refactor(physics): remove parsed collision graphs

Publish prepared GfxObj, Setup, CellStruct, and EnvCell collision records without retaining their parsed DAT BSP, polygon, vertex, or shape graphs. Strip temporary physics bundles at stable world commit, keep graph traversal only as an explicit test/tooling oracle, and report graph residency from actual retained fields.

Validated by 115 focused collision/streaming tests, a zero-warning Release build, and 8,413 passing Release tests with five pre-existing skips.

Co-authored-by: Codex <codex@openai.com>
This commit is contained in:
Erik 2026-07-25 18:21:19 +02:00
parent feb80a67d9
commit 82f8d4f82e
18 changed files with 923 additions and 104 deletions

View file

@ -232,7 +232,7 @@ internal static class CollisionTraversal
flatShadow.BeginGraphPass();
try
{
graphRefereeResult = gfxObject.BSP.Root is not null;
graphRefereeResult = gfxObject.BSP?.Root is not null;
}
catch (Exception fault)
{
@ -268,7 +268,7 @@ internal static class CollisionTraversal
CollisionShadowVerifier? shadow = cache.CollisionShadow;
if (shadow is null || !shadow.TrySample(out long sample))
return gfxObject.BSP.Root is not null;
return gfxObject.BSP?.Root is not null;
bool flatResult = false;
Exception? flatFault = null;
@ -287,7 +287,7 @@ internal static class CollisionTraversal
shadow.EndFlatPass();
}
bool graphResult = gfxObject.BSP.Root is not null;
bool graphResult = gfxObject.BSP?.Root is not null;
if (flatFault is null)
{
shadow.RecordBoolean(
@ -887,7 +887,7 @@ internal static class CollisionTraversal
try
{
graphRefereeState = BSPQuery.FindCollisions(
gfxObject.BSP.Root,
gfxObject.BSP!.Root!,
gfxObject.Resolved,
graphTransition!,
localSphereCenter,
@ -951,7 +951,7 @@ internal static class CollisionTraversal
if (shadow is null || !shadow.TrySample(out long sample))
{
return BSPQuery.FindCollisions(
gfxObject.BSP.Root,
gfxObject.BSP!.Root!,
gfxObject.Resolved,
transition,
localSphereCenter,
@ -999,7 +999,7 @@ internal static class CollisionTraversal
}
TransitionState graphState = BSPQuery.FindCollisions(
gfxObject.BSP.Root,
gfxObject.BSP!.Root!,
gfxObject.Resolved,
transition,
localSphereCenter,