rnd(M03): add rendered ground query facade
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@@ -929,11 +929,25 @@ $exe = Join-Path $env:TEMP 'godot-4.6.1-openwc\Godot_v4.6.1-stable_win64.exe'
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matches those ownership categories.
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- Scene composition may still reference the loader script and the facade's
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implementation path; those are composition details, not mutable queue access.
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- Renderer diagnostic probes are outside this gameplay/editor checklist.
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`probe_render_terrain_height.gd` remains a documented temporary exception until
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readiness and ground-query facade contracts replace its internal inspection.
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- Renderer diagnostic probes are added explicitly as their facade contracts land.
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- This is a source-only boundary check and changes no renderer behavior or fidelity.
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## 2026-07-16 Rendered Ground Query Facade
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- `WorldRenderFacade.sample_ground_height()` accepts `GodotWorldPosition` and
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returns renderer-owned immutable `RenderedGroundSample` from already loaded
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quality/tile-LOD render meshes, avoiding a render-to-gameplay dependency.
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- `renderer_ground_query_snapshot()` preserves the terrain probe's tile readiness,
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queue position, mesh bounds and nearby seam-fallback diagnostics as a detached
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Dictionary; callers receive no queue, tile-state, Mesh or Node reference.
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- `probe_render_terrain_height.gd` now uses this facade snapshot and no longer reads
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`_tile_states`, `_tile_load_queue`, `_tile_loading_tasks` or `_available_tiles`.
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- Gameplay continues using the independently composed M02 `TerrainQuery`/
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`AdtTerrainQuery`. Loaded render meshes are diagnostic and are not authoritative
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movement collision.
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- The ray height, 3x3 tile search and `2/5/10/20/40`-unit nearby fallback are
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preserved. No terrain geometry, cache, streaming or visual behavior changed.
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## Practical Rule For Future Work
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If something improves quality but creates visible hitch, it is not done. Move it to bake/cache/background work, split finalization over frames, or prewarm it before the player can see it.
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