using System;
using System.Collections.Generic;
using System.Numerics;
using AcDream.Core.Physics; // BSPQuery
using DatReaderWriter.Enums; // EnvCellFlags
using DatReaderWriter.Types; // CellBSPTree, CellStruct
namespace AcDream.Core.World.Cells;
/// Indoor room cell. Retail anchor: CEnvCell (acclient.h:32072).
public sealed class EnvCell : ObjCell
{
/// Cell-containment BSP (retail CellStruct.CellBSP). Null => AABB fallback.
public CellBSPTree? ContainmentBsp { get; }
public EnvCell(uint id, Matrix4x4 worldTransform, Matrix4x4 inverseWorldTransform,
Vector3 localBoundsMin, Vector3 localBoundsMax,
IReadOnlyList portals, IReadOnlyList stabList,
bool seenOutside, CellBSPTree? containmentBsp)
: base(id, worldTransform, inverseWorldTransform, localBoundsMin, localBoundsMax,
portals, stabList, seenOutside)
{
ContainmentBsp = containmentBsp;
}
public override bool PointInCell(Vector3 worldPoint)
{
var local = Vector3.Transform(worldPoint, InverseWorldTransform);
if (ContainmentBsp?.Root is not null)
return BSPQuery.PointInsideCellBsp(ContainmentBsp.Root, local); // BSPQuery.cs:1034
return local.X >= LocalBoundsMin.X && local.X <= LocalBoundsMax.X
&& local.Y >= LocalBoundsMin.Y && local.Y <= LocalBoundsMax.Y
&& local.Z >= LocalBoundsMin.Z && local.Z <= LocalBoundsMax.Z;
}
///
/// Build an EnvCell from dat data. Mirrors the render derivation in
/// BuildLoadedCell (GameWindow.cs:5588-5704) so Core and render stay equivalent.
/// MUST be the physics-verbatim transform
/// (no +2 cm render lift).
///
public static EnvCell FromDat(uint id, DatReaderWriter.DBObjs.EnvCell datCell,
CellStruct cellStruct, Matrix4x4 worldTransform)
{
Matrix4x4.Invert(worldTransform, out var inverse);
var min = new Vector3(float.MaxValue);
var max = new Vector3(float.MinValue);
foreach (var kvp in cellStruct.VertexArray.Vertices)
{
var p = new Vector3(kvp.Value.Origin.X, kvp.Value.Origin.Y, kvp.Value.Origin.Z);
min = Vector3.Min(min, p);
max = Vector3.Max(max, p);
}
if (min.X == float.MaxValue) { min = Vector3.Zero; max = Vector3.Zero; }
var portals = new List(datCell.CellPortals.Count);
foreach (var p in datCell.CellPortals)
{
portals.Add(new CellPortal(
otherCellId: p.OtherCellId,
otherPortalId: p.OtherPortalId,
polygonId: p.PolygonId,
flags: (ushort)p.Flags,
polygonLocal: ResolvePortalPolygon(cellStruct, p.PolygonId)));
}
uint lbPrefix = id & 0xFFFF0000u;
var stab = new List();
if (datCell.VisibleCells is not null) // match BuildLoadedCell:5701 null guard
foreach (var low in datCell.VisibleCells) stab.Add(lbPrefix | low);
bool seenOutside = datCell.Flags.HasFlag(EnvCellFlags.SeenOutside);
return new EnvCell(id, worldTransform, inverse, min, max, portals, stab,
seenOutside, cellStruct.CellBSP);
}
private static IReadOnlyList ResolvePortalPolygon(CellStruct cellStruct, ushort polygonId)
{
if (!cellStruct.Polygons.TryGetValue(polygonId, out var poly) || poly.VertexIds.Count < 3)
return Array.Empty();
var verts = new Vector3[poly.VertexIds.Count];
for (int i = 0; i < poly.VertexIds.Count; i++)
{
if (!cellStruct.VertexArray.Vertices.TryGetValue((ushort)poly.VertexIds[i], out var v))
return Array.Empty(); // any miss -> empty (matches BuildLoadedCell:5686-5691)
verts[i] = new Vector3(v.Origin.X, v.Origin.Y, v.Origin.Z);
}
return verts;
}
}