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)");