The A6.P4 port, fused into one installment per the BR-2 half-port lesson
(registration and query are co-dependent: flood-registering shells under
the old radial query would re-open #98 through the vestibule).
REGISTRATION (ShadowObjectRegistry rewritten):
- Register/RegisterMultiPart/UpdatePosition compute the cell set via
CellTransit.BuildShadowCellSet (the C2 find_cell_list flood) seeded by
the entity's m_position cell id; the private 24m XY-grid rectangle and
its single-landblock clamp are deleted. Flood spheres follow retail's
CylSphere rule (base point + cyl radius, cap 10; BSP bounding-sphere
fallback - Ghidra 0x0052b9f0). Statics flood with the do_not_load
prune; dynamics (server spawns, isStatic:false) without.
- Keep-when-empty (SetPositionInternal num_cells gate, pc:283540): a
failed flood leaves the previous registration in place.
- RefloodLandblock: streaming-race hook re-runs the flood when a
landblock's cells hydrate (retail init_objects -> recalc_cross_cells,
Ghidra 0x0052b420/0x00515a30); wired at GameWindow's hydration tail.
- GameWindow sites pass the server position's full cell id as the seed
(spawn + UpdatePosition); the five static sites pass ParentCellId.
BUILDING CHANNEL (CSortCell.building shape):
- Building SHELLS are not shadow objects in retail (only caller of
find_building_collisions is CSortCell::find_collisions 0x005340aa;
one building per origin landcell, init_buildings 0x0052fd80 verified
verbatim + ACE cross-ref). IsBuildingShell entities skip the registry;
Transition.FindBuildingCollisions runs the shell part-0 BSP off
cache.GetBuilding(cellId) with bldg_check set around it
(find_building_collisions 0x006b5300), CollidedWithEnvironment on
non-Contact non-OK. BuildingPhysics.ModelId = pre-resolved part-0
GfxObj (0x02 Setups resolved at the CacheBuilding site).
- Placement/ethereal weakening: BSPQuery Path 1 passes center_solid=0
when BldgCheck && HitsInteriorCell (BSPTREE::find_collisions 0x0053a82e
+ placement_insert 0x005399d8) so doorway crossings don't hard-fail
against shell solids. SpherePath gains both retail fields;
HitsInteriorCell is rebuilt at every cell-array build
(build_cell_array reset 0x00509ef2 + find_cell_list/check_building_
transit set sites).
QUERY (retail per-cell order, transitional_insert 0x0050b6f0):
- TransitionalInsert per attempt: env -> building (LandCell only) ->
objects on the PRIMARY cell, then on OK the check_other_cells pass
(env -> building -> objects per OTHER overlapped cell) + the
carried-cell advance - the advance now happens AFTER all per-cell
object passes (the WF1 ordering divergence), with Adjusted/Slid
feeding the retry exactly like retail's OK_TS case.
- FindObjCollisionsInCell = CObjCell::find_obj_collisions (0x0052b750):
iterate ONLY the asked cell's list. DELETED: the radial 9-landblock
sweep, the +5m query pad, the b3ce505 indoor-primary gate, and the
isViewer exemption (the camera is bounded by interior cell-BSP env
collision - retail's own channel; CameraCornerSealReplayTests pins it
against real dat, and the new building-channel camera test pins the
outdoor stop).
TESTS: Core 1416/0/2 (was 1398 + 4 pre-existing #99-era fails + 1 skip),
App 225, UI 420, Net 294 - all green.
- 3 of the 4 #99-era reds flipped green as designed: the door apparatus
(Apparatus_Grounded_50cmOffCenter_FrontApproach_Blocks) and tick-13558
(indoor walkthrough) now assert the door BLOCKS; tick-22760 pins the
outdoor blocking invariant.
- The 4th (BSPStepUp D4) + 22760's lateral-slide delta are NOT cell-set
problems (probes prove the door is found + BSP-only dispatched;
BR-7 left both byte-identical) - filed as issue #116 (slide-response
family), D4 skipped with the issue reference.
- FindEnvCollisionsMultiCellTests migrated to the public entry (the A4
multi-cell halt now lives at the retail call site).
- New registry pins: per-cell query surface, outdoor-footprint-never-
indoor (#98 architectural), door-outdoor-cell membership, reflood.
