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>
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2 changed files with 170 additions and 3 deletions
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// Phase A8 — verify the WbDrawDispatcher EntitySet partition.
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//
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// The pure-data WalkEntitiesForTest helper iterates a flat entity list and
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// returns the IDs that survive the EntitySet filter + visibleCellIds gate.
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// EntitySet.IndoorOnly should include only entities with ParentCellId,
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// EntitySet.OutdoorOnly only entities with null ParentCellId, and
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// EntitySet.All (the default) should match the pre-A8 behavior.
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using System.Collections.Generic;
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using System.Numerics;
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using AcDream.App.Rendering.Wb;
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using AcDream.Core.World;
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using Xunit;
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namespace AcDream.Core.Tests.Rendering.Wb;
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public class WbDrawDispatcherEntitySetTests
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{
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private static WorldEntity Indoor(uint id, uint cellId) => new()
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{
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Id = id,
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SourceGfxObjOrSetupId = 0x01000001u,
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ParentCellId = cellId,
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MeshRefs = new List<AcDream.Core.World.MeshRef>
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{
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new() { GfxObjId = 0x01000001u },
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},
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Position = Vector3.Zero,
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Rotation = System.Numerics.Quaternion.Identity,
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};
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private static WorldEntity Outdoor(uint id) => new()
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{
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Id = id,
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SourceGfxObjOrSetupId = 0x01000001u,
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ParentCellId = null,
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MeshRefs = new List<AcDream.Core.World.MeshRef>
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{
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new() { GfxObjId = 0x01000001u },
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},
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Position = Vector3.Zero,
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Rotation = System.Numerics.Quaternion.Identity,
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};
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[Fact]
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public void EntitySet_IndoorOnly_DropsOutdoorEntities()
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{
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var entities = new List<WorldEntity>
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{
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Indoor(0x10000001, 0xA9B40143),
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Outdoor(0x10000002),
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Indoor(0x10000003, 0xA9B40144),
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};
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var visible = new HashSet<uint> { 0xA9B40143u, 0xA9B40144u };
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var result = WbDrawDispatcher.WalkEntitiesForTest(
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entities,
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visibleCellIds: visible,
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set: WbDrawDispatcher.EntitySet.IndoorOnly);
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Assert.Equal(2, result.Count);
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Assert.Contains(0x10000001u, result);
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Assert.Contains(0x10000003u, result);
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Assert.DoesNotContain(0x10000002u, result);
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}
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[Fact]
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public void EntitySet_OutdoorOnly_KeepsOnlyNullParentCellId()
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{
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var entities = new List<WorldEntity>
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{
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Indoor(0x10000001, 0xA9B40143),
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Outdoor(0x10000002),
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Outdoor(0x10000003),
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};
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var result = WbDrawDispatcher.WalkEntitiesForTest(
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entities,
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visibleCellIds: null,
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set: WbDrawDispatcher.EntitySet.OutdoorOnly);
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Assert.Equal(2, result.Count);
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Assert.Contains(0x10000002u, result);
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Assert.Contains(0x10000003u, result);
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Assert.DoesNotContain(0x10000001u, result);
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}
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[Fact]
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public void EntitySet_All_MatchesPreA8Behavior()
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{
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var entities = new List<WorldEntity>
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{
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Indoor(0x10000001, 0xA9B40143),
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Outdoor(0x10000002),
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Indoor(0x10000003, 0xA9B40999), // not in visibleCellIds
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};
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var visible = new HashSet<uint> { 0xA9B40143u };
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var result = WbDrawDispatcher.WalkEntitiesForTest(
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entities,
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visibleCellIds: visible,
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set: WbDrawDispatcher.EntitySet.All);
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// Pre-A8: visibleCellIds gates indoor entities, outdoor entities pass.
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Assert.Equal(2, result.Count);
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Assert.Contains(0x10000001u, result);
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Assert.Contains(0x10000002u, result);
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Assert.DoesNotContain(0x10000003u, result);
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}
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}
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