refactor(streaming): extract landblock physics publisher
Move streamed terrain/cell/building and static collision publication behind a focused update-thread owner. Preserve retail publication order while making replacement and retirement exact by logical landblock ownership, including current-cell rebasing and adjacent-seam isolation. Co-authored-by: Codex <noreply@openai.com>
This commit is contained in:
parent
acb6b34d01
commit
3613d393e6
7 changed files with 1538 additions and 546 deletions
654
src/AcDream.App/Streaming/LandblockPhysicsPublisher.cs
Normal file
654
src/AcDream.App/Streaming/LandblockPhysicsPublisher.cs
Normal file
|
|
@ -0,0 +1,654 @@
|
|||
using System.Diagnostics;
|
||||
using System.Numerics;
|
||||
using AcDream.Core.Physics;
|
||||
using AcDream.Core.World;
|
||||
|
||||
namespace AcDream.App.Streaming;
|
||||
|
||||
/// <summary>
|
||||
/// Exact receipt for the two physics-owned stages of one accepted landblock
|
||||
/// publication. The render publisher commits buildings and EnvCells between
|
||||
/// these stages without recomputing the captured origin.
|
||||
/// </summary>
|
||||
public sealed class LandblockPhysicsPublication
|
||||
{
|
||||
internal LandblockPhysicsPublication(
|
||||
object owner,
|
||||
LandblockBuild build,
|
||||
Vector3 origin)
|
||||
{
|
||||
Owner = owner;
|
||||
Build = build;
|
||||
Origin = origin;
|
||||
}
|
||||
|
||||
internal object Owner { get; }
|
||||
internal LandblockBuild Build { get; }
|
||||
internal bool CompletionCommitted { get; set; }
|
||||
|
||||
public uint LandblockId => Build.Landblock.LandblockId;
|
||||
public Vector3 Origin { get; }
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Cumulative update-thread diagnostics for physics publication and removal.
|
||||
/// Durations are <see cref="Stopwatch"/> ticks.
|
||||
/// </summary>
|
||||
public readonly record struct LandblockPhysicsPublisherDiagnostics(
|
||||
long BeginCount,
|
||||
long CompleteCount,
|
||||
long BasePublishTicks,
|
||||
long GfxCacheTicks,
|
||||
long CompletePublishTicks,
|
||||
long CellSurfaceCount,
|
||||
long PortalPlaneCount,
|
||||
long BuildingCount,
|
||||
long StaticBspOwnerCount,
|
||||
long StaticCylinderOwnerCount,
|
||||
long RefloodCount,
|
||||
long DemotionCount,
|
||||
long FullRemovalCount);
|
||||
|
||||
/// <summary>
|
||||
/// Update-thread owner of streamed landblock physics publication. It consumes
|
||||
/// only the immutable build payload: terrain, cells, portal planes, building
|
||||
/// collision, cached GfxObj shapes, static BSP/cylinder registration, and the
|
||||
/// final cross-cell reflood. It has no DAT reader or residency policy.
|
||||
/// </summary>
|
||||
/// <remarks>
|
||||
/// The order preserves retail <c>CObjCell::init_objects</c> (0x0052B420),
|
||||
/// <c>CPhysicsObj::recalc_cross_cells</c> (0x00515A30),
|
||||
/// <c>CBuildingObj::find_building_collisions</c> (0x006B5300), and
|
||||
/// <c>CPhysicsObj::add_shadows_to_cells</c> (0x00514AE0). The BSP-or-Setup
|
||||
/// collision gate follows <c>CPhysicsObj::FindObjCollisions</c> (0x0050F050).
|
||||
/// Building shells use the per-landcell building channel; ordinary statics
|
||||
/// use one multipart shadow owner or the mutually exclusive Setup
|
||||
/// cylinder/sphere fallback.
