feat(app): Phase B.3 — wire PhysicsEngine into streaming pipeline
Populates the collision engine with TerrainSurface + CellSurface entries when landblocks stream in, removes them when they stream out. CellSurface vertices are transformed from cell-local to world space using EnvCell.Position orientation + origin. Phase B.2 (player movement mode) will call PhysicsEngine.Resolve() to get collision-validated positions before sending them to the server. Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
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2 changed files with 68 additions and 2 deletions
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@ -20,6 +20,7 @@ public sealed class StreamingController
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private readonly Action<uint> _enqueueUnload;
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private readonly Func<int, IReadOnlyList<LandblockStreamResult>> _drainCompletions;
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private readonly Action<LoadedLandblock> _applyTerrain;
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private readonly Action<uint>? _removeTerrain;
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private readonly GpuWorldState _state;
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private StreamingRegion? _region;
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@ -49,12 +50,14 @@ public sealed class StreamingController
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Func<int, IReadOnlyList<LandblockStreamResult>> drainCompletions,
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Action<LoadedLandblock> applyTerrain,
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GpuWorldState state,
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int radius)
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int radius,
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Action<uint>? removeTerrain = null)
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{
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_enqueueLoad = enqueueLoad;
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_enqueueUnload = enqueueUnload;
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_drainCompletions = drainCompletions;
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_applyTerrain = applyTerrain;
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_removeTerrain = removeTerrain;
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_state = state;
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Radius = radius;
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}
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@ -94,6 +97,7 @@ public sealed class StreamingController
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break;
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case LandblockStreamResult.Unloaded unloaded:
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_state.RemoveLandblock(unloaded.LandblockId);
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_removeTerrain?.Invoke(unloaded.LandblockId);
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break;
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case LandblockStreamResult.Failed failed:
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Console.WriteLine(
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