checkpoint(render): preserve pre-overhaul investigation state

This commit is contained in:
Erik 2026-09-01 18:04:24 +02:00
parent e880860291
commit b3b7d922f1
45 changed files with 3168 additions and 619 deletions

View file

@ -1002,11 +1002,6 @@ public static class CellTransit
/// docs/research/2026-08-07-ap159-pseudocode.md for the derivation.
/// </para>
/// </summary>
/// <param name="worldParts">Per-part world-placed authored boxes — the
/// outdoor extent walk's input.</param>
/// <param name="worldPartSpheres">Per-part world-placed BSP root spheres —
/// the indoor residual's and the building bridge's input. Same parts, same
/// order, from the same <see cref="ShadowPartGeometry"/> values.</param>
public static IReadOnlyList<uint> BuildShadowCellSetFromParts(
PhysicsDataCache cache,
uint seedCellId,
@ -1107,27 +1102,17 @@ public static class CellTransit
}
}
// Static prune (do_not_load_cells, 0x0052b66e) — indoor-seeded ONLY.
// The outdoor rectangle is deliberately unpruned: pruning it would
// re-create #334 in a new form.
if (isStatic && seedLow >= 0x0100u)
{
var seedCell = cache.GetCellStruct(seedCellId);
if (seedCell is not null)
{
var keep = new List<uint>(candidates.Count);
foreach (uint id in candidates.OrderedIds)
{
if (id == seedCellId || seedCell.VisibleCellIds.Contains(id))
keep.Add(id);
}
if (keep.Count != candidates.Count)
{
candidates.Clear();
foreach (uint id in keep) candidates.Add(id);
}
}
}
// Do NOT apply CObjCell::find_cell_list's do_not_load_cells prune
// (0x0052b66e) here. That code belongs to the sphere/cylsphere entry
// point at 0x0052b4e0. The part-array route used here is retail
// CPhysicsObj::find_bbox_cell_list @0x00510fc0: it walks the growing
// CELLARRAY through CPartArray::calc_cross_cells_static and returns
// it directly. calc_cross_cells_static does set do_not_load_cells=1,
// but the box transit consumes that only as a no-load policy while
// resolving neighbouring cells; it does not delete the already-added
// exterior cells. Pruning here removed a static Setup's legitimate
// outdoor shadow membership after an exit portal crossing (the
// cathedral ramp 0x020009A2: collision remained, render vanished).
return candidates.OrderedIds;
}

View file

@ -360,6 +360,39 @@ public sealed class ShadowObjectRegistry
private PhysicsDataCache? _fallback;
private PhysicsDataCache FloodCache => DataCache ?? _fallbackCache;
/// <summary>
/// Computes retail's static PartArray render-cell membership without
/// publishing collision rows. Static visual parts and collision shapes
/// share the same <c>find_bbox_cell_list</c> portal walk, but retail keeps
/// them in separate cell lists (<c>shadow_part_list</c> versus
/// <c>shadow_object_list</c>). Decorative meshes therefore need this path
/// even when <see cref="GetOwnerCells"/> is empty.
/// </summary>
public IReadOnlyList<uint> ComputeStaticRenderCells(
uint seedCellId,
Vector3 entityWorldPosition,
Quaternion entityWorldRotation,
IReadOnlyList<ShadowShape> visualParts)
{
if (seedCellId == 0u || visualParts.Count == 0)
return Array.Empty<uint>();
List<ShadowPartBox> boxes = BuildFloodPartBoxes(
entityWorldPosition,
entityWorldRotation,
visualParts);
List<DatReaderWriter.Types.Sphere> spheres = BuildBspPartSpheres(
entityWorldPosition,
entityWorldRotation,
visualParts);
return CellTransit.BuildShadowCellSetFromParts(
FloodCache,
seedCellId,
boxes,
spheres,
isStatic: true);
}
/// <summary>
/// Register a single-shape entity. <paramref name="seedCellId"/> is the
/// entity's <c>m_position.objcell_id</c> — the flood seed. Pass 0 to

View file

@ -342,6 +342,93 @@ public static class ShadowShapeBuilder
return shapes;
}
/// <summary>
/// Resolves every visual part of a static object into the paired sphere +
/// vertex-box geometry used by retail's render-shadow cell registration.
/// Unlike <see cref="FromLandblockBspParts"/>, this deliberately includes
/// decorative GfxObjs with no physics BSP: <c>CEnvCell::init_static_objects</c>
/// creates a real <c>CPhysicsObj</c> for every static and
/// <c>CPartArray::AddPartsShadow</c> registers every visual part in each
/// crossed cell even when that part cannot collide.
///
/// <para>The returned values are geometry carriers only. Callers must not
/// publish them to the collision registry.</para>
/// </summary>
public static List<ShadowShape> FromStaticRenderParts(
IReadOnlyList<MeshRef> meshRefs,
Func<uint, GfxObjPhysics?> getGfxObj,
Func<uint, GfxObjVisualBounds?> getVisualBounds,
out bool hasPhysicsBsp)
{
ArgumentNullException.ThrowIfNull(meshRefs);
ArgumentNullException.ThrowIfNull(getGfxObj);
ArgumentNullException.ThrowIfNull(getVisualBounds);
hasPhysicsBsp = false;
var parts = new List<ShadowShape>(meshRefs.Count);
foreach (MeshRef meshRef in meshRefs)
{
GfxObjPhysics? physics = getGfxObj(meshRef.GfxObjId);
bool partHasPhysicsBsp = physics?.FlatPhysicsBsp is { RootIndex: >= 0 }
|| physics?.BSP?.Root is not null;
hasPhysicsBsp |= partHasPhysicsBsp;
FlatGfxObjVisualBounds? flatBounds = physics?.VisualBounds;
if (flatBounds is null && getVisualBounds(meshRef.GfxObjId) is { } visual)
{
flatBounds = new FlatGfxObjVisualBounds(
visual.Min,
visual.Max,
visual.Center,
visual.Radius,
visual.HalfExtents);
}
if (flatBounds is not { } bounds)
continue;
if (!Matrix4x4.Decompose(
meshRef.PartTransform,
out Vector3 partScaleVector,
out Quaternion partRotation,
out Vector3 partPosition))
{
partScaleVector = Vector3.One;
partRotation = Quaternion.Identity;
partPosition = meshRef.PartTransform.Translation;
}
float partScale = partScaleVector.X > 0f ? partScaleVector.X : 1f;
FlatCollisionSphere sphere;
if (partHasPhysicsBsp)
{
FlatPhysicsBsp? flat = physics!.FlatPhysicsBsp;
sphere = flat is { RootIndex: >= 0 }
? flat.Nodes[flat.RootIndex].BoundingSphere
: new FlatCollisionSphere(
physics.BoundingSphere?.Origin ?? bounds.Center,
physics.BoundingSphere?.Radius ?? bounds.Radius);
}
else
{
// Retail falls back from physics_sphere to the GfxObj drawing
// sphere. The prepared collision catalog retains the exact
// visual AABB, not that drawing sphere; its circumsphere is a
// conservative cheap reject while the exact box below remains
// the admitting test.
sphere = new FlatCollisionSphere(bounds.Center, bounds.Radius);
}
parts.Add(ShadowShape.Bsp(
meshRef.GfxObjId,
partPosition,
partRotation,
partScale,
ShadowPartGeometry.Create(sphere, bounds)));
}
return parts;
}
/// <summary>
/// The collision identity of part <paramref name="index"/>: the installed
/// <c>AnimPartChanged</c> replacement when one was supplied, else the