|
||||
/// </remarks>
|
||||
public sealed class LandblockPhysicsPublisher
|
||||
{
|
||||
private readonly object _receiptOwner = new();
|
||||
private readonly PhysicsEngine _physicsEngine;
|
||||
private readonly PhysicsDataCache _physicsDataCache;
|
||||
private readonly float[] _heightTable;
|
||||
|
||||
private long _beginCount;
|
||||
private long _completeCount;
|
||||
private long _basePublishTicks;
|
||||
private long _gfxCacheTicks;
|
||||
private long _completePublishTicks;
|
||||
private long _cellSurfaceCount;
|
||||
private long _portalPlaneCount;
|
||||
private long _buildingCount;
|
||||
private long _staticBspOwnerCount;
|
||||
private long _staticCylinderOwnerCount;
|
||||
private long _refloodCount;
|
||||
private long _demotionCount;
|
||||
private long _fullRemovalCount;
|
||||
|
||||
public LandblockPhysicsPublisher(
|
||||
PhysicsEngine physicsEngine,
|
||||
float[] heightTable)
|
||||
{
|
||||
ArgumentNullException.ThrowIfNull(physicsEngine);
|
||||
ArgumentNullException.ThrowIfNull(heightTable);
|
||||
if (heightTable.Length < 256)
|
||||
throw new ArgumentException(
|
||||
"The retail terrain height table must contain at least 256 entries.",
|
||||
nameof(heightTable));
|
||||
|
||||
_physicsEngine = physicsEngine;
|
||||
_physicsDataCache = physicsEngine.DataCache
|
||||
?? throw new ArgumentException(
|
||||
"The physics engine must own its canonical data cache before publication wiring.",
|
||||
nameof(physicsEngine));
|
||||
_heightTable = (float[])heightTable.Clone();
|
||||
}
|
||||
|
||||
public LandblockPhysicsPublisherDiagnostics Diagnostics => new(
|
||||
_beginCount,
|
||||
_completeCount,
|
||||
_basePublishTicks,
|
||||
_gfxCacheTicks,
|
||||
_completePublishTicks,
|
||||
_cellSurfaceCount,
|
||||
_portalPlaneCount,
|
||||
_buildingCount,
|
||||
_staticBspOwnerCount,
|
||||
_staticCylinderOwnerCount,
|
||||
_refloodCount,
|
||||
_demotionCount,
|
||||
_fullRemovalCount);
|
||||
|
||||
/// <summary>
|
||||
/// Publishes terrain, EnvCell physics, portal planes, and building shells.
|
||||
/// The render publisher completes its building/EnvCell transaction before
|
||||
/// <see cref="CompletePublication"/> publishes ordinary static collision.
|
||||
/// </summary>
|
||||
public LandblockPhysicsPublication BeginPublication(
|
||||
LandblockRenderPublication renderPublication)
|
||||
{
|
||||
ArgumentNullException.ThrowIfNull(renderPublication);
|
||||
LandblockBuild build = renderPublication.Build;
|
||||
Vector3 origin = renderPublication.Origin;
|
||||
if (!IsFinite(origin))
|
||||
throw new ArgumentOutOfRangeException(nameof(renderPublication));
|
||||
|
||||
long started = Stopwatch.GetTimestamp();
|
||||
LoadedLandblock landblock = build.Landblock;
|
||||
PhysicsDatBundle datBundle =
|
||||
landblock.PhysicsDats ?? PhysicsDatBundle.Empty;
|
||||
uint currentCellId = _physicsDataCache.CellGraph.CurrCell?.Id ?? 0u;
|
||||
uint landblockX = (landblock.LandblockId >> 24) & 0xFFu;
|
||||
uint landblockY = (landblock.LandblockId >> 16) & 0xFFu;
|
||||
|
||||
// A publication is an exact replacement for this landblock prefix.
|
||||
// CacheCellStruct/CacheBuilding intentionally use retail first-wins
|
||||
// semantics within one pass, so retire the prior pass before adding
|
||||
// the replacement. Adjacent prefixes remain untouched.
