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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@ -148,8 +148,26 @@ public static class WalkWorldDatAdapter
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}
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WalkBspNode? bsp = null;
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var degradeLevels = new List<WalkBuildingDegradeLevel>();
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if (dats.Get<GfxObj>(buildingInfo.ModelId) is GfxObj gfxObj)
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{
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bsp = ConvertDrawingBsp(gfxObj, gfxObj.DrawingBSP?.Root);
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if (gfxObj.DIDDegrade != 0
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&& dats.Get<GfxObjDegradeInfo>(gfxObj.DIDDegrade)
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is GfxObjDegradeInfo degradeInfo)
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{
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foreach (GfxObjInfo level in degradeInfo.Degrades)
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{
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WalkBspNode? levelBsp = null;
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if (level.Id != 0
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&& dats.Get<GfxObj>((uint)level.Id) is GfxObj levelGfx)
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{
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levelBsp = ConvertDrawingBsp(levelGfx, levelGfx.DrawingBSP?.Root);
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}
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degradeLevels.Add(new WalkBuildingDegradeLevel(level.MaxDist, levelBsp));
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}
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}
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}
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Matrix4x4 worldTransform =
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Matrix4x4.CreateFromQuaternion(buildingInfo.Frame.Orientation)
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@ -161,6 +179,7 @@ public static class WalkWorldDatAdapter
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PositionCellId = positionCellId,
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Portals = portals,
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DrawingBsp = bsp,
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DegradeLevels = degradeLevels.ToArray(),
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},
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worldTransform,
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inverse));
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