Checkpoint of the unified retail-faithful indoor render. The two-week HANG/grey is fixed and the interior seals (live-verified by the user). Commits the session render-rewrite foundation together with the fixes that made it functional. - HANG fix: PortalVisibilityBuilder.Build portal flood did not terminate (the faithful ProjectToClip near-side clip drifts per round, defeating the CellView dedup; the BFS had no bound after U.2a removed MaxReprocessPerCell). Fix = drift-tolerant snapped/canonical CellView.Add dedup (PortalView.cs) plus restored MaxReprocessPerCell=16 bounded re-enqueue (PortalVisibilityBuilder.cs). Re-enqueue is kept (load-bearing for late-slice propagation, Build_ViewGrowthAfterDoneCell_PropagatesNewSlicesToExit); only its count is capped. CellViewDedupTests added. - Seal (DrawCells Task 2): RetailPViewRenderer.DrawEnvCellShells draws EVERY visible cell via IndoorDrawPlan.ShellPass (was gated on the ClipFrameAssembler slot filter, leaving slot-less cells grey). - Look-in FPS: GameWindow exterior look-in candidates limited to the player landblock +-1 (was all ~81 loaded LBs iterated every outdoor frame). No behaviour change (far cells were >48m, already culled). Remaining dominant issue = the FLAP at transitions: viewer-cell metastability (render roots at the camera-eye cell, which oscillates outdoor-indoor as the 3rd-person boom drifts across the doorway, confirmed in render-sig). SEPARATE fix, NOT the DrawCells port. Full handoff + flap fix plan + tracked follow-ups (#78 terrain, look-in-from-inside, look-in FPS, L-spotlight): docs/research/2026-06-07-indoor-render-session-handoff.md. Baselines: build 0 err; App.Tests 210/210; Core.Tests 1331 pass / 4 fail (pre-existing) / 1 skip. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
136 lines
6.2 KiB
C#
136 lines
6.2 KiB
C#
using System.Numerics;
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namespace AcDream.Core.World;
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public sealed class WorldEntity
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{
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public required uint Id { get; init; }
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/// <summary>
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/// Server-assigned GUID (from CreateObject). Zero for dat-hydrated
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/// scenery/static entities that don't come from the server.
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/// Used by GpuWorldState for persistent-entity rescue on landblock unload.
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/// </summary>
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public uint ServerGuid { get; init; }
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public required uint SourceGfxObjOrSetupId { get; init; }
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/// <summary>
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/// World-space position. Settable so Phase 6.7 position-update events
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/// can reseat an existing entity without rebuilding its meshes.
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/// </summary>
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public required Vector3 Position { get; set; }
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/// <summary>Settable for the same reason as <see cref="Position"/>.</summary>
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public required Quaternion Rotation { get; set; }
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/// <summary>
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/// Per-part mesh references with their root-relative transforms.
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/// Mutable so the animation tick can replace it each frame for
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/// entities that play a cycle (Phase 6.4); static entities set it
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/// once at hydration and never touch it again.
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/// </summary>
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public required IReadOnlyList<MeshRef> MeshRefs { get; set; }
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/// <summary>
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/// Optional per-entity palette override (server-specified base +
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/// subpalette overlays). When non-null, applies to every palette-
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/// indexed texture on this entity. Used for character skin/hair
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/// colors, creature recolors (e.g. stone-colored drudge statue),
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/// and team colors. Non-palette-indexed textures ignore this field.
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/// </summary>
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public PaletteOverride? PaletteOverride { get; init; }
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/// <summary>
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/// EnvCell or outdoor cell ID that owns this entity (room geometry, static
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/// object, or live object inside/outside a cell).
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/// the cell). Used by portal visibility to filter interior entities — only
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/// entities whose ParentCellId appears in the visible set are rendered.
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/// Null for outdoor dat scenery/building stabs or unresolved live entities.
