#119: entity bounds from dat vertex data - works for every case, not just multi-part

The 1ca412d part-offset expansion fixed the staircase but still rested
on the 5 m promise one level down: a SINGLE part whose mesh extends
more than 5 m from its own origin (offset 0 -> box +-5 m) keeps the
gaze-dependent vanish. Per the user's mandate ("it must work for every
case"), the bound now derives from the dat VERTEX data - the same
vertices that get drawn - so no synthetic containment promise remains.

Oracle context (read this session): retail has NO whole-entity
visibility volume - CPhysicsPart::Draw (0x0050d7a0) viewcone-checks
each part's dat-authored CGfxObj.drawing_sphere at the part's own
world position (RenderDeviceD3D::DrawMesh 0x005a0860). Retail's bound
IS data; ours was a promise. Our per-ENTITY granularity stays (a
deliberate batching-era choice, WB-owned per the inventory) but the
volume is now data-derived and conservative: visually identical by
construction, never culls what retail would draw.

- GfxObjBounds: per-GfxObj vertex AABB, cached by id (parts repeat
  heavily); LocalBoundsAccumulator: union of part-transformed AABB
  corners (conservative-correct under any affine transform).
- WorldEntity.SetLocalBounds + RefreshAabb preferred path: rotate the
  root-local bounds' 8 corners into world axes + DefaultAabbRadius
  margin (absorbs animated-pose drift vs the rest-pose bounds; keeps
  small objects at their historical box size). Offset heuristic stays
  as the fallback for boundless fixtures.
- All four hydration sites wired (outdoor stabs, scenery incl. baked
  scale, interior cell statics, server live spawns).

Tests: tall-single-part coverage (the case 1ca412d could not see),
rotation-following, accumulator union. Suites: App 246+1skip / Core
1434+2skip / UI 420 / Net 294.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
This commit is contained in:
Erik 2026-06-11 22:39:05 +02:00
parent 1ca412d07b
commit 6a9b529113
4 changed files with 248 additions and 13 deletions

