feat(#188): fading-wall + sliding-door translucency; hold open past animation settle

Lands the fading-secret-door feature and fixes the door "flip-back" that
surfaced while testing it.

#188 — fading-wall doors (e.g. "Pedestal Weak Spot") fade their wall part
out via TransparentPartHook instead of swinging:
  - TranslucencyHookSink consumes TransparentPartHook -> TranslucencyFadeManager
    (per-(entity,part) linear translucency ramp; holds at End frame).
  - WbDrawDispatcher: new per-instance alpha SSBO (binding 7); ClassifyBatches
    takes opacityMultiplier (1 - translucency, per CMaterial::SetTranslucencySimple
    0x005396f0) forcing AlphaBlend; fully-invisible parts skipped.
  - mesh_modern.vert/.frag: binding-7 InstanceAlphaBuf -> vOpacityMultiplier ->
    FragColor.a *= vOpacityMultiplier.
  - Register AP-89: the fade multiplies sampled texture alpha, not a separate
    D3D9 material alpha channel (observably identical for texture-alpha==1 surfaces).

Door flip-back fix (affected BOTH #188 fading walls AND #187 sliding doors): a
door/wall that finished opening holds a single unchanging frame, so the
uncommitted IsEntityCurrentlyMoving cache-bypass narrowing dropped it onto the
Tier-1 static cache -- which only remembers the REST pose + opacity 1.0 --
snapping it visually shut/opaque while physics stayed open. Reverted that
narrowing: every Sequencer entity stays on the per-frame path (live pose + live
fade opacity), the known-good pre-optimization behavior. The per-frame CPU cost
that narrowing chased was a Debug-build artifact -- Release is GPU-bound
(~200 fps in Sawato, measured), so the unconditional add is free where it
matters. Left a code comment barring re-introduction.

Tests: full Core suite green (2649 passed, 2 skipped). Live visual gate PASSED --
both fading-wall and sliding doors hold open.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
This commit is contained in:
Erik 2026-07-09 09:17:50 +02:00
parent e2e285b855
commit 3284dd0aed
12 changed files with 625 additions and 14 deletions

View file

@ -34,8 +34,14 @@ namespace AcDream.Core.Physics;
/// (animation-hook frame = damage frame for melee / thrown).
/// </description></item>
/// <item><description>
/// <see cref="TransparentPartHook"/> → #188
/// <c>AcDream.Core.Rendering.TranslucencyHookSink</c> (per-Setup-part
/// translucency ramp; see <c>TranslucencyFadeManager</c>).
/// </description></item>
/// <item><description>
/// <see cref="ReplaceObjectHook"/>,
/// <see cref="TransparentHook"/>,
/// <see cref="TransparentHook"/> (whole-object variant — NOT yet
/// ported, #188 scope was the per-part case only),
/// <see cref="LuminousHook"/>,
/// <see cref="DiffuseHook"/>,
/// <see cref="ScaleHook"/>,
@ -43,7 +49,9 @@ namespace AcDream.Core.Physics;
/// <see cref="SetOmegaHook"/>,
/// <see cref="TextureVelocityHook"/>,
/// <see cref="SetLightHook"/> →
/// GfxObjMesh / renderer state mutations on the target entity.
/// GfxObjMesh / renderer state mutations on the target entity
/// (<see cref="SetLightHook"/> is the one exception already wired,
/// via <c>AcDream.Core.Lighting.LightingHookSink</c>).
/// </description></item>
/// <item><description>
/// <see cref="AnimationDoneHook"/> → UI / controller notifications

