage 3 demotes the AABB resolver to test-only use).
/// Returns null when no loaded cell contains <paramref name="cameraPos"/>.
/// </summary>
public VisibilityResult? ComputeVisibility(Vector3 cameraPos)
{
if (_cellLookup.Count == 0)
{
LastVisibilityResult = null;
return null;
}
LastVisibilityResult = GetVisibleCells(cameraPos);
return LastVisibilityResult;
}
/// <summary>
/// UCG W2/Stage 3: compute visibility from a supplied root cell (the physics membership
/// answer). When <paramref name="root"/> is null (pre-spawn, or player outside all indoor
/// cells), returns <c>null</c> — the caller interprets null as the outdoor root (no portal
/// frame, everything slot 0, terrain ungated). The legacy AABB FindCameraCell fallback is
/// deleted as of Stage 3; <see cref="CellGraph.CurrCell"/> is the sole authority.
/// Retail anchor: CellManager::ChangePosition @ 0x004559B0 reads the transition-owned
/// curr_cell — it does NOT re-derive from a static position.
/// </summary>
/// <param name="root">
/// The render-registered <see cref="LoadedCell"/> that physics determined the player is inside,
/// or null when pre-spawn or the player is in an outdoor landcell. Null → outdoor root path.
/// </param>
/// <param name="fallbackPos">
/// Used as the viewer position for the portal-side test in the BFS when root is non-null.
/// Should be the player/physics position (stable inside the cell), not the chase-camera eye.
/// The name "fallback" is historical; it is no longer used as a fallback position.
/// </param>
public VisibilityResult? ComputeVisibilityFromRoot(LoadedCell? root, Vector3 fallbackPos)
{
if (root is null)
return null; // outdoor root: caller handles null as "player is outside"
// Stage 3: FindCameraCell AABB grace-frame fallback deleted.
// Retail: CellManager::ChangePosition (0x004559B0) uses transition-owned CurrCell.
if (_cellLookup.Count == 0)
{
LastVisibilityResult = null;
return null;
}
LastVisibilityResult = GetVisibleCellsFromRoot(root, fallbackPos);
return LastVisibilityResult;
}
// ------------------------------------------------------------------
// FindCameraCell — DELETED in Stage 3 (2026-06-02)
// ------------------------------------------------------------------
// The AABB + grace-frame camera-cell resolver was removed. Production code
// now exclusively uses ComputeVisibilityFromRoot(root, …) where root is the
// transition-owned CellGraph.CurrCell (set by ResolveCellId/Stage 2 physics).
// Retail anchor: CellManager::ChangePosition (0x004559B0) reads curr_cell
// from the sweep — it never re-derives from a static position.
//
// GetVisibleCells (used by ComputeVisibility below for test compatibility)
// still uses the brute-force AABB scan internally.
// ------------------------------------------------------------------
// ------------------------------------------------------------------ // ------------------------------------------------------------------
// PointInCell // PointInCell
// ------------------------------------------------------------------ // ------------------------------------------------------------------
@ -449,9 +345,7 @@ public sealed class CellVisibility
/// <summary> /// <summary>
/// Brute-force scan of every loaded cell to test whether /// Brute-force scan of every loaded cell to test whether
/// <paramref name="worldPoint"/> is inside any of them. Safe to call /// <paramref name="worldPoint"/> is inside any of them.
/// independently of <see cref="ComputeVisibilityFromRoot"/> in the same
/// frame for a different position.
/// </summary> /// </summary>
public bool IsInsideAnyCell(Vector3 worldPoint) public bool IsInsideAnyCell(Vector3 worldPoint)
{ {
@ -460,99 +354,4 @@ public sealed class CellVisibility
return false; return false;
} }
// ------------------------------------------------------------------
// GetVisibleCells (BFS)
// ------------------------------------------------------------------
/// <summary>
/// Performs portal-based BFS visibility traversal starting from the camera
/// cell found by an AABB brute-force scan. Returns null when no loaded cell
/// contains <paramref name="cameraPos"/>. Used only by
/// <see cref="ComputeVisibility"/> (test-compatibility path); production code
/// uses <see cref="ComputeVisibilityFromRoot"/> with the physics-supplied root.
