diff --git a/src/AcDream.App/Rendering/GameWindow.cs b/src/AcDream.App/Rendering/GameWindow.cs index e9168ba..283497f 100644 --- a/src/AcDream.App/Rendering/GameWindow.cs +++ b/src/AcDream.App/Rendering/GameWindow.cs @@ -21,12 +21,6 @@ public sealed class GameWindow : IDisposable private CameraController? _cameraController; private IMouse? _capturedMouse; private DatCollection? _dats; - /// - /// Adapter so instances - /// can load Animation dats without knowing about DatCollection directly. - /// Initialized alongside once the dat files are opened. - /// - private AcDream.Core.Physics.DatCollectionLoader? _animLoader; private float _lastMouseX; private float _lastMouseY; private StaticMeshRenderer? _staticMesh; @@ -97,16 +91,6 @@ public sealed class GameWindow : IDisposable /// public required IReadOnlyList<(uint GfxObjId, IReadOnlyDictionary? SurfaceOverrides)> PartTemplate; public float CurrFrame; // monotonically increasing within [LowFrame, HighFrame] - - /// - /// Phase B.3: full animation sequencer with transition-link support. - /// Non-null when a MotionTable was successfully loaded at spawn time. - /// When present, delegates to this instead - /// of performing the manual slerp, and motion changes call - /// so - /// transition frames blend smoothly. - /// - public AcDream.Core.Physics.AnimationSequencer? Sequencer; } // Phase B.2: player movement mode. @@ -339,7 +323,6 @@ public sealed class GameWindow : IDisposable _cameraController.ModeChanged += OnCameraModeChanged; _dats = new DatCollection(_datDir, DatAccessType.Read); - _animLoader = new AcDream.Core.Physics.DatCollectionLoader(_dats); uint centerLandblockId = 0xA9B4FFFFu; Console.WriteLine($"loading world view centered on 0x{centerLandblockId:X8}"); @@ -839,29 +822,6 @@ public sealed class GameWindow : IDisposable for (int i = 0; i < meshRefs.Count; i++) template[i] = (meshRefs[i].GfxObjId, meshRefs[i].SurfaceOverrides); - // Phase B.3: try to build an AnimationSequencer for smooth - // transition-link blending. Requires a MotionTable in the dats. - AcDream.Core.Physics.AnimationSequencer? sequencer = null; - if (_animLoader is not null) - { - uint mtId = spawn.MotionTableId ?? (uint)setup.DefaultMotionTable; - var mtable = mtId != 0 ? _dats!.Get(mtId) : null; - if (mtable is not null) - { - sequencer = new AcDream.Core.Physics.AnimationSequencer(setup, mtable, _animLoader); - // Prime the sequencer on the idle cycle so it starts playing - // immediately. Use the resolved style from the spawn motion state, - // defaulting to NonCombat (0x003D). - uint spawnStyle = stanceOverride.HasValue - ? ((uint)stanceOverride.Value << 16) - : ((uint)mtable.DefaultStyle & 0xFFFF0000u); - uint spawnMotion = commandOverride.HasValue - ? (uint)commandOverride.Value - : (uint)mtable.StyleDefaults.GetValueOrDefault(mtable.DefaultStyle); - sequencer.SetCycle(spawnStyle, spawnMotion); - } - } - _animatedEntities[entity.Id] = new AnimatedEntity { Entity = entity, @@ -873,7 +833,6 @@ public sealed class GameWindow : IDisposable Scale = scale, PartTemplate = template, CurrFrame = idleCycle.LowFrame, - Sequencer = sequencer, }; } @@ -961,18 +920,6 @@ public sealed class GameWindow : IDisposable if (!newCycleIsGood) return; - // Phase B.3: if this entity has a sequencer, delegate the cycle switch - // to it so transition-link frames are prepended automatically. The - // sequencer's SetCycle fast-path will no-op if nothing actually changed. - if (ae.Sequencer is not null) - { - uint styleCmd = (uint)stance << 