Revert "feat(anim): integrate AnimationSequencer into GameWindow rendering loop"
This reverts commit e4dae3d217.
This commit is contained in:
parent
e4dae3d217
commit
53a4bf4225
1 changed files with 77 additions and 201 deletions
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@ -21,12 +21,6 @@ public sealed class GameWindow : IDisposable
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private CameraController? _cameraController;
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private IMouse? _capturedMouse;
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private DatCollection? _dats;
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/// <summary>
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/// Adapter so <see cref="AcDream.Core.Physics.AnimationSequencer"/> instances
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/// can load Animation dats without knowing about DatCollection directly.
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/// Initialized alongside <see cref="_dats"/> once the dat files are opened.
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/// </summary>
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private AcDream.Core.Physics.DatCollectionLoader? _animLoader;
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private float _lastMouseX;
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private float _lastMouseY;
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private StaticMeshRenderer? _staticMesh;
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@ -97,16 +91,6 @@ public sealed class GameWindow : IDisposable
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/// </summary>
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public required IReadOnlyList<(uint GfxObjId, IReadOnlyDictionary<uint, uint>? SurfaceOverrides)> PartTemplate;
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public float CurrFrame; // monotonically increasing within [LowFrame, HighFrame]
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/// <summary>
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/// Phase B.3: full animation sequencer with transition-link support.
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/// Non-null when a MotionTable was successfully loaded at spawn time.
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/// When present, <see cref="TickAnimations"/> delegates to this instead
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/// of performing the manual slerp, and motion changes call
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/// <see cref="AcDream.Core.Physics.AnimationSequencer.SetCycle"/> so
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/// transition frames blend smoothly.
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/// </summary>
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public AcDream.Core.Physics.AnimationSequencer? Sequencer;
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}
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// Phase B.2: player movement mode.
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@ -339,7 +323,6 @@ public sealed class GameWindow : IDisposable
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_cameraController.ModeChanged += OnCameraModeChanged;
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_dats = new DatCollection(_datDir, DatAccessType.Read);
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_animLoader = new AcDream.Core.Physics.DatCollectionLoader(_dats);
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uint centerLandblockId = 0xA9B4FFFFu;
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Console.WriteLine($"loading world view centered on 0x{centerLandblockId:X8}");
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@ -839,29 +822,6 @@ public sealed class GameWindow : IDisposable
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for (int i = 0; i < meshRefs.Count; i++)
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template[i] = (meshRefs[i].GfxObjId, meshRefs[i].SurfaceOverrides);
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// Phase B.3: try to build an AnimationSequencer for smooth
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// transition-link blending. Requires a MotionTable in the dats.
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AcDream.Core.Physics.AnimationSequencer? sequencer = null;
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if (_animLoader is not null)
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{
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uint mtId = spawn.MotionTableId ?? (uint)setup.DefaultMotionTable;
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var mtable = mtId != 0 ? _dats!.Get<DatReaderWriter.DBObjs.MotionTable>(mtId) : null;
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if (mtable is not null)
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{
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sequencer = new AcDream.Core.Physics.AnimationSequencer(setup, mtable, _animLoader);
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// Prime the sequencer on the idle cycle so it starts playing
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// immediately. Use the resolved style from the spawn motion state,
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// defaulting to NonCombat (0x003D).
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uint spawnStyle = stanceOverride.HasValue
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? ((uint)stanceOverride.Value << 16)
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: ((uint)mtable.DefaultStyle & 0xFFFF0000u);
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uint spawnMotion = commandOverride.HasValue
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? (uint)commandOverride.Value
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: (uint)mtable.StyleDefaults.GetValueOrDefault(mtable.DefaultStyle);
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sequencer.SetCycle(spawnStyle, spawnMotion);
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}
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}
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_animatedEntities[entity.Id] = new AnimatedEntity
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{
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Entity = entity,
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@ -873,7 +833,6 @@ public sealed class GameWindow : IDisposable
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Scale = scale,
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PartTemplate = template,
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CurrFrame = idleCycle.LowFrame,
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Sequencer = sequencer,
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};
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}
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@ -961,18 +920,6 @@ public sealed class GameWindow : IDisposable
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if (!newCycleIsGood)
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return;
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// Phase B.3: if this entity has a sequencer, delegate the cycle switch
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// to it so transition-link frames are prepended automatically. The
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// sequencer's SetCycle fast-path will no-op if nothing actually changed.
