acdream/src/AcDream.Core/World/WorldEntity.cs
Erik 1ca412d07b #119: entity bounds must cover the parts - the gaze-dependent staircase vanish
User re-gate after 2163308/987313a: run-from-town stairs FIXED, barrel
GONE - but the stairs still vanish by VIEWING ANGLE (visible climbing
down, gone climbing up; same at the tower top). The gate3 probe data
exonerates everything downstream: the entity always draws with correct
batches when it reaches the dispatcher (cache hit:119, restZ correct,
zero WALK-REJECTs, never clip-culled) - so the vanish lives in the one
gaze-dependent gate the probe cannot see: the bounds-based cullers.

WorldEntity.RefreshAabb was a fixed +-5 m box around the entity ANCHOR.
The staircase's 43 parts spiral 15 m ABOVE the anchor, and BOTH
visibility gates derive from the box: the dispatcher's per-entity
frustum cull AND RetailPViewRenderer.EntitySphere (the viewcone sphere
= this box's bounding sphere). Looking up the spiral put the anchor's
neighborhood out of view -> the whole entity culled while 15 m of it
stood in front of the camera; looking down kept the anchor in view ->
visible. Exactly the reported asymmetry.

Fix: expand the box by the largest MeshRef part-translation magnitude
(rotation-invariant, so entity.Rotation needs no handling; identity-
part entities get offset 0 - behavior unchanged; scenery scale is
already baked into the part transforms).

Suites: App 246+1skip / Core 1431+2skip / UI 420 / Net 294.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-06-11 21:58:17 +02:00

