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>
This commit is contained in:
Erik 2026-04-11 19:16:45 +02:00
parent 225e75b8b4
commit a538183caa
2 changed files with 167 additions and 1 deletions

View file

@ -396,7 +396,10 @@ public sealed class GameWindow : IDisposable
// objects live here rather than in LandBlockInfo.Objects. EnvCell ids for a
// landblock are packed at 0xAAAABBBB where AAAA is the landblock id high word
// and BBBB starts at 0x0100 — documented on LandBlockInfo.NumCells.
// Phase 7.1: also build each EnvCell's room geometry (walls/floors/ceilings)
// from CellStruct.Polygons + EnvCell.Surfaces.
int interiorSpawned = 0;
int cellMeshSpawned = 0;
uint interiorIdCounter = 0x40000000u; // distinct from scenery (0x80000000+) and stabs
foreach (var lb in worldView.Landblocks)
{
@ -416,9 +419,64 @@ public sealed class GameWindow : IDisposable
uint firstCellId = (lb.LandblockId & 0xFFFF0000u) | 0x0100u;
for (uint offset = 0; offset < lbInfo.NumCells; offset++)
{
var envCell = _dats.Get<DatReaderWriter.DBObjs.EnvCell>(firstCellId + offset);
uint envCellId = firstCellId + offset;
var envCell = _dats.Get<DatReaderWriter.DBObjs.EnvCell>(envCellId);
if (envCell is null) continue;
// Phase 7.1: build and register room geometry for this EnvCell.
// Each EnvCell has an EnvironmentId that points to an Environment dat
// containing CellStruct geometry (vertex arrays + polygons). The surfaces
// list on the EnvCell (not the CellStruct) maps polygon PosSurface indices
// to unqualified surface ids (OR with 0x08000000 for the full dat id).
if (envCell.EnvironmentId != 0)
{
var environment = _dats.Get<DatReaderWriter.DBObjs.Environment>(0x0D000000u | envCell.EnvironmentId);
if (environment is not null
&& environment.Cells.TryGetValue(envCell.CellStructure, out var cellStruct))
{
var cellSubMeshes = AcDream.Core.Meshing.CellMesh.Build(envCell, cellStruct);
if (cellSubMeshes.Count > 0)
{
// Use the EnvCell dat id as the GPU upload key. EnvCell ids
// live in 0xAAAA01xx space which is disjoint from GfxObj
// (0x01xxxxxx) and Setup (0x02xxxxxx) ids — no collision risk.
_staticMesh.EnsureUploaded(envCellId, cellSubMeshes);
// Cell vertices are in env-local space. The per-cell world
// transform is: rotate(envCell.Position.Orientation) then
// translate(envCell.Position.Origin + landblock offset).
// We bake the full transform into PartTransform and leave
// the WorldEntity at identity so the renderer's
// model = PartTransform * entityRoot = cellTransform * I
// gives the correctly positioned cell mesh.
var cellTransform =
System.Numerics.Matrix4x4.CreateFromQuaternion(envCell.Position.Orientation) *
System.Numerics.Matrix4x4.CreateTranslation(envCell.Position.Origin + lbOffset);
var cellMeshRef = new AcDream.Core.World.MeshRef(envCellId, cellTransform);
var cellEntity = new AcDream.Core.World.WorldEntity
{
Id = interiorIdCounter++,
SourceGfxObjOrSetupId = envCellId,
Position = System.Numerics.Vector3.Zero,
Rotation = System.Numerics.Quaternion.Identity,
MeshRefs = new[] { cellMeshRef },
};
hydratedEntities.Add(cellEntity);
var cellSnapshot = new AcDream.Plugin.Abstractions.WorldEntitySnapshot(
Id: cellEntity.Id,
SourceId: cellEntity.SourceGfxObjOrSetupId,
Position: cellEntity.Position,
Rotation: cellEntity.Rotation);
_worldGameState.Add(cellSnapshot);
_worldEvents.FireEntitySpawned(cellSnapshot);
cellMeshSpawned++;
}
}
}
foreach (var stab in envCell.StaticObjects)
{
// Resolve stab id to mesh (same as LandBlockInfo.Objects).
@ -483,6 +541,7 @@ public sealed class GameWindow : IDisposable
}
}
Console.WriteLine($"interior: spawned {interiorSpawned} static objects from EnvCells");
Console.WriteLine($"interior: built {cellMeshSpawned} cell room meshes");
_entities = hydratedEntities;
Console.WriteLine($"hydrated {_entities.Count} entities total (stabs + buildings + scenery + interior)");