- CameraCollisionIndoorTests rewritten against the building channel
(the isViewer-exemption pins died with the exemption).
Closes #99 (doors block both ways via registration-time cell membership
+ the straddle-spanning player cell array). #97 likely closed (the +5m
radial pad that produced phantom-collision candidates is gone) - verify
at T5. #98 stays closed ARCHITECTURALLY (outdoor footprints structurally
cannot reach interior cells; the cellar harness stays green).
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
594 lines
26 KiB
C#
594 lines
26 KiB
C#
using System.Collections.Concurrent;
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using System.Numerics;
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using DatReaderWriter.DBObjs;
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using DatReaderWriter.Enums;
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using DatReaderWriter.Types;
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using Plane = System.Numerics.Plane;
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using UcgEnvCell = AcDream.Core.World.Cells.EnvCell;
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using UcgCellGraph = AcDream.Core.World.Cells.CellGraph;
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namespace AcDream.Core.Physics;
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/// <summary>
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/// Thread-safe cache of physics-relevant data extracted from GfxObj and Setup
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/// dat objects during streaming. Populated by the streaming worker thread;
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/// read by the physics engine on the game/render thread. ConcurrentDictionary
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/// makes cross-thread access safe without a global lock.
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/// </summary>
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public sealed class PhysicsDataCache
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{
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private readonly ConcurrentDictionary<uint, GfxObjPhysics> _gfxObj = new();
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private readonly ConcurrentDictionary<uint, GfxObjVisualBounds> _visualBounds = new();
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private readonly ConcurrentDictionary<uint, SetupPhysics> _setup = new();
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private readonly ConcurrentDictionary<uint, CellPhysics> _cellStruct = new();
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// ── Phase 2: building portal cache for outdoor→indoor entry ───────────
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private readonly ConcurrentDictionary<uint, BuildingPhysics> _buildings = new();
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/// <summary>
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/// UCG Stage 1: the unified cell graph, built alongside the legacy cell caches.
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/// Consumed by nobody this stage (zero behavior change).
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/// </summary>
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public UcgCellGraph CellGraph { get; } = new();
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/// <summary>
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/// Extract and cache the physics BSP + polygon data from a GfxObj,
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/// PLUS always cache a visual AABB from the vertex data regardless of
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/// the HasPhysics flag. The visual AABB is used as a collision fallback
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/// for entities whose Setup has no retail physics data — it lets the
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/// user collide with decorative meshes that don't have a CylSphere or
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/// per-part BSP.
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/// </summary>
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public void CacheGfxObj(uint gfxObjId, GfxObj gfxObj)
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{
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// Always cache a visual AABB from the mesh vertices — this is cheap
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// and fed by the mesh data that's already loaded. It serves as the
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// fallback collision shape for pure-visual entities.
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if (!_visualBounds.ContainsKey(gfxObjId) && gfxObj.VertexArray != null)
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{
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_visualBounds[gfxObjId] = ComputeVisualBounds(gfxObj.VertexArray);
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}
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if (_gfxObj.ContainsKey(gfxObjId)) return;
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if (!gfxObj.Flags.HasFlag(GfxObjFlags.HasPhysics)) return;
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if (gfxObj.PhysicsBSP?.Root is null) return;
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if (gfxObj.VertexArray is null) return;
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var physics = new GfxObjPhysics
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{
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BSP = gfxObj.PhysicsBSP,
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PhysicsPolygons = gfxObj.PhysicsPolygons,
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BoundingSphere = gfxObj.PhysicsBSP.Root.BoundingSphere,
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Vertices = gfxObj.VertexArray,
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Resolved = ResolvePolygons(gfxObj.PhysicsPolygons, gfxObj.VertexArray),
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};
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_gfxObj[gfxObjId] = physics;
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if (PhysicsDiagnostics.ProbeDumpGfxObjsEnabled
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&& PhysicsDiagnostics.ProbeDumpGfxObjIds.Contains(gfxObjId))
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{
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try
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{
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var dump = GfxObjDumpSerializer.Capture(gfxObjId, physics);
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var path = System.IO.Path.Combine(
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PhysicsDiagnostics.ProbeDumpGfxObjsPath,
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System.FormattableString.Invariant($"0x{gfxObjId:X8}.gfxobj.json"));
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GfxObjDumpSerializer.Write(dump, path);
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Console.WriteLine(System.FormattableString.Invariant(
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$"[gfxobj-dump] wrote 0x{gfxObjId:X8} polys={dump.ResolvedPolygons.Count} → {path}"));
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}
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catch (Exception ex)
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{
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Console.WriteLine(System.FormattableString.Invariant(
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$"[gfxobj-dump] FAILED to dump 0x{gfxObjId:X8}: {ex.GetType().Name}: {ex.Message}"));
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}
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}
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}
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/// <summary>
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/// Get the cached visual AABB for a GfxObj, or null if not cached.