|
||||
_physicsDataCache.RemoveCellsForLandblock(landblock.LandblockId);
|
||||
_physicsDataCache.RemoveBuildingsForLandblock(landblock.LandblockId);
|
||||
_physicsDataCache.CellGraph.RemoveEnvCellsForLandblock(
|
||||
landblock.LandblockId);
|
||||
|
||||
// TerrainInfo.Type occupies bits 2-6. The low byte retains those bits
|
||||
// plus Road (bits 0-1), which TerrainSurface masks independently.
|
||||
var terrainBytes = new byte[81];
|
||||
for (int i = 0; i < terrainBytes.Length; i++)
|
||||
terrainBytes[i] = (byte)(ushort)landblock.Heightmap.Terrain[i];
|
||||
|
||||
var terrainSurface = new TerrainSurface(
|
||||
landblock.Heightmap.Height,
|
||||
_heightTable,
|
||||
landblockX,
|
||||
landblockY,
|
||||
terrainBytes);
|
||||
var cellSurfaces = new List<CellSurface>();
|
||||
var portalPlanes = new List<PortalPlane>();
|
||||
|
||||
DatReaderWriter.DBObjs.LandBlockInfo? landblockInfo = datBundle.Info;
|
||||
if (landblockInfo is not null && landblockInfo.NumCells > 0)
|
||||
{
|
||||
uint firstCellId =
|
||||
(landblock.LandblockId & 0xFFFF0000u) | 0x0100u;
|
||||
for (uint offset = 0; offset < landblockInfo.NumCells; offset++)
|
||||
{
|
||||
uint envCellId = firstCellId + offset;
|
||||
if (!datBundle.EnvCells.TryGetValue(envCellId, out var envCell))
|
||||
continue;
|
||||
if (envCell.EnvironmentId == 0)
|
||||
continue;
|
||||
if (!datBundle.Environments.TryGetValue(
|
||||
0x0D000000u | envCell.EnvironmentId,
|
||||
out var environment))
|
||||
{
|
||||
continue;
|
||||
}
|
||||
if (!environment.Cells.TryGetValue(
|
||||
envCell.CellStructure,
|
||||
out var cellStruct))
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
Quaternion rotation = envCell.Position.Orientation;
|
||||
Vector3 cellOriginWorld = envCell.Position.Origin + origin;
|
||||
Matrix4x4 physicsCellTransform =
|
||||
Matrix4x4.CreateFromQuaternion(rotation)
|
||||
* Matrix4x4.CreateTranslation(cellOriginWorld);
|
||||
|
||||
_physicsDataCache.CacheCellStruct(
|
||||
envCellId,
|
||||
envCell,
|
||||
cellStruct,
|
||||
physicsCellTransform);
|
||||
|
||||
var worldVertices = new Dictionary<ushort, Vector3>(
|
||||
cellStruct.VertexArray.Vertices.Count);
|
||||
foreach ((ushort vertexId, var vertex) in
|
||||
cellStruct.VertexArray.Vertices)
|
||||
{
|
||||
Vector3 worldPosition =
|
||||
Vector3.Transform(vertex.Origin, rotation)
|
||||
+ cellOriginWorld;
|
||||
worldVertices[(ushort)vertexId] = worldPosition;
|
||||
}
|
||||
|
||||
var polygonVertexIds = new List<List<short>>(
|
||||
cellStruct.PhysicsPolygons.Count);
|
||||
foreach (var polygon in cellStruct.PhysicsPolygons.Values)
|
||||
{
|
||||
var vertexIds = new List<short>(polygon.VertexIds.Count);
|
||||
foreach (short vertexId in polygon.VertexIds)
|
||||
vertexIds.Add(vertexId);
|
||||
polygonVertexIds.Add(vertexIds);
|
||||
}
|
||||
cellSurfaces.Add(new CellSurface(
|
||||
envCellId,
|
||||
worldVertices,
|
||||
polygonVertexIds));
|
||||
|
||||
// CellPortal.PolygonId indexes rendering Polygons, not
|
||||
// PhysicsPolygons (ACViewer EnvCell.find_transit_cells).
