The1ca412dpart-offset expansion fixed the staircase but still rested on the 5 m promise one level down: a SINGLE part whose mesh extends more than 5 m from its own origin (offset 0 -> box +-5 m) keeps the gaze-dependent vanish. Per the user's mandate ("it must work for every case"), the bound now derives from the dat VERTEX data - the same vertices that get drawn - so no synthetic containment promise remains. Oracle context (read this session): retail has NO whole-entity visibility volume - CPhysicsPart::Draw (0x0050d7a0) viewcone-checks each part's dat-authored CGfxObj.drawing_sphere at the part's own world position (RenderDeviceD3D::DrawMesh 0x005a0860). Retail's bound IS data; ours was a promise. Our per-ENTITY granularity stays (a deliberate batching-era choice, WB-owned per the inventory) but the volume is now data-derived and conservative: visually identical by construction, never culls what retail would draw. - GfxObjBounds: per-GfxObj vertex AABB, cached by id (parts repeat heavily); LocalBoundsAccumulator: union of part-transformed AABB corners (conservative-correct under any affine transform). - WorldEntity.SetLocalBounds + RefreshAabb preferred path: rotate the root-local bounds' 8 corners into world axes + DefaultAabbRadius margin (absorbs animated-pose drift vs the rest-pose bounds; keeps small objects at their historical box size). Offset heuristic stays as the fallback for boundless fixtures. - All four hydration sites wired (outdoor stabs, scenery incl. baked scale, interior cell statics, server live spawns). Tests: tall-single-part coverage (the case1ca412dcould not see), rotation-following, accumulator union. Suites: App 246+1skip / Core 1434+2skip / UI 420 / Net 294. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
213 lines
9.6 KiB
C#
213 lines
9.6 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 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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/// <summary>
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/// Root-local geometry bounds: the union over MeshRefs of each part's dat
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/// vertex AABB transformed by its part transform (see
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/// <c>Meshing.LocalBoundsAccumulator</c>). Set at hydration from the same
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/// vertex data that gets drawn — the every-case fix for the "#119 bounds
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/// must cover the mesh" class. When absent (HasLocalBounds false), the
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/// part-offset heuristic below is the fallback.
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/// </summary>
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public Vector3 LocalBoundMin { get; private set; }
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public Vector3 LocalBoundMax { get; private set; }
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public bool HasLocalBounds { get; private set; }
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public void SetLocalBounds(Vector3 min, Vector3 max)
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{
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LocalBoundMin = min;
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LocalBoundMax = max;
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HasLocalBounds = true;
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AabbDirty = true;
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}
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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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// #119 follow-up (2026-06-11): the box must cover the MESH, not just the
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// anchor. BOTH visibility gates derive from this box: the dispatcher's
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// per-entity frustum cull (WbDrawDispatcher.WalkEntitiesInto) and the
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// viewcone sphere (RetailPViewRenderer.EntitySphere = this box's
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// bounding sphere). The original fixed ±5 m anchor box dropped the AAB3
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// tower staircase (parts spiralling 15 m above the anchor) whenever the
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// gaze left the anchor's neighborhood — stairs visible looking down,
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// gone looking up.
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//
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// Preferred path: dat-vertex-derived root-local bounds (SetLocalBounds
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// at hydration), rotated into world axes — re-boxing the 8 rotated
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// corners contains the rotated contents, so this is correct for EVERY
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// shape including a single tall part at identity transform (which the
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// offset heuristic below cannot see). DefaultAabbRadius stays as a
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// margin: it absorbs animated-pose drift (MeshRefs are swapped per
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// frame for animated entities while local bounds are rest-pose) and
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// keeps small objects at their historical box size.
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if (HasLocalBounds)
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{
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Vector3 lo = LocalBoundMin, hi = LocalBoundMax;
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var rot = Rotation;
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Vector3 min = default, max = default;
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for (int c = 0; c < 8; c++)
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{
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var corner = new Vector3(
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(c & 1) == 0 ? lo.X : hi.X,
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(c & 2) == 0 ? lo.Y : hi.Y,
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(c & 4) == 0 ? lo.Z : hi.Z);
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var t = Vector3.Transform(corner, rot);
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if (c == 0) { min = max = t; }
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else { min = Vector3.Min(min, t); max = Vector3.Max(max, t); }
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}
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AabbMin = p + min - new Vector3(DefaultAabbRadius);
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AabbMax = p + max + new Vector3(DefaultAabbRadius);
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AabbDirty = false;
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return;
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}
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// Fallback (no hydration bounds — e.g. tests, minimal fixtures): anchor
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// box expanded by the largest part-translation magnitude. Rotation-
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// invariant; covers multi-part spreads but NOT a single part whose mesh
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// extends >5 m from its own origin — which is why hydrated entities use
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// the vertex-derived path above.
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float radius = DefaultAabbRadius;
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var refs = MeshRefs;
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if (refs is not null)
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{
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float maxOffset = 0f;
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for (int i = 0; i < refs.Count; i++)
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{
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float len = refs[i].PartTransform.Translation.Length();
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if (len > maxOffset) maxOffset = len;
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}
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radius += maxOffset;
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}
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AabbMin = new Vector3(p.X - radius, p.Y - radius, p.Z - radius);
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AabbMax = new Vector3(p.X + radius, p.Y + radius, p.Z + radius);
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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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