feat(render): R1 — InteriorEntityPartition (3-bucket per-cell entity split)
Pure helper splitting a frame's entities into live-dynamic / per-cell statics / outdoor scenery, by the same precedence as WbDrawDispatcher.ResolveEntitySlot (serverGuid first — live entities have no ParentCellId). Feeds the per-cell DrawInside loop. 3 unit tests, GL-free. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
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src/AcDream.App/Rendering/InteriorEntityPartition.cs
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src/AcDream.App/Rendering/InteriorEntityPartition.cs
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using System.Collections.Generic;
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using System.Numerics;
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using AcDream.Core.World;
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namespace AcDream.App.Rendering;
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/// <summary>
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/// Splits a frame's landblock entities into the three draw buckets the per-cell
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/// <see cref="InteriorRenderer"/> needs, using the SAME precedence as
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/// <see cref="Wb.WbDrawDispatcher.ResolveEntitySlot"/>:
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/// <list type="number">
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/// <item><b>ServerGuid != 0</b> (player / NPCs / items / doors) ⇒ <see cref="Result.LiveDynamic"/>
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/// — drawn unclipped (depth only). These have no <c>ParentCellId</c> so they MUST be tested first.</item>
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/// <item><b>ParentCellId</b> in the visible set ⇒ <see cref="Result.ByCell"/>[cell] — per-cell, portal-clipped.</item>
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/// <item><b>ParentCellId == null</b> (outdoor scenery / building shell) ⇒ <see cref="Result.Outdoor"/>
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/// — drawn through the doorway, clipped to OutsideView.</item>
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/// </list>
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/// A static whose <c>ParentCellId</c> is NOT in <paramref name="visibleCells"/> is dropped (its cell
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/// isn't drawn this frame). Entities with no <c>MeshRefs</c> are skipped. Pure; GL-free; unit-tested.
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/// </summary>
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public static class InteriorEntityPartition
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{
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public sealed class Result
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{
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public Dictionary<uint, List<WorldEntity>> ByCell { get; } = new();
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public List<WorldEntity> Outdoor { get; } = new();
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public List<WorldEntity> LiveDynamic { get; } = new();
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}
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public static Result Partition(
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HashSet<uint> visibleCells,
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IEnumerable<(uint LandblockId, Vector3 AabbMin, Vector3 AabbMax,
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IReadOnlyList<WorldEntity> Entities,
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IReadOnlyDictionary<uint, WorldEntity>? AnimatedById)> landblockEntries)
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{
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var result = new Result();
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foreach (var entry in landblockEntries)
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{
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foreach (var e in entry.Entities)
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{
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if (e.MeshRefs.Count == 0) continue;
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if (e.ServerGuid != 0) // live-dynamic — precedence first (no ParentCellId)
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{
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result.LiveDynamic.Add(e);
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}
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else if (e.ParentCellId is uint cell)
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{
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if (!visibleCells.Contains(cell)) continue; // its cell isn't drawn this frame
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if (!result.ByCell.TryGetValue(cell, out var list))
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result.ByCell[cell] = list = new List<WorldEntity>();
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list.Add(e);
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}
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else // outdoor scenery / building shell
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{
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result.Outdoor.Add(e);
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}
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}
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}
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return result;
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}
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}
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