|
||||
foreach (var portal in envCell.CellPortals)
|
||||
{
|
||||
if (!cellStruct.Polygons.TryGetValue(
|
||||
portal.PolygonId,
|
||||
out var polygon)
|
||||
|| polygon.VertexIds.Count < 3)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
var portalVertices = new Vector3[polygon.VertexIds.Count];
|
||||
bool allFound = true;
|
||||
for (int index = 0; index < polygon.VertexIds.Count; index++)
|
||||
{
|
||||
if (!worldVertices.TryGetValue(
|
||||
(ushort)polygon.VertexIds[index],
|
||||
out portalVertices[index]))
|
||||
{
|
||||
allFound = false;
|
||||
break;
|
||||
}
|
||||
}
|
||||
if (!allFound)
|
||||
continue;
|
||||
|
||||
portalPlanes.Add(PortalPlane.FromVertices(
|
||||
portalVertices.AsSpan(),
|
||||
portal.OtherCellId,
|
||||
envCellId & 0xFFFFu,
|
||||
(ushort)portal.Flags));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
int buildingCount = PublishBuildings(
|
||||
landblock,
|
||||
datBundle,
|
||||
landblockInfo,
|
||||
terrainSurface,
|
||||
origin);
|
||||
_physicsEngine.AddLandblock(
|
||||
landblock.LandblockId,
|
||||
terrainSurface,
|
||||
cellSurfaces,
|
||||
portalPlanes,
|
||||
origin.X,
|
||||
origin.Y);
|
||||
if ((currentCellId & 0xFFFF0000u)
|
||||
== (landblock.LandblockId & 0xFFFF0000u))
|
||||
{
|
||||
_physicsEngine.UpdatePlayerCurrCell(currentCellId);
|
||||
}
|
||||
|
||||
_cellSurfaceCount += cellSurfaces.Count;
|
||||
_portalPlaneCount += portalPlanes.Count;
|
||||
_buildingCount += buildingCount;
|
||||
_beginCount++;
|
||||
_basePublishTicks += Stopwatch.GetTimestamp() - started;
|
||||
return new LandblockPhysicsPublication(
|
||||
_receiptOwner,
|
||||
build,
|
||||
origin);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Publishes ordinary static collision and refloods after the caller has
|
||||
/// completed the render-owned building/EnvCell suffix. The callback keeps
|
||||
/// the shipped per-entity light-before-collision order until checkpoint E
|
||||
/// moves static presentation into the transaction coordinator.
|
||||
/// </summary>
|
||||
public void CompletePublication(
|
||||
LandblockPhysicsPublication publication,
|
||||
Action<WorldEntity>? beforeStaticCollision = null)
|
||||
{
|
||||
ArgumentNullException.ThrowIfNull(publication);
|
||||
if (!ReferenceEquals(publication.Owner, _receiptOwner))
|
||||
throw new ArgumentException(
|
||||
"The physics publication receipt belongs to another publisher.",
|
||||
nameof(publication));
|
||||
if (publication.CompletionCommitted)
|
||||
return;
|
||||
|
||||
long completedStarted = Stopwatch.GetTimestamp();
|
||||
LoadedLandblock landblock = publication.Build.Landblock;
|
||||
PhysicsDatBundle datBundle =
|
||||
landblock.PhysicsDats ?? PhysicsDatBundle.Empty;
|
||||
|
||||
long cacheStarted = Stopwatch.GetTimestamp();
|
||||
foreach (WorldEntity entity in landblock.Entities)
|
||||
{
|
||||
foreach (MeshRef meshRef in entity.MeshRefs)
|
||||
{
|
||||
if ((meshRef.GfxObjId & 0xFF000000u) != 0x01000000u)
|
||||
continue;
|
||||
if (datBundle.GfxObjs.TryGetValue(meshRef.GfxObjId, out var gfx))
|
||||
_physicsDataCache.CacheGfxObj(meshRef.GfxObjId, gfx);
|
||||
}
|
||||
}
|
||||
_gfxCacheTicks += Stopwatch.GetTimestamp() - cacheStarted;
|
||||
|
||||
// The immutable entity list is an exact Near snapshot. Retire every
|
||||
// static owner created by the prior snapshot before registering this
|
||||
// one; RegisterMultiPart can replace matching IDs but cannot discover
|
||||
// owners omitted by a ForceReload/reapply. Logical-owner removal also
|
||||
// clears footprints flooded across an adjacent landblock seam.
