using System.Collections.Concurrent;
using System.Numerics;
using DatReaderWriter.DBObjs;
namespace AcDream.Core.Meshing;
///
/// Per-GfxObj vertex-space AABB, cached by id. The ground-truth source for entity
/// visibility bounds (#119 follow-up, 2026-06-11): derived from the SAME dat vertex
/// data that gets drawn, so the bound can never disagree with the mesh — unlike the
/// previous synthetic constants (anchor ± 5 m, then ± max-part-offset) whose
/// containment was a promise nothing enforced. Retail needs no equivalent because it
/// culls per part with dat-authored spheres (CGfxObj.drawing_sphere, viewconeCheck at
/// 0x005a09a4); our per-ENTITY culling granularity is a deliberate batching-era
/// divergence and is visually safe exactly as long as the entity volume CONTAINS the
/// mesh — which vertex-derived bounds guarantee by construction.
///
/// Thread-safe: hydration runs on the streaming worker AND live spawns on the render
/// thread. Parts repeat heavily (shared body parts, repeated stair steps, fence
/// segments), so the cache hit rate is high and the vertex scan runs once per
/// distinct GfxObj id per session.
///
public static class GfxObjBounds
{
private static readonly ConcurrentDictionary _cache = new();
///
/// Vertex-space AABB of , or null for a vertex-less model
/// (the legitimate all-no-draw class — see Issue119UpNullGfxObjDumpTests).
///
public static (Vector3 Min, Vector3 Max)? Get(GfxObj? gfx)
{
if (gfx is null) return null;
if (_cache.TryGetValue(gfx.Id, out var hit)) return hit;
var min = new Vector3(float.MaxValue);
var max = new Vector3(float.MinValue);
foreach (var v in gfx.VertexArray.Vertices.Values)
{
var o = new Vector3(v.Origin.X, v.Origin.Y, v.Origin.Z);
min = Vector3.Min(min, o);
max = Vector3.Max(max, o);
}
if (min.X == float.MaxValue) return null;
_cache[gfx.Id] = (min, max);
return (min, max);
}
}
///
/// Accumulates an entity's ROOT-LOCAL geometry bounds during hydration: the union
/// over its MeshRefs of each part's vertex AABB transformed by the part's FINAL
/// MeshRef transform (placement frame, including any baked scenery scale). The
/// result feeds WorldEntity.SetLocalBounds; WorldEntity.RefreshAabb
/// rotates it into world axes per frame. Transforming the 8 corners and re-boxing
/// is conservative-correct under any affine transform (the re-box of transformed
/// corners contains the transformed contents).
///
public struct LocalBoundsAccumulator
{
private Vector3 _min;
private Vector3 _max;
private bool _any;
public void Add(Matrix4x4 partTransform, (Vector3 Min, Vector3 Max) partBounds)
{
Vector3 lo = partBounds.Min, hi = partBounds.Max;
for (int c = 0; c < 8; c++)
{
var corner = new Vector3(
(c & 1) == 0 ? lo.X : hi.X,
(c & 2) == 0 ? lo.Y : hi.Y,
(c & 4) == 0 ? lo.Z : hi.Z);
var t = Vector3.Transform(corner, partTransform);
if (!_any)
{
_min = _max = t;
_any = true;
}
else
{
_min = Vector3.Min(_min, t);
_max = Vector3.Max(_max, t);
}
}
}
public readonly bool TryGet(out Vector3 min, out Vector3 max)
{
min = _min;
max = _max;
return _any;
}
}