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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