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@ -0,0 +1,167 @@
using System;
using System.Collections.Generic;
namespace AcDream.Core.Rendering;
/// <summary>
/// #188 — per-(entity, Setup-part) translucency ramp state. Ports retail's
/// FPHook TRANSLUCENCY / PART_TRANSLUCENCY interpolation
/// (<c>CPhysicsObj::SetPartTranslucency</c> 0x00511730,
/// <c>FPHook::Execute</c> 0x0051baa0, <c>CPhysicsObj::process_fp_hook</c>
/// 0x005135c0): a linear ramp from <c>Start</c> to <c>End</c> over
/// <c>Time</c> seconds, ticked every frame rather than retail's per-object
/// physics tick (behaviorally identical — both re-evaluate the same
/// elapsed/duration ratio every simulated step).
///
/// <para>
/// Retail's translucency scale is the OPPOSITE of "opacity": 0 = fully
/// solid/opaque, 1 = fully invisible (<c>CMaterial::SetTranslucencySimple</c>
/// 0x005396f0: <c>alpha = 1 - translucency</c>). Values here are stored on
/// that same [0,1] translucency scale — callers convert to an alpha/opacity
/// multiplier at the point of use.
/// </para>
///
/// <para>
/// Retail's instant-apply shortcut: if the hook's <c>Time</c> is at or below
/// ~0.2 ms, the target value is applied immediately with no ramp
/// (<c>SetPartTranslucency</c>'s epsilon check). <see cref="TranslucencyInstantEpsilon"/>
/// is that exact retail constant.
/// </para>
/// </summary>
public sealed class TranslucencyFadeManager
{
/// <summary>
/// Retail's exact epsilon (<c>CPhysicsObj::SetPartTranslucency</c>
/// 0x00511730): a hook <c>Time</c> at or below this is applied
/// instantly, no ramp.
/// </summary>
public const float TranslucencyInstantEpsilon = 0.000199999995f;
private sealed class Fade
{
public float Elapsed;
public float Duration;
public float Start;
public float End;
}
// entityId -> partIndex -> in-flight ramp.
private readonly Dictionary<uint, Dictionary<uint, Fade>> _activeFades = new();
// entityId -> partIndex -> current committed translucency value
// ([0,1], retail scale). Persists after a fade completes so later
// frames keep reading the settled value.
private readonly Dictionary<uint, Dictionary<uint, float>> _committed = new();
/// <summary>
/// Start (or replace) a translucency ramp for one Setup part of one
/// entity. Mirrors <c>CPhysicsObj::SetPartTranslucency</c>: a
/// near-zero <paramref name="time"/> applies <paramref name="end"/>
/// immediately; otherwise the value ramps from
/// <paramref name="start"/> to <paramref name="end"/> across
/// <paramref name="time"/> seconds, advanced by <see cref="AdvanceAll"/>.
/// </summary>
public void StartPartFade(uint entityId, uint partIndex, float start, float end, float time)
{
if (time <= TranslucencyInstantEpsilon)
{
if (_activeFades.TryGetValue(entityId, out var activeForEntity))
activeForEntity.Remove(partIndex);
Commit(entityId, partIndex, end);
return;
}
if (!_activeFades.TryGetValue(entityId, out var fades))
{
fades = new Dictionary<uint, Fade>();
_activeFades[entityId] = fades;
}
fades[partIndex] = new Fade { Elapsed = 0f, Duration = time, Start = start, End = end };
// FPHook's first Execute call (at elapsed=0) already reports
// value=start — commit it now so a reader on the same frame the
// hook fired sees the ramp's starting value, not the stale prior one.
Commit(entityId, partIndex, start);
}
/// <summary>
/// Advance every in-flight fade by <paramref name="dt"/> seconds
/// (plain linear interpolation, no easing — matches
/// <c>FPHook::Execute</c>). A fade that reaches its duration commits
/// the bitwise-exact <c>End</c> value and stops advancing (retail
/// deletes the FPHook at that point); the committed value stays
/// readable via <see cref="TryGetCurrentValue"/>.
/// </summary>
public void AdvanceAll(float dt)
{
if (_activeFades.Count == 0) return;
List<uint>? emptyEntities = null;
foreach (var (entityId, fades) in _activeFades)
{
List<uint>? finished = null;
foreach (var (partIndex, fade) in fades)
{
fade.Elapsed += dt;
float t = fade.Duration <= TranslucencyInstantEpsilon
? 1f
: Math.Clamp(fade.Elapsed / fade.Duration, 0f, 1f);
float value = t >= 1f ? fade.End : fade.Start + (fade.End - fade.Start) * t;
Commit(entityId, partIndex, value);
if (t >= 1f)
{
finished ??= new List<uint>();
finished.Add(partIndex);
}
}
if (finished is not null)
{
foreach (var partIndex in finished)
fades.Remove(partIndex);
if (fades.Count == 0)
{
emptyEntities ??= new List<uint>();
emptyEntities.Add(entityId);
}
}
}
if (emptyEntities is not null)
foreach (var entityId in emptyEntities)
_activeFades.Remove(entityId);
}
/// <summary>
/// Read the current committed translucency value ([0,1], retail
/// scale — 0 opaque, 1 invisible) for one entity part. Returns false
/// if this part has never had a fade start (caller should fall back
/// to the dat-authored default — a no-op).
/// </summary>
public bool TryGetCurrentValue(uint entityId, uint partIndex, out float value)
{
if (_committed.TryGetValue(entityId, out var parts) && parts.TryGetValue(partIndex, out value))
return true;
value = 0f;
return false;
}
/// <summary>Drop all fade state for an entity (despawn / unload).</summary>
public void ClearEntity(uint entityId)
{
_activeFades.Remove(entityId);
_committed.Remove(entityId);
}
private void Commit(uint entityId, uint partIndex, float value)
{
if (!_committed.TryGetValue(entityId, out var parts))
{
parts = new Dictionary<uint, float>();
_committed[entityId] = parts;
}
parts[partIndex] = value;
}
}

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@ -0,0 +1,38 @@
using System;
using System.Numerics;
using AcDream.Core.Physics;
using DatReaderWriter.Types;
namespace AcDream.Core.Rendering;
/// <summary>
/// #188 — routes <see cref="TransparentPartHook"/> animation hooks to a
/// <see cref="TranslucencyFadeManager"/>. Retail's
/// <c>TransparentPartHook::Execute</c> (0x00526cc0) is a one-liner calling
/// <c>CPhysicsObj::SetPartTranslucency(obj, part, start, end, time)</c> —
/// this sink is that same one-line forward.
///
/// <para>
/// Whole-object <see cref="TransparentHook"/> and <see cref="EtherealHook"/>
/// are deliberately NOT handled here. Retail's <c>EtherealHook::Execute</c>
/// (0x00526bc0) touches only <c>CPhysicsObj::set_ethereal</c> — collision
/// state, zero rendering coupling — and acdream's collision-passthrough
/// already applies server-authoritative via the <c>SetState</c> wire
/// message, independent of this hook firing client-side.
/// </para>
/// </summary>
public sealed class TranslucencyHookSink : IAnimationHookSink
{
private readonly TranslucencyFadeManager _fades;
public TranslucencyHookSink(TranslucencyFadeManager fades)
{
_fades = fades ?? throw new ArgumentNullException(nameof(fades));
}
public void OnHook(uint entityId, Vector3 entityWorldPosition, AnimationHook hook)
{
if (hook is not TransparentPartHook tph) return;
_fades.StartPartFade(entityId, tph.PartIndex, tph.Start, tph.End, tph.Time);
}
}