acdream/tests/AcDream.Core.Tests/Rendering/Wb/WbDrawDispatcherEntitySetTests.cs
Erik a2ad5c1ac4 fix(render): Phase A8 — animated entities exempt from stencil-gated outdoor pass
Visual verification of A8 (commit 41c2e67) surfaced a showstopper:
player + NPCs disappeared when the camera entered a building. Root
cause: live server-spawned entities (animated player/NPCs/monsters)
have ParentCellId == null. The EntitySet partition classified them
as "outdoor" and stencil-gated them in the OutdoorOnly pass — so
they only rendered where stencil bit 1 was set (portal silhouettes),
producing partial-body and head-backwards artifacts at doorway
transits and full invisibility everywhere else inside.

Fix: animatedEntityIds overrides the ParentCellId-based partition.
Animated entities always belong in the IndoorOnly pass (stencil OFF),
never in OutdoorOnly. Three changes:
- WalkEntitiesInto full-walk path: compute isAnimated up front, use
  it in both partition checks
- WalkEntitiesInto animated-only path: skip the entire path on
  OutdoorOnly (every iterated entity is animated by definition)
- WalkEntitiesForTest: add optional animatedEntityIds parameter,
  mirror the new partition logic

Two new tests cover:
- EntitySet_IndoorOnly_IncludesAnimatedEntitiesEvenWithNullParentCellId
- EntitySet_OutdoorOnly_ExcludesAnimatedEntities

Known remaining limitation: dropped items / static-but-live objects
have ParentCellId == null AND are NOT in animatedEntityIds, so they
still classify as outdoor scenery and stencil-gate. Addressing this
requires a "live entity" flag on WorldEntity — deferred.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-26 08:55:45 +02:00

