feat(render) Campaign FW1: SIX OF TEN FIXTURES FULLY CONFORMANT

Three final pins complete the still-fixture set: (1) the CELL portal
side decode is the INVERSE of the 0x2 bit (uniform with the building
convention; the doorway-still flood proved it - ov=2 n=3 exact, and
foundry-deep stays green); (2) interior frames key the landscape order
off the OUTSIDE-projected landcell (get_outside_cell_id - derived from
the camera origin); (3) the outdoor pview has draw_landscape=FALSE so
look-in floods discard exit portals - the ov=0 pattern of every traced
look-in. CONFORMANT: foundry-deep (every frame), doorway-still,
street-outdoor, terrace-center, terrace-edge (the #456 acceptance
pose), cathedral-arrival - full frames identical to retail. The moving
four diverge only at punch-edge frames (walkabout F9, foundry-entry
F67) - pose-timing sensitivity parked in the driver Skip note.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
This commit is contained in:
Erik 2026-08-30 11:07:29 +02:00
parent 28475d0544
commit 66f9e0d459
6 changed files with 158 additions and 14 deletions

View file

@ -33,7 +33,25 @@ public static class WalkLandscapeDatBuilder
private static int SideCellCountForRing(int ring)
=> ring <= 1 ? 8 : ring == 2 ? 4 : ring <= 4 ? 2 : 1;
public static BuiltWorld Build(DatCollection dats, uint cameraCellId)
/// <summary>Per-frame viewer placement for moving replays (the camera
/// stays within the anchor block in every moving fixture).</summary>
public static void SetViewer(WalkLandscape landscape, uint cameraCellId, Vector3 cameraOrigin)
{
uint low = cameraCellId & 0xFFFFu;
if (low >= 1 && low <= 0x40)
{
int cellIndex = (int)low - 1;
landscape.ViewerCellX = cellIndex / 8;
landscape.ViewerCellY = cellIndex % 8;
}
else
{
landscape.ViewerCellX = Math.Clamp((int)MathF.Floor(cameraOrigin.X / 24f), 0, 7);
landscape.ViewerCellY = Math.Clamp((int)MathF.Floor(cameraOrigin.Y / 24f), 0, 7);
}
}
public static BuiltWorld Build(DatCollection dats, uint cameraCellId, Vector3 cameraOrigin = default)
{
Region region = (Region)dats.Get<Region>(0x13000000u)!;
float[] heightTable = region.LandDefs.LandHeightTable;
@ -57,6 +75,15 @@ public static class WalkLandscapeDatBuilder
landscape.ViewerCellX = cellIndex / 8;
landscape.ViewerCellY = cellIndex % 8;
}
else
{
// Interior camera: retail keys the landscape order off the
// OUTSIDE-projected landcell (Position::get_outside_cell_id via
// SmartBox::RenderNormalMode seen_outside arm) - derive it from
// the camera origin (block-local, 24 m cells).
landscape.ViewerCellX = Math.Clamp((int)MathF.Floor(cameraOrigin.X / 24f), 0, 7);
landscape.ViewerCellY = Math.Clamp((int)MathF.Floor(cameraOrigin.Y / 24f), 0, 7);
}
var cells = new Dictionary<uint, WalkCell>();
var buildings = new Dictionary<WalkBuilding, WalkWorldDatAdapter.BuildingEntry>();