feat(render): Phase A8 RR5 — WbDrawDispatcher Draw(cellIds:) overload
Adds a new public overload accepting an explicit IReadOnlyCollection<uint> cellIds (the camera-buildings' EnvCellIds) instead of a BFS-derived visibility set. Used by RR7's IndoorPass to scope indoor rendering to the camera-buildings' cells, not the full portal BFS (which causes Issues A+C). Pure-data test helper WalkEntitiesForTestByCellIds added alongside the production overload, mirroring the WalkEntitiesForTest pattern. The overload internally delegates to the existing visibleCellIds path — the dispatcher's semantic stays the same; only the caller's intent differs (explicit cell list vs visibility-derived). Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
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@ -1089,6 +1089,41 @@ public sealed unsafe class WbDrawDispatcher : IDisposable
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}
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}
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}
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}
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/// <summary>
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/// Phase A8 RR5 (2026-05-26): per-building draw overload. Walks only
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/// entities whose ParentCellId is in <paramref name="cellIds"/>, plus
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/// outdoor-style entities matching the EntitySet partition. Used by
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/// the indoor render branch to scope rendering to the camera-buildings'
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/// cells.
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///
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/// <para>Mirrors the existing visibleCellIds-based Draw but with an
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/// explicit cell list (not the BFS-derived visibility set). The semantic
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/// difference is at the caller: cellIds = the camera-buildings' EnvCellIds,
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/// not the portal BFS result. The dispatcher's internal logic is identical
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/// — it filters indoor entities by membership in the provided set.</para>
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/// </summary>
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public void Draw(
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ICamera camera,
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IEnumerable<(uint LandblockId, Vector3 AabbMin, Vector3 AabbMax,
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IReadOnlyList<WorldEntity> Entities,
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IReadOnlyDictionary<uint, WorldEntity>? AnimatedById)> landblockEntries,
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IReadOnlyCollection<uint> cellIds,
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FrustumPlanes? frustum = null,
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uint? neverCullLandblockId = null,
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HashSet<uint>? animatedEntityIds = null,
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EntitySet set = EntitySet.All)
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{
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// Adapt IReadOnlyCollection<uint> → HashSet<uint> for the existing path.
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// If the caller already passed a HashSet, avoid re-wrapping.
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HashSet<uint> cellIdSet = cellIds is HashSet<uint> hs ? hs : new HashSet<uint>(cellIds);
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Draw(camera, landblockEntries,
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frustum: frustum,
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neverCullLandblockId: neverCullLandblockId,
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visibleCellIds: cellIdSet,
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animatedEntityIds: animatedEntityIds,
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set: set);
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}
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private static IndirectGroupInput ToInput(InstanceGroup g) => new(
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private static IndirectGroupInput ToInput(InstanceGroup g) => new(
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IndexCount: g.IndexCount,
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IndexCount: g.IndexCount,
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FirstIndex: g.FirstIndex,
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FirstIndex: g.FirstIndex,
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@ -1400,6 +1435,34 @@ public sealed unsafe class WbDrawDispatcher : IDisposable
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return output;
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return output;
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}
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}
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/// <summary>
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/// Phase A8 RR5 (2026-05-26): pure-data walk for the explicit cellIds
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/// overload. Used by RR7's IndoorPass to render only the camera-buildings'
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/// cells (instead of the visibility-derived set).
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///
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/// <para>Indoor entities (ParentCellId set) gated by membership in
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/// <paramref name="cellIds"/>. Building shells (IsBuildingShell) pass
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/// unconditionally when <paramref name="set"/> == IndoorPass. Outdoor
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/// scenery is excluded by the EntitySet partition (no cell-list gate
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/// needed — EntityMatchesSet handles it).</para>
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/// </summary>
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public static List<uint> WalkEntitiesForTestByCellIds(
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IEnumerable<AcDream.Core.World.WorldEntity> entities,
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IReadOnlyCollection<uint> cellIds,
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EntitySet set)
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{
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var result = new List<uint>();
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foreach (var entity in entities)
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{
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if (!EntityMatchesSet(entity, set)) continue;
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if (entity.MeshRefs.Count == 0) continue;
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if (entity.ParentCellId.HasValue && !cellIds.Contains(entity.ParentCellId.Value))
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continue;
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result.Add(entity.Id);
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}
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return result;
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}
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public void Dispose()
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public void Dispose()
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{
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{
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if (_disposed) return;
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if (_disposed) return;
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@ -0,0 +1,90 @@
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// Phase A8 RR5 — verify WbDrawDispatcher.WalkEntitiesForTestByCellIds,
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// the pure-data companion to the new Draw(cellIds:) production overload.
