revert: remove obj_within_block — sorting sphere radii too large
The obj_within_block check using Setup.SortingSphere.Radius rejects far too many spawns. Sorting spheres for trees are 5-10m, creating a wide exclusion zone around every landblock edge. WorldBuilder produces correct scenery with just bounds+road+building+slope checks and no bounding sphere check. Revert to match WorldBuilder's approach. The single extra tree near the road at vtx=(4,8) in 0xA9B1 remains as a known minor discrepancy from retail — root cause TBD. Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
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@ -59,7 +59,6 @@ public static class SceneryGenerator
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float[]? heightTable = null)
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{
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var result = new List<ScenerySpawn>();
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var sortingRadiusCache = new Dictionary<uint, float>();
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if (region.TerrainInfo?.TerrainTypes is null || region.SceneInfo?.SceneTypes is null)
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return result;
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@ -183,15 +182,6 @@ public static class SceneryGenerator
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if (nz < obj.MinSlope || nz > obj.MaxSlope) continue;
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}
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// Retail obj_within_block check: the model's sorting sphere must
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// fit entirely within the landblock bounds. This rejects edge-vertex
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// spawns whose bounding sphere would extend past the boundary.
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// Named-retail: CPhysicsObj::obj_within_block (0x00461c30), called
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// inside CLandBlock::get_land_scenes after find_terrain_poly/CheckSlope.
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float sortRadius = GetSortingSphereRadius(dats, obj.ObjectId, sortingRadiusCache);
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if (!IsWithinBlock(lx, ly, sortRadius))
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continue;
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// BaseLoc.Z offset: scenery-specific vertical offset from
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// the ground (e.g., flowers planted at -0.1m so they
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// don't float above grass). The renderer adds groundZ
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@ -370,54 +360,6 @@ public static class SceneryGenerator
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private const int CellsPerSide = 8;
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/// <summary>
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/// Retail CPhysicsObj::obj_within_block check — verifies the object's sorting
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/// sphere stays entirely within the landblock bounds. Returns true if the object
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/// is within bounds.
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///
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/// Named-retail: CPhysicsObj::obj_within_block (0x00461c30).
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/// ACViewer: PhysicsObj.obj_within_block.
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///
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/// Retail loads the full PhysicsObj, transforms the sorting sphere center via
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/// LocalToGlobal, then checks center ± radius against [0, BlockLength].
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/// We approximate by ignoring the sorting sphere center offset (typically small
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/// for scenery) and checking the spawn position directly against [radius, 192-radius].
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/// </summary>
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private static bool IsWithinBlock(float lx, float ly, float sortingSphereRadius)
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{
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if (sortingSphereRadius <= 0f) return true;
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return lx >= sortingSphereRadius && ly >= sortingSphereRadius
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&& lx < LandblockSize - sortingSphereRadius
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&& ly < LandblockSize - sortingSphereRadius;
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}
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/// <summary>
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/// Gets the sorting sphere radius for a scenery object, with caching.
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/// Setup objects (0x02xxxxxx) use Setup.SortingSphere.Radius.
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/// GfxObj objects (0x01xxxxxx) fall back to 0 (allows placement; these are
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/// typically small items like grass patches whose BSP sphere is tiny).
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/// </summary>
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private static float GetSortingSphereRadius(
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DatCollection dats, uint objectId, Dictionary<uint, float> cache)
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{
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if (cache.TryGetValue(objectId, out float cached))
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return cached;
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float radius = 0f;
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if ((objectId >> 24) == 0x02)
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{
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// Setup — has an explicit SortingSphere
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var setup = dats.Get<Setup>(objectId);
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if (setup?.SortingSphere is { } sphere)
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radius = sphere.Radius;
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}
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// GfxObj (0x01) — no Setup.SortingSphere; use 0 (permissive).
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// These are typically small single-mesh scenery items.
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cache[objectId] = radius;
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return radius;
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}
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/// <summary>
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/// Pseudo-random displacement within a cell for a scenery object. Returns a
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/// Vector3 in local cell-offset space (the caller adds it to the cell corner
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