View file

@ -2744,6 +2744,7 @@ public sealed class GameWindow : IDisposable
var scaleMat = System.Numerics.Matrix4x4.CreateScale(scale);
var meshRefs = new List<AcDream.Core.World.MeshRef>();
var liveBounds = new AcDream.Core.Meshing.LocalBoundsAccumulator();
int dumpClothingTotalTris = 0;
for (int partIdx = 0; partIdx < parts.Count; partIdx++)
{
@ -2780,6 +2781,10 @@ public sealed class GameWindow : IDisposable
// base anchor to end up below the ground ("sinks into foundry").
var transform = scale == 1.0f ? mr.PartTransform : mr.PartTransform * scaleMat;
// #119 follow-up: vertex-derived root-local bounds (see WorldEntity.RefreshAabb).
var pb = AcDream.Core.Meshing.GfxObjBounds.Get(gfx);
if (pb is not null) liveBounds.Add(transform, pb.Value);
meshRefs.Add(new AcDream.Core.World.MeshRef(mr.GfxObjId, transform)
{
SurfaceOverrides = surfaceOverrides,
@ -2838,6 +2843,8 @@ public sealed class GameWindow : IDisposable
PartOverrides = entityPartOverrides,
ParentCellId = spawn.Position!.Value.LandblockId,
};
if (liveBounds.TryGet(out var liveBMin, out var liveBMax))
entity.SetLocalBounds(liveBMin, liveBMax);
var snapshot = new AcDream.Plugin.Abstractions.WorldEntitySnapshot(
Id: entity.Id,
@ -5238,6 +5245,7 @@ public sealed class GameWindow : IDisposable
foreach (var e in baseLoaded.Entities)
{
var meshRefs = new List<AcDream.Core.World.MeshRef>();
var stabBounds = new AcDream.Core.Meshing.LocalBoundsAccumulator();
if ((e.SourceGfxObjOrSetupId & 0xFF000000u) == 0x01000000u)
{
@ -5246,6 +5254,8 @@ public sealed class GameWindow : IDisposable
if (gfx is not null)
{
_physicsDataCache.CacheGfxObj(e.SourceGfxObjOrSetupId, gfx);
var pb = AcDream.Core.Meshing.GfxObjBounds.Get(gfx);
if (pb is not null) stabBounds.Add(System.Numerics.Matrix4x4.Identity, pb.Value);
meshRefs.Add(new AcDream.Core.World.MeshRef(
e.SourceGfxObjOrSetupId, System.Numerics.Matrix4x4.Identity));
}
@ -5263,6 +5273,8 @@ public sealed class GameWindow : IDisposable
var gfx = _dats.Get<DatReaderWriter.DBObjs.GfxObj>(mr.GfxObjId);
if (gfx is null) continue;
_physicsDataCache.CacheGfxObj(mr.GfxObjId, gfx);
var pb = AcDream.Core.Meshing.GfxObjBounds.Get(gfx);
if (pb is not null) stabBounds.Add(mr.PartTransform, pb.Value);
meshRefs.Add(mr);
}
}
@ -5280,6 +5292,8 @@ public sealed class GameWindow : IDisposable
IsBuildingShell = e.IsBuildingShell, // Phase A8: preserve dat-level tag
BuildingShellAnchorCellId = e.BuildingShellAnchorCellId,
};
if (stabBounds.TryGet(out var sbMin, out var sbMax))
entity.SetLocalBounds(sbMin, sbMax);
hydrated.Add(entity);
}
@ -5356,6 +5370,7 @@ public sealed class GameWindow : IDisposable
// Scale is baked into the root transform by wrapping each part's
// transform with a scale matrix.
var meshRefs = new List<AcDream.Core.World.MeshRef>();
var sceneryBounds = new AcDream.Core.Meshing.LocalBoundsAccumulator();
var scaleMat = System.Numerics.Matrix4x4.CreateScale(spawn.Scale);
if ((spawn.ObjectId & 0xFF000000u) == 0x01000000u)
@ -5366,6 +5381,8 @@ public sealed class GameWindow : IDisposable
_physicsDataCache.CacheGfxObj(spawn.ObjectId, gfx);
// Sub-meshes pre-built CPU-side; upload deferred to ApplyLoadedTerrain.
_ = AcDream.Core.Meshing.GfxObjMesh.Build(gfx, _dats);
var pb = AcDream.Core.Meshing.GfxObjBounds.Get(gfx);
if (pb is not null) sceneryBounds.Add(scaleMat, pb.Value);
meshRefs.Add(new AcDream.Core.World.MeshRef(spawn.ObjectId, scaleMat));
}
}
@ -5383,7 +5400,10 @@ public sealed class GameWindow : IDisposable
_physicsDataCache.CacheGfxObj(mr.GfxObjId, gfx);
_ = AcDream.Core.Meshing.GfxObjMesh.Build(gfx, _dats);
// Compose: part's own transform, then the spawn's scale.
meshRefs.Add(new AcDream.Core.World.MeshRef(mr.GfxObjId, mr.PartTransform * scaleMat));
var partXf = mr.PartTransform * scaleMat;
var pb = AcDream.Core.Meshing.GfxObjBounds.Get(gfx);
if (pb is not null) sceneryBounds.Add(partXf, pb.Value);
meshRefs.Add(new AcDream.Core.World.MeshRef(mr.GfxObjId, partXf));
}
}
}
@ -5484,6 +5504,8 @@ public sealed class GameWindow : IDisposable
MeshRefs = meshRefs,
Scale = spawn.Scale,
};
if (sceneryBounds.TryGet(out var scbMin, out var scbMax))
hydrated.SetLocalBounds(scbMin, scbMax);
result.Add(hydrated);
}
@ -5635,6 +5657,7 @@ public sealed class GameWindow : IDisposable
int dumpSetupParts = -1, dumpPlacementFrames = -1, dumpFlattened = -1, dumpDropped = 0;
var meshRefs = new List<AcDream.Core.World.MeshRef>();
var interiorBounds = new AcDream.Core.Meshing.LocalBoundsAccumulator();
if ((stab.Id & 0xFF000000u) == 0x01000000u)
{
var gfx = _dats.Get<DatReaderWriter.DBObjs.GfxObj>(stab.Id);
@ -5642,6 +5665,8 @@ public sealed class GameWindow : IDisposable
{
_physicsDataCache.CacheGfxObj(stab.Id, gfx);
_ = AcDream.Core.Meshing.GfxObjMesh.Build(gfx, _dats);
var pb = AcDream.Core.Meshing.GfxObjBounds.Get(gfx);
if (pb is not null) interiorBounds.Add(System.Numerics.Matrix4x4.Identity, pb.Value);
meshRefs.Add(new AcDream.Core.World.MeshRef(stab.Id, System.Numerics.Matrix4x4.Identity));
}
else if (dumpStab)
@ -5674,6 +5699,8 @@ public sealed class GameWindow : IDisposable
}
_physicsDataCache.CacheGfxObj(mr.GfxObjId, gfx);
_ = AcDream.Core.Meshing.GfxObjMesh.Build(gfx, _dats);
var pb = AcDream.Core.Meshing.GfxObjBounds.Get(gfx);
if (pb is not null) interiorBounds.Add(mr.PartTransform, pb.Value);
meshRefs.Add(mr);
}
}
@ -5705,6 +5732,8 @@ public sealed class GameWindow : IDisposable
MeshRefs = meshRefs,
ParentCellId = envCellId,
};
if (interiorBounds.TryGet(out var ibMin, out var ibMax))
hydrated.SetLocalBounds(ibMin, ibMax);
if (dumpStab)
{