16; - uint motionCmd = command.HasValue ? (uint)command.Value : 0u; - ae.Sequencer.SetCycle(styleCmd, motionCmd); - // Keep ae.Animation/LowFrame/HighFrame in sync so the fallback - // path (and diagnostics) are accurate if the sequencer is ever removed. - } - ae.Animation = newCycle!.Animation; ae.LowFrame = Math.Max(0, newCycle.LowFrame); ae.HighFrame = Math.Min(newCycle.HighFrame, newCycle.Animation.PartFrames.Count - 1); @@ -1878,154 +1825,104 @@ public sealed class GameWindow : IDisposable } /// - /// Phase 6.4 / B.3: advance every animated entity's playback by - /// seconds, then rebuild that entity's MeshRefs - /// from the resulting per-part transforms. Static entities (no - /// AnimatedEntity record) are untouched. - /// - /// When the entity has a - /// (Phase B.3), delegates frame advancement and blending to it — this gives - /// retail-accurate quaternion slerp and smooth transition-link blending on - /// motion changes. Falls back to the Phase 6.5 manual slerp for entities - /// whose MotionTable couldn't be loaded (e.g. offline mode or a missing dat). + /// Phase 6.4: advance every animated entity's frame counter by + /// * Framerate, wrapping around the cycle's + /// [LowFrame..HighFrame] interval, then rebuild that entity's + /// MeshRefs from the new frame's per-part transforms. Static + /// entities (no AnimatedEntity record) are untouched. The static + /// renderer reads the new MeshRefs on the next Draw call. /// private void TickAnimations(float dt) { foreach (var kv in _animatedEntities) { var ae = kv.Value; + int span = ae.HighFrame - ae.LowFrame; + if (span <= 0) continue; - // ── Phase B.3 path: sequencer-driven ──────────────────────────── - if (ae.Sequencer is { } seq) + ae.CurrFrame += dt * ae.Framerate; + // Wrap into [LowFrame, HighFrame]. Use a guarded modulo so + // big dts (first frame after a stall) don't blow the loop. + if (ae.CurrFrame > ae.HighFrame) { - var transforms = seq.Advance(dt); - int partCount = ae.PartTemplate.Count; - var newMeshRefs = new List(partCount); - var scaleMat = ae.Scale == 1.0f - ? System.Numerics.Matrix4x4.Identity - : System.Numerics.Matrix4x4.CreateScale(ae.Scale); - - for (int i = 0; i < partCount; i++) - { - var pt = i < transforms.Count ? transforms[i] - : new AcDream.Core.Physics.PartTransform( - System.Numerics.Vector3.Zero, - System.Numerics.Quaternion.Identity); - - // Per-part default scale from the Setup, matching - // SetupMesh.Flatten's composition order: scale → rotate → translate. - var defaultScale = i < ae.Setup.DefaultScale.Count - ? ae.Setup.DefaultScale[i] - : System.Numerics.Vector3.One; - - var partTransform = - System.Numerics.Matrix4x4.CreateScale(defaultScale) * - System.Numerics.Matrix4x4.CreateFromQuaternion(pt.Orientation) * - System.Numerics.Matrix4x4.CreateTranslation(pt.Origin); - - if (ae.Scale != 1.0f) - partTransform = partTransform * scaleMat; - - var template = ae.PartTemplate[i]; - newMeshRefs.Add(new AcDream.Core.World.MeshRef(template.GfxObjId, partTransform) - { - SurfaceOverrides = template.SurfaceOverrides, - }); - } - - ae.Entity.MeshRefs = newMeshRefs; - continue; + float over = ae.CurrFrame - ae.LowFrame; + ae.CurrFrame = ae.LowFrame + (over % (span + 1)); + } + else if (ae.CurrFrame < ae.LowFrame) + { + ae.CurrFrame = ae.LowFrame; } - // ── Phase 6.4 / 6.5 fallback path: manual slerp ───────────────── + // Phase 6.5: blend between adjacent keyframes using the fractional + // part of CurrFrame so the animation is smooth at any framerate + // instead