#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>
This commit is contained in:
parent
1ca412d07b
commit
6a9b529113
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 scaleMat = System.Numerics.Matrix4x4.CreateScale(scale);
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var meshRefs = new List<AcDream.Core.World.MeshRef>();
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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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int dumpClothingTotalTris = 0;
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for (int partIdx = 0; partIdx < parts.Count; partIdx++)
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for (int partIdx = 0; partIdx < parts.Count; partIdx++)
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{
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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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// 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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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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meshRefs.Add(new AcDream.Core.World.MeshRef(mr.GfxObjId, transform)
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{
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{
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SurfaceOverrides = surfaceOverrides,
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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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PartOverrides = entityPartOverrides,
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ParentCellId = spawn.Position!.Value.LandblockId,
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ParentCellId = spawn.Position!.Value.LandblockId,
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};
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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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var snapshot = new AcDream.Plugin.Abstractions.WorldEntitySnapshot(
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Id: entity.Id,
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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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foreach (var e in baseLoaded.Entities)
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{
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{
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var meshRefs = new List<AcDream.Core.World.MeshRef>();
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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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if ((e.SourceGfxObjOrSetupId & 0xFF000000u) == 0x01000000u)
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{
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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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if (gfx is not null)
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{
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{
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_physicsDataCache.CacheGfxObj(e.SourceGfxObjOrSetupId, gfx);
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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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meshRefs.Add(new AcDream.Core.World.MeshRef(
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e.SourceGfxObjOrSetupId, System.Numerics.Matrix4x4.Identity));
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e.SourceGfxObjOrSetupId, System.Numerics.Matrix4x4.Identity));
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}
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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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var gfx = _dats.Get<DatReaderWriter.DBObjs.GfxObj>(mr.GfxObjId);
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if (gfx is null) continue;
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if (gfx is null) continue;
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_physicsDataCache.CacheGfxObj(mr.GfxObjId, gfx);
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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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meshRefs.Add(mr);
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}
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}
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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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IsBuildingShell = e.IsBuildingShell, // Phase A8: preserve dat-level tag
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BuildingShellAnchorCellId = e.BuildingShellAnchorCellId,
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BuildingShellAnchorCellId = e.BuildingShellAnchorCellId,
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};
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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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hydrated.Add(entity);
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}
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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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// 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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// transform with a scale matrix.
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var meshRefs = new List<AcDream.Core.World.MeshRef>();
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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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var scaleMat = System.Numerics.Matrix4x4.CreateScale(spawn.Scale);
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if ((spawn.ObjectId & 0xFF000000u) == 0x01000000u)
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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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_physicsDataCache.CacheGfxObj(spawn.ObjectId, gfx);
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// Sub-meshes pre-built CPU-side; upload deferred to ApplyLoadedTerrain.
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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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_ = 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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meshRefs.Add(new AcDream.Core.World.MeshRef(spawn.ObjectId, scaleMat));
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}
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}
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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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_physicsDataCache.CacheGfxObj(mr.GfxObjId, gfx);
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_ = AcDream.Core.Meshing.GfxObjMesh.Build(gfx, _dats);
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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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// 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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}
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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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MeshRefs = meshRefs,
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Scale = spawn.Scale,
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Scale = spawn.Scale,
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};
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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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result.Add(hydrated);
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}
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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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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 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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if ((stab.Id & 0xFF000000u) == 0x01000000u)
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{
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{
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var gfx = _dats.Get<DatReaderWriter.DBObjs.GfxObj>(stab.Id);
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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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{
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_physicsDataCache.CacheGfxObj(stab.Id, gfx);
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_physicsDataCache.CacheGfxObj(stab.Id, gfx);
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_ = AcDream.Core.Meshing.GfxObjMesh.Build(gfx, _dats);
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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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meshRefs.Add(new AcDream.Core.World.MeshRef(stab.Id, System.Numerics.Matrix4x4.Identity));
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}
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}
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else if (dumpStab)
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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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}
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_physicsDataCache.CacheGfxObj(mr.GfxObjId, gfx);
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_physicsDataCache.CacheGfxObj(mr.GfxObjId, gfx);
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_ = AcDream.Core.Meshing.GfxObjMesh.Build(gfx, _dats);
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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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meshRefs.Add(mr);
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}
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}
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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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MeshRefs = meshRefs,
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ParentCellId = envCellId,
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ParentCellId = envCellId,
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};
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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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if (dumpStab)
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{
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{
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95
src/AcDream.Core/Meshing/GfxObjBounds.cs
Normal file
95
src/AcDream.Core/Meshing/GfxObjBounds.cs
Normal file
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@ -0,0 +1,95 @@
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using System.Collections.Concurrent;
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using System.Numerics;
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using DatReaderWriter.DBObjs;
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namespace AcDream.Core.Meshing;
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/// <summary>
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/// Per-GfxObj vertex-space AABB, cached by id. The ground-truth source for entity
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/// visibility bounds (#119 follow-up, 2026-06-11): derived from the SAME dat vertex
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/// data that gets drawn, so the bound can never disagree with the mesh — unlike the
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/// previous synthetic constants (anchor ± 5 m, then ± max-part-offset) whose
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/// containment was a promise nothing enforced. Retail needs no equivalent because it
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/// culls per part with dat-authored spheres (CGfxObj.drawing_sphere, viewconeCheck at
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/// 0x005a09a4); our per-ENTITY culling granularity is a deliberate batching-era
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/// divergence and is visually safe exactly as long as the entity volume CONTAINS the
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/// mesh — which vertex-derived bounds guarantee by construction.
