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>
This commit is contained in:
Erik 2026-08-30 10:51:05 +02:00
parent e5cdd2364e
commit b3ac5872e9
8 changed files with 90 additions and 12 deletions

View file

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