// CellVisibility.cs — portal-based interior cell visibility system. // // Campaign FW4 (2026-08-31): the obsolete per-frame portal BFS is deleted. // The committed cell registry remains the production walk's authoritative // source. Physics supplies the root and RetailFrameWalk owns visibility. // // This file is intentionally free of GL / rendering types. It depends only on // System.Numerics so it can be unit-tested without a GPU context. using System.Collections.Generic; using System.Numerics; using AcDream.App.Rendering.Walk; namespace AcDream.App.Rendering; // --------------------------------------------------------------------------- // Data structures // --------------------------------------------------------------------------- /// /// A loaded EnvCell with portal connectivity and spatial data, used by /// for portal-traversal visibility decisions. /// public sealed class LoadedCell { /// Full 32-bit cell ID, e.g. 0xA9B40105. public uint CellId; /// Cell origin in world space (used for neighbour distance checks). public Vector3 WorldPosition; /// Cell-to-world transform (rotation + translation from EnvCell placement). public Matrix4x4 WorldTransform; /// /// Cached inverse of . Pre-computed at load time so /// PointInCell doesn't pay the inversion cost per frame. /// public Matrix4x4 InverseWorldTransform; /// Local-space AABB minimum, computed from CellStruct vertices. public Vector3 LocalBoundsMin; /// Local-space AABB maximum, computed from CellStruct vertices. public Vector3 LocalBoundsMax; /// /// Ordered portal connections. Index i in Portals corresponds to index i in /// (when ClipPlanes.Count > i). /// public List Portals = new(); /// /// One clip plane per portal polygon, in cell-local space. Used by the /// portal-side test to decide whether the camera can see through a portal. /// Derived from portal polygon geometry during cell preparation. /// public List ClipPlanes = new(); /// /// Portal polygon vertices in cell-local space, one Vector3[] per /// entry in . Index i /// in this list corresponds to index i in and /// . An empty array means the portal's polygon /// could not be resolved at load time (degenerate cell or missing /// polygon entry). /// /// Used by the Phase A8 indoor-cell stencil pipeline to build a /// per-frame triangle-fan mesh for portal silhouette masking. /// /// public List PortalPolygons = new(); /// /// Phase A8 (2026-05-26): the building this cell belongs to, if any. /// Set exactly once by immediately after /// LandblockLoader produces the cells. Null when the cell isn't part of /// any building (outdoor surface cells; dungeon cells not enumerated in /// LandBlockInfo.Buildings). /// /// Used by the render frame to derive the camera-buildings set /// via /// and route IndoorPass cell scoping. /// public uint? BuildingId { get; internal set; } /// /// Phase U.4c: the stab_list PVS as full (landblock-prefixed) cell ids — retail /// CEnvCell.stab_list (acclient.h ~30925), the stable set of cells potentially /// visible from this cell, precomputed by the AC content tools. Refreshed only at /// hydration (= retail's per-cell-entry grab_visible_cells, decomp:311878). /// PortalVisibilityBuilder grounds set membership in it so a brittle per-frame /// portal-side test can't drop a potentially-visible cell from the visible set. /// Empty when the dat carried no stab list (degenerate / old cell). /// public IReadOnlyList VisibleCells = System.Array.Empty(); /// /// Phase U.4c: retail CEnvCell.seen_outside (acclient.h ~30925) — this cell sees /// the exterior (an exit portal is reachable from it). Retail gates the landscape /// data + draw decision on the camera cell's value (RenderNormalMode decomp:92649, /// grab_visible_cells decomp:311878). The stable anchor for the terrain-draw test. /// public bool SeenOutside; /// /// Render unification (2026-06-07): true for the synthetic OUTDOOR cell node built by /// — the outdoor world modelled as a flood-graph cell whose /// shell is the landscape. seeds OutsideView /// full-screen when the root carries this flag (so terrain/sky/scenery draw as the node's shell). /// An