feat(render): Phase A8 RR3 — Building + BuildingRegistry + BuildingLoader
New per-landblock data model for WB-style per-building cell scoping:
Building — BuildingId, EnvCellIds, ExitPortalPolygons,
occlusion-query state (Step 5 lifecycle)
BuildingRegistry — two-way indexed (by cellId + by buildingId);
single source of truth per landblock
BuildingLoader — static factory from LandBlockInfo.Buildings;
walks interior portals to expand cell sets;
collects exit portal polygons in world space
10 new unit tests cover data invariants + registry indexing + loader
mapping per the algorithm resolved in RR2 findings.
LoadedCell.BuildingId stamping wired in RR4. Render-time consumption
arrives in RR7 (Steps 1-4) + RR9 (Step 5) + RR11 (RenderOutsideIn).
Design: docs/superpowers/specs/2026-05-26-phase-a8-wb-full-port-design.md
Spike: docs/research/2026-05-26-a8-buildings-data-shape.md
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
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tests/AcDream.App.Tests/Rendering/Wb/BuildingLoaderTests.cs
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tests/AcDream.App.Tests/Rendering/Wb/BuildingLoaderTests.cs
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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 DatReaderWriter.DBObjs;
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using DatReaderWriter.Types;
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using Xunit;
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namespace AcDream.App.Tests.Rendering.Wb;
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public class BuildingLoaderTests
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{
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// Helper: build a minimal LandBlockInfo with one BuildingInfo per supplied tuple.
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// OtherCellId values are 16-bit cell-local ids (low word of full cell id).
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private static LandBlockInfo MakeInfo(params (uint modelId, uint[] portalOtherCellIds)[] buildings)
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{
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var bls = new List<BuildingInfo>();
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foreach (var (modelId, portals) in buildings)
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{
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var portalList = new List<BuildingPortal>();
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foreach (var ocid in portals)
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{
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portalList.Add(new BuildingPortal
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{
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OtherCellId = (ushort)(ocid & 0xFFFFu),
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Flags = 0,
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OtherPortalId = 0,
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StabList = new List<ushort>(),
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});
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}
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bls.Add(new BuildingInfo
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{
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ModelId = modelId,
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Frame = new Frame { Origin = Vector3.Zero, Orientation = Quaternion.Identity },
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Portals = portalList,
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});
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}
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return new LandBlockInfo
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{
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Objects = new List<Stab>(),
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Buildings = bls,
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};
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}
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[Fact]
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public void Empty_NoBuildings_EmptyRegistry()
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{
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var info = new LandBlockInfo { Objects = new List<Stab>(), Buildings = new List<BuildingInfo>() };
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var reg = BuildingLoader.Build(info, landblockId: 0xA9B40000u, cellsByCellId: new Dictionary<uint, AcDream.App.Rendering.LoadedCell>());
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Assert.Equal(0, reg.Count);
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}
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[Fact]
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public void OneBuilding_OnePortal_MapsToOneCell()
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{
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// Building points to cell 0x0150 in landblock 0xA9B40000 → full cell id 0xA9B40150
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var info = MakeInfo((modelId: 0x02000123u, portalOtherCellIds: new[] { 0x0150u }));
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// Pass an empty cell dict — loader seeds from BuildingInfo.Portals only
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var reg = BuildingLoader.Build(info, landblockId: 0xA9B40000u, cellsByCellId: new Dictionary<uint, AcDream.App.Rendering.LoadedCell>());
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Assert.Equal(1, reg.Count);
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var building = System.Linq.Enumerable.First(reg.All());
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Assert.Contains(0xA9B40150u, building.EnvCellIds);
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}
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[Fact]
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public void OneBuilding_MultiplePortals_MapsToMultipleCells()
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{
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var info = MakeInfo((0x02000123u, new[] { 0x0150u, 0x0151u, 0x0152u }));
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var reg = BuildingLoader.Build(info, 0xA9B40000u, new Dictionary<uint, AcDream.App.Rendering.LoadedCell>());
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var building = System.Linq.Enumerable.First(reg.All());
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Assert.Equal(3, building.EnvCellIds.Count);
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Assert.Contains(0xA9B40150u, building.EnvCellIds);
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Assert.Contains(0xA9B40151u, building.EnvCellIds);
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Assert.Contains(0xA9B40152u, building.EnvCellIds);
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}
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[Fact]
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public void TwoBuildings_AllocateSequentialIds()
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{
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var info = MakeInfo(
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(0x02000001u, new[] { 0x0150u }),
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(0x02000002u, new[] { 0x0160u }));
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var reg = BuildingLoader.Build(info, 0xA9B40000u, new Dictionary<uint, AcDream.App.Rendering.LoadedCell>());
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Assert.Equal(2, reg.Count);
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var ids = new SortedSet<uint>();
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foreach (var b in reg.All()) ids.Add(b.BuildingId);
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Assert.Equal(new SortedSet<uint> { 1, 2 }, ids); // sequential 1, 2
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}
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}
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