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if (ae.Sequencer is not null)
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{
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uint styleCmd = (uint)stance << 16;
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uint motionCmd = command.HasValue ? (uint)command.Value : 0u;
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ae.Sequencer.SetCycle(styleCmd, motionCmd);
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// Keep ae.Animation/LowFrame/HighFrame in sync so the fallback
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// path (and diagnostics) are accurate if the sequencer is ever removed.
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}
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ae.Animation = newCycle!.Animation;
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ae.LowFrame = Math.Max(0, newCycle.LowFrame);
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ae.HighFrame = Math.Min(newCycle.HighFrame, newCycle.Animation.PartFrames.Count - 1);
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@ -1878,154 +1825,104 @@ public sealed class GameWindow : IDisposable
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}
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/// <summary>
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/// Phase 6.4 / B.3: advance every animated entity's playback by
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/// <paramref name="dt"/> seconds, then rebuild that entity's MeshRefs
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/// from the resulting per-part transforms. Static entities (no
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/// AnimatedEntity record) are untouched.
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///
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/// When the entity has a <see cref="AcDream.Core.Physics.AnimationSequencer"/>
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/// (Phase B.3), delegates frame advancement and blending to it — this gives
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/// retail-accurate quaternion slerp and smooth transition-link blending on
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/// motion changes. Falls back to the Phase 6.5 manual slerp for entities
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/// whose MotionTable couldn't be loaded (e.g. offline mode or a missing dat).
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/// Phase 6.4: advance every animated entity's frame counter by
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/// <paramref name="dt"/> * Framerate, wrapping around the cycle's
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/// [LowFrame..HighFrame] interval, then rebuild that entity's
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/// MeshRefs from the new frame's per-part transforms. Static
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/// entities (no AnimatedEntity record) are untouched. The static
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/// renderer reads the new MeshRefs on the next Draw call.
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/// </summary>
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private void TickAnimations(float dt)
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{
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foreach (var kv in _animatedEntities)
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{
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var ae = kv.Value;
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int span = ae.HighFrame - ae.LowFrame;
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if (span <= 0) continue;
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// ── Phase B.3 path: sequencer-driven ────────────────────────────
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if (ae.Sequencer is { } seq)
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ae.CurrFrame += dt * ae.Framerate;
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// Wrap into [LowFrame, HighFrame]. Use a guarded modulo so
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// big dts (first frame after a stall) don't blow the loop.
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if (ae.CurrFrame > ae.HighFrame)
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{
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var transforms = seq.Advance(dt);
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int partCount = ae.PartTemplate.Count;
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var newMeshRefs = new List<AcDream.Core.World.MeshRef>(partCount);
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var scaleMat = ae.Scale == 1.0f
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? System.Numerics.Matrix4x4.Identity
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: System.Numerics.Matrix4x4.CreateScale(ae.Scale);
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for (int i = 0; i < partCount; i++)
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{
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var pt = i < transforms.Count ? transforms[i]
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: new AcDream.Core.Physics.PartTransform(
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System.Numerics.Vector3.Zero,
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System.Numerics.Quaternion.Identity);
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// Per-part default scale from the Setup, matching
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// SetupMesh.Flatten's composition order: scale → rotate → translate.
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var defaultScale = i < ae.Setup.DefaultScale.Count
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? ae.Setup.DefaultScale[i]
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: System.Numerics.Vector3.One;
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var partTransform =
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System.Numerics.Matrix4x4.CreateScale(defaultScale) *
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System.Numerics.Matrix4x4.CreateFromQuaternion(pt.Orientation) *
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System.Numerics.Matrix4x4.CreateTranslation(pt.Origin);
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if (ae.Scale != 1.0f)
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partTransform = partTransform * scaleMat;
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var template = ae.PartTemplate[i];
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newMeshRefs.Add(new AcDream.Core.World.MeshRef(template.GfxObjId, partTransform)
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{
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SurfaceOverrides = template.SurfaceOverrides,
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});
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}
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ae.Entity.MeshRefs = newMeshRefs;
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continue;
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float over = ae.CurrFrame - ae.LowFrame;
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ae.CurrFrame = ae.LowFrame + (over % (span + 1));
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}
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else if (ae.CurrFrame < ae.LowFrame)
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{
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ae.CurrFrame = ae.LowFrame;
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}
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// ── Phase 6.4 / 6.5 fallback path: manual slerp ─────────────────
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// Phase 6.5: blend between adjacent keyframes using the fractional
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// part of CurrFrame so the animation is smooth at any framerate
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// instead of snapping to integer frame indices.
