fix(picker): Cluster A #86 — cell-BSP ray occlusion in WorldPicker

WorldPicker.Pick previously had no occlusion test — any entity along
the click ray within maxDistance was a candidate, including ones
behind walls. Adds the CellBspRayOccluder static helper that
Möller-Trumbore-tests the click ray against every polygon in every
currently-cached EnvCell BSP, returning the nearest wall-hit `t`.
Both Pick overloads gate candidate selection by that wall-t (legacy
ray-sphere via world-space `t`, screen-rect via camera-space clip.W
depth — matching ScreenProjection.TryProjectSphereToScreenRect's
convention).

PhysicsDataCache exposes a new CellStructIds snapshot accessor so the
caller can iterate without needing the private cache dictionary.
CellPhysics.BSP/PhysicsPolygons/Vertices relaxed from required to
nullable so test fixtures can construct a CellPhysics from Resolved
alone without a real DAT BSP object. GameWindow snapshots the loaded
cell physics on each Pick call and passes the occluder callback.

Closes #86.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
This commit is contained in:
Erik 2026-05-19 14:41:56 +02:00
parent 27d7de11d8
commit 3764867566
6 changed files with 355 additions and 6 deletions

View file

@ -9131,6 +9131,17 @@ public sealed class GameWindow : IDisposable
var camera = _cameraController.Active;
var viewport = new System.Numerics.Vector2((float)_window.Size.X, (float)_window.Size.Y);
// Indoor walking Phase 1 #86 (2026-05-19): snapshot the currently-
// cached EnvCell physics so the picker can occlude entities behind
// walls. Snapshot is per-pick (one click), iteration is bounded
// by the streaming radius (~80 cells at radius 4).
var loadedCellPhysics = new List<AcDream.Core.Physics.CellPhysics>();
foreach (var cellId in _physicsDataCache.CellStructIds)
{
var cp = _physicsDataCache.GetCellStruct(cellId);
if (cp is not null) loadedCellPhysics.Add(cp);
}
var picked = AcDream.Core.Selection.WorldPicker.Pick(
mouseX: _lastMouseX, mouseY: _lastMouseY,
view: camera.View, projection: camera.Projection,
@ -9153,7 +9164,11 @@ public sealed class GameWindow : IDisposable
// Match the indicator's TriangleSize (8 px) so the click area
// extends out to the bracket corners — what the user perceives
// as "selectable extent."
inflatePixels: 8f);
inflatePixels: 8f,
cellOccluder: loadedCellPhysics.Count > 0
? (origin, direction) =>
AcDream.Core.Selection.CellBspRayOccluder.NearestWallT(origin, direction, loadedCellPhysics)
: null);
if (picked is uint guid)
{