Replace the projected Setup-sphere rectangle and independent physics-wall ray with retail's render-coupled picker: only visible server-object parts participate, each exact drawing sphere broad-phases the camera-eye ray, and first-in-DAT-order visual polygon hits globally outrank sphere fallbacks. Replace the devtools-only procedural triangles with the retained gameplay VividTargetIndicator using retail client-enum surfaces 1..4, radar-blip colorization, Setup selection-sphere framing, and the exact eight-pixel viewport clamp. Release build succeeds with zero warnings and all 5,886 tests pass with five intentional skips. Co-authored-by: OpenAI Codex <codex@openai.com>
5.3 KiB
Retail world selection and vivid target indicator
Oracle: September 2013 EoR named retail client. Cross-checks: the extracted WorldBuilder mesh path (DAT geometry and current part transforms) and ACE object identity/qualities. Neither reference implementation supplies the client picker; the named retail functions below are authoritative.
Mouse selection
SmartBox::find_object @ 0x00451C60
remember the clicked viewport pixel
clear the previous per-frame selection accumulator
arm mouse selection for the next world draw
CPhysicsPart::Draw @ 0x0050D7A0, RenderDeviceD3D::DrawMesh @ 0x005A0860,
and Render::GfxObjUnderSelectionRay @ 0x0054C740
for each physics part which reaches the normal visible-mesh draw path:
reject parts which do not belong to a server object
transform the one world selection ray into this part's local coordinates
divide by the part's GfxObj scale (do not change the ray parameter units)
sphere = gfxObj.drawing_sphere
if sphere does not intersect the local ray:
continue
if a polygon has already won globally and sphereDistance is farther:
continue
if sphereDistance is nearer than the current sphere fallback:
remember this object's id, part index, and sphereDistance
for polygons in the GfxObj's stored flat DAT order:
if polygon_hits_ray(polygon, localRay, out t):
remember only this FIRST polygon hit for this part
if t is nearer than the current global polygon winner:
remember this object's id, part index, and t
break
CPolygon::polygon_hits_ray @ 0x005395E0
if polygon.sides_type == ST_SINGLE (raw value 0)
and dot(ray.direction, polygon.plane.normal) > 0:
miss // back face
denominator = dot(ray.direction, polygon.plane.normal)
if abs(denominator) < 0.0002:
miss // parallel to the plane
t = plane/ray intersection time
if t < 0:
miss // behind the viewer
point = ray.origin + t * ray.direction
normal = normalize(sum(cross(vertex[i] - vertex[0],
vertex[i+1] - vertex[0])))
for each ordered edge (previous -> current):
inward = cross(normal, current - previous)
if dot(point - previous, inward) < 0:
miss
return hit
The broad-phase helper is retail CSphere::sphere_intersects_ray @ 0x005377A0: it rejects rays beginning in/on the sphere, requires squared ray
direction length at least 0.0002, solves the quadratic in double precision,
and chooses the near root when non-negative or the far root otherwise.
The ray origin is Render::viewpoint (the camera eye), not the unprojected
near-plane point; Render::pick_ray @ 0x0054B610 supplies only its direction.
Render::GetMouseSelectionObjectID @ 0x0054C950
if any polygon hit exists anywhere in the visible draw:
return the closest polygon winner
if any drawing-sphere hit exists:
return the closest sphere fallback
return no object
Important consequences:
- The broad phase is each visible GfxObj part's drawing sphere, not a Setup selection sphere, physics collision shape, fixed creature hit box, or expanded screen rectangle.
- A polygon hit on any visible part beats every sphere-only fallback.
- Retail does not ray-test world-cell walls as a second, independent occluder.
Occlusion is inherited from the same portal/viewcone draw traversal that decides
which parts may call
GfxObjUnderSelectionRay. BSPTREE::GetSphere @ 0x005397E0returns the drawing BSP root sphere exactly; the DAT source isGfxObj.DrawingBSP.Root.BoundingSphere.
Vivid target indicator
VividTargetIndicator::SetSelected @ 0x004F5CE0
if selected id is the player: clear it
if object is player-owned or IN_CONTAINER: clear it
publish the remaining id to SmartBox
if enabled and an id remains:
color = gmRadarUI::GetBlipColor(selected id)
else:
hide both indicator roots
VividTargetIndicator::Initialized @ 0x004F6C60
onscreenRoot = child 0x10000038
corners = children 0x10000039, 0x1000003A, 0x1000003B, 0x1000003C
offscreenRoot = child 0x10000045
The constructor resolves twelve source surfaces by calling DBObj::GetByEnum
with RenderSurface DBO type 0x0C, client-enum category 0x10000009, and
enum values 1..12. Values 1..4 are the four on-screen corners.
CopyImage @ 0x004F5DD0
uses the active retail blit mode (s_BlitMethod == 4) to colorize the source
art with the same color as the object's radar blip.
VividTargetIndicator::OnDraw @ 0x004F62B0 (on-screen branch)
if disabled, no selected id, or selected part was not reported by this world draw:
hide indicator
else:
colorize the four DAT corner images with the selected radar-blip color
obtain the selected object's SmartBox screen rectangle
use the actual DAT corner width and height
place the corner images just outside the rectangle
clamp the assembled indicator to an 8-pixel viewport margin
show the on-screen root and hide the off-screen root
There is no selected-world-mesh tint or luminosity mutation in
CPhysicsPart::Draw, ACCWeenieObject::SetSelected, or the world mesh draw
path. The visible notification is the colorized four-corner DAT indicator. A
mesh shader tint would therefore be a new effect, not a retail port.