#119: entity bounds from dat vertex data - works for every case, not just multi-part
The1ca412dpart-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 case1ca412dcould 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>
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1ca412d07b
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4 changed files with 248 additions and 13 deletions
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@ -2744,6 +2744,7 @@ public sealed class GameWindow : IDisposable
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var scaleMat = System.Numerics.Matrix4x4.CreateScale(scale);
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var meshRefs = new List<AcDream.Core.World.MeshRef>();
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var liveBounds = new AcDream.Core.Meshing.LocalBoundsAccumulator();
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int dumpClothingTotalTris = 0;
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for (int partIdx = 0; partIdx < parts.Count; partIdx++)
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{
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@ -2780,6 +2781,10 @@ public sealed class GameWindow : IDisposable
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// base anchor to end up below the ground ("sinks into foundry").
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var transform = scale == 1.0f ? mr.PartTransform : mr.PartTransform * scaleMat;
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// #119 follow-up: vertex-derived root-local bounds (see WorldEntity.RefreshAabb).
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var pb = AcDream.Core.Meshing.GfxObjBounds.Get(gfx);
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if (pb is not null) liveBounds.Add(transform, pb.Value);
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meshRefs.Add(new AcDream.Core.World.MeshRef(mr.GfxObjId, transform)
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{
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SurfaceOverrides = surfaceOverrides,
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@ -2838,6 +2843,8 @@ public sealed class GameWindow : IDisposable
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PartOverrides = entityPartOverrides,
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ParentCellId = spawn.Position!.Value.LandblockId,
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};
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if (liveBounds.TryGet(out var liveBMin, out var liveBMax))
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entity.SetLocalBounds(liveBMin, liveBMax);
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var snapshot = new AcDream.Plugin.Abstractions.WorldEntitySnapshot(
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Id: entity.Id,
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@ -5238,6 +5245,7 @@ public sealed class GameWindow : IDisposable
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foreach (var e in baseLoaded.Entities)
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{
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var meshRefs = new List<AcDream.Core.World.MeshRef>();
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var stabBounds = new AcDream.Core.Meshing.LocalBoundsAccumulator();
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if ((e.SourceGfxObjOrSetupId & 0xFF000000u) == 0x01000000u)
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{
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@ -5246,6 +5254,8 @@ public sealed class GameWindow : IDisposable
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if (gfx is not null)
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{
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_physicsDataCache.CacheGfxObj(e.SourceGfxObjOrSetupId, gfx);
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var pb = AcDream.Core.Meshing.GfxObjBounds.Get(gfx);
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if (pb is not null) stabBounds.Add(System.Numerics.Matrix4x4.Identity, pb.Value);
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meshRefs.Add(new AcDream.Core.World.MeshRef(
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e.SourceGfxObjOrSetupId, System.Numerics.Matrix4x4.Identity));
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}
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@ -5263,6 +5273,8 @@ public sealed class GameWindow : IDisposable
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var gfx = _dats.Get<DatReaderWriter.DBObjs.GfxObj>(mr.GfxObjId);
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if (gfx is null) continue;
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_physicsDataCache.CacheGfxObj(mr.GfxObjId, gfx);
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var pb = AcDream.Core.Meshing.GfxObjBounds.Get(gfx);
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if (pb is not null) stabBounds.Add(mr.PartTransform, pb.Value);
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meshRefs.Add(mr);
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}
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}
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@ -5280,6 +5292,8 @@ public sealed class GameWindow : IDisposable
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IsBuildingShell = e.IsBuildingShell, // Phase A8: preserve dat-level tag
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BuildingShellAnchorCellId = e.BuildingShellAnchorCellId,
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};
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if (stabBounds.TryGet(out var sbMin, out var sbMax))
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entity.SetLocalBounds(sbMin, sbMax);
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hydrated.Add(entity);
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}
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@ -5356,6 +5370,7 @@ public sealed class GameWindow : IDisposable
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// Scale is baked into the root transform by wrapping each part's
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// transform with a scale matrix.
