feat(core+app): Phase 7.1 — render EnvCell room geometry (walls/floors/ceilings)
Interior walls, floors, and ceilings were invisible because the Phase 2d walker only consumed StaticObjects and skipped each cell's CellStruct (VertexArray + Polygons + EnvCell.Surfaces). This commit ports the same fan-triangulated per-surface bucket pattern from GfxObjMesh into a new CellMesh module, then wires it into the interior walker so each EnvCell now contributes both its static props and its room mesh. The cell's world transform (rotation * translation(cellOrigin + lbOffset)) is baked into MeshRef.PartTransform with WorldEntity at identity, matching how StaticMeshRenderer composes model = PartTransform * entityRoot. Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
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2 changed files with 167 additions and 1 deletions
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@ -396,7 +396,10 @@ public sealed class GameWindow : IDisposable
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// objects live here rather than in LandBlockInfo.Objects. EnvCell ids for a
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// landblock are packed at 0xAAAABBBB where AAAA is the landblock id high word
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// and BBBB starts at 0x0100 — documented on LandBlockInfo.NumCells.
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// Phase 7.1: also build each EnvCell's room geometry (walls/floors/ceilings)
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// from CellStruct.Polygons + EnvCell.Surfaces.
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int interiorSpawned = 0;
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int cellMeshSpawned = 0;
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uint interiorIdCounter = 0x40000000u; // distinct from scenery (0x80000000+) and stabs
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foreach (var lb in worldView.Landblocks)
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{
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@ -416,9 +419,64 @@ public sealed class GameWindow : IDisposable
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uint firstCellId = (lb.LandblockId & 0xFFFF0000u) | 0x0100u;
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for (uint offset = 0; offset < lbInfo.NumCells; offset++)
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{
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var envCell = _dats.Get<DatReaderWriter.DBObjs.EnvCell>(firstCellId + offset);
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uint envCellId = firstCellId + offset;
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var envCell = _dats.Get<DatReaderWriter.DBObjs.EnvCell>(envCellId);
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if (envCell is null) continue;
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// Phase 7.1: build and register room geometry for this EnvCell.
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// Each EnvCell has an EnvironmentId that points to an Environment dat
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// containing CellStruct geometry (vertex arrays + polygons). The surfaces
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// list on the EnvCell (not the CellStruct) maps polygon PosSurface indices
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// to unqualified surface ids (OR with 0x08000000 for the full dat id).
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if (envCell.EnvironmentId != 0)
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{
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var environment = _dats.Get<DatReaderWriter.DBObjs.Environment>(0x0D000000u | envCell.EnvironmentId);
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if (environment is not null
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&& environment.Cells.TryGetValue(envCell.CellStructure, out var cellStruct))
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{
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var cellSubMeshes = AcDream.Core.Meshing.CellMesh.Build(envCell, cellStruct);
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if (cellSubMeshes.Count > 0)
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{
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// Use the EnvCell dat id as the GPU upload key. EnvCell ids
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// live in 0xAAAA01xx space which is disjoint from GfxObj
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// (0x01xxxxxx) and Setup (0x02xxxxxx) ids — no collision risk.
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_staticMesh.EnsureUploaded(envCellId, cellSubMeshes);
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// Cell vertices are in env-local space. The per-cell world
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// transform is: rotate(envCell.Position.Orientation) then
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// translate(envCell.Position.Origin + landblock offset).
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// We bake the full transform into PartTransform and leave
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// the WorldEntity at identity so the renderer's
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// model = PartTransform * entityRoot = cellTransform * I
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// gives the correctly positioned cell mesh.
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var cellTransform =
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System.Numerics.Matrix4x4.CreateFromQuaternion(envCell.Position.Orientation) *
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System.Numerics.Matrix4x4.CreateTranslation(envCell.Position.Origin + lbOffset);
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var cellMeshRef = new AcDream.Core.World.MeshRef(envCellId, cellTransform);
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var cellEntity = new AcDream.Core.World.WorldEntity
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{
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Id = interiorIdCounter++,
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SourceGfxObjOrSetupId = envCellId,
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Position = System.Numerics.Vector3.Zero,
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Rotation = System.Numerics.Quaternion.Identity,
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MeshRefs = new[] { cellMeshRef },
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};
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hydratedEntities.Add(cellEntity);
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var cellSnapshot = new AcDream.Plugin.Abstractions.WorldEntitySnapshot(
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Id: cellEntity.Id,
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SourceId: cellEntity.SourceGfxObjOrSetupId,
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Position: cellEntity.Position,
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Rotation: cellEntity.Rotation);
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_worldGameState.Add(cellSnapshot);
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_worldEvents.FireEntitySpawned(cellSnapshot);
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cellMeshSpawned++;
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}
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}
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}
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foreach (var stab in envCell.StaticObjects)
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{
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// Resolve stab id to mesh (same as LandBlockInfo.Objects).
