refactor: #100 — remove hiddenTerrainCells / BuildingTerrainCells plumbing

Retired in favour of Task 1's retail-faithful terrain shader Z nudge.
Pure removal — ~50 LOC of dead surface area across:

  - src/AcDream.Core/Terrain/LandblockMesh.cs (drop parameter +
    cell-collapse block)
  - src/AcDream.Core/World/LoadedLandblock.cs (drop field)
  - src/AcDream.Core/World/LandblockLoader.cs (drop method + call)
  - src/AcDream.App/Rendering/GameWindow.cs (3 sites)
  - src/AcDream.App/Streaming/GpuWorldState.cs (6 ctor sites)
  - src/AcDream.App/Streaming/LandblockStreamer.cs (1 ctor site)
  - tests/AcDream.Core.Tests/World/LandblockLoaderTests.cs (drop test)
  - tests/AcDream.Core.Tests/Terrain/LandblockMeshTests.cs (drop test)

No retail anchor — the deleted mechanism never had one; this commit
rolls our code back to the actual retail behaviour established in
the prior commit's shader nudge.

ISSUES.md #100 moved to Recently closed.

Cross-ref:
  docs/research/2026-05-25-issue-100-terrain-cutout-handoff.md
  docs/superpowers/plans/2026-05-25-issue-100-terrain-cutout.md

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
This commit is contained in:
Erik 2026-05-25 21:34:06 +02:00
parent f48c74aa8b
commit a64e6f20da
9 changed files with 52 additions and 165 deletions

View file

@ -40,15 +40,13 @@ public static class LandblockMesh
/// <param name="heightTable">Region.LandDefs.LandHeightTable — 256 float heights.</param>
/// <param name="ctx">TerrainAtlas-derived blending inputs.</param>
/// <param name="surfaceCache">Shared SurfaceInfo cache keyed by palette code.</param>
/// <param name="hiddenTerrainCells">Optional cell indices (cy * 8 + cx) to draw as zero-area triangles.</param>
public static LandblockMeshData Build(
LandBlock block,
uint landblockX,
uint landblockY,
float[] heightTable,
TerrainBlendingContext ctx,
System.Collections.Generic.IDictionary<uint, SurfaceInfo> surfaceCache,
System.Collections.Generic.IReadOnlySet<int>? hiddenTerrainCells = null)
System.Collections.Generic.IDictionary<uint, SurfaceInfo> surfaceCache)
{
ArgumentNullException.ThrowIfNull(block);
ArgumentNullException.ThrowIfNull(heightTable);
@ -168,21 +166,9 @@ public static class LandblockMesh
}
}
// Indices are trivial 0..383 since we don't deduplicate verts. When
// a building owns an outdoor terrain cell, keep the fixed 384-index
// contract but collapse its two triangles so the building/stair mesh
// can visually own the hole.
// Indices are trivial 0..383 since we don't deduplicate verts.
for (uint i = 0; i < VerticesPerLandblock; i++)
{
int cellIdx = (int)i / VerticesPerCell;
if (hiddenTerrainCells is not null && hiddenTerrainCells.Contains(cellIdx))
{
indices[i] = (uint)(cellIdx * VerticesPerCell);
continue;
}
indices[i] = i;
}
return new LandblockMeshData(vertices, indices);
}

View file

@ -23,30 +23,8 @@ public static class LandblockLoader
var entities = info is null
? Array.Empty<WorldEntity>()
: BuildEntitiesFromInfo(info, landblockId);
var buildingTerrainCells = info is null
? null
: BuildBuildingTerrainCells(info);
return new LoadedLandblock(landblockId, block, entities, buildingTerrainCells);
}
/// <summary>
/// Map LandBlockInfo.Buildings to 8x8 terrain mesh cells (cy * 8 + cx).
/// Retail attaches each CBuildingObj to its outside landcell during
/// CLandBlock::init_buildings; keep this signal separate from stabs so
/// ordinary static props do not punch holes in terrain.
/// </summary>
public static IReadOnlySet<int> BuildBuildingTerrainCells(LandBlockInfo info)
{
var result = new HashSet<int>();
foreach (var building in info.Buildings)
{
int cx = Math.Clamp((int)(building.Frame.Origin.X / 24f), 0, 7);
int cy = Math.Clamp((int)(building.Frame.Origin.Y / 24f), 0, 7);
result.Add(cy * 8 + cx);
}
return result;
return new LoadedLandblock(landblockId, block, entities);
}
/// <summary>

View file

@ -5,5 +5,4 @@ namespace AcDream.Core.World;
public sealed record LoadedLandblock(
uint LandblockId,
LandBlock Heightmap,
IReadOnlyList<WorldEntity> Entities,
IReadOnlySet<int>? BuildingTerrainCells = null);
IReadOnlyList<WorldEntity> Entities);