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///
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/// Thread-safe: hydration runs on the streaming worker AND live spawns on the render
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/// thread. Parts repeat heavily (shared body parts, repeated stair steps, fence
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/// segments), so the cache hit rate is high and the vertex scan runs once per
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/// distinct GfxObj id per session.
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/// </summary>
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public static class GfxObjBounds
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{
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private static readonly ConcurrentDictionary<uint, (Vector3 Min, Vector3 Max)> _cache = new();
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/// <summary>
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/// Vertex-space AABB of <paramref name="gfx"/>, or null for a vertex-less model
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/// (the legitimate all-no-draw class — see Issue119UpNullGfxObjDumpTests).
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/// </summary>
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public static (Vector3 Min, Vector3 Max)? Get(GfxObj? gfx)
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{
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if (gfx is null) return null;
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if (_cache.TryGetValue(gfx.Id, out var hit)) return hit;
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var min = new Vector3(float.MaxValue);
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var max = new Vector3(float.MinValue);
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foreach (var v in gfx.VertexArray.Vertices.Values)
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{
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var o = new Vector3(v.Origin.X, v.Origin.Y, v.Origin.Z);
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min = Vector3.Min(min, o);
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max = Vector3.Max(max, o);
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}
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if (min.X == float.MaxValue) return null;
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_cache[gfx.Id] = (min, max);
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return (min, max);
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}
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}
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/// <summary>
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/// Accumulates an entity's ROOT-LOCAL geometry bounds during hydration: the union
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/// over its MeshRefs of each part's vertex AABB transformed by the part's FINAL
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/// MeshRef transform (placement frame, including any baked scenery scale). The
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/// result feeds <c>WorldEntity.SetLocalBounds</c>; <c>WorldEntity.RefreshAabb</c>
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/// rotates it into world axes per frame. Transforming the 8 corners and re-boxing
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/// is conservative-correct under any affine transform (the re-box of transformed
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/// corners contains the transformed contents).
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/// </summary>
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public struct LocalBoundsAccumulator
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{
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private Vector3 _min;
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private Vector3 _max;
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private bool _any;
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public void Add(Matrix4x4 partTransform, (Vector3 Min, Vector3 Max) partBounds)
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{
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Vector3 lo = partBounds.Min, hi = partBounds.Max;
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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, partTransform);
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if (!_any)
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{
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_min = _max = t;
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_any = true;
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}
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else
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{
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_min = Vector3.Min(_min, t);
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_max = Vector3.Max(_max, t);
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}
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}
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}
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public readonly bool TryGet(out Vector3 min, out Vector3 max)
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{
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min = _min;
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max = _max;
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return _any;
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}
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}
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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 Vector3 AabbMax { get; private set; }
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public bool AabbDirty { get; private set; } = true;
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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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private const float DefaultAabbRadius = 5.0f;
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public void RefreshAabb()
|
public void RefreshAabb()
|
||||||
|
|
@ -118,18 +138,48 @@ public sealed class WorldEntity
|
||||||
var p = Position;
|
var p = Position;
|
||||||
|
|
||||||
// #119 follow-up (2026-06-11): the box must cover the MESH, not just the
|
// #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
|
// anchor. BOTH visibility gates derive from this box: the dispatcher's
|
||||||
// AAB3 tower's spiral staircase spans 15 m ABOVE its anchor — and BOTH
|
// per-entity frustum cull (WbDrawDispatcher.WalkEntitiesInto) and the
|
||||||
// visibility gates derive from this box: the dispatcher's per-entity
|
// viewcone sphere (RetailPViewRenderer.EntitySphere = this box's
|
||||||
// frustum cull (WbDrawDispatcher.WalkEntitiesInto) and the viewcone
|
// bounding sphere). The original fixed ±5 m anchor box dropped the AAB3
|
||||||
// sphere (RetailPViewRenderer.EntitySphere = this box's bounding
|
// tower staircase (parts spiralling 15 m above the anchor) whenever the
|
||||||
// sphere). A fixed ±5 m anchor box dropped the staircase whenever the
|
// gaze left the anchor's neighborhood — stairs visible looking down,
|
||||||
// gaze left the anchor's neighborhood: stairs visible looking down the
|
// gone looking up.
|
||||||
// spiral (anchor in view), gone looking up (anchor culled) — the
|
//
|
||||||
// user-reported direction/angle asymmetry. Expand by the largest part
|
// Preferred path: dat-vertex-derived root-local bounds (SetLocalBounds
|
||||||
// offset; using the offset MAGNITUDE keeps the box rotation-invariant,
|
// at hydration), rotated into world axes — re-boxing the 8 rotated
|
||||||
// so entity.Rotation needs no handling here. Identity-part entities
|
// corners contains the rotated contents, so this is correct for EVERY
|
||||||
// (1-part Setups, GfxObjs, scenery) get offset 0 — behavior unchanged.
|
// 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;
|
float radius = DefaultAabbRadius;
|
||||||
var refs = MeshRefs;
|
var refs = MeshRefs;
|
||||||
if (refs is not null)
|
if (refs is not null)
|
||||||
|
|
|
||||||
|
|
@ -52,6 +52,67 @@ public class WorldEntityAabbTests
|
||||||
Assert.True(entity.AabbMin.Z <= 107f && entity.AabbMax.X >= 305f);
|
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]
|
[Fact]
|
||||||
public void Aabb_DirtyFlag_SetByMutator_ClearedByRefresh()
|
public void Aabb_DirtyFlag_SetByMutator_ClearedByRefresh()
|
||||||
{
|
{
|
||||||
|
|
|
||||||
Loading…
Add table
Add a link
Reference in a new issue