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/// </summary>
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public GfxObjVisualBounds? GetVisualBounds(uint gfxObjId) =>
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_visualBounds.TryGetValue(gfxObjId, out var vb) ? vb : null;
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/// <summary>
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/// Compute a tight axis-aligned bounding box over all vertices in the mesh.
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/// Used as a fallback collision shape for entities whose Setup has no
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/// physics data — we approximate collision using the visual extent.
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/// </summary>
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private static GfxObjVisualBounds ComputeVisualBounds(VertexArray vertexArray)
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{
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if (vertexArray.Vertices == null || vertexArray.Vertices.Count == 0)
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{
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return new GfxObjVisualBounds
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{
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Min = Vector3.Zero,
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Max = Vector3.Zero,
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Center = Vector3.Zero,
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Radius = 0f,
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HalfExtents = Vector3.Zero,
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};
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}
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var min = new Vector3(float.MaxValue);
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var max = new Vector3(float.MinValue);
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foreach (var kv in vertexArray.Vertices)
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{
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var p = kv.Value.Origin;
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if (p.X < min.X) min.X = p.X;
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if (p.Y < min.Y) min.Y = p.Y;
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if (p.Z < min.Z) min.Z = p.Z;
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if (p.X > max.X) max.X = p.X;
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if (p.Y > max.Y) max.Y = p.Y;
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if (p.Z > max.Z) max.Z = p.Z;
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}
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var center = (min + max) * 0.5f;
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var halfExt = (max - min) * 0.5f;
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float radius = halfExt.Length();
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return new GfxObjVisualBounds
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{
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Min = min,
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Max = max,
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Center = center,
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Radius = radius,
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HalfExtents = halfExt,
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};
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}
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/// <summary>
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/// Extract and cache the collision shape data from a Setup.
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/// No-ops if the id is already cached.
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/// </summary>
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public void CacheSetup(uint setupId, Setup setup)
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{
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if (_setup.ContainsKey(setupId)) return;
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_setup[setupId] = new SetupPhysics
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{
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CylSpheres = setup.CylSpheres ?? new(),
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Spheres = setup.Spheres ?? new(),
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Height = setup.Height,
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Radius = setup.Radius,
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StepUpHeight = setup.StepUpHeight,
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StepDownHeight = setup.StepDownHeight,
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};
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}
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/// <summary>
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/// Extract and cache the physics BSP + polygon data from a CellStruct
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/// (indoor room geometry). No-ops if the id is already cached or the
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/// CellStruct has no physics BSP.
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/// </summary>
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public void CacheCellStruct(uint envCellId, DatReaderWriter.DBObjs.EnvCell envCell,
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CellStruct cellStruct, Matrix4x4 worldTransform)
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{
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// UCG Stage 1: register in the unified graph for ALL cells — before the
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// idempotency + null-BSP guards below, so BSP-less cells are still included.
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if (!CellGraph.Contains(envCellId))
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CellGraph.Add(UcgEnvCell.FromDat(envCellId, envCell, cellStruct, worldTransform));
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if (_cellStruct.ContainsKey(envCellId)) return;
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if (cellStruct.PhysicsBSP?.Root is null) return;
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Matrix4x4.Invert(worldTransform, out var inverseTransform);
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var resolved = ResolvePolygons(cellStruct.PhysicsPolygons, cellStruct.VertexArray);
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// Visible polygons — portals reference these (NOT PhysicsPolygons).
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var portalPolygons = ResolvePolygons(cellStruct.Polygons, cellStruct.VertexArray);
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// Portal list from envCell.CellPortals.
