feat(core): UCG Stage 1 — populate CellGraph from CacheCellStruct + AddLandblock (inert)

PhysicsDataCache gains a `CellGraph` property (UCG Stage 1). The env-cell
hook is placed at the very top of CacheCellStruct — before the idempotency
guard and the null-PhysicsBSP early-return — so BSP-less cells are included
in the graph even though they are dropped from the legacy _cellStruct map.
PhysicsEngine.AddLandblock/RemoveLandblock mirror terrain registration into
the graph via a null-guarded DataCache?.CellGraph call. Zero behavior change:
CellGraph has no readers this stage.

A using-alias (UcgEnvCell / UcgCellGraph) resolves the EnvCell name
collision between AcDream.Core.World.Cells and DatReaderWriter.DBObjs.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
This commit is contained in:
Erik 2026-06-02 09:29:30 +02:00
parent 1aede3d6aa
commit 8e703bef22
3 changed files with 55 additions and 0 deletions

View file

@ -4,6 +4,8 @@ using DatReaderWriter.DBObjs;
using DatReaderWriter.Enums;
using DatReaderWriter.Types;
using Plane = System.Numerics.Plane;
using UcgEnvCell = AcDream.Core.World.Cells.EnvCell;
using UcgCellGraph = AcDream.Core.World.Cells.CellGraph;
namespace AcDream.Core.Physics;
@ -23,6 +25,12 @@ public sealed class PhysicsDataCache
// ── Phase 2: building portal cache for outdoor→indoor entry ───────────
private readonly ConcurrentDictionary<uint, BuildingPhysics> _buildings = new();
/// <summary>
/// UCG Stage 1: the unified cell graph, built alongside the legacy cell caches.
/// Consumed by nobody this stage (zero behavior change).
/// </summary>
public UcgCellGraph CellGraph { get; } = new();
/// <summary>
/// Extract and cache the physics BSP + polygon data from a GfxObj,
/// PLUS always cache a visual AABB from the vertex data regardless of
@ -155,6 +163,11 @@ public sealed class PhysicsDataCache
public void CacheCellStruct(uint envCellId, DatReaderWriter.DBObjs.EnvCell envCell,
CellStruct cellStruct, Matrix4x4 worldTransform)
{
// UCG Stage 1: register in the unified graph for ALL cells — before the
// idempotency + null-BSP guards below, so BSP-less cells are still included.
if (!CellGraph.Contains(envCellId))
CellGraph.Add(UcgEnvCell.FromDat(envCellId, envCell, cellStruct, worldTransform));
if (_cellStruct.ContainsKey(envCellId)) return;
if (cellStruct.PhysicsBSP?.Root is null) return;

View file

@ -60,6 +60,9 @@ public sealed class PhysicsEngine
float worldOffsetX, float worldOffsetY)
{
_landblocks[landblockId] = new LandblockPhysics(terrain, cells, portals, worldOffsetX, worldOffsetY);
// UCG Stage 1: mirror terrain into the unified graph (inert this stage).
DataCache?.CellGraph.RegisterTerrain(landblockId, terrain, new Vector3(worldOffsetX, worldOffsetY, 0f));
}
/// <summary>
@ -69,6 +72,9 @@ public sealed class PhysicsEngine
{
_landblocks.Remove(landblockId);
ShadowObjects.RemoveLandblock(landblockId);
// UCG Stage 1: mirror removal into the unified graph (inert this stage).
DataCache?.CellGraph.RemoveLandblock(landblockId);
}
/// <summary>

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@ -0,0 +1,36 @@
using System.Collections.Generic;
using System.Numerics;
using AcDream.Core.Physics;
using AcDream.Core.World.Cells;
using DatReaderWriter.Types;
using Xunit;
using DatEnvCell = DatReaderWriter.DBObjs.EnvCell;
namespace AcDream.Core.Tests.Physics;
public class CellGraphPopulationTests
{
[Fact]
public void CacheCellStruct_AddsEnvCellToGraph_EvenWhenPhysicsBspIsNull()
{
var cache = new PhysicsDataCache();
var cellStruct = new CellStruct
{
VertexArray = new VertexArray { Vertices = new Dictionary<ushort, SWVertex>() },
Polygons = new Dictionary<ushort, Polygon>(),
// PhysicsBSP omitted (defaults to null) — triggers the null-BSP drop from _cellStruct
};
var dat = new DatEnvCell
{
Flags = (DatReaderWriter.Enums.EnvCellFlags)0,
CellPortals = new List<DatReaderWriter.Types.CellPortal>(),
VisibleCells = new List<ushort>(),
};
cache.CacheCellStruct(0xA9B40174u, dat, cellStruct, Matrix4x4.Identity);
Assert.Null(cache.GetCellStruct(0xA9B40174u)); // dropped from physics cache
Assert.NotNull(cache.CellGraph.GetVisible(0xA9B40174u)); // but present in the graph
Assert.IsType<EnvCell>(cache.CellGraph.GetVisible(0xA9B40174u));
}
}