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

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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;
}
}