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var portals = new System.Collections.Generic.List<PortalInfo>(envCell.CellPortals.Count);
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foreach (var p in envCell.CellPortals)
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{
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portals.Add(new PortalInfo(
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otherCellId: p.OtherCellId,
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polygonId: p.PolygonId,
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flags: (ushort)p.Flags));
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}
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// VisibleCells set — populated for future use; not consulted this phase.
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// envCell.VisibleCells is List<UInt16> per the DatReaderWriter shape — iterate directly, no .Keys.
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var visibleCellIds = new System.Collections.Generic.HashSet<uint>();
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if (envCell.VisibleCells is not null)
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{
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uint lbPrefix = envCellId & 0xFFFF0000u;
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foreach (var lowId in envCell.VisibleCells)
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visibleCellIds.Add(lbPrefix | lowId);
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}
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var cellPhysics = new CellPhysics
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{
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BSP = cellStruct.PhysicsBSP,
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PhysicsPolygons = cellStruct.PhysicsPolygons,
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Vertices = cellStruct.VertexArray,
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WorldTransform = worldTransform,
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InverseWorldTransform = inverseTransform,
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Resolved = resolved,
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// ── Phase 2 portal fields ──
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CellBSP = cellStruct.CellBSP,
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Portals = portals,
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PortalPolygons = portalPolygons,
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VisibleCellIds = visibleCellIds,
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// #107: retail CEnvCell.seen_outside — consumed by AdjustPosition's
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// indoor not-found fallback (acclient :280037).
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SeenOutside = envCell.Flags.HasFlag(DatReaderWriter.Enums.EnvCellFlags.SeenOutside),
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};
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_cellStruct[envCellId] = cellPhysics;
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if (PhysicsDiagnostics.ProbeDumpCellsEnabled
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&& PhysicsDiagnostics.ProbeDumpCellIds.Contains(envCellId))
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{
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try
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{
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var dump = CellDumpSerializer.Capture(envCellId, cellPhysics);
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var path = System.IO.Path.Combine(
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PhysicsDiagnostics.ProbeDumpCellsPath,
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System.FormattableString.Invariant($"0x{envCellId:X8}.json"));
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CellDumpSerializer.Write(dump, path);
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Console.WriteLine(System.FormattableString.Invariant(
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$"[cell-dump] wrote 0x{envCellId:X8} polys={dump.ResolvedPolygons.Count} portals={dump.Portals.Count} → {path}"));
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}
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catch (Exception ex)
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{
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Console.WriteLine(System.FormattableString.Invariant(
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$"[cell-dump] FAILED to dump 0x{envCellId:X8}: {ex.GetType().Name}: {ex.Message}"));
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}
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}
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if (PhysicsDiagnostics.ProbeCellCacheEnabled)
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{
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var root = cellStruct.PhysicsBSP?.Root;
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int bspRootPolyCount = root?.Polygons?.Count ?? 0;
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bool bspRootHasChildren = root?.PosNode is not null || root?.NegNode is not null;
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int bspTotalLeafPolys = 0;
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int bspUnmatchedIds = 0;
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if (root is not null)
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{
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var stack = new System.Collections.Generic.Stack<DatReaderWriter.Types.PhysicsBSPNode>();
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stack.Push(root);
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while (stack.Count > 0)
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{
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var n = stack.Pop();
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if (n.Polygons is not null)
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{
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foreach (var pid in n.Polygons)
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{
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bspTotalLeafPolys++;
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if (!resolved.ContainsKey(pid)) bspUnmatchedIds++;
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}
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}
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if (n.PosNode is not null) stack.Push(n.PosNode);
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if (n.NegNode is not null) stack.Push(n.NegNode);
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}
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}
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var bs = root?.BoundingSphere;
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string bsStr = bs is null
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? "bsphere=n/a"
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: System.FormattableString.Invariant(
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$"bsphere=({bs.Origin.X:F2},{bs.Origin.Y:F2},{bs.Origin.Z:F2}) r={bs.Radius:F2}");
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var worldOrigin = Vector3.Transform(Vector3.Zero, worldTransform);
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// A6.P3 slice 4 (2026-05-22): also dump portal targets so we
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// can see which cells the player should be able to transition
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// to (issue #98 investigation: cellar-up stuck at top of ramp).
