feat(render): Phase A8 — populate LoadedCell.PortalPolygons
BuildLoadedCell now reads the full portal polygon vertices from cellStruct.Polygons[portal.PolygonId].VertexIds and stores them in local-space on the LoadedCell. Empty arrays for unresolved polygons. Same source as the ClipPlane block; no new dat read. Unit test covers the data-class invariant (parallel indexing) since the full integration is exercised only at runtime with live dat data. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
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@ -5539,6 +5539,7 @@ public sealed class GameWindow : IDisposable
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// Build portal list and clip planes from CellPortals.
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var portals = new List<CellPortalInfo>();
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var clipPlanes = new List<PortalClipPlane>();
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var portalPolygons = new List<System.Numerics.Vector3[]>();
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// Compute cell centroid in local space for InsideSide determination.
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var centroid = (boundsMin + boundsMax) * 0.5f;
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@ -5596,6 +5597,34 @@ public sealed class GameWindow : IDisposable
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{
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clipPlanes.Add(default);
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}
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// Phase A8: capture the full polygon vertices in cell-local space
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// for the indoor stencil pipeline. Reads the same source as the
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// ClipPlane block above (polygon.VertexIds → cellStruct vertices).
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System.Numerics.Vector3[] polyVerts = System.Array.Empty<System.Numerics.Vector3>();
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if (cellStruct.Polygons.TryGetValue(portal.PolygonId, out var portalPoly)
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&& portalPoly.VertexIds.Count >= 3)
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{
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polyVerts = new System.Numerics.Vector3[portalPoly.VertexIds.Count];
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bool allResolved = true;
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for (int vi = 0; vi < portalPoly.VertexIds.Count; vi++)
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{
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if (cellStruct.VertexArray.Vertices.TryGetValue(
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(ushort)portalPoly.VertexIds[vi], out var pv))
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{
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polyVerts[vi] = new System.Numerics.Vector3(
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pv.Origin.X, pv.Origin.Y, pv.Origin.Z);
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}
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else
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{
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allResolved = false;
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break;
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}
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}
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if (!allResolved)
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polyVerts = System.Array.Empty<System.Numerics.Vector3>();
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}
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portalPolygons.Add(polyVerts);
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}
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var loaded = new LoadedCell
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@ -5608,6 +5637,7 @@ public sealed class GameWindow : IDisposable
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LocalBoundsMax = boundsMax,
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Portals = portals,
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ClipPlanes = clipPlanes,
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PortalPolygons = portalPolygons, // Phase A8
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};
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_pendingCells.Add(loaded);
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}
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@ -0,0 +1,55 @@
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// CellVisibilityPortalPolygonsTests.cs — verifies BuildLoadedCell preserves
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// portal polygon vertices in LoadedCell.PortalPolygons.
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//
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// Phase A8 — Indoor-cell visibility culling. Issue #78.
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using System.Numerics;
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using AcDream.App.Rendering;
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using Xunit;
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namespace AcDream.App.Tests.Rendering;
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public class CellVisibilityPortalPolygonsTests
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{
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[Fact]
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public void LoadedCell_DefaultPortalPolygons_IsEmpty()
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{
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var cell = new LoadedCell();
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Assert.NotNull(cell.PortalPolygons);
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Assert.Empty(cell.PortalPolygons);
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}
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[Fact]
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public void LoadedCell_PortalPolygons_ParallelIndexedToPortals()
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{
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// Hand-construct: two portals, one with a 4-vertex polygon, one with
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// an empty polygon (resolution failure simulated by an empty array).
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// The data-class semantics: PortalPolygons[i] corresponds to
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// Portals[i] and ClipPlanes[i].
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var cell = new LoadedCell
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{
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Portals = new()
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{
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new CellPortalInfo(0xFFFF, 100, 0), // exit portal, has geometry
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new CellPortalInfo(0x0102, 101, 0), // inner portal, no geometry resolved
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},
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ClipPlanes = new() { default, default },
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PortalPolygons = new()
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{
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new[]
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{
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new Vector3(0, 0, 0),
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new Vector3(1, 0, 0),
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new Vector3(1, 1, 0),
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new Vector3(0, 1, 0),
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},
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System.Array.Empty<Vector3>(),
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},
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};
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Assert.Equal(2, cell.Portals.Count);
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Assert.Equal(2, cell.PortalPolygons.Count);
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Assert.Equal(4, cell.PortalPolygons[0].Length);
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Assert.Empty(cell.PortalPolygons[1]);
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}
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}
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