feat(render): Phase A8 — WbDrawDispatcher.EntitySet partition

Adds EntitySet { All, IndoorOnly, OutdoorOnly } and a Draw parameter to
partition the per-entity walk by ParentCellId presence. EntitySet.All
preserves pre-A8 behavior; IndoorOnly drops null-ParentCellId entities;
OutdoorOnly drops ParentCellId.HasValue entities. The visibleCellIds
filter is still applied on top.

Used by Task 7 to split the render frame's single Draw call into two
(indoor stencil-OFF, outdoor stencil-gated).

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
This commit is contained in:
Erik 2026-05-26 08:20:45 +02:00
parent a1c393ee14
commit dcf69a1feb
2 changed files with 170 additions and 3 deletions

View file

@ -0,0 +1,110 @@
// Phase A8 — verify the WbDrawDispatcher EntitySet partition.
//
// The pure-data WalkEntitiesForTest helper iterates a flat entity list and
// returns the IDs that survive the EntitySet filter + visibleCellIds gate.
// EntitySet.IndoorOnly should include only entities with ParentCellId,
// EntitySet.OutdoorOnly only entities with null ParentCellId, and
// EntitySet.All (the default) should match the pre-A8 behavior.
using System.Collections.Generic;
using System.Numerics;
using AcDream.App.Rendering.Wb;
using AcDream.Core.World;
using Xunit;
namespace AcDream.Core.Tests.Rendering.Wb;
public class WbDrawDispatcherEntitySetTests
{
private static WorldEntity Indoor(uint id, uint cellId) => new()
{
Id = id,
SourceGfxObjOrSetupId = 0x01000001u,
ParentCellId = cellId,
MeshRefs = new List<AcDream.Core.World.MeshRef>
{
new() { GfxObjId = 0x01000001u },
},
Position = Vector3.Zero,
Rotation = System.Numerics.Quaternion.Identity,
};
private static WorldEntity Outdoor(uint id) => new()
{
Id = id,
SourceGfxObjOrSetupId = 0x01000001u,
ParentCellId = null,
MeshRefs = new List<AcDream.Core.World.MeshRef>
{
new() { GfxObjId = 0x01000001u },
},
Position = Vector3.Zero,
Rotation = System.Numerics.Quaternion.Identity,
};
[Fact]
public void EntitySet_IndoorOnly_DropsOutdoorEntities()
{
var entities = new List<WorldEntity>
{
Indoor(0x10000001, 0xA9B40143),
Outdoor(0x10000002),
Indoor(0x10000003, 0xA9B40144),
};
var visible = new HashSet<uint> { 0xA9B40143u, 0xA9B40144u };
var result = WbDrawDispatcher.WalkEntitiesForTest(
entities,
visibleCellIds: visible,
set: WbDrawDispatcher.EntitySet.IndoorOnly);
Assert.Equal(2, result.Count);
Assert.Contains(0x10000001u, result);
Assert.Contains(0x10000003u, result);
Assert.DoesNotContain(0x10000002u, result);
}
[Fact]
public void EntitySet_OutdoorOnly_KeepsOnlyNullParentCellId()
{
var entities = new List<WorldEntity>
{
Indoor(0x10000001, 0xA9B40143),
Outdoor(0x10000002),
Outdoor(0x10000003),
};
var result = WbDrawDispatcher.WalkEntitiesForTest(
entities,
visibleCellIds: null,
set: WbDrawDispatcher.EntitySet.OutdoorOnly);
Assert.Equal(2, result.Count);
Assert.Contains(0x10000002u, result);
Assert.Contains(0x10000003u, result);
Assert.DoesNotContain(0x10000001u, result);
}
[Fact]
public void EntitySet_All_MatchesPreA8Behavior()
{
var entities = new List<WorldEntity>
{
Indoor(0x10000001, 0xA9B40143),
Outdoor(0x10000002),
Indoor(0x10000003, 0xA9B40999), // not in visibleCellIds
};
var visible = new HashSet<uint> { 0xA9B40143u };
var result = WbDrawDispatcher.WalkEntitiesForTest(
entities,
visibleCellIds: visible,
set: WbDrawDispatcher.EntitySet.All);
// Pre-A8: visibleCellIds gates indoor entities, outdoor entities pass.
Assert.Equal(2, result.Count);
Assert.Contains(0x10000001u, result);
Assert.Contains(0x10000002u, result);
Assert.DoesNotContain(0x10000003u, result);
}
}