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>
First slice of the indoor-cell visibility culling pipeline (#78). Adds
PortalPolygons: List<Vector3[]> to LoadedCell, parallel-indexed to the
existing Portals + ClipPlanes lists. Empty arrays for portals whose
polygon could not be resolved. Field is populated in Task 2.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
User report: third-person chase camera enters interiors before the
player body does, so the camera-based cameraInsideCell flag was
flipping the scene to indoor lighting prematurely (ambient drops to
0.2 white before the player has actually crossed the doorway).
Retail keys lighting off the PLAYER's cell. CellManager::ChangePosition
@ 0x004559B0 reads CObjCell::seen_outside on the player's current
cell — never on the camera. Match that semantics.
- CellVisibility.IsInsideAnyCell(Vector3): new non-caching brute-force
scan that's safe to call alongside ComputeVisibility(cameraPos)
without thrashing the camera cell cache.
- GameWindow render loop: derive playerInsideCell from the player's
Position when in player mode, otherwise fall back to cameraInsideCell
(orbit/fly debug camera).
- UpdateSunFromSky now takes playerInsideCell. The sky-render and
depth-buffer-clear decisions still use cameraInsideCell — those are
legitimately camera-POV concerns.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
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>