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string portalTargets;
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if (portals.Count == 0)
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{
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portalTargets = "portalTargets=[]";
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}
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else
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{
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var sb = new System.Text.StringBuilder("portalTargets=[");
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for (int i = 0; i < portals.Count; i++)
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{
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if (i > 0) sb.Append(',');
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sb.Append(System.FormattableString.Invariant(
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$"(cell=0x{portals[i].OtherCellId:X4},poly=0x{portals[i].PolygonId:X4},flags=0x{portals[i].Flags:X4})"));
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}
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sb.Append(']');
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portalTargets = sb.ToString();
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}
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Console.WriteLine(System.FormattableString.Invariant(
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$"[cell-cache] envCellId=0x{envCellId:X8} physicsPolyCount={cellStruct.PhysicsPolygons?.Count ?? 0} resolvedCount={resolved.Count} bspTotalLeafPolys={bspTotalLeafPolys} bspUnmatchedIds={bspUnmatchedIds} {bsStr} portalCount={portals.Count} visibleCells={visibleCellIds.Count} cellBspRoot={(cellStruct.CellBSP?.Root is null ? "null" : "ok")} worldOrigin=({worldOrigin.X:F2},{worldOrigin.Y:F2},{worldOrigin.Z:F2}) {portalTargets}"));
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}
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if (PhysicsDiagnostics.ProbeWalkMissEnabled)
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{
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int walkableCount = 0;
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foreach (var entry in WalkMissDiagnostic.EnumerateWalkable(
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resolved, PhysicsGlobals.FloorZ))
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walkableCount++;
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Console.Write(System.FormattableString.Invariant(
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$"[floor-polys] cellId=0x{envCellId:X8} walkableCount={walkableCount}"));
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foreach (var entry in WalkMissDiagnostic.EnumerateWalkable(
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resolved, PhysicsGlobals.FloorZ))
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{
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Console.Write(System.FormattableString.Invariant(
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$" [id=0x{entry.PolyId:X4} nz={entry.NormalZ:F3} bbox=({entry.BboxMin.X:F2},{entry.BboxMin.Y:F2})..({entry.BboxMax.X:F2},{entry.BboxMax.Y:F2}) planeZ@center={entry.PlaneZAtBboxCenter:F3}]"));
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}
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Console.WriteLine();
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}
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}
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/// <summary>
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/// Pre-resolve all physics polygons: lookup vertex positions from VertexArray
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/// and compute the face plane. Matches ACE's Polygon constructor which calls
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/// make_plane() and resolves Vertices from VertexIDs at load time.
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/// </summary>
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internal static Dictionary<ushort, ResolvedPolygon> ResolvePolygons(
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Dictionary<ushort, DatReaderWriter.Types.Polygon> polys,
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VertexArray vertexArray)
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{
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var resolved = new Dictionary<ushort, ResolvedPolygon>(polys.Count);
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foreach (var (id, poly) in polys)
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{
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int numVerts = poly.VertexIds.Count;
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if (numVerts < 3) continue;
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var verts = new Vector3[numVerts];
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bool valid = true;
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for (int i = 0; i < numVerts; i++)
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{
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ushort vid = (ushort)poly.VertexIds[i];
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if (!vertexArray.Vertices.TryGetValue(vid, out var sv))
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{ valid = false; break; }
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verts[i] = sv.Origin;
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}
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if (!valid) continue;
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// Compute plane normal using ACE's make_plane algorithm:
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// fan cross-product accumulation + normalization.