175 lines
6.2 KiB
C#

// Phase A8 — verify the WbDrawDispatcher EntitySet partition.
//
// The pure-data WalkEntitiesForTest helper iterates a flat entity list and
// returns the IDs that survive the EntitySet filter + visibleCellIds gate.
// EntitySet.IndoorOnly should include only entities with ParentCellId,
// EntitySet.OutdoorOnly only entities with null ParentCellId, and
// EntitySet.All (the default) should match the pre-A8 behavior.
using System.Collections.Generic;
using System.Numerics;
using AcDream.App.Rendering.Wb;
using AcDream.Core.World;
using Xunit;
namespace AcDream.Core.Tests.Rendering.Wb;
public class WbDrawDispatcherEntitySetTests
{
private static WorldEntity Indoor(uint id, uint cellId) => new()
{
Id = id,
SourceGfxObjOrSetupId = 0x01000001u,
ParentCellId = cellId,
MeshRefs = new List<AcDream.Core.World.MeshRef>
{
new() { GfxObjId = 0x01000001u },
},
Position = Vector3.Zero,
Rotation = System.Numerics.Quaternion.Identity,
};
private static WorldEntity Outdoor(uint id) => new()
{
Id = id,
SourceGfxObjOrSetupId = 0x01000001u,
ParentCellId = null,
MeshRefs = new List<AcDream.Core.World.MeshRef>
{
new() { GfxObjId = 0x01000001u },
},
Position = Vector3.Zero,
Rotation = System.Numerics.Quaternion.Identity,
};
[Fact]
public void EntitySet_IndoorOnly_DropsOutdoorEntities()
{
var entities = new List<WorldEntity>
{
Indoor(0x10000001, 0xA9B40143),
Outdoor(0x10000002),
Indoor(0x10000003, 0xA9B40144),
};
var visible = new HashSet<uint> { 0xA9B40143u, 0xA9B40144u };
var result = WbDrawDispatcher.WalkEntitiesForTest(
entities,
visibleCellIds: visible,
set: WbDrawDispatcher.EntitySet.IndoorOnly);
Assert.Equal(2, result.Count);
Assert.Contains(0x10000001u, result);
Assert.Contains(0x10000003u, result);
Assert.DoesNotContain(0x10000002u, result);
}
[Fact]
public void EntitySet_OutdoorOnly_KeepsOnlyNullParentCellId()
{
var entities = new List<WorldEntity>
{
Indoor(0x10000001, 0xA9B40143),
Outdoor(0x10000002),
Outdoor(0x10000003),
};
var result = WbDrawDispatcher.WalkEntitiesForTest(
entities,
visibleCellIds: null,
set: WbDrawDispatcher.EntitySet.OutdoorOnly);
Assert.Equal(2, result.Count);
Assert.Contains(0x10000002u, result);
Assert.Contains(0x10000003u, result);
Assert.DoesNotContain(0x10000001u, result);
}
[Fact]
public void EntitySet_All_MatchesPreA8Behavior()
{
var entities = new List<WorldEntity>
{
Indoor(0x10000001, 0xA9B40143),
Outdoor(0x10000002),
Indoor(0x10000003, 0xA9B40999), // not in visibleCellIds
};
var visible = new HashSet<uint> { 0xA9B40143u };
var result = WbDrawDispatcher.WalkEntitiesForTest(
entities,
visibleCellIds: visible,
set: WbDrawDispatcher.EntitySet.All);
// Pre-A8: visibleCellIds gates indoor entities, outdoor entities pass.
Assert.Equal(2, result.Count);
Assert.Contains(0x10000001u, result);
Assert.Contains(0x10000002u, result);
Assert.DoesNotContain(0x10000003u, result);
}
// ---------------------------------------------------------------------
// Phase A8 fix (post-visual-verification): animated entities (player,
// NPCs, monsters) are live server-spawned objects with ParentCellId == null.
// Without these tests, they would be classified as outdoor scenery and
// stencil-gated by the OutdoorOnly pass — causing the character to
// disappear when the camera enters a building. Fix: animatedEntityIds
// overrides the ParentCellId-based partition. Animated entities always
// belong in the IndoorOnly pass, never in OutdoorOnly.
// ---------------------------------------------------------------------
[Fact]
public void EntitySet_IndoorOnly_IncludesAnimatedEntitiesEvenWithNullParentCellId()
{
var entities = new List<WorldEntity>
{
Indoor(0x10000001, 0xA9B40143),
Outdoor(0x10000002), // static outdoor scenery
Outdoor(0x40000005), // animated (player/NPC)
};
var visible = new HashSet<uint> { 0xA9B40143u };
var animated = new HashSet<uint> { 0x40000005u };
var result = WbDrawDispatcher.WalkEntitiesForTest(
entities,
visibleCellIds: visible,
set: WbDrawDispatcher.EntitySet.IndoorOnly,
animatedEntityIds: animated);
// Indoor entity passes via ParentCellId.HasValue.
// Outdoor scenery (0x10000002) fails — not animated, no ParentCellId.
// Animated entity (0x40000005) passes via animatedEntityIds override.
Assert.Equal(2, result.Count);
Assert.Contains(0x10000001u, result);
Assert.Contains(0x40000005u, result);
Assert.DoesNotContain(0x10000002u, result);
}
[Fact]
public void EntitySet_OutdoorOnly_ExcludesAnimatedEntities()
{
var entities = new List<WorldEntity>
{
Outdoor(0x10000002), // static outdoor scenery
Outdoor(0x40000005), // animated (player/NPC)
Outdoor(0x40000006), // animated (NPC)
};
var animated = new HashSet<uint> { 0x40000005u, 0x40000006u };
var result = WbDrawDispatcher.WalkEntitiesForTest(
entities,
visibleCellIds: null,
set: WbDrawDispatcher.EntitySet.OutdoorOnly,
animatedEntityIds: animated);
// Only static outdoor scenery passes the OutdoorOnly partition.
// Animated entities are explicitly excluded so they don't get
// stencil-gated (they're drawn in the IndoorOnly pass instead).
Assert.Single(result);
Assert.Contains(0x10000002u, result);
Assert.DoesNotContain(0x40000005u, result);
Assert.DoesNotContain(0x40000006u, result);
}
}