Revert "fix(render): Phase A8 — animated entities exempt from stencil-gated outdoor pass"

This reverts commit a2ad5c1ac4.
This commit is contained in:
Erik 2026-05-26 09:38:37 +02:00
parent c897a179fa
commit 96f8bd2bd7
2 changed files with 10 additions and 87 deletions

View file

@ -107,69 +107,4 @@ public class WbDrawDispatcherEntitySetTests
Assert.Contains(0x10000002u, result);
Assert.DoesNotContain(0x10000003u, result);
}
// ---------------------------------------------------------------------
// Phase A8 fix (post-visual-verification): animated entities (player,
// NPCs, monsters) are live server-spawned objects with ParentCellId == null.
// Without these tests, they would be classified as outdoor scenery and
// stencil-gated by the OutdoorOnly pass — causing the character to
// disappear when the camera enters a building. Fix: animatedEntityIds
// overrides the ParentCellId-based partition. Animated entities always
// belong in the IndoorOnly pass, never in OutdoorOnly.
// ---------------------------------------------------------------------
[Fact]
public void EntitySet_IndoorOnly_IncludesAnimatedEntitiesEvenWithNullParentCellId()
{
var entities = new List<WorldEntity>
{
Indoor(0x10000001, 0xA9B40143),
Outdoor(0x10000002), // static outdoor scenery
Outdoor(0x40000005), // animated (player/NPC)
};
var visible = new HashSet<uint> { 0xA9B40143u };
var animated = new HashSet<uint> { 0x40000005u };
var result = WbDrawDispatcher.WalkEntitiesForTest(
entities,
visibleCellIds: visible,
set: WbDrawDispatcher.EntitySet.IndoorOnly,
animatedEntityIds: animated);
// Indoor entity passes via ParentCellId.HasValue.
// Outdoor scenery (0x10000002) fails — not animated, no ParentCellId.
// Animated entity (0x40000005) passes via animatedEntityIds override.
Assert.Equal(2, result.Count);
Assert.Contains(0x10000001u, result);
Assert.Contains(0x40000005u, result);
Assert.DoesNotContain(0x10000002u, result);
}
[Fact]
public void EntitySet_OutdoorOnly_ExcludesAnimatedEntities()
{
var entities = new List<WorldEntity>
{
Outdoor(0x10000002), // static outdoor scenery
Outdoor(0x40000005), // animated (player/NPC)
Outdoor(0x40000006), // animated (NPC)
};
var animated = new HashSet<uint> { 0x40000005u, 0x40000006u };
var result = WbDrawDispatcher.WalkEntitiesForTest(
entities,
visibleCellIds: null,
set: WbDrawDispatcher.EntitySet.OutdoorOnly,
animatedEntityIds: animated);
// Only static outdoor scenery passes the OutdoorOnly partition.
// Animated entities are explicitly excluded so they don't get
// stencil-gated (they're drawn in the IndoorOnly pass instead).
Assert.Single(result);
Assert.Contains(0x10000002u, result);
Assert.DoesNotContain(0x40000005u, result);
Assert.DoesNotContain(0x40000006u, result);
}
}