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var normal = Vector3.Zero;
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for (int i = 1; i < numVerts - 1; i++)
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{
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var v1 = verts[i] - verts[0];
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var v2 = verts[i + 1] - verts[0];
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normal += Vector3.Cross(v1, v2);
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}
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float len = normal.Length();
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if (len < 1e-8f) continue;
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normal /= len;
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// D = -(average dot(normal, vertex))
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float dotSum = 0f;
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for (int i = 0; i < numVerts; i++)
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dotSum += Vector3.Dot(normal, verts[i]);
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float d = -(dotSum / numVerts);
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resolved[id] = new ResolvedPolygon
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{
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Vertices = verts,
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Plane = new Plane(normal, d),
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NumPoints = numVerts,
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SidesType = poly.SidesType,
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Id = id,
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};
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}
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return resolved;
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}
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public GfxObjPhysics? GetGfxObj(uint id) => _gfxObj.TryGetValue(id, out var p) ? p : null;
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/// <summary>
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/// Issue #101 (2026-05-25): retail-faithful phantom check for
|
|
/// GfxObj-only entity sources. Returns true when the entity's
|
|
/// <c>SourceGfxObjOrSetupId</c> is a GfxObj (high byte
|
|
/// <c>0x01</c>) AND has no cached <see cref="GfxObjPhysics"/> —
|
|
/// meaning the underlying GfxObj had <c>HasPhysics=False</c> or
|
|
/// a null <c>PhysicsBSP.Root</c>, so <see cref="CacheGfxObj"/>
|
|
/// short-circuited at the early-return on line 45/46. Retail's
|
|
/// <c>CPartArray::InitParts</c> emits NO collision shapes for
|
|
/// these — acdream's <c>mesh-aabb-fallback</c> synthesis at
|
|
/// <c>GameWindow.cs:6127</c> must do the same.
|
|
/// </summary>
|
|
public bool IsPhantomGfxObjSource(uint sourceId)
|
|
{
|
|
if ((sourceId & 0xFF000000u) != 0x01000000u) return false;
|
|
return GetGfxObj(sourceId)?.BSP?.Root is null;
|
|
}
|
|
|
|
public SetupPhysics? GetSetup(uint id) => _setup.TryGetValue(id, out var p) ? p : null;
|
|
public CellPhysics? GetCellStruct(uint id) => _cellStruct.TryGetValue(id, out var p) ? p : null;
|
|
public int GfxObjCount => _gfxObj.Count;
|
|
public int SetupCount => _setup.Count;
|
|
public int CellStructCount => _cellStruct.Count;
|
|
|
|
/// <summary>
|
|
/// Indoor walking Phase 1 (2026-05-19). Snapshot of currently-cached
|
|
/// EnvCell ids — used by <see cref="AcDream.Core.Selection.WorldPicker"/>
|
|
/// to enumerate occluder candidates without exposing the underlying
|
|
/// dictionary. Returns the live key-set; callers should snapshot the
|
|
/// collection if they need stability across frames.
|
|
/// </summary>
|
|
public IReadOnlyCollection<uint> CellStructIds => (IReadOnlyCollection<uint>)_cellStruct.Keys;
|
|
|
|
/// <summary>
|
|
/// Register a pre-built <see cref="GfxObjPhysics"/> directly.
|
|
/// Intended for unit-test fixtures that construct synthetic BSP trees
|
|
/// without needing real DAT content.
|
|
/// </summary>
|
|
public void RegisterGfxObjForTest(uint gfxObjId, GfxObjPhysics physics)
|
|
=> _gfxObj[gfxObjId] = physics;
|
|
|
|
/// <summary>
|
|
/// Register a pre-built <see cref="CellPhysics"/> directly. Intended for
|
|
/// unit-test fixtures that construct synthetic cells without going through
|
|
/// dat-driven <see cref="CacheCellStruct"/>.
|
|
/// </summary>
|
|
public void RegisterCellStructForTest(uint envCellId, CellPhysics physics)
|
|
=> _cellStruct[envCellId] = physics;
|
|
|
|
/// <summary>
|
|
/// Indoor walking Phase 2 (2026-05-19). Cache the building portal list
|
|
/// for an outdoor landcell that contains a building stab. Used by
|
|
/// <see cref="CellTransit.CheckBuildingTransit"/>.
|
|
/// </summary>
|
|
public void CacheBuilding(uint landcellId, IReadOnlyList<BldPortalInfo> portals, Matrix4x4 worldTransform,
|
|
uint modelId = 0u)
|
|
{
|
|
if (_buildings.ContainsKey(landcellId)) return;
|
|
Matrix4x4.Invert(worldTransform, out var inverse);
|
|
_buildings[landcellId] = new BuildingPhysics
|
|
{
|
|
WorldTransform = worldTransform,
|
|
InverseWorldTransform = inverse,
|
|
Portals = portals,
|
|
// BR-7: first-wins per cell mirrors retail CSortCell::add_building
|
|
// (0x00534030) — and one building per origin landcell mirrors
|
|
// CLandBlock::init_buildings (0x0052fd80).