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using System.Numerics;
namespace AcDream.Core.World;
public sealed class WorldEntity
{
public required uint Id { get; init; }
/// <summary>
/// Server-assigned GUID (from CreateObject). Zero for dat-hydrated
/// scenery/static entities that don't come from the server.
/// Used by GpuWorldState for persistent-entity rescue on landblock unload.
/// </summary>
public uint ServerGuid { get; init; }
public required uint SourceGfxObjOrSetupId { get; init; }
/// <summary>
/// World-space position. Settable so Phase 6.7 position-update events
/// can reseat an existing entity without rebuilding its meshes.
/// </summary>
public required Vector3 Position { get; set; }
/// <summary>Settable for the same reason as <see cref="Position"/>.</summary>
public required Quaternion Rotation { get; set; }
/// <summary>
/// Per-part mesh references with their root-relative transforms.
/// Mutable so the animation tick can replace it each frame for
/// entities that play a cycle (Phase 6.4); static entities set it
/// once at hydration and never touch it again.
/// </summary>
public required IReadOnlyList<MeshRef> MeshRefs { get; set; }
/// <summary>
/// Optional per-entity palette override (server-specified base +
/// subpalette overlays). When non-null, applies to every palette-
/// indexed texture on this entity. Used for character skin/hair
/// colors, creature recolors (e.g. stone-colored drudge statue),
/// and team colors. Non-palette-indexed textures ignore this field.
/// </summary>
public PaletteOverride? PaletteOverride { get; init; }
/// <summary>
/// EnvCell or outdoor cell ID that owns this entity (room geometry, static
/// object, or live object inside/outside a cell).
/// the cell). Used by portal visibility to filter interior entities — only
/// entities whose ParentCellId appears in the visible set are rendered.
/// Null for outdoor dat scenery/building stabs or unresolved live entities.
/// </summary>
public uint? ParentCellId { get; set; }
/// <summary>
/// True when this entity originates from <c>LandBlockInfo.Buildings[]</c>
/// (the dat array that carries building shells: cottage walls, smithy walls,
/// inn walls — every solid building enclosure). False for entities from
/// <c>LandBlockInfo.Objects[]</c> (rocks, fences, lampposts, tree clusters —
/// outdoor scenery placeholders). The two arrays are conflated through
/// hydration today but the dat itself carries the distinction; retail
/// (<c>CLandBlock::init_buildings</c>) and WorldBuilder
/// (<c>SceneryInstance.IsBuilding</c>) both preserve it.
///
/// <para>
/// Read at draw time by <c>WbDrawDispatcher</c>'s <c>IndoorPass</c>
/// partition so building shells can render when the camera is inside their
/// own building (they ARE the indoor walls), not stencil-gated as outdoor
/// scenery would be.
/// </para>
/// </summary>
public bool IsBuildingShell { get; init; }
/// <summary>
/// Dat-derived EnvCell anchor for a building shell. Building shells are
/// top-level landblock stabs, so they do not have a real ParentCellId, but
/// the LandBlockInfo.Buildings[] portal list names cells owned by the same
/// building. The indoor renderer uses this anchor only for draw scoping:
/// a shell renders in IndoorPass when its anchor belongs to the camera
/// building's EnvCell set. Collision still treats the shell as an outdoor
/// stab unless ParentCellId is explicitly set.
/// </summary>
public uint? BuildingShellAnchorCellId { get; init; }
/// <summary>
/// Uniform scale applied to this entity's mesh by the scenery pipeline.
/// For scenery objects this is spawn.Scale (typically 0.81.3). For stabs
/// and interior static objects this is 1.0 (no scaling).
///
/// Used by the collision registration path to scale CylSphere / Sphere /
/// Setup.Radius shapes so they match the visually-scaled mesh. Without
/// this, scaled scenery has a collision cylinder that's smaller than the
/// visible trunk, producing "partial passthrough" bugs.
/// </summary>
public float Scale { get; init; } = 1.0f;
/// <summary>
/// Server-sent part-swap overrides from <c>AnimPartChange</c>. Each entry
/// replaces a Setup part's GfxObj with an alternate model (clothing, weapons,
/// helmets). Carried on the entity so <c>EntitySpawnAdapter</c> can populate
/// <c>AnimatedEntityState</c>'s override map at spawn time. Empty for atlas-
/// tier entities.
/// </summary>
public IReadOnlyList<PartOverride> PartOverrides { get; init; } = Array.Empty<PartOverride>();
/// <summary>
/// Bitmask of hidden Setup parts. Bit <c>i</c> set hides part <c>i</c> at
/// draw time. Sourced from the server's <c>CreateObject</c> record when
/// present. Zero (no parts hidden) is the default.
/// </summary>
public ulong HiddenPartsMask { get; init; }
// Per Phase A.5 spec §4.6 Change #2 — cache per-entity AABB so the
// dispatcher's frustum cull is a memory read, not a per-frame recompute.
// AabbDirty starts true so the dispatcher calls RefreshAabb on first read
// (AabbMin/AabbMax are Vector3.Zero until refreshed).
public Vector3 AabbMin { get; private set; }
public Vector3 AabbMax { get; private set; }
public bool AabbDirty { get; private set; } = true;
private const float DefaultAabbRadius = 5.0f;
public void RefreshAabb()
{
var p = Position;
// #119 follow-up (2026-06-11): the box must cover the MESH, not just the
// anchor. A multi-part Setup's parts sit at root-relative offsets — the
// AAB3 tower's spiral staircase spans 15 m ABOVE its anchor — and BOTH
// visibility gates derive from this box: the dispatcher's per-entity
// frustum cull (WbDrawDispatcher.WalkEntitiesInto) and the viewcone
// sphere (RetailPViewRenderer.EntitySphere = this box's bounding
// sphere). A fixed ±5 m anchor box dropped the staircase whenever the
// gaze left the anchor's neighborhood: stairs visible looking down the
// spiral (anchor in view), gone looking up (anchor culled) — the
// user-reported direction/angle asymmetry. Expand by the largest part
// offset; using the offset MAGNITUDE keeps the box rotation-invariant,
// so entity.Rotation needs no handling here. Identity-part entities
// (1-part Setups, GfxObjs, scenery) get offset 0 — behavior unchanged.
float radius = DefaultAabbRadius;
var refs = MeshRefs;
if (refs is not null)
{
float maxOffset = 0f;
for (int i = 0; i < refs.Count; i++)
{
float len = refs[i].PartTransform.Translation.Length();
if (len > maxOffset) maxOffset = len;
}
radius += maxOffset;
}
AabbMin = new Vector3(p.X - radius, p.Y - radius, p.Z - radius);
AabbMax = new Vector3(p.X + radius, p.Y + radius, p.Z + radius);
AabbDirty = false;
}
public void SetPosition(Vector3 pos)
{
Position = pos;
AabbDirty = true;
}
}
/// <summary>
/// Lightweight value type for a server-sent <c>AnimPartChange</c> (part index
/// → replacement GfxObj id). Decouples <c>WorldEntity</c> (Core) from the
/// network-layer <c>CreateObject.AnimPartChange</c> type.
/// </summary>
public readonly record struct PartOverride(byte PartIndex, uint GfxObjId);