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var meshRefs = new List<AcDream.Core.World.MeshRef>();
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var sceneryBounds = new AcDream.Core.Meshing.LocalBoundsAccumulator();
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var scaleMat = System.Numerics.Matrix4x4.CreateScale(spawn.Scale);
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if ((spawn.ObjectId & 0xFF000000u) == 0x01000000u)
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@ -5366,6 +5381,8 @@ public sealed class GameWindow : IDisposable
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_physicsDataCache.CacheGfxObj(spawn.ObjectId, gfx);
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// Sub-meshes pre-built CPU-side; upload deferred to ApplyLoadedTerrain.
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_ = AcDream.Core.Meshing.GfxObjMesh.Build(gfx, _dats);
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var pb = AcDream.Core.Meshing.GfxObjBounds.Get(gfx);
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if (pb is not null) sceneryBounds.Add(scaleMat, pb.Value);
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meshRefs.Add(new AcDream.Core.World.MeshRef(spawn.ObjectId, scaleMat));
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}
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}
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@ -5383,7 +5400,10 @@ public sealed class GameWindow : IDisposable
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_physicsDataCache.CacheGfxObj(mr.GfxObjId, gfx);
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_ = AcDream.Core.Meshing.GfxObjMesh.Build(gfx, _dats);
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// Compose: part's own transform, then the spawn's scale.
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meshRefs.Add(new AcDream.Core.World.MeshRef(mr.GfxObjId, mr.PartTransform * scaleMat));
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var partXf = mr.PartTransform * scaleMat;
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var pb = AcDream.Core.Meshing.GfxObjBounds.Get(gfx);
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if (pb is not null) sceneryBounds.Add(partXf, pb.Value);
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meshRefs.Add(new AcDream.Core.World.MeshRef(mr.GfxObjId, partXf));
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}
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}
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}
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@ -5484,6 +5504,8 @@ public sealed class GameWindow : IDisposable
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MeshRefs = meshRefs,
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Scale = spawn.Scale,
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};
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if (sceneryBounds.TryGet(out var scbMin, out var scbMax))
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hydrated.SetLocalBounds(scbMin, scbMax);
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result.Add(hydrated);
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}
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@ -5635,6 +5657,7 @@ public sealed class GameWindow : IDisposable
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int dumpSetupParts = -1, dumpPlacementFrames = -1, dumpFlattened = -1, dumpDropped = 0;
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var meshRefs = new List<AcDream.Core.World.MeshRef>();
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var interiorBounds = new AcDream.Core.Meshing.LocalBoundsAccumulator();
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if ((stab.Id & 0xFF000000u) == 0x01000000u)
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{
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var gfx = _dats.Get<DatReaderWriter.DBObjs.GfxObj>(stab.Id);
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@ -5642,6 +5665,8 @@ public sealed class GameWindow : IDisposable
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{
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_physicsDataCache.CacheGfxObj(stab.Id, gfx);
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_ = AcDream.Core.Meshing.GfxObjMesh.Build(gfx, _dats);
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var pb = AcDream.Core.Meshing.GfxObjBounds.Get(gfx);
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if (pb is not null) interiorBounds.Add(System.Numerics.Matrix4x4.Identity, pb.Value);
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meshRefs.Add(new AcDream.Core.World.MeshRef(stab.Id, System.Numerics.Matrix4x4.Identity));
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}
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else if (dumpStab)
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@ -5674,6 +5699,8 @@ public sealed class GameWindow : IDisposable
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}
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_physicsDataCache.CacheGfxObj(mr.GfxObjId, gfx);
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_ = AcDream.Core.Meshing.GfxObjMesh.Build(gfx, _dats);
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var pb = AcDream.Core.Meshing.GfxObjBounds.Get(gfx);
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if (pb is not null) interiorBounds.Add(mr.PartTransform, pb.Value);
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meshRefs.Add(mr);
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}
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}
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@ -5705,6 +5732,8 @@ public sealed class GameWindow : IDisposable
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MeshRefs = meshRefs,
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ParentCellId = envCellId,
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};
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if (interiorBounds.TryGet(out var ibMin, out var ibMax))
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hydrated.SetLocalBounds(ibMin, ibMax);
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if (dumpStab)
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{
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