View file

@ -0,0 +1,107 @@
using System.Numerics;
using AcDream.Core.Terrain;
using DatReaderWriter.DBObjs;
using DatReaderWriter.Types;
namespace AcDream.Core.Meshing;
/// <summary>
/// Builds renderable sub-meshes from an EnvCell's room geometry (walls,
/// floors, ceilings). The geometry lives in the linked Environment dat:
/// EnvCell.EnvironmentId → Environment → Cells[CellStructure] → CellStruct.
/// This mirrors GfxObjMesh.Build but reads surfaces from EnvCell.Surfaces
/// (not from the CellStruct itself) and uses the same fan-triangulation
/// and per-surface deduplication pattern.
/// </summary>
public static class CellMesh
{
/// <summary>
/// Walk a CellStruct's polygons and produce one <see cref="GfxObjSubMesh"/>
/// per referenced Surface. Surfaces are resolved from <paramref name="envCell"/>.Surfaces
/// (OR'd with 0x08000000 to form the full dat id). Polygons are triangulated as fans.
/// </summary>
public static IReadOnlyList<GfxObjSubMesh> Build(EnvCell envCell, CellStruct cellStruct)
{
// Group output vertices and indices per surface dat id.
var perSurface = new Dictionary<uint, (List<Vertex> Vertices, List<uint> Indices, Dictionary<(int pos, int uv), uint> Dedupe)>();
foreach (var kvp in cellStruct.Polygons)
{
var poly = kvp.Value;
if (poly.VertexIds.Count < 3)
continue; // degenerate polygon
// Skip if NoPos stippling is set (polygon has no positive surface geometry).
if (poly.Stippling.HasFlag(DatReaderWriter.Enums.StipplingType.NoPos))
continue;
int surfaceIdx = poly.PosSurface;
if (surfaceIdx < 0 || surfaceIdx >= envCell.Surfaces.Count)
continue; // out-of-range surface index
// Surfaces on EnvCell are unqualified ids; OR with 0x08000000 for the full dat id.
uint surfaceId = (uint)envCell.Surfaces[surfaceIdx] | 0x08000000u;
if (!perSurface.TryGetValue(surfaceId, out var bucket))
{
bucket = (new List<Vertex>(), new List<uint>(), new Dictionary<(int, int), uint>());
perSurface[surfaceId] = bucket;
}
// Collect output vertex indices for this polygon.
var polyOut = new List<uint>(poly.VertexIds.Count);
bool skipPoly = false;
for (int i = 0; i < poly.VertexIds.Count; i++)
{
int posIdx = poly.VertexIds[i];
int uvIdx = i < poly.PosUVIndices.Count ? poly.PosUVIndices[i] : 0;
if (!cellStruct.VertexArray.Vertices.TryGetValue((ushort)posIdx, out var sw))
{
skipPoly = true;
break;
}
var texcoord = uvIdx >= 0 && uvIdx < sw.UVs.Count
? new Vector2(sw.UVs[uvIdx].U, sw.UVs[uvIdx].V)
: Vector2.Zero;
// Use normal from vertex data; fall back to up-vector if missing.
var normal = sw.Normal != Vector3.Zero ? sw.Normal : Vector3.UnitZ;
var key = (posIdx, uvIdx);
if (!bucket.Dedupe.TryGetValue(key, out var outIdx))
{
outIdx = (uint)bucket.Vertices.Count;
bucket.Vertices.Add(new Vertex(sw.Origin, normal, texcoord, TerrainLayer: 0));
bucket.Dedupe[key] = outIdx;
}
polyOut.Add(outIdx);
}
if (skipPoly || polyOut.Count < 3)
continue;
// Fan triangulation: (v0, v1, v2), (v0, v2, v3), ...
for (int i = 1; i < polyOut.Count - 1; i++)
{
bucket.Indices.Add(polyOut[0]);
bucket.Indices.Add(polyOut[i]);
bucket.Indices.Add(polyOut[i + 1]);
}
}
// Emit one sub-mesh per surface.
var result = new List<GfxObjSubMesh>(perSurface.Count);
foreach (var kvp in perSurface)
{
result.Add(new GfxObjSubMesh(
SurfaceId: kvp.Key,
Vertices: kvp.Value.Vertices.ToArray(),
Indices: kvp.Value.Indices.ToArray()));
}
return result;
}
}