|
|
ModelId = modelId,
|
|
};
|
|
}
|
|
|
|
public BuildingPhysics? GetBuilding(uint landcellId)
|
|
=> _buildings.TryGetValue(landcellId, out var b) ? b : null;
|
|
|
|
public IReadOnlyCollection<uint> BuildingIds => (IReadOnlyCollection<uint>)_buildings.Keys;
|
|
|
|
/// <summary>Test helper, mirrors <see cref="RegisterCellStructForTest"/>.</summary>
|
|
public void RegisterBuildingForTest(uint landcellId, BuildingPhysics b) => _buildings[landcellId] = b;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Visual AABB of a GfxObj mesh — populated for every cached GfxObj regardless
|
|
/// of whether it has physics data. Used as a collision fallback shape for
|
|
/// entities whose Setup has no CylSpheres/Spheres/Radius (pure decorative
|
|
/// meshes). Provides an approximate cylinder matching the visible mesh extent.
|
|
/// </summary>
|
|
public sealed class GfxObjVisualBounds
|
|
{
|
|
/// <summary>Local-space minimum corner of the mesh AABB.</summary>
|
|
public required Vector3 Min { get; init; }
|
|
/// <summary>Local-space maximum corner of the mesh AABB.</summary>
|
|
public required Vector3 Max { get; init; }
|
|
/// <summary>Center of the local-space AABB.</summary>
|
|
public required Vector3 Center { get; init; }
|
|
/// <summary>Local-space radius (diagonal half-length) — loose bound.</summary>
|
|
public required float Radius { get; init; }
|
|
/// <summary>Local-space half-extents ((Max - Min) * 0.5).</summary>
|
|
public required Vector3 HalfExtents { get; init; }
|
|
}
|
|
|
|
/// <summary>
|
|
/// A physics polygon with pre-resolved vertex positions and pre-computed plane.
|
|
/// ACE pre-computes these in its Polygon constructor; we do it at cache time
|
|
/// to avoid per-collision-test vertex lookups.
|
|
/// </summary>
|
|
public sealed class ResolvedPolygon
|
|
{
|
|
public required Vector3[] Vertices { get; init; }
|
|
public required Plane Plane { get; init; }
|
|
public required int NumPoints { get; init; }
|
|
public required CullMode SidesType { get; init; }
|
|
/// <summary>
|
|
/// Polygon index within its parent (cell or GfxObj). Used by the
|
|
/// `ACDREAM_PROBE_POLY_DUMP` probe (A6.P3 slice 4 investigation,
|
|
/// 2026-05-22) to identify which dat polygon a push-back hit so we
|
|
/// can compare our extracted vertices/plane against WorldBuilder's
|
|
/// straight-from-dat read. Defaults to 0 for test fixtures that
|
|
/// don't care about polygon identity.
|
|
/// </summary>
|
|
public ushort Id { get; init; }
|
|
}
|
|
|
|
/// <summary>Cached physics data for a single GfxObj part.</summary>
|
|
public sealed class GfxObjPhysics
|
|
{
|
|
public required PhysicsBSPTree BSP { get; init; }
|
|
public required Dictionary<ushort, Polygon> PhysicsPolygons { get; init; }
|
|
public Sphere? BoundingSphere { get; init; }
|
|
public required VertexArray Vertices { get; init; }
|
|
|
|
/// <summary>
|
|
/// Pre-resolved polygon data with vertex positions and computed planes.
|
|
/// Populated once at cache time so BSP queries don't pay per-test lookup cost.
|
|
/// </summary>
|
|
public required Dictionary<ushort, ResolvedPolygon> Resolved { get; init; }
|
|
}
|
|
|
|
/// <summary>Cached collision shape data for a Setup (character/creature capsule).</summary>
|
|
public sealed class SetupPhysics
|
|
{
|
|
public List<CylSphere> CylSpheres { get; init; } = new();
|
|
public List<Sphere> Spheres { get; init; } = new();
|
|
public float Height { get; init; }
|
|
public float Radius { get; init; }
|
|
public float StepUpHeight { get; init; }
|
|
public float StepDownHeight { get; init; }
|
|
}
|
|
|
|
/// <summary>
|
|
/// Cached physics data for an indoor cell's room geometry (CellStruct).