View file

@ -0,0 +1,95 @@
using System.Collections.Concurrent;
using System.Numerics;
using DatReaderWriter.DBObjs;
namespace AcDream.Core.Meshing;
/// <summary>
/// Per-GfxObj vertex-space AABB, cached by id. The ground-truth source for entity
/// visibility bounds (#119 follow-up, 2026-06-11): derived from the SAME dat vertex
/// data that gets drawn, so the bound can never disagree with the mesh — unlike the
/// previous synthetic constants (anchor ± 5 m, then ± max-part-offset) whose
/// containment was a promise nothing enforced. Retail needs no equivalent because it
/// culls per part with dat-authored spheres (CGfxObj.drawing_sphere, viewconeCheck at
/// 0x005a09a4); our per-ENTITY culling granularity is a deliberate batching-era
/// divergence and is visually safe exactly as long as the entity volume CONTAINS the
/// mesh — which vertex-derived bounds guarantee by construction.
///
/// Thread-safe: hydration runs on the streaming worker AND live spawns on the render
/// thread. Parts repeat heavily (shared body parts, repeated stair steps, fence
/// segments), so the cache hit rate is high and the vertex scan runs once per
/// distinct GfxObj id per session.
/// </summary>
public static class GfxObjBounds
{
private static readonly ConcurrentDictionary<uint, (Vector3 Min, Vector3 Max)> _cache = new();
/// <summary>
/// Vertex-space AABB of <paramref name="gfx"/>, or null for a vertex-less model
/// (the legitimate all-no-draw class — see Issue119UpNullGfxObjDumpTests).
/// </summary>
public static (Vector3 Min, Vector3 Max)? Get(GfxObj? gfx)
{
if (gfx is null) return null;
if (_cache.TryGetValue(gfx.Id, out var hit)) return hit;
var min = new Vector3(float.MaxValue);
var max = new Vector3(float.MinValue);
foreach (var v in gfx.VertexArray.Vertices.Values)
{
var o = new Vector3(v.Origin.X, v.Origin.Y, v.Origin.Z);
min = Vector3.Min(min, o);
max = Vector3.Max(max, o);
}
if (min.X == float.MaxValue) return null;
_cache[gfx.Id] = (min, max);
return (min, max);
}
}
/// <summary>
/// Accumulates an entity's ROOT-LOCAL geometry bounds during hydration: the union
/// over its MeshRefs of each part's vertex AABB transformed by the part's FINAL
/// MeshRef transform (placement frame, including any baked scenery scale). The
/// result feeds <c>WorldEntity.SetLocalBounds</c>; <c>WorldEntity.RefreshAabb</c>
/// rotates it into world axes per frame. Transforming the 8 corners and re-boxing
/// is conservative-correct under any affine transform (the re-box of transformed
/// corners contains the transformed contents).
/// </summary>
public struct LocalBoundsAccumulator
{
private Vector3 _min;
private Vector3 _max;
private bool _any;
public void Add(Matrix4x4 partTransform, (Vector3 Min, Vector3 Max) partBounds)
{
Vector3 lo = partBounds.Min, hi = partBounds.Max;
for (int c = 0; c < 8; c++)
{
var corner = new Vector3(
(c & 1) == 0 ? lo.X : hi.X,
(c & 2) == 0 ? lo.Y : hi.Y,
(c & 4) == 0 ? lo.Z : hi.Z);
var t = Vector3.Transform(corner, partTransform);
if (!_any)
{
_min = _max = t;
_any = true;
}
else
{
_min = Vector3.Min(_min, t);
_max = Vector3.Max(_max, t);
}
}
}
public readonly bool TryGet(out Vector3 min, out Vector3 max)
{
min = _min;
max = _max;
return _any;
}
}

