feat(world): Phase A8 R1 — tag WorldEntity.IsBuildingShell at LandblockLoader
Adds a bool flag at the WorldEntity data layer set by LandblockLoader from the source dat array: LandBlockInfo.Buildings → true (cottage walls, inn walls, smithy walls); LandBlockInfo.Objects → false (trees, lampposts, rocks, hitching posts). Retail anchor: CLandBlock::init_buildings reads a separate BuildInfo** array from objects (acclient.h:31893 num_buildings / buildings field; acclient_2013_pseudo_c.txt:313854 init_buildings entry). WorldBuilder preserves the same distinction via SceneryInstance.IsBuilding (StaticObjectRenderManager.cs:334). Today acdream's loader reads both arrays into the same WorldEntity pool with no tag, destroying the distinction (the comment at GameWindow.cs:5175 already acknowledges this gap for scenery suppression). This commit closes the gap. Render-time consumption arrives in R2 (EntitySet partition refactor). Two new LandblockLoader tests lock the tagging behavior. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
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4 changed files with 71 additions and 0 deletions
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@ -5133,6 +5133,7 @@ public sealed class GameWindow : IDisposable
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Position = e.Position + worldOffset,
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Rotation = e.Rotation,
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MeshRefs = meshRefs,
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IsBuildingShell = e.IsBuildingShell, // Phase A8: preserve dat-level tag
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};
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hydrated.Add(entity);
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}
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@ -82,6 +82,7 @@ public static class LandblockLoader
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Position = building.Frame.Origin,
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Rotation = building.Frame.Orientation,
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MeshRefs = Array.Empty<MeshRef>(),
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IsBuildingShell = true, // Phase A8: tag at source array boundary
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};
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buildingEntity.RefreshAabb(); // A.5 T18: populate cached AABB at construction
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result.Add(buildingEntity);
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@ -44,6 +44,25 @@ public sealed class WorldEntity
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/// </summary>
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public uint? ParentCellId { get; init; }
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/// <summary>
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/// True when this entity originates from <c>LandBlockInfo.Buildings[]</c>
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/// (the dat array that carries building shells: cottage walls, smithy walls,
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/// inn walls — every solid building enclosure). False for entities from
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/// <c>LandBlockInfo.Objects[]</c> (rocks, fences, lampposts, tree clusters —
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/// outdoor scenery placeholders). The two arrays are conflated through
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/// hydration today but the dat itself carries the distinction; retail
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/// (<c>CLandBlock::init_buildings</c>) and WorldBuilder
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/// (<c>SceneryInstance.IsBuilding</c>) both preserve it.
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///
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/// <para>
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/// Read at draw time by <c>WbDrawDispatcher</c>'s <c>IndoorPass</c>
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/// partition so building shells render unconditionally when the camera
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/// is inside their building (they ARE the indoor walls), not stencil-gated
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/// as outdoor scenery would be.
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/// </para>
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/// </summary>
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public bool IsBuildingShell { get; init; }
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/// <summary>
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/// Uniform scale applied to this entity's mesh by the scenery pipeline.
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/// For scenery objects this is spawn.Scale (typically 0.8–1.3). For stabs
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@ -162,4 +162,54 @@ public class LandblockLoaderTests
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Assert.Single(entities);
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Assert.Equal(1u, entities[0].Id);
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}
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[Fact]
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public void BuildEntitiesFromInfo_TagsBuildingsWithIsBuildingShellTrue()
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{
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var info = new LandBlockInfo
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{
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Buildings =
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{
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new BuildingInfo
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{
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ModelId = 0x02000123u, // Setup id
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Frame = new Frame
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{
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Origin = new Vector3(10f, 20f, 30f),
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Orientation = Quaternion.Identity,
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},
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},
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},
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};
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var entities = LandblockLoader.BuildEntitiesFromInfo(info);
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Assert.Single(entities);
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Assert.True(entities[0].IsBuildingShell);
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}
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[Fact]
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public void BuildEntitiesFromInfo_TagsObjectsWithIsBuildingShellFalse()
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{
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var info = new LandBlockInfo
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{
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Objects =
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{
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new Stab
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{
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Id = 0x01000123u, // GfxObj id
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Frame = new Frame
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{
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Origin = new Vector3(10f, 20f, 30f),
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Orientation = Quaternion.Identity,
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},
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},
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},
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};
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var entities = LandblockLoader.BuildEntitiesFromInfo(info);
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Assert.Single(entities);
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Assert.False(entities[0].IsBuildingShell);
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}
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}
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