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int frameIdx = (int)Math.Floor(ae.CurrFrame);
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if (frameIdx < ae.LowFrame || frameIdx > ae.HighFrame
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|| frameIdx >= ae.Animation.PartFrames.Count)
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frameIdx = ae.LowFrame;
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int nextIdx = frameIdx + 1;
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if (nextIdx > ae.HighFrame || nextIdx >= ae.Animation.PartFrames.Count)
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nextIdx = ae.LowFrame; // cycle wraps within [LowFrame, HighFrame]
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float t = ae.CurrFrame - frameIdx;
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if (t < 0f) t = 0f; else if (t > 1f) t = 1f;
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var partFrames = ae.Animation.PartFrames[frameIdx].Frames;
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var partFramesNext = ae.Animation.PartFrames[nextIdx].Frames;
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int partCount = ae.PartTemplate.Count;
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var newMeshRefs = new List<AcDream.Core.World.MeshRef>(partCount);
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var scaleMat = ae.Scale == 1.0f
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? System.Numerics.Matrix4x4.Identity
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: System.Numerics.Matrix4x4.CreateScale(ae.Scale);
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for (int i = 0; i < partCount; i++)
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{
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int span = ae.HighFrame - ae.LowFrame;
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if (span <= 0) continue;
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ae.CurrFrame += dt * ae.Framerate;
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// Wrap into [LowFrame, HighFrame]. Use a guarded modulo so
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// big dts (first frame after a stall) don't blow the loop.
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if (ae.CurrFrame > ae.HighFrame)
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// Slerp between the current and next keyframe per part.
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// Out-of-range parts get an identity transform — defensive
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// for setups whose part count exceeds the animation's bone
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// count.
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System.Numerics.Vector3 origin;
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System.Numerics.Quaternion orientation;
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if (i < partFrames.Count)
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{
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float over = ae.CurrFrame - ae.LowFrame;
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ae.CurrFrame = ae.LowFrame + (over % (span + 1));
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var f0 = partFrames[i];
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var f1 = i < partFramesNext.Count ? partFramesNext[i] : f0;
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origin = System.Numerics.Vector3.Lerp(f0.Origin, f1.Origin, t);
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orientation = System.Numerics.Quaternion.Slerp(f0.Orientation, f1.Orientation, t);
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}
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else if (ae.CurrFrame < ae.LowFrame)
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else
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{
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ae.CurrFrame = ae.LowFrame;
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origin = System.Numerics.Vector3.Zero;
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orientation = System.Numerics.Quaternion.Identity;
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}
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var frame = new DatReaderWriter.Types.Frame { Origin = origin, Orientation = orientation };
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// Phase 6.5: blend between adjacent keyframes using the fractional
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// part of CurrFrame so the animation is smooth at any framerate
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// instead of snapping to integer frame indices.
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int frameIdx = (int)Math.Floor(ae.CurrFrame);
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if (frameIdx < ae.LowFrame || frameIdx > ae.HighFrame
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|| frameIdx >= ae.Animation.PartFrames.Count)
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frameIdx = ae.LowFrame;
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// Per-part default scale from the Setup, matching SetupMesh.Flatten's
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// composition order: scale → rotate → translate.
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var defaultScale = i < ae.Setup.DefaultScale.Count
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? ae.Setup.DefaultScale[i]
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: System.Numerics.Vector3.One;
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int nextIdx = frameIdx + 1;
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if (nextIdx > ae.HighFrame || nextIdx >= ae.Animation.PartFrames.Count)
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nextIdx = ae.LowFrame; // cycle wraps within [LowFrame, HighFrame]
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var partTransform =
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System.Numerics.Matrix4x4.CreateScale(defaultScale) *
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System.Numerics.Matrix4x4.CreateFromQuaternion(frame.Orientation) *
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System.Numerics.Matrix4x4.CreateTranslation(frame.Origin);
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float t = ae.CurrFrame - frameIdx;
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if (t < 0f) t = 0f; else if (t > 1f) t = 1f;
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// Bake the entity's ObjScale on top, matching the hydration
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// order (PartTransform * scaleMat) — see comment in OnLiveEntitySpawned.
