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>
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6 changed files with 355 additions and 6 deletions
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@ -91,13 +91,20 @@ public static class WorldPicker
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uint skipServerGuid,
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float maxDistance = 50f,
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Func<uint, float>? radiusForGuid = null,
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Func<uint, float>? verticalOffsetForGuid = null)
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Func<uint, float>? verticalOffsetForGuid = null,
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Func<Vector3, Vector3, float>? cellOccluder = null)
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{
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const float DefaultRadius = 1.0f;
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const float DefaultVerticalOffset = 0.9f;
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if (direction.LengthSquared() < 1e-10f) return null;
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// Indoor walking Phase 1 #86 (2026-05-19): if the caller provides
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// a cell-BSP occluder, query the nearest wall hit along the ray
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// ONCE; entities whose ray-t exceeds the wall-t sit behind a wall
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// and are skipped.
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float wallT = cellOccluder?.Invoke(origin, direction) ?? float.PositiveInfinity;
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uint? bestGuid = null;
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float bestT = float.PositiveInfinity;
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foreach (var entity in candidates)
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@ -150,6 +157,7 @@ public static class WorldPicker
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if (t < 0f) t = -b + sqrtD; // origin inside sphere -> use far exit
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if (t < 0f) continue; // both roots negative -> sphere entirely behind ray
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if (t >= maxDistance) continue;
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if (t >= wallT) continue; // wall is between camera and entity (#86)
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if (t < bestT)
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{
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bestT = t;
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@ -207,11 +215,39 @@ public static class WorldPicker
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IEnumerable<WorldEntity> candidates,
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uint skipServerGuid,
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Func<WorldEntity, (Vector3 CenterWorld, float Radius)?> sphereForEntity,
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float inflatePixels = 8f)
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float inflatePixels = 8f,
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Func<Vector3, Vector3, float>? cellOccluder = null)
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{
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uint? bestGuid = null;
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float bestDepth = float.PositiveInfinity;
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// Indoor walking Phase 1 #86 (2026-05-19): cell-BSP occlusion.
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// Build the click ray, query the nearest wall along it, convert
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// to the same camera-space depth metric (clip.W) that
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// ScreenProjection.TryProjectSphereToScreenRect returns per
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// candidate. Candidates with depth > wallDepth sit behind a wall.
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float wallDepth = float.PositiveInfinity;
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if (cellOccluder is not null)
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{
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var (rayOrigin, rayDir) = BuildRay(mouseX, mouseY, viewport.X, viewport.Y, view, projection);
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if (rayDir.LengthSquared() > 0f)
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{
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float wallT = cellOccluder(rayOrigin, rayDir);
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if (!float.IsPositiveInfinity(wallT))
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{
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var wallPoint = rayOrigin + rayDir * wallT;
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// ScreenProjection uses clip.W as its depth metric —
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// "camera-space depth" in the row-vector convention is
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// the W component of the homogeneous clip-space vector,
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// which equals the eye-space Z distance to the point.
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var viewProj = view * projection;
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var clip = Vector4.Transform(new Vector4(wallPoint, 1f), viewProj);
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if (clip.W > 0f)
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wallDepth = clip.W;
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}
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}
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}
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foreach (var entity in candidates)
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{
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if (entity.ServerGuid == 0u) continue;
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@ -237,6 +273,8 @@ public static class WorldPicker
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if (mouseX < minX || mouseX > maxX) continue;
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if (mouseY < minY || mouseY > maxY) continue;
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if (depth > wallDepth) continue; // wall is between camera and entity (#86)
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if (depth < bestDepth)
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{
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bestDepth = depth;
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