|
||||
_physicsEngine.ShadowObjects.DeregisterStaticOwnersForLandblock(
|
||||
landblock.LandblockId);
|
||||
|
||||
int landblockBspCount = 0;
|
||||
int landblockCylinderCount = 0;
|
||||
int landblockNoCollisionCount = 0;
|
||||
int sceneryTried = 0;
|
||||
foreach (WorldEntity entity in landblock.Entities)
|
||||
{
|
||||
beforeStaticCollision?.Invoke(entity);
|
||||
|
||||
// Retail building shells collide exclusively through the
|
||||
// per-landcell building channel. They never become ordinary
|
||||
// shadow objects, even when their source Setup has cylinders.
|
||||
if (entity.IsBuildingShell)
|
||||
continue;
|
||||
|
||||
int entityBspCount = 0;
|
||||
int entityCylinderCount = 0;
|
||||
uint sourcePrefix =
|
||||
entity.SourceGfxObjOrSetupId & 0xFF000000u;
|
||||
bool isOutdoorMesh =
|
||||
(entity.Id & 0x80000000u) != 0
|
||||
|| (entity.Id < 0x40000000u
|
||||
&& (sourcePrefix == 0x01000000u
|
||||
|| sourcePrefix == 0x02000000u));
|
||||
if (isOutdoorMesh)
|
||||
sceneryTried++;
|
||||
|
||||
IReadOnlyList<ShadowShape> bspShapes =
|
||||
ShadowShapeBuilder.FromLandblockBspParts(
|
||||
entity.MeshRefs,
|
||||
entity.IsBuildingShell,
|
||||
_physicsDataCache.GetGfxObj);
|
||||
entityBspCount = bspShapes.Count;
|
||||
if (entityBspCount > 0)
|
||||
{
|
||||
_physicsEngine.ShadowObjects.RegisterMultiPart(
|
||||
entity.Id,
|
||||
entity.Position,
|
||||
entity.Rotation,
|
||||
bspShapes,
|
||||
0u,
|
||||
EntityCollisionFlags.None,
|
||||
publication.Origin.X,
|
||||
publication.Origin.Y,
|
||||
landblock.LandblockId,
|
||||
seedCellId: entity.ParentCellId ?? 0u,
|
||||
isStatic: true);
|
||||
LogMultipartRegistration(landblock, entity, bspShapes);
|
||||
}
|
||||
|
||||
SetupPhysics? setup =
|
||||
_physicsDataCache.GetSetup(entity.SourceGfxObjOrSetupId);
|
||||
if (setup is not null && entityBspCount == 0)
|
||||
{
|
||||
float scale = entity.Scale > 0f ? entity.Scale : 1f;
|
||||
var setupShapes = new List<ShadowShape>();
|
||||
for (int cylinderIndex = 0;
|
||||
cylinderIndex < setup.CylSpheres.Count;
|
||||
cylinderIndex++)
|
||||
{
|
||||
DatReaderWriter.Types.CylSphere cylinder =
|
||||
setup.CylSpheres[cylinderIndex];
|
||||
float radius = cylinder.Radius * scale;
|
||||
float baseHeight = cylinder.Height > 0f
|
||||
? cylinder.Height
|
||||
: cylinder.Radius * 4f;
|
||||
float height = baseHeight * scale;
|
||||
if (radius <= 0f)
|
||||
continue;
|
||||
|
||||
Vector3 localOffset = cylinder.Origin * scale;
|
||||
setupShapes.Add(new ShadowShape(
|
||||
GfxObjId: entity.SourceGfxObjOrSetupId,
|
||||
LocalPosition: localOffset,
|
||||