of snapping to integer frame indices. + int frameIdx = (int)Math.Floor(ae.CurrFrame); + if (frameIdx < ae.LowFrame || frameIdx > ae.HighFrame + || frameIdx >= ae.Animation.PartFrames.Count) + frameIdx = ae.LowFrame; + + int nextIdx = frameIdx + 1; + if (nextIdx > ae.HighFrame || nextIdx >= ae.Animation.PartFrames.Count) + nextIdx = ae.LowFrame; // cycle wraps within [LowFrame, HighFrame] + + float t = ae.CurrFrame - frameIdx; + if (t < 0f) t = 0f; else if (t > 1f) t = 1f; + + var partFrames = ae.Animation.PartFrames[frameIdx].Frames; + var partFramesNext = ae.Animation.PartFrames[nextIdx].Frames; + + int partCount = ae.PartTemplate.Count; + var newMeshRefs = new List(partCount); + var scaleMat = ae.Scale == 1.0f + ? System.Numerics.Matrix4x4.Identity + : System.Numerics.Matrix4x4.CreateScale(ae.Scale); + + for (int i = 0; i < partCount; i++) { - int span = ae.HighFrame - ae.LowFrame; - if (span <= 0) continue; - - ae.CurrFrame += dt * ae.Framerate; - // Wrap into [LowFrame, HighFrame]. Use a guarded modulo so - // big dts (first frame after a stall) don't blow the loop. - if (ae.CurrFrame > ae.HighFrame) + // Slerp between the current and next keyframe per part. + // Out-of-range parts get an identity transform — defensive + // for setups whose part count exceeds the animation's bone + // count. + System.Numerics.Vector3 origin; + System.Numerics.Quaternion orientation; + if (i < partFrames.Count) { - float over = ae.CurrFrame - ae.LowFrame; - ae.CurrFrame = ae.LowFrame + (over % (span + 1)); + var f0 = partFrames[i]; + var f1 = i < partFramesNext.Count ? partFramesNext[i] : f0; + origin = System.Numerics.Vector3.Lerp(f0.Origin, f1.Origin, t); + orientation = System.Numerics.Quaternion.Slerp(f0.Orientation, f1.Orientation, t); } - else if (ae.CurrFrame < ae.LowFrame) + else { - ae.CurrFrame = ae.LowFrame; + origin = System.Numerics.Vector3.Zero; + orientation = System.Numerics.Quaternion.Identity; } + var frame = new DatReaderWriter.Types.Frame { Origin = origin, Orientation = orientation }; - // Phase 6.5: blend between adjacent keyframes using the fractional - // part of CurrFrame so the animation is smooth at any framerate - // instead of snapping to integer frame indices. - int frameIdx = (int)Math.Floor(ae.CurrFrame); - if (frameIdx < ae.LowFrame || frameIdx > ae.HighFrame - || frameIdx >= ae.Animation.PartFrames.Count) - frameIdx = ae.LowFrame; + // Per-part default scale from the Setup, matching SetupMesh.Flatten's + // composition order: scale → rotate → translate. + var defaultScale = i < ae.Setup.DefaultScale.Count + ? ae.Setup.DefaultScale[i] + : System.Numerics.Vector3.One; - int nextIdx = frameIdx + 1; - if (nextIdx > ae.HighFrame || nextIdx >= ae.Animation.PartFrames.Count) - nextIdx = ae.LowFrame; // cycle wraps within [LowFrame, HighFrame] + var partTransform = + System.Numerics.Matrix4x4.CreateScale(defaultScale) * + System.Numerics.Matrix4x4.CreateFromQuaternion(frame.Orientation) * + System.Numerics.Matrix4x4.CreateTranslation(frame.Origin); - float t = ae.CurrFrame - frameIdx; - if (t < 0f) t = 0f; else if (t > 1f) t = 1f; + // Bake the entity's ObjScale on top, matching the hydration + // order (PartTransform * scaleMat) — see comment in OnLiveEntitySpawned. + if (ae.Scale != 1.0f) + partTransform = partTransform * scaleMat; - var partFrames = ae.Animation.PartFrames[frameIdx].Frames; - var partFramesNext = ae.Animation.PartFrames[nextIdx].Frames; - - int partCount = ae.PartTemplate.Count; - var newMeshRefs = new List(partCount); - var