Commit graph

9 commits

Author SHA1 Message Date
Erik
a0741bd13a feat(A.5 T8): WorldEntity AABB cache + dirty flag
Adds AabbMin/AabbMax (per-entity world-space bounding box) and AabbDirty
flag to WorldEntity. RefreshAabb() recomputes the box from Position ±5 m
(DefaultAabbRadius). SetPosition() writes Position and marks the cache
dirty so the dispatcher calls RefreshAabb on first read rather than
carrying stale bounds.

AabbDirty defaults to true on construction — freshly-built entities have
zero AabbMin/AabbMax until RefreshAabb is called. Two new conformance tests
verify the ±5 m geometry and the dirty/clean state machine.

Per Phase A.5 spec §4.6 Change #2.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-09 22:54:25 +02:00
Erik
5b4fd4b61d phase(N.4) Adjustment 6: add PartOverrides + HiddenPartsMask to WorldEntity
Resolves Adjustment 4 (Option A): WorldEntity now carries the server-
sent AnimPartChange data as PartOverrides and a HiddenPartsMask bitmask.
EntitySpawnAdapter.OnCreate populates AnimatedEntityState from these
fields at spawn time. GameWindow's CreateObject handler converts the
network-layer AnimPartChange records into lightweight PartOverride
structs.

This unblocks Task 22: the WbDrawDispatcher can now resolve per-part
GfxObj overrides and hidden-part suppression from entity state.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-05-08 15:10:22 +02:00
Erik
ff325abd7b 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
2026-04-17 18:45:38 +02:00
Erik
cffc3ee343 feat(render): portal-based EnvCell visibility (Step 4)
Port ACME's EnvCellManager portal visibility system:

- New CellVisibility class: BFS portal traversal from camera cell,
  portal-side clip-plane test, FindCameraCell with grace period
- LoadedCell data populated during streaming (portals, clip planes,
  world/inverse transforms, local AABB from CellStruct vertices)
- WorldEntity.ParentCellId tags interior entities for filtering
- InstancedMeshRenderer.Draw accepts optional visibleCellIds set —
  interior entities whose parent cell isn't visible are skipped
- Conditional depth clear between terrain and static mesh when
  camera is inside a cell (ACME GameScene.cs pattern)

When camera is outdoors, all interiors render (visibleCellIds=null).
When camera enters a building, only BFS-reachable cells render.

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-04-13 22:20:52 +02:00
Erik
c32cef7e87 fix(streaming): player entity no longer disappears on landblock unload
ROOT CAUSE: MarkPersistent(chosen.Id) stored the SERVER GUID (e.g.
0x5000000A) but RemoveLandblock checked entity.Id which is the LOCAL
sequential counter (e.g. 42). Different number spaces → never matched
→ persistent rescue never triggered → player entity lost on unload.

Fix:
- Added WorldEntity.ServerGuid field (0 for dat-hydrated scenery)
- Live entity spawn sets ServerGuid = spawn.Guid
- RemoveLandblock checks entity.ServerGuid against _persistentGuids
- MarkPersistent still stores the server GUID (correct)

This bug has been reported across multiple sessions as "character
disappears when walking far." The neverCullLandblockId fix only
prevented frustum culling but didn't prevent the entity from being
removed from the render list entirely.

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-04-13 15:04:46 +02:00
Erik
7375f7ad32 feat(app+core): Phase 6.6+6.7 — wire UpdateMotion/UpdatePosition into GameWindow
Makes NPCs and other server-spawned entities actually move and
transition animations based on the live server feed. Before this,
Phase 6.6/6.7 only parsed the messages and fired events that nothing
consumed, so NPCs stayed frozen at their CreateObject spawn point
playing one idle cycle forever.

Changes:
 - GameWindow now keeps a parallel _entitiesByServerGuid dictionary
   built at CreateObject hydration time so motion / position updates
   can find the target entity by its server guid.
 - WorldEntity.Position and Rotation become get/set (like MeshRefs did
   in Phase 6.4) so the position-update handler can reseat an existing
   entity in place without reallocating MeshRefs.
 - OnLiveMotionUpdated re-resolves the cycle via MotionResolver using
   the server's new (stance, forward-command) override and either
   swaps the AnimatedEntity's current cycle or removes it from the
   animated set if the new pose is static.
 - OnLivePositionUpdated translates the new landblock-local position
   into acdream world space (same math as CreateObject hydration) and
   writes it back onto the entity.

Subscriptions are added alongside the existing EntitySpawned hook so
the three handlers run synchronously on the UDP pump thread, matching
the existing pattern.

194 tests green (98 Core + 96 Core.Net).

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-04-11 20:40:17 +02:00
Erik
f0fa067566 feat(core+app): Phase 6.4 — per-frame animation playback (breathing/idle cycles)
Phase 6.1-6.3 resolved the right cycle and rendered its first frame
as a static pose. Phase 6.4 actually walks the cycle over time so
creatures, characters, and props animate their idle motion — the
breathing the user noticed was missing after Phase 6.1.

