feat(ui): debug overlay + refined input controls
Adds the first on-screen HUD for the dev client plus today's mouse-control refinements. Also lands yesterday's scenery-alignment changes that were left uncommitted in the working tree. Overlay: - BitmapFont rasterizes a system TTF via StbTrueTypeSharp into a 512x512 R8 atlas at startup (Consolas on Windows, DejaVu/Menlo fallbacks) - TextRenderer batches 2D quads in screen-space with ortho projection; one shader + two draw calls (rect then text) for panel backgrounds under glyphs - DebugOverlay composes info / stats / compass / help panels on top of the 3D scene; toggles via F1/F4/F5/F6; transient toasts for key events - DebugLineRenderer and its shaders (carried over from the scenery work) are properly committed in this commit Controls: - Per-mode mouse sensitivity (Chase 0.15, Fly 1.0, Orbit 1.0); F8/F9 to adjust the active mode multiplicatively (x1.2) - Hold RMB to free-orbit the chase camera around the player; release stays at the new angle (no snap-back) - Mouse-wheel zooms chase distance between 2m and 40m - Chase pitch widened to [-0.7, 1.4] so mouse-Y tilts both ways from the default neutral angle Scenery alignment (carried from yesterday's session): - ShadowObjectRegistry AllEntriesForDebug + Scale field - SceneryGenerator uses ACViewer's OnRoad polygon test + baseLoc + set_heading rotation - BSPQuery dispatchers accept localToWorld so normals/offsets transform correctly per part - TransitionTypes.CylinderCollision rewritten with wall-slide + push-out - PhysicsDataCache caches visual-mesh AABB for scenery that lacks physics Setup bounds
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memory/project_session_2026_04_16.md
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# Session 2026-04-16 — Scenery Alignment + Collision Registration
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## Headline result
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**Scenery alignment + collision finally in a working state.**
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- All outdoor entities get collision cylinders
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- Trees in roads mostly fixed
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- Trees snapped to terrain (triangle-aware Z sample matching player physics)
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- Visual-to-collision position alignment correct
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## Critical root causes found this session
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### 1. Scenery entity ID collision across landblocks
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**File:** `src/AcDream.App/Rendering/GameWindow.cs` `BuildSceneryEntitiesForStreaming`
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Old: `sceneryIdBase = 0x80000000 | (landblockId & 0x00FFFF00)` — the mask only
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captured bits 8-23 which always has `0xFF` in the low byte (from the lb id
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suffix). Result: every landblock with the same Y coord produced scenery with
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**identical IDs**. When streaming loaded the next landblock, `ShadowObjects
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.Register` called `Deregister(entityId)` first, wiping out the previous
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landblock's collision. Only the LAST-loaded landblock had collision for any
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given ID.
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Fix: `0x80000000 | (lbXByte << 16) | (lbYByte << 8)` — each landblock gets a
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unique ID namespace. Every scenery entity now uniquely identified.
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### 2. Scenery generator using wrong terrain-Z formula
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**File:** `src/AcDream.App/Rendering/GameWindow.cs` `SampleTerrainZ`
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My earlier "triangle-aware" terrain sample had wrong barycentric math.
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Physics's `TerrainSurface.SampleZ` used different (correct) math derived
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from the WorldBuilder mesh index buffer. So player walked at one Z,
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scenery placed at another → trees hovered above ground.
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Fix: Ported WorldBuilder `TerrainUtils.GetHeight` exactly — same split
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direction formula, same barycentric triangle pair, same interpolation.
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Both scenery and player now use identical height sampling.
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### 3. Collision cylinder position using AABB center, not entity root
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Multi-part scenery meshes can have parts offset from the mesh origin. The
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visual mesh AABB center is NOT the entity's rendered position. Using
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AABB center for the collision cylinder put collision meters away from the
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visible mesh.
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Fix: Collision cylinder center = `entity.Position` (the rendered origin).
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Radius from the retail Setup CylSphere when available, clamped to
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[0.3, 1.5] m.
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### 4. Scenery iterated 81 vertices, retail iterates 64 cells
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**File:** `src/AcDream.Core/World/SceneryGenerator.cs`
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Decompiled FUN_005311a0 iterates `local_8c < 8 && local_94 < 8` — 64 cells.
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We iterated 0..8 on both axes (81 vertices). Extra scenery at landblock
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seams.
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Fix: `for (int x = 0; x < CellsPerSide; x++)` where `CellsPerSide = 8`.
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Note: WorldBuilder iterates 81, ACViewer iterates 81. Retail iterates 64.
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Currently matching retail decompiled — may need revisiting if we see seam
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gaps.
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### 5. Road check was per-vertex nearest-neighbor, should be 4-corner polygonal
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**File:** `src/AcDream.Core/World/SceneryGenerator.cs` `IsOnRoad`
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ACE-server's simplified road test uses single-vertex `(terrain & 0x3)` check.
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That's wrong — retail uses a 4-corner polygonal test with 5m road ribbon
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(`FUN_00530d30`).
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Fix: Direct port of ACViewer's `Landblock.OnRoad` (lines 300-398) with
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16-case corner-configuration dispatch and 5m `RoadHalfWidth`. Also kept an
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extra "origin-cell has road vertex" guard since retail's exact threshold
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constants (`_DAT_007c97cc/...`) weren't in dumped chunks.
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### 6. Pre-displacement road check was wrong
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Retail doesn't skip a vertex based on its own road bit — it rolls displacement
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then tests the final position against OnRoad. My code had `if (IsRoadVertex(raw))
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continue;` which silently dropped scenery retail would have kept.
