Commit graph

5 commits

Author SHA1 Message Date
Erik
1030c69b3c phase(N.4): WbMeshAdapter stub + IWbMeshAdapter interface
Stub adapter that validates constructor args and exposes the public
shape (IncrementRefCount / DecrementRefCount / GetRenderData / Dispose).
Real ObjectMeshManager init is deferred to Task 9 — for now methods
no-op so call sites can wire the adapter without behavioral effect.

IWbMeshAdapter interface enables mocking in subsequent tasks
(LandblockSpawnAdapter tests in Task 11 need it).

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-05-08 13:18:50 +02:00
Erik
ed73fc5040 test(N.4): conformance tests for mesh extraction + setup flatten
Mesh extraction (4 tests): quad output, double-sided via Stippling.Both,
double-sided via SidesType=Clockwise (AC's NoNeg-clear convention),
NoPos-only emission. Pins GfxObjMesh.Build's behavior.

Setup flatten (5 tests): identity (no frames), Default frame, Resting
beats Default, motion override beats Resting, DefaultScale per part.
Pins SetupMesh.Flatten's placement-frame fallback chain.

These run BEFORE substitution per N.1/N.3 pattern — they prove
equivalence, not test the substitution.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-05-08 13:14:36 +02:00
Erik
46deed6019 phase(N.4): AcSurfaceMetadata side-table for WB-pristine surface props
Holds Translucency / Luminosity / Diffuse / SurfOpacity / NeedsUvRepeat /
DisableFog keyed by (gfxObjId, surfaceIdx). Populated at extraction time,
queried by the draw dispatcher. ConcurrentDictionary because mesh
extraction happens on background workers.

No fork patches required — keeps WB's MeshBatchData pristine.

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-05-08 13:08:56 +02:00
Erik
84d7d06008 feat(app): Phase B.2 — ChaseCamera (third-person follow camera)
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-04-12 14:26:20 +02:00
Erik
07fde88534 feat(app): Phase A.2 — FrustumCuller + FrustumPlanes (Gribb-Hartmann)
Per-landblock frustum culling for the streaming renderer. Extracts
6 normalized view-frustum planes from a View×Projection matrix using
the standard Gribb-Hartmann method. IsAabbVisible tests the AABB's
most-positive vertex against each plane — conservative (no false
negatives) and zero-allocation.

Key implementation note: System.Numerics.Matrix4x4 uses ROW-VECTOR
convention (clip = worldPos * VP), so Gribb-Hartmann must operate on
the COLUMNS of the matrix (not rows). The spec's row-based pseudocode
assumed column-major (OpenGL) convention; the fix is col4 ± col{1..3}.

7 new tests covering ortho, perspective (front/behind/left/far/
near-straddling), and acdream's actual Z-up camera convention.

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-04-12 08:49:17 +02:00