explicit flag, not a cell-id heuristic: interior EnvCell ids are >= 0x100 in production but /// test fixtures use low ids for interior cells, so keying on the id would misfire. /// public bool IsOutdoorNode; /// /// Campaign FW3.1: the retail frame walk's model of this cell (portal /// side/exact-match decode, portal polygons + planes, stab list, /// UNLIFTED transform), built atomically alongside this /// by /// EnvCellLandblockBuildBuilder.BuildVisibilityCell — see /// WalkCellFactory.FromParsed. Null only for hand-built test /// fixtures that construct a directly instead of /// through the streaming build. WalkProductionFrameContext.GetVisible /// is the walk's sole read of this field — the committed registry /// () is the walk's only cell /// source; its dead BFS role is unrelated. /// public WalkCell? Walk { get; internal set; } } /// /// Portal connection to a neighbouring cell. /// OtherCellId == 0xFFFF indicates an exit portal to the outdoor world. /// /// is the dat's reciprocal back-link: the index of /// the portal WITHIN the neighbour cell's portal list that points back through /// this same opening. Retail indexes the reciprocal directly via this field /// (arg2->other_portal_id, decomp:433557) rather than scanning — which /// is what lets a cell with TWO portals to the same neighbour resolve each /// opening against its OWN reciprocal polygon instead of the first match. /// /// public readonly record struct CellPortalInfo( ushort OtherCellId, ushort PolygonId, ushort Flags, ushort OtherPortalId); /// /// Clip plane derived from a portal polygon, in cell-local space. /// Plane equation: Normal.X*x + Normal.Y*y + Normal.Z*z + D = 0. /// public struct PortalClipPlane { /// Plane normal (cell-local space, unit length). public Vector3 Normal; /// Plane offset so that Dot(Normal, point) + D = 0 on the plane. public float D; /// /// Which half-space is "inside" this cell (the side from which you look outward /// through the portal): /// 0 → camera dot-product must be >= 0 (positive half-space is inside) /// 1 → camera dot-product must be <= 0 (negative half-space is inside) /// Determined from cell centroid position relative to the portal plane. /// Ported from ACME EnvCellManager.cs ~line 404. /// public int InsideSide; } /// /// Phase U.4c flap probe (diagnostic — OBSOLETE as of Stage 3). Previously tracked /// which branch of FindCameraCell (now deleted) resolved the camera cell. Retained /// for binary compatibility with the [flap-cam] probe log site in GameWindow.cs that /// still prints (always None post-Stage 3). /// public enum CameraCellResolution { /// No cell contains the eye (outdoors), or not yet resolved. None, /// The eye is inside the previously-cached cell (fast path). Cache, /// The eye is inside a one-hop portal neighbour of the cached cell. Neighbour, /// The eye is inside a cell found by the full brute-force scan. BruteForce, /// The eye is inside NO cell, but the previous cell is kept alive for a /// few grace frames — the "stale root" case the flap probe watches for. Grace, } /// /// Committed EnvCell registry shared by streaming, physics diagnostics, and the /// retail frame walk. It owns no visibility algorithm; /// is the sole per-frame visibility authority. /// public sealed class CellVisibility { // ------------------------------------------------------------------ // Constants (ACME ground-truth values) // ------------------------------------------------------------------ /// /// Epsilon applied to AABB containment tests so that a position sitting /// exactly on a cell wall is still considered inside. /// Source: ACME EnvCellManager.cs PointInCellEpsilon = 0.01f. /// private const float PointInCellEpsilon = 0.01f; // ------------------------------------------------------------------ // State // ------------------------------------------------------------------ /// Per-landblock lists of loaded cells. Key = upper 16 bits of a cell ID. private readonly Dictionary> _cellsByLandblock = new(); /// Full-ID lookup used by the production frame walk. private readonly Dictionary _cellLookup = new(); /// /// Stage 3 (2026-06-02): always — the FindCameraCell /// AABB grace-frame resolver was deleted; the physics membership answer is the sole root. /// Retained for the [flap-cam] probe log line in GameWindow.cs. /// public CameraCellResolution LastCameraCellResolution { get; private set; } = CameraCellResolution.None; // ------------------------------------------------------------------ // Registration // ------------------------------------------------------------------ /// /// Registers a newly-loaded cell. Called from the streaming loader after /// CPU preparation (transforms, clip planes, bounds) is complete. /// Thread-safety: caller must not call this concurrently with rendering. /// public void AddCell(LoadedCell cell) { uint lbId = cell.CellId >> 16; if (!_cellsByLandblock.TryGetValue(lbId, out var list)) { list = new List(); _cellsByLandblock[lbId] = list; } list.Add(cell); _cellLookup[cell.CellId] = cell; } /// /// Atomically replaces one landblock's complete portal-cell set on the /// render thread. Streaming workers build the input privately; no partially /// hydrated landblock is ever visible to the per-frame flood. /// /// Full landblock id, e.g. 0xA9B4FFFF. public void CommitLandblock(uint landblockId, IReadOnlyList cells) { uint prefix = landblockId >> 16; if (cells.Any(cell => (cell.CellId >> 16) != prefix)) throw new ArgumentException( "A visibility cell belongs to a different landblock.", nameof(cells)); if (_cellsByLandblock.TryGetValue(prefix, out var previous)) { foreach (var cell in previous) _cellLookup.Remove(cell.CellId); } var committed = new List(cells); _cellsByLandblock[prefix] = committed; foreach (var cell in committed) _cellLookup[cell.CellId] = cell; } /// /// Phase A8 (2026-05-28): enumerates the loaded cells that belong to a /// landblock prefix. Used by LandblockRenderPublisher when building /// the per-landblock BuildingRegistry — the per-frame /// drainedCells dict misses cells loaded on prior frames, so the /// stamping loop in needs access to /// every cell currently in the landblock to ensure BuildingId is set. /// /// Upper 16 bits of the landblock key (e.g. 0xA9B4 /// for landblock 0xA9B40000). NOT the full 32-bit landblock id. public IReadOnlyList GetCellsForLandblock(uint lbId) { return _cellsByLandblock.TryGetValue(lbId, out var list) ? list : System.Array.Empty(); } /// /// Looks up a currently loaded cell by full 32-bit cell id. /// public bool TryGetCell(uint cellId, out LoadedCell? cell) => _cellLookup.TryGetValue(cellId, out cell); /// /// Removes all cells belonging to (upper 16 bits of /// the landblock key, e.g. 0xA9B4 for landblock 0xA9B40000). Called when a /// landblock unloads. /// public void RemoveLandblock(uint lbId) { if (!_cellsByLandblock.TryGetValue(lbId, out var list)) return; foreach (var cell in list) { _cellLookup.Remove(cell.CellId); } _cellsByLandblock.Remove(lbId); } // ------------------------------------------------------------------ // PointInCell // ------------------------------------------------------------------ /// /// Returns true when lies inside /// 's local-space AABB (within epsilon). /// /// The point is transformed into cell-local space via the pre-computed /// and then tested against /// / . /// /// Ported from ACME EnvCellManager.cs PointInCell(). /// public static bool PointInCell(Vector3 worldPoint, LoadedCell cell) { // Degenerate cell (no geometry baked yet). if (cell.LocalBoundsMin.X >= cell.LocalBoundsMax.X) return false; var local = Vector3.Transform(worldPoint, cell.InverseWorldTransform); return local.X >= cell.LocalBoundsMin.X - PointInCellEpsilon && local.X <= cell.LocalBoundsMax.X + PointInCellEpsilon && local.Y >= cell.LocalBoundsMin.Y - PointInCellEpsilon && local.Y <= cell.LocalBoundsMax.Y + PointInCellEpsilon && local.Z >= cell.LocalBoundsMin.Z - PointInCellEpsilon && local.Z <= cell.LocalBoundsMax.Z + PointInCellEpsilon; } /// /// Brute-force scan of every loaded cell to test whether /// is inside any of them. /// public bool IsInsideAnyCell(Vector3 worldPoint) { foreach (var cell in _cellLookup.Values) if (PointInCell(worldPoint, cell)) return true; return false; } }