View file

@ -111,6 +111,26 @@ public sealed class WorldEntity
public Vector3 AabbMax { get; private set; }
public bool AabbDirty { get; private set; } = true;
/// <summary>
/// Root-local geometry bounds: the union over MeshRefs of each part's dat
/// vertex AABB transformed by its part transform (see
/// <c>Meshing.LocalBoundsAccumulator</c>). Set at hydration from the same
/// vertex data that gets drawn — the every-case fix for the "#119 bounds
/// must cover the mesh" class. When absent (HasLocalBounds false), the
/// part-offset heuristic below is the fallback.
/// </summary>
public Vector3 LocalBoundMin { get; private set; }
public Vector3 LocalBoundMax { get; private set; }
public bool HasLocalBounds { get; private set; }
public void SetLocalBounds(Vector3 min, Vector3 max)
{
LocalBoundMin = min;
LocalBoundMax = max;
HasLocalBounds = true;
AabbDirty = true;
}
private const float DefaultAabbRadius = 5.0f;
public void RefreshAabb()
@ -118,18 +138,48 @@ public sealed class WorldEntity
var p = Position;
// #119 follow-up (2026-06-11): the box must cover the MESH, not just the
// anchor. A multi-part Setup's parts sit at root-relative offsets — the
// AAB3 tower's spiral staircase spans 15 m ABOVE its anchor — and BOTH
// visibility gates derive from this box: the dispatcher's per-entity
// frustum cull (WbDrawDispatcher.WalkEntitiesInto) and the viewcone
// sphere (RetailPViewRenderer.EntitySphere = this box's bounding
// sphere). A fixed ±5 m anchor box dropped the staircase whenever the
// gaze left the anchor's neighborhood: stairs visible looking down the
// spiral (anchor in view), gone looking up (anchor culled) — the
// user-reported direction/angle asymmetry. Expand by the largest part
// offset; using the offset MAGNITUDE keeps the box rotation-invariant,
// so entity.Rotation needs no handling here. Identity-part entities
// (1-part Setups, GfxObjs, scenery) get offset 0 — behavior unchanged.
// anchor. BOTH visibility gates derive from this box: the dispatcher's
// per-entity frustum cull (WbDrawDispatcher.WalkEntitiesInto) and the
// viewcone sphere (RetailPViewRenderer.EntitySphere = this box's
// bounding sphere). The original fixed ±5 m anchor box dropped the AAB3
// tower staircase (parts spiralling 15 m above the anchor) whenever the
// gaze left the anchor's neighborhood — stairs visible looking down,
// gone looking up.
//
// Preferred path: dat-vertex-derived root-local bounds (SetLocalBounds
// at hydration), rotated into world axes — re-boxing the 8 rotated
// corners contains the rotated contents, so this is correct for EVERY
// shape including a single tall part at identity transform (which the
// offset heuristic below cannot see). DefaultAabbRadius stays as a
// margin: it absorbs animated-pose drift (MeshRefs are swapped per
// frame for animated entities while local bounds are rest-pose) and
// keeps small objects at their historical box size.
if (HasLocalBounds)
{
Vector3 lo = LocalBoundMin, hi = LocalBoundMax;
var rot = Rotation;
Vector3 min = default, max = default;
for (int c = 0; c < 8; c++)
{
var corner = new Vector3(
(c & 1) == 0 ? lo.X : hi.X,
(c & 2) == 0 ? lo.Y : hi.Y,
(c & 4) == 0 ? lo.Z : hi.Z);
var t = Vector3.Transform(corner, rot);
if (c == 0) { min = max = t; }
else { min = Vector3.Min(min, t); max = Vector3.Max(max, t); }
}
AabbMin = p + min - new Vector3(DefaultAabbRadius);
AabbMax = p + max + new Vector3(DefaultAabbRadius);
AabbDirty = false;
return;
}
// Fallback (no hydration bounds — e.g. tests, minimal fixtures): anchor
// box expanded by the largest part-translation magnitude. Rotation-
// invariant; covers multi-part spreads but NOT a single part whose mesh
// extends >5 m from its own origin — which is why hydrated entities use
// the vertex-derived path above.
float radius = DefaultAabbRadius;
var refs = MeshRefs;
if (refs is not null)