|
|
/// Used for wall/floor/ceiling collision in EnvCells.
|
|
/// ACE: EnvCell.find_env_collisions queries CellStructure.PhysicsBSP.
|
|
/// </summary>
|
|
public sealed class CellPhysics
|
|
{
|
|
/// <summary>
|
|
/// The physics BSP tree for this cell. Nullable so that test fixtures
|
|
/// can construct a <see cref="CellPhysics"/> from <see cref="Resolved"/>
|
|
/// alone without needing a real DAT BSP object. Production code must
|
|
/// null-check before traversal: <c>cell.BSP?.Root is not null</c>.
|
|
/// </summary>
|
|
public PhysicsBSPTree? BSP { get; init; }
|
|
public Dictionary<ushort, Polygon>? PhysicsPolygons { get; init; }
|
|
public VertexArray? Vertices { get; init; }
|
|
public Matrix4x4 WorldTransform { get; init; }
|
|
public Matrix4x4 InverseWorldTransform { get; init; }
|
|
|
|
/// <summary>
|
|
/// Pre-resolved polygon data with vertex positions and computed planes.
|
|
/// </summary>
|
|
public required Dictionary<ushort, ResolvedPolygon> Resolved { get; init; }
|
|
|
|
// ── Indoor walking Phase 2 (2026-05-19): portal-graph fields ───────
|
|
|
|
/// <summary>
|
|
/// The cell BSP used for <see cref="BSPQuery.PointInsideCellBsp"/>
|
|
/// (point-in-cell tests). Separate tree from <see cref="BSP"/>
|
|
/// (collision) and from the renderer's drawing-BSP.
|
|
/// Source: <c>cellStruct.CellBSP</c> at cache time.
|
|
/// Nullable: cells without a CellBSP cannot participate in portal
|
|
/// containment and are skipped by <see cref="CellTransit"/>.
|
|
/// </summary>
|
|
public DatReaderWriter.Types.CellBSPTree? CellBSP { get; init; }
|
|
|
|
/// <summary>
|
|
/// Portal connections to neighbouring cells, in cell-local space.
|
|
/// Default: empty list. Source: <c>envCell.CellPortals</c>.
|
|
/// </summary>
|
|
public IReadOnlyList<PortalInfo> Portals { get; init; } = System.Array.Empty<PortalInfo>();
|
|
|
|
/// <summary>
|
|
/// Resolved VISIBLE polygons (from <c>cellStruct.Polygons</c>),
|
|
/// keyed by polygon id. Distinct from <see cref="Resolved"/> which
|
|
/// holds <c>PhysicsPolygons</c>. Portal lookup via
|
|
/// <see cref="PortalInfo.PolygonId"/> resolves through this dict.
|
|
/// Nullable when the cell has no visible polys (rare).
|
|
/// </summary>
|
|
public Dictionary<ushort, ResolvedPolygon>? PortalPolygons { get; init; }
|
|
|
|
/// <summary>
|
|
/// The full cell ids visible from this cell (with landblock prefix).
|
|
/// Populated from <c>envCell.VisibleCells</c> at cache time. Unused
|
|
/// this phase; reserved for the optional <c>find_cell_list</c>
|
|
/// visibility filter.
|
|
/// </summary>
|
|
public IReadOnlySet<uint> VisibleCellIds { get; init; } = new System.Collections.Generic.HashSet<uint>();
|
|
|
|
/// <summary>
|
|
/// #107: retail <c>CEnvCell.seen_outside</c> (dat <c>EnvCellFlags.SeenOutside</c>).
|
|
/// True for interiors with outdoor-visible portals (ground-floor cottage rooms).
|
|
/// <c>PhysicsEngine.AdjustPosition</c>'s indoor branch falls back to the outdoor
|
|
/// landcell under the point when the claimed cell's visible graph does not
|
|
/// contain it AND this flag is set (retail acclient :280037-280046).
|
|
/// </summary>
|
|
public bool SeenOutside { get; init; }
|
|
}
|