MotionResolver gains GetIdleCycle() returning IdleCycle(Animation,
LowFrame, HighFrame, Framerate). The existing GetIdleFrame() now
shares a private ResolveIdleCycleInternal helper, so the resolution
algorithm (motion-table override, stance/command priority, fallback)
is identical for both entry points and stays in one place.

WorldEntity.MeshRefs becomes a get/set so the per-frame tick can
swap in fresh per-part transforms without rebuilding the entity.
Static decorations never get touched.

GameWindow keeps a Dictionary<entityId, AnimatedEntity> for entities
whose motion table resolved to a multi-frame, non-zero-framerate
cycle. AnimatedEntity caches a per-part template (gfxObjId +
surfaceOverrides + scale) snapshot taken from the hydration pass so
the tick doesn't redo AnimPartChange/TextureChange resolution every
frame — only the per-part transform matrices are recomputed.

OnRender calls TickAnimations(dt) before Draw. The tick advances each
entity's CurrFrame by dt*Framerate, wraps it inside [LowFrame, HighFrame],
samples the corresponding AnimationFrame, and rebuilds the entity's
MeshRefs by composing scale → quaternion rotate → translate per part
in the same order SetupMesh.Flatten uses, then baking the entity's
ObjScale on top in the same PartTransform * scaleMat order as the
hydration path.

160 tests green.

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-04-11 19:08:08 +02:00
Erik
733f8ff601 feat(net+app): SubPalette overlays applied to palette-indexed textures (Phase 5b)
Implements the other half of ObjDesc: SubPalettes (palette-range
overlays) that repaint palette-indexed textures with per-entity color
schemes. Ported algorithm from ACViewer Render/TextureCache.IndexToColor
after the user pointed out I was prematurely implementing from scratch
instead of checking all the reference repos.

The Nullified Statue of a Drudge sends (setup=0x020007DD with a drudge
GfxObj animPart replacing part 1, plus 2 texChanges targeted at part 1,
plus 1 subpalette id=0x04001351 offset=0 length=0). The TextureChanges
swap fine detail surfaces; the SubPalette with length=0 ("entire palette"
per Chorizite docs) remaps the drudge's flesh-tone palette to stone.
Without this commit, the statue looked like a normal flesh drudge
because palette-indexed textures decoded with the base flesh palette.

Added:
  - Core/World/PaletteOverride.cs: per-entity record carrying
    BasePaletteId + a list of (SubPaletteId, Offset, Length) range
    overlays. Documents the "offset/length are wire-scaled by 8"
    convention and the "length=0 means whole palette" sentinel.
  - WorldEntity.PaletteOverride nullable field. Per-entity (same across
    all parts), in contrast to MeshRef.SurfaceOverrides which is per-part.
  - TextureCache.GetOrUploadWithPaletteOverride: new entry point that
    composes the effective palette at decode time. Composite cache key
    is (surfaceId, origTexOverride, paletteHash) so entities with
    equivalent palette setups share the GL texture.
  - ComposePalette: ports ACViewer's IndexToColor overlay loop:
      for each subpalette sp:
          startIdx = sp.Offset * 8             // multiply back from wire
          count = sp.Length == 0 ? 2048 : sp.Length * 8   // sentinel
          for j in [0, count):
              composed[j + startIdx] = subPal.Colors[j + startIdx]
    Critical detail: copies from the SAME offset in the sub palette, not
    from [0]. Both base and sub are treated as full palettes sharing an
    index space.
  - StaticMeshRenderer.Draw: three-way switch on (entity.PaletteOverride,
    meshRef.SurfaceOverrides) picks the right TextureCache path:
      - Both → palette override (it handles origTex override internally)
      - Only tex override → GetOrUploadWithOrigTextureOverride
      - Neither → plain GetOrUpload
  - GameWindow.OnLiveEntitySpawned: builds PaletteOverride from
    spawn.BasePaletteId + spawn.SubPalettes when the server sent any.

Reference note: the user asked "but I mean THIS MUST BE IN WORLDBUILDER"
which was the right push. WorldBuilder is actually a dat VIEWER and its
ClothingTableBrowserViewModel is a 10-line stub — it doesn't apply
palette overlays because it doesn't need to. The actual algorithm lives
in ACViewer (a MonoGame character viewer), which I should have checked
earlier. CLAUDE.md updated with a standing rule: always cross-reference
all four of references/ACE, ACViewer, WorldBuilder, Chorizite.ACProtocol,
plus holtburger. A single reference can be misleading; the intersection
is usually the truth.

Tests: 77 core + 83 net = 160, all green.

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-04-11 16:30:08 +02:00
Erik
473a06c534 feat(core): add LandblockLoader with Stab+Building → WorldEntity mapping 2026-04-10 17:58:30 +02:00