/// </summary>
public VisibilityResult? GetVisibleCells(Vector3 cameraPos)
{
// Brute-force AABB scan (test-compatibility; FindCameraCell was deleted in Stage 3).
LoadedCell? cameraCell = null;
foreach (var kvp in _cellsByLandblock)
foreach (var cell in kvp.Value)
if (PointInCell(cameraPos, cell)) { cameraCell = cell; break; }
if (cameraCell == null)
return null;
return GetVisibleCellsFromRoot(cameraCell, cameraPos);
}
/// <summary>
/// UCG W2: BFS visibility traversal from a pre-resolved root cell.
/// The root is the correct membership answer (supplied by the caller —
/// physics CurrCell via <see cref="ComputeVisibilityFromRoot"/>, or AABB
/// scan via <see cref="GetVisibleCells"/> for test compat).
///
/// The BFS body is byte-identical to the original GetVisibleCells
/// implementation — only root acquisition was extracted out.
/// </summary>
private VisibilityResult? GetVisibleCellsFromRoot(LoadedCell cameraCell, Vector3 cameraPos)
{
var result = new VisibilityResult { CameraCell = cameraCell };
var visited = new HashSet<uint>();
var queue = new Queue<LoadedCell>();
visited.Add(cameraCell.CellId);
result.VisibleCellIds.Add(cameraCell.CellId);
queue.Enqueue(cameraCell);
// All portals in a dungeon connect cells in the same landblock.
uint lbMask = cameraCell.CellId & 0xFFFF0000u;
while (queue.Count > 0)
{
var cell = queue.Dequeue();
for (int i = 0; i < cell.Portals.Count; i++)
{
var portal = cell.Portals[i];
// Exit portal → outdoor terrain should be visible.
if (portal.OtherCellId == 0xFFFF)
{
result.HasExitPortalVisible = true;
continue;
}
uint neighbourId = lbMask | portal.OtherCellId;
if (visited.Contains(neighbourId))
continue;
if (!_cellLookup.TryGetValue(neighbourId, out var neighbour))
continue;
// Portal-side test: camera must be on the interior side of the
// portal clip plane to see through into the neighbouring cell.
if (i < cell.ClipPlanes.Count)
{
var plane = cell.ClipPlanes[i];
var localCam = Vector3.Transform(cameraPos, cell.InverseWorldTransform);
float dot = Vector3.Dot(plane.Normal, localCam) + plane.D;
// InsideSide == 0 → inside is positive half-space; reject if dot < -ε.
// InsideSide == 1 → inside is negative half-space; reject if dot > ε.
// Source: ACME EnvCellManager.cs lines 1458-1459.
if (plane.InsideSide == 0 && dot < -PointInCellEpsilon)
continue;
if (plane.InsideSide == 1 && dot > PointInCellEpsilon)
continue;
}
visited.Add(neighbourId);
result.VisibleCellIds.Add(neighbourId);
queue.Enqueue(neighbour);
}
}
return result;
}
} }

View file

@ -1,143 +0,0 @@
// CellVisibilityFromRootTests.cs — UCG W2 Task 2 + Stage 3: tests for
// CellVisibility.ComputeVisibilityFromRoot.
//
// Acceptance criteria (Stage 3 — W2 null-fallback deleted):
// (a) ComputeVisibilityFromRoot(null, pos) returns NULL (outdoor root), regardless
// of whether any cells are registered. The AABB FindCameraCell fallback is gone.
// (b) ComputeVisibilityFromRoot(root, pos) with a registered root returns
// a result whose CameraCell is that root, regardless of whether 'pos'
// is geometrically inside it.
//
// CellVisibility is intentionally free of GL types — it can be unit-tested
// without a GPU context (confirmed: only System.Numerics dependency).
using System.Numerics;
using AcDream.App.Rendering;
using Xunit;
namespace AcDream.App.Tests.Rendering;
public class CellVisibilityFromRootTests
{
// ------------------------------------------------------------------
// Helpers
// ------------------------------------------------------------------
/// <summary>
/// Build a minimal LoadedCell with an axis-aligned bounding box and identity
/// transform so PointInCell works for a position inside the box.