View file

@ -52,6 +52,67 @@ public class WorldEntityAabbTests
Assert.True(entity.AabbMin.Z <= 107f && entity.AabbMax.X >= 305f);
}
[Fact]
public void Aabb_LocalBounds_TallSinglePart_Covered()
{
// The every-case fix (#119 follow-up 2): a SINGLE part at identity transform
// whose MESH is 12 m tall. The part-offset heuristic cannot see this (offset 0
// -> box ±5 m, mesh sticks 7 m out); vertex-derived local bounds must cover it.
var entity = new WorldEntity
{
Id = 1,
SourceGfxObjOrSetupId = 0x01000001,
Position = new Vector3(100, 100, 50),
Rotation = System.Numerics.Quaternion.Identity,
MeshRefs = new[] { new MeshRef(0x01000001, Matrix4x4.Identity) },
};
entity.SetLocalBounds(new Vector3(-1, -1, 0), new Vector3(1, 1, 12));
entity.RefreshAabb();
// Mesh top = position.Z (50) + local 12 = 62; the old ±5 anchor box topped out at 55.
Assert.True(entity.AabbMax.Z >= 62f, $"box top {entity.AabbMax.Z} must cover mesh top (z=62)");
Assert.True(entity.AabbMin.Z <= 50f);
}
[Fact]
public void Aabb_LocalBounds_FollowRotation()
{
// A mesh extending 12 m along +Y, entity rotated 90° about Z -> the extent
// now points along -X (or +X depending on sign); the world box must follow.
var entity = new WorldEntity
{
Id = 1,
SourceGfxObjOrSetupId = 0x01000001,
Position = Vector3.Zero,
Rotation = Quaternion.CreateFromAxisAngle(Vector3.UnitZ, System.MathF.PI / 2f),
MeshRefs = new[] { new MeshRef(0x01000001, Matrix4x4.Identity) },
};
entity.SetLocalBounds(new Vector3(-1, 0, -1), new Vector3(1, 12, 1));
entity.RefreshAabb();
// Rotating +Y by +90° about Z lands on -X: the box must extend ≥12 m on X
// (one side), and no longer require 12 m on Y.
bool coversX = entity.AabbMin.X <= -12f || entity.AabbMax.X >= 12f;
Assert.True(coversX, $"rotated extent must show on X axis (box X [{entity.AabbMin.X},{entity.AabbMax.X}])");
Assert.True(entity.AabbMax.Y < 12f, "the unrotated +Y extent must not persist after rotation");
}
[Fact]
public void Aabb_LocalBoundsAccumulator_UnionsTransformedParts()
{
var acc = new AcDream.Core.Meshing.LocalBoundsAccumulator();
Assert.False(acc.TryGet(out _, out _));
// Part 1: unit cube at origin. Part 2: unit cube translated to z=15.
acc.Add(Matrix4x4.Identity, (new Vector3(-0.5f), new Vector3(0.5f)));
acc.Add(Matrix4x4.CreateTranslation(3, 3, 15), (new Vector3(-0.5f), new Vector3(0.5f)));
Assert.True(acc.TryGet(out var min, out var max));
Assert.Equal(-0.5f, min.Z, 3);
Assert.Equal(15.5f, max.Z, 3);
Assert.Equal(3.5f, max.X, 3);
}
[Fact]
public void Aabb_DirtyFlag_SetByMutator_ClearedByRefresh()
{