DrawAhead.RockMeshing owns the mesh ranking and each rock's scale; a mesh with no radius is refused by name (finding renderer-wiring-unpinned)
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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3 changed files with 81 additions and 32 deletions
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@ -76,7 +76,7 @@ public class ZoneRenderer : MonoBehaviour
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private Dictionary<CultRecordKey, InstancedMesh[]> _beltMeshes = new Dictionary<CultRecordKey, InstancedMesh[]>();
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private Dictionary<CultRecordKey, Matrix4x4[][]> _beltMatrices = new Dictionary<CultRecordKey, Matrix4x4[][]>();
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// Per rock: the mesh it takes and its slot in that mesh's matrix batch (ruling rock-meshes-by-size).
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private Dictionary<CultRecordKey, int[]> _beltMeshOf = new Dictionary<CultRecordKey, int[]>();
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private Dictionary<CultRecordKey, DrawAhead.RockMeshing> _beltMeshing = new Dictionary<CultRecordKey, DrawAhead.RockMeshing>();
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private Dictionary<CultRecordKey, int[]> _beltSlotOf = new Dictionary<CultRecordKey, int[]>();
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// Cut 1 (docs/mining-cut.md): the renderer's own buffer, filled from Zone.EvaluateBelt each frame. No pose
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// is stored on AsteroidBelt any more.
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@ -386,7 +386,7 @@ public class ZoneRenderer : MonoBehaviour
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Map.Clear();
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_beltMeshes.Clear();
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_beltMatrices.Clear();
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_beltMeshOf.Clear();
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_beltMeshing.Clear();
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_beltSlotOf.Clear();
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_beltTransforms.Clear();
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_tourPlanets.Clear();
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@ -452,15 +452,15 @@ public class ZoneRenderer : MonoBehaviour
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var meshes = AsteroidMeshes.ToList();
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while (meshes.Count > Settings.AsteroidMeshCount)
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meshes.RemoveAt(Random.Range(0, meshes.Count));
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// Ruling rock-meshes-by-size: meshes in ascending measured radius, rocks ranked by unworn size take them in that order.
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meshes.Sort((a, b) => a.Radius.CompareTo(b.Radius));
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_beltMeshes[key] = meshes.ToArray();
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_beltTransforms[key] = new float4[beltData.Asteroids.Length];
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var meshOf = DrawAhead.AssignRockMeshes(Zone.AsteroidBelts[key], Zone.Settings, meshes.Count);
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// Ruling rock-meshes-by-size: DrawAhead ranks the meshes by radius and the rocks by size, and refuses a mesh with no radius.
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var meshing = DrawAhead.AssignRockMeshes(Zone.AsteroidBelts[key], Zone.Settings, meshes.Select(m => m.Radius).ToArray());
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_beltMeshing[key] = meshing;
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var meshOf = meshing.Mesh;
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var slotOf = new int[meshOf.Length];
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var perMesh = new int[meshes.Count];
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for (int i = 0; i < meshOf.Length; i++) slotOf[i] = perMesh[meshOf[i]]++;
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_beltMeshOf[key] = meshOf;
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_beltSlotOf[key] = slotOf;
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_beltMatrices[key] = perMesh.Select(n => new Matrix4x4[n]).ToArray();
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@ -558,7 +558,8 @@ public class ZoneRenderer : MonoBehaviour
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{
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var meshes = _beltMeshes[key];
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var matrices = _beltMatrices[key];
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var meshOf = _beltMeshOf[key];
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var meshing = _beltMeshing[key];
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var meshOf = meshing.Mesh;
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var slotOf = _beltSlotOf[key];
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for (int tx = 0; tx < transforms.Length; tx++)
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{
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@ -569,7 +570,7 @@ public class ZoneRenderer : MonoBehaviour
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cos(transform.z + (float)i / meshes.Length) * 100,
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sin(transform.z + (float)i / meshes.Length) * 100,
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(float)tx / transforms.Length * 360),
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Vector3.one * DrawAhead.RockScale(transform.w, meshes[i].Radius));
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Vector3.one * meshing.Scale(tx, transform.w));
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}
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for (int i = 0; i < meshes.Length; i++)
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