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

Visual verification of A8 (commit 41c2e67) surfaced a showstopper:
player + NPCs disappeared when the camera entered a building. Root
cause: live server-spawned entities (animated player/NPCs/monsters)
have ParentCellId == null. The EntitySet partition classified them
as "outdoor" and stencil-gated them in the OutdoorOnly pass — so
they only rendered where stencil bit 1 was set (portal silhouettes),
producing partial-body and head-backwards artifacts at doorway
transits and full invisibility everywhere else inside.

Fix: animatedEntityIds overrides the ParentCellId-based partition.
Animated entities always belong in the IndoorOnly pass (stencil OFF),
never in OutdoorOnly. Three changes:
- WalkEntitiesInto full-walk path: compute isAnimated up front, use
  it in both partition checks
- WalkEntitiesInto animated-only path: skip the entire path on
  OutdoorOnly (every iterated entity is animated by definition)
- WalkEntitiesForTest: add optional animatedEntityIds parameter,
  mirror the new partition logic

Two new tests cover:
- EntitySet_IndoorOnly_IncludesAnimatedEntitiesEvenWithNullParentCellId
- EntitySet_OutdoorOnly_ExcludesAnimatedEntities

Known remaining limitation: dropped items / static-but-live objects
have ParentCellId == null AND are NOT in animatedEntityIds, so they
still classify as outdoor scenery and stencil-gate. Addressing this
requires a "live entity" flag on WorldEntity — deferred.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
This commit is contained in:
Erik 2026-05-26 08:55:45 +02:00
parent 41c2e67cd8
commit a2ad5c1ac4
2 changed files with 87 additions and 10 deletions

View file

@ -357,9 +357,12 @@ public sealed unsafe class WbDrawDispatcher : IDisposable
foreach (var animatedId in animatedEntityIds)
{
if (!entry.AnimatedById.TryGetValue(animatedId, out var entity)) continue;
// Phase A8: EntitySet partition for indoor/outdoor split passes.
if (set == EntitySet.IndoorOnly && !entity.ParentCellId.HasValue) continue;
if (set == EntitySet.OutdoorOnly && entity.ParentCellId.HasValue) continue;
// Phase A8 fix: every entity in this loop IS animated (we're iterating
// animatedEntityIds). Animated entities (player, NPCs, monsters) are live
// server-spawned objects that have ParentCellId == null but must ALWAYS
// render in the indoor pass — never stencil-gated by OutdoorOnly.
// Otherwise the character disappears when the camera enters a building.
if (set == EntitySet.OutdoorOnly) continue;
if (entity.MeshRefs.Count == 0) continue;
if (entity.ParentCellId.HasValue && visibleCellIds is not null
&& !visibleCellIds.Contains(entity.ParentCellId.Value)) continue;
@ -372,9 +375,13 @@ public sealed unsafe class WbDrawDispatcher : IDisposable
foreach (var entity in entry.Entities)
{
// Phase A8: EntitySet partition for indoor/outdoor split passes.
if (set == EntitySet.IndoorOnly && !entity.ParentCellId.HasValue) continue;
if (set == EntitySet.OutdoorOnly && entity.ParentCellId.HasValue) continue;
// Phase A8 fix: animated entities (player, NPCs, monsters) are live
// server-spawned objects with ParentCellId == null. They must ALWAYS render
// in the indoor pass — never stencil-gated by OutdoorOnly — or the character
// disappears when the camera enters a building.
bool isAnimated = animatedEntityIds is not null && animatedEntityIds.Contains(entity.Id);
if (set == EntitySet.IndoorOnly && !entity.ParentCellId.HasValue && !isAnimated) continue;
if (set == EntitySet.OutdoorOnly && (entity.ParentCellId.HasValue || isAnimated)) continue;
if (entity.MeshRefs.Count == 0) continue;
// Detect cell entity for indoor probes — first MeshRef.GfxObjId
@ -403,7 +410,7 @@ public sealed unsafe class WbDrawDispatcher : IDisposable
// Per-entity AABB frustum cull (perf #3). Animated entities bypass —
// they're tracked at landblock level + need per-frame work regardless.
// A.5 T18 Change #2: read cached AABB, refresh lazily on AabbDirty.
bool isAnimated = animatedEntityIds?.Contains(entity.Id) == true;
// Note: isAnimated already computed above for the EntitySet partition.
bool aabbVisible = true;
if (frustum is not null && !isAnimated && entry.LandblockId != neverCullLandblockId)
{
@ -1350,13 +1357,18 @@ public sealed unsafe class WbDrawDispatcher : IDisposable
public static List<uint> WalkEntitiesForTest(
IReadOnlyList<AcDream.Core.World.WorldEntity> entities,
HashSet<uint>? visibleCellIds,
EntitySet set)
EntitySet set,
HashSet<uint>? animatedEntityIds = null)
{
var output = new List<uint>();
foreach (var entity in entities)
{
if (set == EntitySet.IndoorOnly && !entity.ParentCellId.HasValue) continue;
if (set == EntitySet.OutdoorOnly && entity.ParentCellId.HasValue) continue;
// Phase A8 fix: animated entities (player, NPCs, monsters) are live
// server-spawned objects with ParentCellId == null. They must ALWAYS render
// in the indoor pass — never stencil-gated by OutdoorOnly.
bool isAnimated = animatedEntityIds is not null && animatedEntityIds.Contains(entity.Id);
if (set == EntitySet.IndoorOnly && !entity.ParentCellId.HasValue && !isAnimated) continue;
if (set == EntitySet.OutdoorOnly && (entity.ParentCellId.HasValue || isAnimated)) continue;
if (entity.MeshRefs.Count == 0) continue;
bool cellInVis = !(entity.ParentCellId.HasValue

View file

@ -107,4 +107,69 @@ 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);
}
}