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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@ -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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