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/// </summary>
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public uint? ParentCellId { get; set; }
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/// <summary>
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/// True when this entity originates from <c>LandBlockInfo.Buildings[]</c>
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/// (the dat array that carries building shells: cottage walls, smithy walls,
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/// inn walls — every solid building enclosure). False for entities from
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/// <c>LandBlockInfo.Objects[]</c> (rocks, fences, lampposts, tree clusters —
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/// outdoor scenery placeholders). The two arrays are conflated through
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/// hydration today but the dat itself carries the distinction; retail
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/// (<c>CLandBlock::init_buildings</c>) and WorldBuilder
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/// (<c>SceneryInstance.IsBuilding</c>) both preserve it.
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///
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/// <para>
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/// Read at draw time by <c>WbDrawDispatcher</c>'s <c>IndoorPass</c>
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/// partition so building shells can render when the camera is inside their
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/// own building (they ARE the indoor walls), not stencil-gated as outdoor
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/// scenery would be.
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/// </para>
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/// </summary>
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public bool IsBuildingShell { get; init; }
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/// <summary>
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/// Dat-derived EnvCell anchor for a building shell. Building shells are
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/// top-level landblock stabs, so they do not have a real ParentCellId, but
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/// the LandBlockInfo.Buildings[] portal list names cells owned by the same
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/// building. The indoor renderer uses this anchor only for draw scoping:
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/// a shell renders in IndoorPass when its anchor belongs to the camera
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/// building's EnvCell set. Collision still treats the shell as an outdoor
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/// stab unless ParentCellId is explicitly set.
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/// </summary>
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public uint? BuildingShellAnchorCellId { get; init; }
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/// <summary>
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/// Uniform scale applied to this entity's mesh by the scenery pipeline.
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/// For scenery objects this is spawn.Scale (typically 0.8–1.3). For stabs
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/// and interior static objects this is 1.0 (no scaling).
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///
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/// Used by the collision registration path to scale CylSphere / Sphere /
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/// Setup.Radius shapes so they match the visually-scaled mesh. Without
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/// this, scaled scenery has a collision cylinder that's smaller than the
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/// visible trunk, producing "partial passthrough" bugs.
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/// </summary>
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public float Scale { get; init; } = 1.0f;
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/// <summary>
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/// Server-sent part-swap overrides from <c>AnimPartChange</c>. Each entry
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/// replaces a Setup part's GfxObj with an alternate model (clothing, weapons,
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/// helmets). Carried on the entity so <c>EntitySpawnAdapter</c> can populate
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/// <c>AnimatedEntityState</c>'s override map at spawn time. Empty for atlas-
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/// tier entities.
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/// </summary>
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public IReadOnlyList<PartOverride> PartOverrides { get; init; } = Array.Empty<PartOverride>();
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/// <summary>
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/// Bitmask of hidden Setup parts. Bit <c>i</c> set hides part <c>i</c> at
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/// draw time. Sourced from the server's <c>CreateObject</c> record when
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/// present. Zero (no parts hidden) is the default.
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/// </summary>
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public ulong HiddenPartsMask { get; init; }
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// Per Phase A.5 spec §4.6 Change #2 — cache per-entity AABB so the
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// dispatcher's frustum cull is a memory read, not a per-frame recompute.
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// AabbDirty starts true so the dispatcher calls RefreshAabb on first read
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// (AabbMin/AabbMax are Vector3.Zero until refreshed).
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public Vector3 AabbMin { get; private set; }
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public Vector3 AabbMax { get; private set; }
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public bool AabbDirty { get; private set; } = true;
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private const float DefaultAabbRadius = 5.0f;
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public void RefreshAabb()
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{
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var p = Position;
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AabbMin = new Vector3(p.X - DefaultAabbRadius, p.Y - DefaultAabbRadius, p.Z - DefaultAabbRadius);
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AabbMax = new Vector3(p.X + DefaultAabbRadius, p.Y + DefaultAabbRadius, p.Z + DefaultAabbRadius);
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AabbDirty = false;
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}
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public void SetPosition(Vector3 pos)
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{
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Position = pos;
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AabbDirty = true;
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}
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}
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/// <summary>
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/// Lightweight value type for a server-sent <c>AnimPartChange</c> (part index
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/// → replacement GfxObj id). Decouples <c>WorldEntity</c> (Core) from the
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/// network-layer <c>CreateObject.AnimPartChange</c> type.
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/// </summary>
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public readonly record struct PartOverride(byte PartIndex, uint GfxObjId);
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