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//
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// Semantics: indoor entities (ParentCellId.HasValue) are gated by explicit
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// membership in cellIds. Building shells (IsBuildingShell) always pass.
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// Outdoor scenery (no ParentCellId, not a shell) is excluded by EntitySet.IndoorPass.
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using System.Collections.Generic;
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using System.Numerics;
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using AcDream.App.Rendering.Wb;
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using AcDream.Core.World;
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using Xunit;
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namespace AcDream.Core.Tests.Rendering.Wb;
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public class WbDrawDispatcherCellIdsOverloadTests
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{
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private static WorldEntity CellEnt(uint id, uint cellId) => new()
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{
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Id = id,
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SourceGfxObjOrSetupId = 0x01000001u,
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ParentCellId = cellId,
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MeshRefs = new List<MeshRef> { new(0x01000001u, Matrix4x4.Identity) },
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Position = Vector3.Zero,
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Rotation = Quaternion.Identity,
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};
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private static WorldEntity OutdoorScenery(uint id) => new()
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{
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Id = id,
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SourceGfxObjOrSetupId = 0x01000001u,
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ParentCellId = null,
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IsBuildingShell = false,
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MeshRefs = new List<MeshRef> { new(0x01000001u, Matrix4x4.Identity) },
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Position = Vector3.Zero,
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Rotation = Quaternion.Identity,
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};
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private static WorldEntity BuildingShell(uint id) => new()
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{
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Id = id,
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SourceGfxObjOrSetupId = 0x02000001u,
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ParentCellId = null,
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IsBuildingShell = true,
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MeshRefs = new List<MeshRef> { new(0x01000001u, Matrix4x4.Identity) },
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Position = Vector3.Zero,
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Rotation = Quaternion.Identity,
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};
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[Fact]
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public void WalkEntitiesByCellIds_IncludesOnlyEntitiesInListedCells()
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{
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var entities = new List<WorldEntity>
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{
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CellEnt(0x40000001u, 0xA9B40150u), // in listed cells
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CellEnt(0x40000002u, 0xA9B40151u), // in listed cells
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CellEnt(0x40000003u, 0xA9B40999u), // OUT — not in list
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BuildingShell(0xC0000001u), // always included (IsBuildingShell)
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OutdoorScenery(0xC0000002u), // OUT — not a shell, not in cell list
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};
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var cellIds = new HashSet<uint> { 0xA9B40150u, 0xA9B40151u };
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var result = WbDrawDispatcher.WalkEntitiesForTestByCellIds(
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entities, cellIds, set: WbDrawDispatcher.EntitySet.IndoorPass);
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Assert.Equal(3, result.Count);
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Assert.Contains(0x40000001u, result);
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Assert.Contains(0x40000002u, result);
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Assert.Contains(0xC0000001u, result);
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Assert.DoesNotContain(0x40000003u, result);
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Assert.DoesNotContain(0xC0000002u, result);
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}
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[Fact]
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public void WalkEntitiesByCellIds_EmptyCellList_StillIncludesBuildingShells()
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{
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var entities = new List<WorldEntity>
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{
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CellEnt(0x40000001u, 0xA9B40150u),
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BuildingShell(0xC0000001u),
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};
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var result = WbDrawDispatcher.WalkEntitiesForTestByCellIds(
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entities, new HashSet<uint>(), set: WbDrawDispatcher.EntitySet.IndoorPass);
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// Cell entity dropped (no cells in list); building shell still passes.
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Assert.Single(result);
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Assert.Contains(0xC0000001u, result);
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}
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}
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