feat(render): Phase A8 RR4 — wire BuildingRegistry into landblock load
LoadedCell.BuildingId (init + internal setter) — set exactly once at
landblock load time by BuildingLoader; null when the cell isn't
part of any building (outdoor surface cells; dungeon cells not
enumerated in LandBlockInfo.Buildings).
GameWindow landblock-load path: builds BuildingRegistry from
LandBlockInfo.Buildings; stamps each cell's BuildingId; stores the
registry on _buildingRegistries[landblockId] (GameWindow-level dict)
for render-frame lookups. Note: LoadedLandblock is AcDream.Core.World
(a sealed record) — adding an App-type field there would violate
Code Structure Rule #2, so the registry is stored in a new
GameWindow-level dictionary instead. Cleanup wired in both
removeTerrain lambdas (OnLoad + OnResize paths).
drainedCells dict: the existing _pendingCells drain loop is extended
to also build a local CellId→LoadedCell dict; BuildingLoader.Build
uses this dict for the stamping pass so no second iteration is needed.
New BuildingLoaderTest verifies the stamping path. 5 BuildingLoader
tests total (4 from RR3 + 1 new).
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
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4 changed files with 93 additions and 4 deletions
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@ -70,6 +70,19 @@ public sealed class LoadedCell
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/// </para>
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/// </summary>
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public List<Vector3[]> PortalPolygons = new();
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/// <summary>
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/// Phase A8 (2026-05-26): the building this cell belongs to, if any.
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/// Set exactly once by <see cref="Wb.BuildingLoader"/> immediately after
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/// LandblockLoader produces the cells. Null when the cell isn't part of
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/// any building (outdoor surface cells; dungeon cells not enumerated in
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/// LandBlockInfo.Buildings).
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///
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/// <para>Used by the render frame to derive the camera-buildings set
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/// via <see cref="Wb.BuildingRegistry.GetBuildingsContainingCell"/>
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/// and route IndoorPass cell scoping.</para>
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/// </summary>
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public uint? BuildingId { get; internal set; }
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}
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/// <summary>
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