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Fix: Removed. The post-displacement OnRoad test is the only road check.
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### 7. Rotation missing baseLoc + (450-heading)%360 flip
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**File:** `src/AcDream.Core/World/SceneryGenerator.cs`
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Retail's `AFrame::set_heading(degrees)` transforms `yaw = -(450 - heading) % 360`
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before building the quaternion. It also composes with `BaseLoc.Orientation`.
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Fix: Applied both. Rotations now match retail for asymmetric scenery.
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### 8. Stabs in buildingCells
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**File:** `src/AcDream.App/Rendering/GameWindow.cs`
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Was treating `lbInfo.Objects` (stabs) as buildings, over-suppressing scenery
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in town landblocks. Retail only suppresses scenery in cells with actual
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`lbInfo.Buildings`.
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Fix: Only `Buildings` contribute to `buildingCells`.
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## Still imperfect (for tomorrow)
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- Some scenery still hovers slightly above ground in certain cells.
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Probably a minor split-direction edge case or BaseLoc.Z handling quirk.
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- User wants a real debug overlay (on-screen text/markers with positions,
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directions, distances, etc.). Currently has F3 console dump + cyan debug
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wireframes from the DebugLineRenderer.
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- Collision is now consistent but "feel" needs tuning against retail.
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- Large trees with BSP on canopy still rely on our CylSphere fallback
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rather than a retail-faithful dual-test (BSP + CylSphere).
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## Pickup for next session
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User explicitly said next session:
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1. **Debug overlay UI** — on-screen text for player pos, direction, heading
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in degrees, nearest object distances, "am I colliding" indicator. The
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current approach (F3 console dump, wireframes in 3D world) is insufficient
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because the user doesn't know "what 40m looks like" visually.
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2. **Controls** — make working with the client easier. Presumably: keybind
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list, camera controls, debug toggles, maybe a tool palette.
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## Files changed this session
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- `src/AcDream.App/Rendering/GameWindow.cs` — scenery ID namespace, OnRoad,
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visual-mesh-AABB collision, triangle-aware SampleTerrainZ, debug wireframes,
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F3 dump, building/stab separation, DebugLineRenderer wiring.
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- `src/AcDream.App/Rendering/DebugLineRenderer.cs` (new) — minimal GL line
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renderer for wireframe debug.
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- `src/AcDream.App/Rendering/Shaders/debug_line.{vert,frag}` (new) — debug
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line shader pair.
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- `src/AcDream.Core/World/SceneryGenerator.cs` — 64-cell iteration, ACViewer
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OnRoad, baseLoc+heading rotation, BaseLoc.Z passthrough, removed
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pre-displacement road check.
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- `src/AcDream.Core/World/WorldEntity.cs` — added `Scale` field for scenery.
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- `src/AcDream.Core/Physics/PhysicsDataCache.cs` — `GfxObjVisualBounds` +
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`GetVisualBounds` for mesh AABB fallback.
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- `src/AcDream.Core/Physics/ShadowObjectRegistry.cs` — `AllEntriesForDebug()`
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for the debug overlay, `Scale` on ShadowEntry.
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- `src/AcDream.Core/Physics/BSPQuery.cs` — `localToWorld` rotation parameter
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on all dispatcher methods so collision normals/offsets transform correctly.
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- `src/AcDream.Core/Physics/TransitionTypes.cs` — `CylinderCollision` rewritten
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with wall-slide + push-out, `FindObjCollisions` rewritten per-object with
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retail 6-path dispatcher, TransitionalInsert retry loop.
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## Key reference pointers (for tomorrow)
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- WorldBuilder scenery: `references/WorldBuilder/Chorizite.OpenGLSDLBackend/
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Lib/SceneryRenderManager.cs` + `SceneryHelpers.cs`.
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- WorldBuilder terrain: `references/WorldBuilder/WorldBuilder.Shared/
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Modules/Landscape/Lib/TerrainUtils.cs` (GetHeight, GetNormal, OnRoad).
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- Retail decompiled collision: `docs/research/decompiled/chunk_00530000.c`
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FUN_005311a0 (scenery loop) and FUN_00530d30 (OnRoad).
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- Setup field layout: `docs/research/decompiled/chunk_00510000.c` getter
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thunks ~line 7563-7662 (CylSpheres at +0x48, Radius +0x64, etc.).
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## Collision pipeline overview (current state)
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1. **Scenery generation** (`SceneryGenerator.Generate`) — 64 cells per lb,
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LCG-deterministic displacement, OnRoad + building cell filter, slope
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filter, returns `ScenerySpawn{ObjectId, LocalPosition, Rotation, Scale}`.
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2. **Scenery hydration** (`BuildSceneryEntitiesForStreaming`) — samples
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terrain Z via `_physicsEngine.SampleTerrainZ`, builds `WorldEntity`.
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3. **Collision registration** (end of `ApplyLoadedTerrain`) — for every
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outdoor mesh entity: pick radius from Setup.CylSphere → Setup.Radius →
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mesh AABB fallback. Height from Setup.Height or mesh. Register cylinder
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at `entity.Position` in `ShadowObjectRegistry`.
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4. **Collision query** (`Transition.FindObjCollisions`) — player sphere
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sweeps via `GetNearbyObjects` which searches player's lb + 8 neighbors.
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Per-object dispatch: BSP → `BSPQuery.FindCollisions` (retail 6-path),
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Cylinder → `CylinderCollision` (wall-slide + push-out).
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Good night.
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