acdream/src/AcDream.Core/Physics/ShadowObjectRegistry.cs
Erik efd6a06c7d fix(physics): search adjacent landblocks for collision objects
GetNearbyObjects now searches the player's landblock plus all 8
neighbors. Previously only searched one landblock, missing objects
near landblock boundaries — which includes most trees/rocks since
scenery is placed across the full streaming window.

Also added diagnostic logging (will strip after verification).

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
2026-04-14 12:44:50 +02:00

184 lines
6.7 KiB
C#
Raw Blame History

This file contains ambiguous Unicode characters

This file contains Unicode characters that might be confused with other characters. If you think that this is intentional, you can safely ignore this warning. Use the Escape button to reveal them.

using System.Collections.Generic;
using System.Numerics;
namespace AcDream.Core.Physics;
/// <summary>
/// Cell-based spatial index for object collision. Each entity registers
/// into the outdoor terrain cells (24m × 24m) it overlaps. The Transition
/// system queries this to find nearby objects during collision detection.
///
/// Retail AC uses the same cell-based approach (no k-d tree / octree).
/// Outdoor cells are 24×24m (8 cells per 192m landblock, 64 cells per lb).
/// Cell ID = landblock high 16 bits | (cellX * 8 + cellY + 1) in low 16.
/// </summary>
public sealed class ShadowObjectRegistry
{
private readonly Dictionary<uint, List<ShadowEntry>> _cells = new();
private readonly Dictionary<uint, List<uint>> _entityToCells = new(); // for deregistration
/// <summary>
/// Register an entity into the cells it overlaps based on world position + radius.
/// </summary>
public void Register(uint entityId, uint gfxObjId, Vector3 worldPos, Quaternion rotation,
float radius, float worldOffsetX, float worldOffsetY, uint landblockId,
ShadowCollisionType collisionType = ShadowCollisionType.BSP,
float cylHeight = 0f)
{
Deregister(entityId);
float localX = worldPos.X - worldOffsetX;
float localY = worldPos.Y - worldOffsetY;
int minCx = Math.Max(0, (int)((localX - radius) / 24f));
int maxCx = Math.Min(7, (int)((localX + radius) / 24f));
int minCy = Math.Max(0, (int)((localY - radius) / 24f));
int maxCy = Math.Min(7, (int)((localY + radius) / 24f));
var entry = new ShadowEntry(entityId, gfxObjId, worldPos, rotation, radius, collisionType, cylHeight);
var cellIds = new List<uint>();
uint lbPrefix = landblockId & 0xFFFF0000u;
for (int cx = minCx; cx <= maxCx; cx++)
{
for (int cy = minCy; cy <= maxCy; cy++)
{
uint cellId = lbPrefix | (uint)(cx * 8 + cy + 1);
cellIds.Add(cellId);
if (!_cells.TryGetValue(cellId, out var list))
{
list = new List<ShadowEntry>();
_cells[cellId] = list;
}
list.Add(entry);
}
}
_entityToCells[entityId] = cellIds;
}
/// <summary>Remove an entity from all cells it was registered in.</summary>
public void Deregister(uint entityId)
{
if (!_entityToCells.TryGetValue(entityId, out var cellIds))
return;
foreach (var cellId in cellIds)
{
if (_cells.TryGetValue(cellId, out var list))
list.RemoveAll(e => e.EntityId == entityId);
}
_entityToCells.Remove(entityId);
}
/// <summary>Remove all entities belonging to a landblock.</summary>
public void RemoveLandblock(uint landblockId)
{
uint lbPrefix = landblockId & 0xFFFF0000u;
var toRemove = new List<uint>();
foreach (var kvp in _cells)
{
if ((kvp.Key & 0xFFFF0000u) == lbPrefix)
toRemove.Add(kvp.Key);
}
foreach (var cellId in toRemove)
_cells.Remove(cellId);
// Clean up entity-to-cell map
var entitiesToRemove = new List<uint>();
foreach (var kvp in _entityToCells)
{
kvp.Value.RemoveAll(c => (c & 0xFFFF0000u) == lbPrefix);
if (kvp.Value.Count == 0)
entitiesToRemove.Add(kvp.Key);
}
foreach (var eid in entitiesToRemove)
_entityToCells.Remove(eid);
}
/// <summary>Get all objects registered in a specific cell.</summary>
public IReadOnlyList<ShadowEntry> GetObjectsInCell(uint cellId)
{
if (_cells.TryGetValue(cellId, out var list))
return list;
return Array.Empty<ShadowEntry>();
}
/// <summary>
/// Get all objects near a world position. Searches the given landblock plus
/// all 8 adjacent landblocks to handle objects near cell/landblock boundaries.
/// Within each landblock, queries only the cells the query sphere overlaps.
/// </summary>
public void GetNearbyObjects(Vector3 worldPos, float queryRadius,
float worldOffsetX, float worldOffsetY, uint landblockId,
List<ShadowEntry> results)
{
results.Clear();
var seen = new HashSet<uint>();
// Extract landblock X/Y from the ID.
int lbX = (int)((landblockId >> 24) & 0xFF);
int lbY = (int)((landblockId >> 16) & 0xFF);
// Search the player's landblock and all 8 neighbors.
for (int dx = -1; dx <= 1; dx++)
{
for (int dy = -1; dy <= 1; dy++)
{
int nx = lbX + dx;
int ny = lbY + dy;
if (nx < 0 || nx > 255 || ny < 0 || ny > 255) continue;
uint neighborLb = ((uint)nx << 24) | ((uint)ny << 16) | 0xFFFFu;
uint nbPrefix = neighborLb & 0xFFFF0000u;
// Compute local position relative to this neighbor landblock.
float nbOffX = worldOffsetX + dx * 192f;
float nbOffY = worldOffsetY + dy * 192f;
float localX = worldPos.X - nbOffX;
float localY = worldPos.Y - nbOffY;
int minCx = Math.Max(0, (int)((localX - queryRadius) / 24f));
int maxCx = Math.Min(7, (int)((localX + queryRadius) / 24f));
int minCy = Math.Max(0, (int)((localY - queryRadius) / 24f));
int maxCy = Math.Min(7, (int)((localY + queryRadius) / 24f));
for (int cx = minCx; cx <= maxCx; cx++)
{
for (int cy = minCy; cy <= maxCy; cy++)
{
uint cellId = nbPrefix | (uint)(cx * 8 + cy + 1);
if (!_cells.TryGetValue(cellId, out var list)) continue;
foreach (var entry in list)
{
if (seen.Add(entry.EntityId))
results.Add(entry);
}
}
}
}
}
}
public int TotalRegistered => _entityToCells.Count;
}
/// <summary>
/// Collision type for a shadow entry. BSP uses full polygon collision.
/// Cylinder uses a simple cylinder-sphere intersection test.
/// </summary>
public enum ShadowCollisionType : byte { BSP, Cylinder }
public readonly record struct ShadowEntry(
uint EntityId,
uint GfxObjId,
Vector3 Position,
Quaternion Rotation,
float Radius,
ShadowCollisionType CollisionType = ShadowCollisionType.BSP,
float CylHeight = 0f);