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if (ae.Scale != 1.0f)
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partTransform = partTransform * scaleMat;
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var partFrames = ae.Animation.PartFrames[frameIdx].Frames;
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var partFramesNext = ae.Animation.PartFrames[nextIdx].Frames;
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int partCount = ae.PartTemplate.Count;
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var newMeshRefs = new List<AcDream.Core.World.MeshRef>(partCount);
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var scaleMat = ae.Scale == 1.0f
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? System.Numerics.Matrix4x4.Identity
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: System.Numerics.Matrix4x4.CreateScale(ae.Scale);
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for (int i = 0; i < partCount; i++)
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var template = ae.PartTemplate[i];
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newMeshRefs.Add(new AcDream.Core.World.MeshRef(template.GfxObjId, partTransform)
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{
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// Slerp between the current and next keyframe per part.
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// Out-of-range parts get an identity transform — defensive
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// for setups whose part count exceeds the animation's bone
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// count.
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System.Numerics.Vector3 origin;
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System.Numerics.Quaternion orientation;
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if (i < partFrames.Count)
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{
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var f0 = partFrames[i];
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var f1 = i < partFramesNext.Count ? partFramesNext[i] : f0;
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origin = System.Numerics.Vector3.Lerp(f0.Origin, f1.Origin, t);
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orientation = System.Numerics.Quaternion.Slerp(f0.Orientation, f1.Orientation, t);
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}
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else
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{
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origin = System.Numerics.Vector3.Zero;
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orientation = System.Numerics.Quaternion.Identity;
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}
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var frame = new DatReaderWriter.Types.Frame { Origin = origin, Orientation = orientation };
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// Per-part default scale from the Setup, matching SetupMesh.Flatten's
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// composition order: scale → rotate → translate.
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var defaultScale = i < ae.Setup.DefaultScale.Count
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? ae.Setup.DefaultScale[i]
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: System.Numerics.Vector3.One;
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var partTransform =
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System.Numerics.Matrix4x4.CreateScale(defaultScale) *
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System.Numerics.Matrix4x4.CreateFromQuaternion(frame.Orientation) *
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System.Numerics.Matrix4x4.CreateTranslation(frame.Origin);
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// Bake the entity's ObjScale on top, matching the hydration
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// order (PartTransform * scaleMat) — see comment in OnLiveEntitySpawned.
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if (ae.Scale != 1.0f)
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partTransform = partTransform * scaleMat;
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var template = ae.PartTemplate[i];
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newMeshRefs.Add(new AcDream.Core.World.MeshRef(template.GfxObjId, partTransform)
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{
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SurfaceOverrides = template.SurfaceOverrides,
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});
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}
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ae.Entity.MeshRefs = newMeshRefs;
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SurfaceOverrides = template.SurfaceOverrides,
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});
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}
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ae.Entity.MeshRefs = newMeshRefs;
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}
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}
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@ -2071,16 +1968,6 @@ public sealed class GameWindow : IDisposable
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for (int i = 0; i < pe.MeshRefs.Count; i++)
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template[i] = (pe.MeshRefs[i].GfxObjId, pe.MeshRefs[i].SurfaceOverrides);
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// Phase B.3: try to attach an AnimationSequencer for the player.
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AcDream.Core.Physics.AnimationSequencer? playerSeq = null;
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if (_animLoader is not null)
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{
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uint mtId = _playerMotionTableId ?? (uint)setup.DefaultMotionTable;
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var mtable = mtId != 0 ? _dats.Get<DatReaderWriter.DBObjs.MotionTable>(mtId) : null;
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if (mtable is not null)
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playerSeq = new AcDream.Core.Physics.AnimationSequencer(setup, mtable, _animLoader);
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}
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ae = new AnimatedEntity
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{
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Entity = pe,
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@ -2092,7 +1979,6 @@ public sealed class GameWindow : IDisposable
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Scale = 1f,
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PartTemplate = template,
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CurrFrame = 0f,
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Sequencer = playerSeq,
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};
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_animatedEntities[pe.Id] = ae;
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}
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@ -2112,16 +1998,6 @@ public sealed class GameWindow : IDisposable
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if (cycle is null || cycle.Framerate == 0f || cycle.HighFrame <= cycle.LowFrame) return;
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// Phase B.3: if the entity has a sequencer, route the motion change
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// through it so transition-link frames blend smoothly. NonCombat
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// stance is 0x003D0000 in full style-command form.
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if (ae.Sequencer is not null)
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{
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const uint NonCombatStyleFull = 0x003D0000u;
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uint motionCmd = (uint)cmdOverride;
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ae.Sequencer.SetCycle(NonCombatStyleFull, motionCmd);
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}
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ae.Animation = cycle.Animation;
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ae.LowFrame = Math.Max(0, cycle.LowFrame);
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ae.HighFrame = Math.Min(cycle.HighFrame, cycle.Animation.PartFrames.Count - 1);
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