End of Phase O extraction. Final cleanup: - Dropped <ProjectReference> entries to WorldBuilder.Shared and Chorizite.OpenGLSDLBackend from both AcDream.App.csproj and AcDream.Core.csproj. - Added Chorizite.Core NuGet PackageReference to AcDream.Core.csproj (needed by Core.Rendering.Wb.TextureHelpers for TextureFormat enum; previously transitive through the WB project ref). - Added BCnEncoder.Net.ImageSharp (1.1.2) + SixLabors.ImageSharp (3.1.12) as direct PackageReferences to AcDream.App.csproj — previously transitive via Chorizite.OpenGLSDLBackend project; used directly by ObjectMeshManager. Item A (BaseObjectRenderManager static fields): - Inlined CurrentAtlas/CurrentVAO/CurrentIBO into a new RenderStateCache.cs static class (AcDream.App.Rendering.Wb namespace) — the 4 consumers (ManagedGLIndexBuffer, ManagedGLTexture, ManagedGLTextureArray, ParticleBatcher) all reference RenderStateCache.* instead of BaseObjectRenderManager.*. - Dropped using Chorizite.OpenGLSDLBackend.Lib from all 4 consumers and from WbDrawDispatcher (which had it only as a dead import). Item B (ActiveParticleEmitter.ObjectLandblock): - ObjectLandblock? erased to object?; WorldBuilder.Shared.Models.ObjectId? erased to ulong? — both fields are stored but never read by any consumer in our codebase. - Dropped both WB using directives from ActiveParticleEmitter.cs. Item C (IDatReaderWriter / IDatDatabase): - Verbatim copy of both interfaces into IDatReaderWriter.cs in AcDream.App.Rendering.Wb namespace — DatCollectionAdapter and ObjectMeshManager already live in that namespace, so no using changes needed. - Dropped using WorldBuilder.Shared.Services from DatCollectionAdapter.cs and ObjectMeshManager.cs. Additional extractions required by the reference drop: - GeometryUtils.cs: verbatim copy of WorldBuilder.Shared.Lib.GeometryUtils (float-precision overloads only; Vector3d double-precision overloads omitted — ObjectMeshManager uses only the float versions). - Dropped using WorldBuilder.Shared.Lib from ObjectMeshManager.cs. WbMeshAdapter.cs cleanup (spec O-D12): - Deleted _wbDats (DefaultDatReaderWriter) field + ctor init + Dispose call. - Deleted the [indoor-upload] NULL_RESULT diagnostic block (lines ~205-262) — its Phase 2 cell-resolution investigation is complete; its _wbDats.ResolveId dependency goes with this commit. - Deleted _pendingEnvCellRequests field + isPendingEnvCell tracking in Tick(). - Simplified Tick() to a clean drain loop. Deleted SplitFormulaDivergenceTest.cs — one-time N.5b data-collection sweep; job done. Verified acceptance criteria: - Zero <ProjectReference> to WorldBuilder.* / Chorizite.OpenGLSDLBackend.* in any csproj. - Zero 'using WorldBuilder.*' / 'using Chorizite.OpenGLSDLBackend.*' in src/. - DefaultDatReaderWriter referenced in zero places in src/ (comments only). Build green (0 warnings, 0 errors). Tests: 1154 total (-1 from deleted SplitFormulaDivergenceTest), 1146 pass, 8 pre-existing failures (unchanged from baseline — physics/input tests unrelated to this change). Spec: docs/superpowers/specs/2026-05-21-phase-o-dat-path-unification-design.md Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
39 lines
1.5 KiB
C#
39 lines
1.5 KiB
C#
using System.Numerics;
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namespace AcDream.App.Rendering.Wb {
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public class ActiveParticleEmitter {
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public ParticleEmitterRenderer Renderer { get; }
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public uint PartIndex { get; }
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public Matrix4x4 LocalOffset { get; }
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// Store reference info instead of struct copy.
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// ParentLandblock was ObjectLandblock (WB type) — typed as object? in Phase O-T7
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// to remove the WorldBuilder project reference; no consumer reads it.
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public object? ParentLandblock { get; set; }
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// ParentInstanceId was WorldBuilder.Shared.Models.ObjectId? — erased to ulong? in T7;
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// the field is stored but never read by any consumer in our codebase.
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public ulong? ParentInstanceId { get; set; }
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public ActiveParticleEmitter(ParticleEmitterRenderer renderer, uint partIndex, Matrix4x4 localOffset, object? parentLandblock = null, ulong? parentInstanceId = null) {
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Renderer = renderer;
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PartIndex = partIndex;
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LocalOffset = localOffset;
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ParentLandblock = parentLandblock;
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ParentInstanceId = parentInstanceId;
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}
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public void Update(float deltaTime, Matrix4x4 parentTransform) {
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Renderer.ParentTransform = parentTransform;
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Renderer.LocalOffset = LocalOffset;
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Renderer.Update(deltaTime);
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}
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public void Render(ParticleBatcher batcher) {
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Renderer.Render(batcher);
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}
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public void Dispose() {
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Renderer.Dispose();
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}
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}
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}
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