LocalRotation: Quaternion.Identity,
|
||||
Scale: scale,
|
||||
CollisionType: ShadowCollisionType.Cylinder,
|
||||
Radius: radius,
|
||||
CylHeight: height));
|
||||
}
|
||||
|
||||
if (setup.CylSpheres.Count == 0)
|
||||
{
|
||||
for (int sphereIndex = 0;
|
||||
sphereIndex < setup.Spheres.Count;
|
||||
sphereIndex++)
|
||||
{
|
||||
DatReaderWriter.Types.Sphere sphere =
|
||||
setup.Spheres[sphereIndex];
|
||||
if (sphere.Radius <= 0f)
|
||||
continue;
|
||||
|
||||
float radius = sphere.Radius * scale;
|
||||
Vector3 localOffset = sphere.Origin * scale;
|
||||
Vector3 localBaseOffset = localOffset
|
||||
+ Vector3.Transform(
|
||||
-Vector3.UnitZ * radius,
|
||||
Quaternion.Inverse(entity.Rotation));
|
||||
setupShapes.Add(new ShadowShape(
|
||||
GfxObjId: entity.SourceGfxObjOrSetupId,
|
||||
LocalPosition: localBaseOffset,
|
||||
LocalRotation: Quaternion.Identity,
|
||||
Scale: scale,
|
||||
CollisionType: ShadowCollisionType.Cylinder,
|
||||
Radius: radius,
|
||||
CylHeight: radius * 2f));
|
||||
}
|
||||
}
|
||||
|
||||
if (setup.CylSpheres.Count == 0
|
||||
&& setup.Spheres.Count == 0
|
||||
&& setup.Radius > 0f)
|
||||
{
|
||||
float radius = setup.Radius * scale;
|
||||
float height = (setup.Height > 0f
|
||||
? setup.Height
|
||||
: setup.Radius * 2f) * scale;
|
||||
setupShapes.Add(new ShadowShape(
|
||||
GfxObjId: entity.SourceGfxObjOrSetupId,
|
||||
LocalPosition: Vector3.Zero,
|
||||
LocalRotation: Quaternion.Identity,
|
||||
Scale: scale,
|
||||
CollisionType: ShadowCollisionType.Cylinder,
|
||||
Radius: radius,
|
||||
CylHeight: height));
|
||||
}
|
||||
|
||||
if (setupShapes.Count > 0)
|
||||
{
|
||||
_physicsEngine.ShadowObjects.RegisterMultiPart(
|
||||
entity.Id,
|
||||
entity.Position,
|
||||
entity.Rotation,
|
||||
setupShapes,
|
||||
0u,
|
||||
EntityCollisionFlags.None,
|
||||
publication.Origin.X,
|
||||
publication.Origin.Y,
|
||||
landblock.LandblockId,
|
||||
seedCellId: entity.ParentCellId ?? 0u,
|
||||
isStatic: true);
|
||||
LogSetupRegistration(landblock, entity, setupShapes);
|
||||
entityCylinderCount = setupShapes.Count;
|
||||
}
|
||||
}
|
||||
|
||||
if (entityBspCount > 0)
|
||||
landblockBspCount++;
|
||||
if (entityCylinderCount > 0)
|
||||
landblockCylinderCount++;
|
||||
if (entityBspCount == 0 && entityCylinderCount == 0
|
||||
&& (sourcePrefix == 0x01000000u
|
||||
|| sourcePrefix == 0x02000000u))
|
||||
{
|
||||
landblockNoCollisionCount++;
|
||||
}
|
||||
}
|
||||
|
||||
if (PhysicsDiagnostics.ProbeBuildingEnabled && sceneryTried > 0)
|
||||
{
|
||||
Console.WriteLine(
|
||||
$"lb 0x{landblock.LandblockId:X8}: scenery tried={sceneryTried} " +
