feat(render) Campaign FW1: the degrade-level BSP gate kills the wrong punches
The offline degrade probe proved the mechanism: every Holtburg building carries PORT nodes ONLY in its level-0 GfxObj (out to ~24-48 m); every degraded level has zero. Retail walks the CURRENT degrade level BSP (part->gfxobj[deg_level]) - that is what limits look-in punches to the nearest buildings. WalkBuilding gains the degrade ladder + SelectDrawingBsp (band pick; UpdateViewerDistance hysteresis is a port TODO), the walk selects per viewer distance, the adapter builds per-level BSPs, and the stab-list load rule (CLandBlock::init_buildings @0052fd80: a full-res block loads exactly its buildings portal stab cells) replaces load-everything in the landscape builder. The sweep now shows clean rosters with all far-building punches gone; remaining deltas: the near buildings 001a/0022 (50 m/28 m center distance vs the 48 m band edge - sphere-adjusted distance/hysteresis to port) and the one ring-1 frustum boundary pair (aab50002/a9b3003c). Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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8 changed files with 90 additions and 12 deletions
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@ -136,6 +136,11 @@ public sealed class RetailFrameWalk
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{
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sink.Emit(WalkEvent.Building(building.PositionCellId));
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if (!building.HasGeometry) return;
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// Retail walks the CURRENT degrade level's drawing BSP
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// (part->gfxobj[deg_level]); a degraded-out slot skips everything
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// after publishing the portal list.
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WalkBspNode? bsp = building.SelectDrawingBsp(ctx.ViewerDistanceTo(building));
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if (bsp is null) return;
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int viewCount = Math.Max(activeViews.ViewCount, 0);
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var passSink = new PortalPassSink(sink);
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@ -144,11 +149,11 @@ public sealed class RetailFrameWalk
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{
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ctx.SetActiveView(activeViews, v);
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WalkBuildingPortals.BuildDrawPortalsOnly(
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building.DrawingBsp, 1, viewpoint,
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bsp, 1, viewpoint,
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(portalRef, pass) => WalkBuildingPortals.DrawPortal(
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_outdoorPView, building, portalRef, pass, ctx, passSink));
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WalkBuildingPortals.BuildDrawPortalsOnly(
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building.DrawingBsp, 2, viewpoint,
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bsp, 2, viewpoint,
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(portalRef, pass) => WalkBuildingPortals.DrawPortal(
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_outdoorPView, building, portalRef, pass, ctx, passSink));
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}
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@ -37,6 +37,10 @@ public sealed class WalkBspNode
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public bool IsPortal => InPortals is not null;
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}
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/// <summary>One degrade-ladder level: the drawing BSP of that level's
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/// GfxObj (portal-only view) and the level's far distance bound.</summary>
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public readonly record struct WalkBuildingDegradeLevel(float MaxDist, WalkBspNode? DrawingBsp);
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/// <summary>The walk's building model (retail <c>CBuildingObj</c> +
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/// <c>BuildInfo</c> as the frame walk consumes them).</summary>
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public sealed class WalkBuilding
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@ -47,12 +51,35 @@ public sealed class WalkBuilding
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public WalkBldPortal[] Portals = [];
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/// <summary>The drawing BSP of part 0's GfxObj (portal-only view).</summary>
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/// <summary>The drawing BSP of part 0's BASE GfxObj (portal-only view).
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/// Used directly when the model has no degrade ladder.</summary>
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public WalkBspNode? DrawingBsp;
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/// <summary>The degrade ladder (near→far). Retail walks the CURRENT
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/// level's drawing BSP (<c>part->gfxobj[deg_level]</c>) — and building
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/// degrade models beyond the first band carry NO portal nodes, which is
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/// what limits look-in punches to nearby buildings (probed 2026-08-30:
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/// every Holtburg building has ports at level 0 only).</summary>
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public WalkBuildingDegradeLevel[] DegradeLevels = [];
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/// <summary><c>part->gfxobj[deg_level] != 0</c> — a degraded-out slot
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/// skips the whole building AFTER publishing the portal list.</summary>
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public bool HasGeometry = true;
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/// <summary>Level selection by viewer distance. Simplified band pick
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/// (first level whose MaxDist covers the distance) — the faithful
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/// hysteresis of <c>CPhysicsPart::UpdateViewerDistance</c> is a port
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/// TODO; still fixtures are insensitive to hysteresis.</summary>
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public WalkBspNode? SelectDrawingBsp(float viewerDistance)
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{
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if (DegradeLevels.Length == 0) return DrawingBsp;
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foreach (WalkBuildingDegradeLevel level in DegradeLevels)
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{
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if (viewerDistance <= level.MaxDist)
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return level.DrawingBsp;
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}
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return null; // degraded out entirely
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}
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}
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/// <summary>
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@ -246,6 +273,11 @@ public interface IWalkBuildingFrameContext
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{
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Vector3 ViewpointInBuilding(WalkBuilding building);
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/// <summary>The viewer's distance to the building
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/// (<c>CPhysicsPart::UpdateViewerDistance</c>'s input) — selects the
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/// degrade level whose drawing BSP the portal pass walks.</summary>
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float ViewerDistanceTo(WalkBuilding building);
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/// <summary>Project + clip one building-local portal polygon against
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/// the ACTIVE view (retail: GetClip with do_clip=1 in the building
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/// frame). Returns the surviving count.</summary>
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