scaleMat = ae.Scale == 1.0f - ? System.Numerics.Matrix4x4.Identity - : System.Numerics.Matrix4x4.CreateScale(ae.Scale); - - for (int i = 0; i < partCount; i++) + var template = ae.PartTemplate[i]; + newMeshRefs.Add(new AcDream.Core.World.MeshRef(template.GfxObjId, partTransform) { - // Slerp between the current and next keyframe per part. - // Out-of-range parts get an identity transform — defensive - // for setups whose part count exceeds the animation's bone - // count. - System.Numerics.Vector3 origin; - System.Numerics.Quaternion orientation; - if (i < partFrames.Count) - { - var f0 = partFrames[i]; - var f1 = i < partFramesNext.Count ? partFramesNext[i] : f0; - origin = System.Numerics.Vector3.Lerp(f0.Origin, f1.Origin, t); - orientation = System.Numerics.Quaternion.Slerp(f0.Orientation, f1.Orientation, t); - } - else - { - origin = System.Numerics.Vector3.Zero; - orientation = System.Numerics.Quaternion.Identity; - } - var frame = new DatReaderWriter.Types.Frame { Origin = origin, Orientation = orientation }; - - // Per-part default scale from the Setup, matching SetupMesh.Flatten's - // composition order: scale → rotate → translate. - var defaultScale = i < ae.Setup.DefaultScale.Count - ? ae.Setup.DefaultScale[i] - : System.Numerics.Vector3.One; - - var partTransform = - System.Numerics.Matrix4x4.CreateScale(defaultScale) * - System.Numerics.Matrix4x4.CreateFromQuaternion(frame.Orientation) * - System.Numerics.Matrix4x4.CreateTranslation(frame.Origin); - - // Bake the entity's ObjScale on top, matching the hydration - // order (PartTransform * scaleMat) — see comment in OnLiveEntitySpawned. - if (ae.Scale != 1.0f) - partTransform = partTransform * scaleMat; - - var template = ae.PartTemplate[i]; - newMeshRefs.Add(new AcDream.Core.World.MeshRef(template.GfxObjId, partTransform) - { - SurfaceOverrides = template.SurfaceOverrides, - }); - } - - ae.Entity.MeshRefs = newMeshRefs; + SurfaceOverrides = template.SurfaceOverrides, + }); } + + ae.Entity.MeshRefs = newMeshRefs; } } @@ -2071,16 +1968,6 @@ public sealed class GameWindow : IDisposable for (int i = 0; i < pe.MeshRefs.Count; i++) template[i] = (pe.MeshRefs[i].GfxObjId, pe.MeshRefs[i].SurfaceOverrides); - // Phase B.3: try to attach an AnimationSequencer for the player. - AcDream.Core.Physics.AnimationSequencer? playerSeq = null; - if (_animLoader is not null) - { - uint mtId = _playerMotionTableId ?? (uint)setup.DefaultMotionTable; - var mtable = mtId != 0 ? _dats.Get(mtId) : null; - if (mtable is not null) - playerSeq = new AcDream.Core.Physics.AnimationSequencer(setup, mtable, _animLoader); - } - ae = new AnimatedEntity { Entity = pe, @@ -2092,7 +1979,6 @@ public sealed class GameWindow : IDisposable Scale = 1f, PartTemplate = template, CurrFrame = 0f, - Sequencer = playerSeq, }; _animatedEntities[pe.Id] = ae; } @@ -2112,16 +1998,6 @@ public sealed class GameWindow : IDisposable if (cycle is null || cycle.Framerate == 0f || cycle.HighFrame <= cycle.LowFrame) return; - // Phase B.3: if the entity has a sequencer, route the motion change - // through it so transition-link frames blend smoothly. NonCombat - // stance is 0x003D0000 in full style-command form. - if (ae.Sequencer is not null) - { - const uint NonCombatStyleFull = 0x003D0000u; - uint motionCmd = (uint)cmdOverride; - ae.Sequencer.SetCycle(NonCombatStyleFull, motionCmd); - } - ae.Animation = cycle.Animation; ae.LowFrame = Math.Max(0, cycle.LowFrame); ae.HighFrame = Math.Min(cycle.HighFrame, cycle.Animation.PartFrames.Count - 1);