|
||||
$"(outdoorNone={landblockNoCollisionCount})");
|
||||
}
|
||||
LogMissingSceneryBounds(landblock);
|
||||
|
||||
_physicsEngine.ShadowObjects.RefloodLandblock(landblock.LandblockId);
|
||||
_refloodCount++;
|
||||
|
||||
_staticBspOwnerCount += landblockBspCount;
|
||||
_staticCylinderOwnerCount += landblockCylinderCount;
|
||||
publication.CompletionCommitted = true;
|
||||
_completeCount++;
|
||||
_completePublishTicks +=
|
||||
Stopwatch.GetTimestamp() - completedStarted;
|
||||
}
|
||||
|
||||
public void DemoteToTerrain(uint landblockId)
|
||||
{
|
||||
_physicsEngine.DemoteLandblockToTerrain(landblockId);
|
||||
_demotionCount++;
|
||||
}
|
||||
|
||||
public void RemoveLandblock(uint landblockId)
|
||||
{
|
||||
_physicsEngine.RemoveLandblock(landblockId);
|
||||
_fullRemovalCount++;
|
||||
}
|
||||
|
||||
private int PublishBuildings(
|
||||
LoadedLandblock landblock,
|
||||
PhysicsDatBundle datBundle,
|
||||
DatReaderWriter.DBObjs.LandBlockInfo? landblockInfo,
|
||||
TerrainSurface terrainSurface,
|
||||
Vector3 origin)
|
||||
{
|
||||
if (landblockInfo is null || landblockInfo.Buildings.Count == 0)
|
||||
return 0;
|
||||
|
||||
uint landblockPrefix = landblock.LandblockId & 0xFFFF0000u;
|
||||
foreach (var building in landblockInfo.Buildings)
|
||||
{
|
||||
var portals = new List<BldPortalInfo>(building.Portals.Count);
|
||||
foreach (var portal in building.Portals)
|
||||
{
|
||||
portals.Add(new BldPortalInfo(
|
||||
otherCellId: landblockPrefix | (uint)portal.OtherCellId,
|
||||
otherPortalId: unchecked((short)portal.OtherPortalId),
|
||||
flags: (ushort)portal.Flags));
|
||||
}
|
||||
|
||||
Vector3 buildingOrigin = building.Frame.Origin + origin;
|
||||
Matrix4x4 buildingTransform =
|
||||
Matrix4x4.CreateFromQuaternion(building.Frame.Orientation)
|
||||
* Matrix4x4.CreateTranslation(buildingOrigin);
|
||||
uint landcellLow = terrainSurface.ComputeOutdoorCellId(
|
||||
building.Frame.Origin.X,
|
||||
building.Frame.Origin.Y);
|
||||
uint landcellId = landblockPrefix | landcellLow;
|
||||
|
||||
uint shellPartZero = building.ModelId;
|
||||
if ((shellPartZero & 0xFF000000u) == 0x02000000u)
|
||||
{
|
||||
datBundle.Setups.TryGetValue(
|
||||
building.ModelId,
|
||||
out var setup);
|
||||
shellPartZero = setup is not null && setup.Parts.Count > 0
|
||||
? setup.Parts[0]
|
||||
: 0u;
|
||||
}
|
||||
_physicsDataCache.CacheBuilding(
|
||||
landcellId,
|
||||
portals,
|
||||
buildingTransform,
|
||||
modelId: shellPartZero);
|
||||
}
|
||||
return landblockInfo.Buildings.Count;
|
||||
}
|
||||
|
||||
private static void LogSetupRegistration(
|
