#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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4 changed files with 248 additions and 13 deletions
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@ -111,6 +111,26 @@ public sealed class WorldEntity
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public Vector3 AabbMax { get; private set; }
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public bool AabbDirty { get; private set; } = true;
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/// <summary>
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/// Root-local geometry bounds: the union over MeshRefs of each part's dat
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/// vertex AABB transformed by its part transform (see
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/// <c>Meshing.LocalBoundsAccumulator</c>). Set at hydration from the same
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/// vertex data that gets drawn — the every-case fix for the "#119 bounds
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/// must cover the mesh" class. When absent (HasLocalBounds false), the
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/// part-offset heuristic below is the fallback.
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/// </summary>
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public Vector3 LocalBoundMin { get; private set; }
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public Vector3 LocalBoundMax { get; private set; }
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public bool HasLocalBounds { get; private set; }
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public void SetLocalBounds(Vector3 min, Vector3 max)
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{
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LocalBoundMin = min;
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LocalBoundMax = max;
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HasLocalBounds = true;
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AabbDirty = true;
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}
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private const float DefaultAabbRadius = 5.0f;
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public void RefreshAabb()
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@ -118,18 +138,48 @@ public sealed class WorldEntity
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var p = Position;
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// #119 follow-up (2026-06-11): the box must cover the MESH, not just the
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// anchor. A multi-part Setup's parts sit at root-relative offsets — the
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// AAB3 tower's spiral staircase spans 15 m ABOVE its anchor — and BOTH
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// visibility gates derive from this box: the dispatcher's per-entity
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// frustum cull (WbDrawDispatcher.WalkEntitiesInto) and the viewcone
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// sphere (RetailPViewRenderer.EntitySphere = this box's bounding
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// sphere). A fixed ±5 m anchor box dropped the staircase whenever the
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// gaze left the anchor's neighborhood: stairs visible looking down the
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// spiral (anchor in view), gone looking up (anchor culled) — the
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// user-reported direction/angle asymmetry. Expand by the largest part
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// offset; using the offset MAGNITUDE keeps the box rotation-invariant,
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// so entity.Rotation needs no handling here. Identity-part entities
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// (1-part Setups, GfxObjs, scenery) get offset 0 — behavior unchanged.
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// anchor. BOTH visibility gates derive from this box: the dispatcher's
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// per-entity frustum cull (WbDrawDispatcher.WalkEntitiesInto) and the
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// viewcone sphere (RetailPViewRenderer.EntitySphere = this box's
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// bounding sphere). The original fixed ±5 m anchor box dropped the AAB3
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// tower staircase (parts spiralling 15 m above the anchor) whenever the
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// gaze left the anchor's neighborhood — stairs visible looking down,
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// gone looking up.
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//
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// Preferred path: dat-vertex-derived root-local bounds (SetLocalBounds
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// at hydration), rotated into world axes — re-boxing the 8 rotated
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// corners contains the rotated contents, so this is correct for EVERY
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// shape including a single tall part at identity transform (which the
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// offset heuristic below cannot see). DefaultAabbRadius stays as a
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// margin: it absorbs animated-pose drift (MeshRefs are swapped per
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// frame for animated entities while local bounds are rest-pose) and
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// keeps small objects at their historical box size.
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if (HasLocalBounds)
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{
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Vector3 lo = LocalBoundMin, hi = LocalBoundMax;
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var rot = Rotation;
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Vector3 min = default, max = default;
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for (int c = 0; c < 8; c++)
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{
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var corner = new Vector3(
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(c & 1) == 0 ? lo.X : hi.X,
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(c & 2) == 0 ? lo.Y : hi.Y,
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(c & 4) == 0 ? lo.Z : hi.Z);
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var t = Vector3.Transform(corner, rot);
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if (c == 0) { min = max = t; }
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else { min = Vector3.Min(min, t); max = Vector3.Max(max, t); }
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}
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AabbMin = p + min - new Vector3(DefaultAabbRadius);
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AabbMax = p + max + new Vector3(DefaultAabbRadius);
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AabbDirty = false;
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return;
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}
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// Fallback (no hydration bounds — e.g. tests, minimal fixtures): anchor
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// box expanded by the largest part-translation magnitude. Rotation-
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// invariant; covers multi-part spreads but NOT a single part whose mesh
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// extends >5 m from its own origin — which is why hydrated entities use
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// the vertex-derived path above.
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float radius = DefaultAabbRadius;
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var refs = MeshRefs;
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if (refs is not null)
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