/// </summary>
private static LoadedCell MakeCell(uint cellId, Vector3 boundsMin, Vector3 boundsMax)
{
return new LoadedCell
{
CellId = cellId,
WorldTransform = Matrix4x4.Identity,
InverseWorldTransform = Matrix4x4.Identity,
LocalBoundsMin = boundsMin,
LocalBoundsMax = boundsMax,
Portals = new(),
ClipPlanes = new(),
PortalPolygons = new(),
};
}
// ------------------------------------------------------------------
// (a) Stage 3: null root → null (outdoor root), not a position fallback
// ------------------------------------------------------------------
[Fact]
public void ComputeVisibilityFromRoot_NullRoot_ReturnsNull_WhenCellExists()
{
// Stage 3: null root → outdoor root → null result, even when a cell covers the
// fallback position. Pre-Stage 3 this called FindCameraCell(pos); now the caller
// must supply the root (physics CellGraph.CurrCell). Retail: CellManager::ChangePosition
// reads the transition-owned curr_cell — it does not re-derive from a static position.
var cv = new CellVisibility();
var cell = MakeCell(0xA9B40101u, Vector3.Zero, new Vector3(10, 10, 10));
cv.AddCell(cell);
var pos = new Vector3(5, 5, 5); // inside the cell — null root overrides
var fromNull = cv.ComputeVisibilityFromRoot(null, pos);
// Stage 3: null root → null (outdoor root path).
Assert.Null(fromNull);
}
[Fact]
public void ComputeVisibilityFromRoot_NullRoot_NoCells_ReturnsNull()
{
// With no cells registered and null root: always null (outdoor root).
var cv = new CellVisibility();
var posOutdoors = new Vector3(100, 100, 100);
var fromNull = cv.ComputeVisibilityFromRoot(null, posOutdoors);
Assert.Null(fromNull);
}
[Fact]
public void ComputeVisibilityFromRoot_NullRoot_PositionOutsideAllCells_ReturnsNull()
{
// Cell exists but null root: always null regardless of position.
var cv = new CellVisibility();
var cell = MakeCell(0xA9B40102u, Vector3.Zero, new Vector3(5, 5, 5));
cv.AddCell(cell);
var posOutside = new Vector3(100, 100, 100);
var fromNull = cv.ComputeVisibilityFromRoot(null, posOutside);
Assert.Null(fromNull);
}
// ------------------------------------------------------------------
// (b) Supplied root is used as BFS root → CameraCell == root
// ------------------------------------------------------------------
[Fact]
public void ComputeVisibilityFromRoot_RegisteredRoot_CameraCellIsSuppliedRoot()
{
// Arrange: cell registered in CellVisibility.
var cv = new CellVisibility();
var cell = MakeCell(0xA9B40103u, Vector3.Zero, new Vector3(10, 10, 10));
cv.AddCell(cell);
// The position can be OUTSIDE the cell — physics already determined membership
// via BSP, we just trust that answer.
var posAnywhere = new Vector3(999, 999, 999);
// Act
var result = cv.ComputeVisibilityFromRoot(cell, posAnywhere);
// Assert: CameraCell is the supplied root.
Assert.NotNull(result);
Assert.Same(cell, result!.CameraCell);
}
[Fact]
public void ComputeVisibilityFromRoot_RegisteredRoot_IncludesRootInVisibleCells()
{
var cv = new CellVisibility();
var cell = MakeCell(0xA9B40104u, Vector3.Zero, new Vector3(10, 10, 10));
cv.AddCell(cell);
var result = cv.ComputeVisibilityFromRoot(cell, Vector3.Zero);
Assert.NotNull(result);
Assert.Contains(cell.CellId, result!.VisibleCellIds);
}
[Fact]
public void ComputeVisibilityFromRoot_RegisteredRoot_LastVisibilityResultUpdated()
{
var cv = new CellVisibility();
var cell = MakeCell(0xA9B40105u, Vector3.Zero, new Vector3(10, 10, 10));
cv.AddCell(cell);
var result = cv.ComputeVisibilityFromRoot(cell, Vector3.Zero);
Assert.Same(result, cv.LastVisibilityResult);
}
}