Adds AabbMin/AabbMax (per-entity world-space bounding box) and AabbDirty flag to WorldEntity. RefreshAabb() recomputes the box from Position ±5 m (DefaultAabbRadius). SetPosition() writes Position and marks the cache dirty so the dispatcher calls RefreshAabb on first read rather than carrying stale bounds. AabbDirty defaults to true on construction — freshly-built entities have zero AabbMin/AabbMax until RefreshAabb is called. Two new conformance tests verify the ±5 m geometry and the dirty/clean state machine. Per Phase A.5 spec §4.6 Change #2. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
105 lines
4.6 KiB
C#
105 lines
4.6 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 ID that owns this entity (room geometry or static object inside
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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 entities (stabs, scenery, live server spawns).
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/// </summary>
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public uint? ParentCellId { 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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