fix(core): ACME cross-check fixes — normals, placement, scenery
Four fixes from the ACME StaticObjectManager cross-reference: 1. GfxObjMesh: normalize vertex normals (1d). Dat normals may not be unit-length; without normalization, lighting is wrong per-vertex. 2. SetupMesh: add third-fallback placement frame (2a). If neither Resting nor Default exists, use the first available frame from PlacementFrames. Matches ACME's GetDefaultPlacementFrame. 3. SceneryGenerator: building cell exclusion (4d). Compute which terrain vertices have buildings (from LandBlockInfo.Objects + Buildings), skip scenery spawns in those cells. Prevents trees from spawning inside building footprints. 4. SceneryGenerator: slope filter (4e). Compute terrain normal Z at each displaced position and check against ObjectDesc.MinSlope / MaxSlope bounds. Prevents trees from spawning on cliff faces. Also confirmed 4f (scenery Z=0) is NOT a bug — GameWindow's hydrator lifts scenery to terrain Z at line 1213. The Z=0 in SceneryGenerator is a placeholder correctly overridden at render time. Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
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4 changed files with 61 additions and 7 deletions
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@ -37,6 +37,17 @@ public static class SetupMesh
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defaultAnim = resting;
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if (defaultAnim is null && setup.PlacementFrames.TryGetValue(Placement.Default, out var af))
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defaultAnim = af;
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// Last resort: use the first available placement frame (matches ACME's
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// StaticObjectManager.GetDefaultPlacementFrame third fallback). Handles
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// rare Setups that define only an unusual placement frame key.
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if (defaultAnim is null)
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{
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foreach (var kvp in setup.PlacementFrames)
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{
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defaultAnim = kvp.Value;
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break;
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}
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}
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var result = new List<MeshRef>(setup.Parts.Count);
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for (int i = 0; i < setup.Parts.Count; i++)
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