||||
LoadedLandblock landblock,
|
||||
WorldEntity entity,
|
||||
IReadOnlyList<ShadowShape> shapes)
|
||||
{
|
||||
if (!PhysicsDiagnostics.ProbeBuildingEnabled)
|
||||
return;
|
||||
|
||||
for (int index = 0; index < shapes.Count; index++)
|
||||
{
|
||||
Console.WriteLine(FormattableString.Invariant(
|
||||
$"[entity-source] id=0x{entity.Id:X8} entityId=0x{entity.Id:X8} src=0x{entity.SourceGfxObjOrSetupId:X8} gfxObj=0x{shapes[index].GfxObjId:X8} lb=0x{landblock.LandblockId:X8} type=Cylinder note=setup-part{index} state=0x{0u:X8} flags={EntityCollisionFlags.None}"));
|
||||
}
|
||||
}
|
||||
|
||||
private static void LogMultipartRegistration(
|
||||
LoadedLandblock landblock,
|
||||
WorldEntity entity,
|
||||
IReadOnlyList<ShadowShape> shapes)
|
||||
{
|
||||
if (!PhysicsDiagnostics.ProbeBuildingEnabled)
|
||||
return;
|
||||
|
||||
for (int index = 0; index < shapes.Count; index++)
|
||||
{
|
||||
Console.WriteLine(FormattableString.Invariant(
|
||||
$"[entity-source] id=0x{entity.Id:X8} entityId=0x{entity.Id:X8} src=0x{entity.SourceGfxObjOrSetupId:X8} gfxObj=0x{shapes[index].GfxObjId:X8} lb=0x{landblock.LandblockId:X8} type=BSP note=multipart-part{index} hasPhys=true state=0x{0u:X8} flags={EntityCollisionFlags.None}"));
|
||||
}
|
||||
}
|
||||
|
||||
private void LogMissingSceneryBounds(LoadedLandblock landblock)
|
||||
{
|
||||
if (!PhysicsDiagnostics.ProbeBuildingEnabled)
|
||||
return;
|
||||
|
||||
int missingCount = 0;
|
||||
var samples = new List<uint>();
|
||||
foreach (WorldEntity entity in landblock.Entities)
|
||||
{
|
||||
if ((entity.Id & 0x80000000u) == 0)
|
||||
continue;
|
||||
|
||||
bool hasBounds = false;
|
||||
foreach (MeshRef meshRef in entity.MeshRefs)
|
||||
{
|
||||
GfxObjVisualBounds? bounds =
|
||||
_physicsDataCache.GetVisualBounds(meshRef.GfxObjId);
|
||||
if (bounds is not null && bounds.Radius > 0f)
|
||||
{
|
||||
hasBounds = true;
|
||||
break;
|
||||
}
|
||||
}
|
||||
if (hasBounds)
|
||||
continue;
|
||||
|
||||
missingCount++;
|
||||
if (samples.Count < 3)
|
||||
samples.Add(entity.SourceGfxObjOrSetupId);
|
||||
}
|
||||
|
||||
if (missingCount > 0)
|
||||
{
|
||||
string sampleText = string.Join(",", samples.Select(
|
||||
value => $"0x{value:X8}"));
|
||||
Console.WriteLine(
|
||||
$" → {missingCount} scenery entities had no visual bounds cached. " +
|
||||
$"Samples: {sampleText}");
|
||||
}
|
||||
}
|
||||
|
||||
private static bool IsFinite(Vector3 value) =>
|
||||
float.IsFinite(value.X)
|
||||
&& float.IsFinite(value.Y)
|
||||
&& float.IsFinite(value.Z);
|
||||
}
|
||||
Loading…
Add table
Add a link
Reference in a new issue