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@ -483,6 +541,7 @@ public sealed class GameWindow : IDisposable
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}
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}
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Console.WriteLine($"interior: spawned {interiorSpawned} static objects from EnvCells");
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Console.WriteLine($"interior: built {cellMeshSpawned} cell room meshes");
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_entities = hydratedEntities;
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Console.WriteLine($"hydrated {_entities.Count} entities total (stabs + buildings + scenery + interior)");
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107
src/AcDream.Core/Meshing/CellMesh.cs
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107
src/AcDream.Core/Meshing/CellMesh.cs
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@ -0,0 +1,107 @@
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using System.Numerics;
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using AcDream.Core.Terrain;
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using DatReaderWriter.DBObjs;
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using DatReaderWriter.Types;
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namespace AcDream.Core.Meshing;
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/// <summary>
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/// Builds renderable sub-meshes from an EnvCell's room geometry (walls,
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/// floors, ceilings). The geometry lives in the linked Environment dat:
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/// EnvCell.EnvironmentId → Environment → Cells[CellStructure] → CellStruct.
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/// This mirrors GfxObjMesh.Build but reads surfaces from EnvCell.Surfaces
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/// (not from the CellStruct itself) and uses the same fan-triangulation
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/// and per-surface deduplication pattern.
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/// </summary>
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public static class CellMesh
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{
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/// <summary>
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/// Walk a CellStruct's polygons and produce one <see cref="GfxObjSubMesh"/>
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/// per referenced Surface. Surfaces are resolved from <paramref name="envCell"/>.Surfaces
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/// (OR'd with 0x08000000 to form the full dat id). Polygons are triangulated as fans.
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/// </summary>
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public static IReadOnlyList<GfxObjSubMesh> Build(EnvCell envCell, CellStruct cellStruct)
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{
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// Group output vertices and indices per surface dat id.
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var perSurface = new Dictionary<uint, (List<Vertex> Vertices, List<uint> Indices, Dictionary<(int pos, int uv), uint> Dedupe)>();
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foreach (var kvp in cellStruct.Polygons)
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{
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var poly = kvp.Value;
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if (poly.VertexIds.Count < 3)
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continue; // degenerate polygon
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// Skip if NoPos stippling is set (polygon has no positive surface geometry).
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if (poly.Stippling.HasFlag(DatReaderWriter.Enums.StipplingType.NoPos))
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continue;
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int surfaceIdx = poly.PosSurface;
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if (surfaceIdx < 0 || surfaceIdx >= envCell.Surfaces.Count)
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continue; // out-of-range surface index
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// Surfaces on EnvCell are unqualified ids; OR with 0x08000000 for the full dat id.
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uint surfaceId = (uint)envCell.Surfaces[surfaceIdx] | 0x08000000u;
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if (!perSurface.TryGetValue(surfaceId, out var bucket))
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{
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bucket = (new List<Vertex>(), new List<uint>(), new Dictionary<(int, int), uint>());
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perSurface[surfaceId] = bucket;
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}
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// Collect output vertex indices for this polygon.
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var polyOut = new List<uint>(poly.VertexIds.Count);
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bool skipPoly = false;
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for (int i = 0; i < poly.VertexIds.Count; i++)
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{
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int posIdx = poly.VertexIds[i];
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int uvIdx = i < poly.PosUVIndices.Count ? poly.PosUVIndices[i] : 0;
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if (!cellStruct.VertexArray.Vertices.TryGetValue((ushort)posIdx, out var sw))
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{
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skipPoly = true;
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break;
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}
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var texcoord = uvIdx >= 0 && uvIdx < sw.UVs.Count
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? new Vector2(sw.UVs[uvIdx].U, sw.UVs[uvIdx].V)
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: Vector2.Zero;
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// Use normal from vertex data; fall back to up-vector if missing.
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var normal = sw.Normal != Vector3.Zero ? sw.Normal : Vector3.UnitZ;
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var key = (posIdx, uvIdx);
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if (!bucket.Dedupe.TryGetValue(key, out var outIdx))
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{
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outIdx = (uint)bucket.Vertices.Count;
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bucket.Vertices.Add(new Vertex(sw.Origin, normal, texcoord, TerrainLayer: 0));
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bucket.Dedupe[key] = outIdx;
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}
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polyOut.Add(outIdx);
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}
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if (skipPoly || polyOut.Count < 3)
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continue;
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// Fan triangulation: (v0, v1, v2), (v0, v2, v3), ...
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for (int i = 1; i < polyOut.Count - 1; i++)
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{
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bucket.Indices.Add(polyOut[0]);
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bucket.Indices.Add(polyOut[i]);
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bucket.Indices.Add(polyOut[i + 1]);
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}
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}
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// Emit one sub-mesh per surface.
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var result = new List<GfxObjSubMesh>(perSurface.Count);
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foreach (var kvp in perSurface)
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{
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result.Add(new GfxObjSubMesh(
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SurfaceId: kvp.Key,
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Vertices: kvp.Value.Vertices.ToArray(),
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Indices: kvp.Value.Indices.ToArray()));
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}
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return result;
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}
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}
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