feat(vfx): bind effects to live animated poses
This commit is contained in:
parent
96ddfdf175
commit
542dcfc384
41 changed files with 3246 additions and 741 deletions
132
src/AcDream.App/Rendering/AttachmentUpdateOrder.cs
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132
src/AcDream.App/Rendering/AttachmentUpdateOrder.cs
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@ -0,0 +1,132 @@
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namespace AcDream.App.Rendering;
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/// <summary>
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/// Reusable parent-before-child traversal for retail's
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/// <c>CPhysicsObj::UpdateChildrenInternal</c> attachment graph. Failed parent
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/// projections suppress their descendants for the same frame; callers remove
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/// those projections only after traversal, so dictionary enumeration remains
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/// stable.
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/// </summary>
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internal sealed class AttachmentUpdateOrder<TChild>
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{
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private readonly HashSet<uint> _visiting = new();
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private readonly HashSet<uint> _completed = new();
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private readonly HashSet<uint> _failedSet = new();
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private readonly List<uint> _failed = new();
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private readonly List<uint> _subtree = new();
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private readonly Queue<uint> _recoveryQueue = new();
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private readonly HashSet<uint> _recoveryVisited = new();
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/// <summary>
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/// Updates the current attachment map without per-frame delegate or
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/// enumerator boxing. The returned list is borrowed until the next call.
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/// </summary>
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public IReadOnlyList<uint> ForEachParentFirst(
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Dictionary<uint, TChild> children,
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Func<TChild, uint?> parentOf,
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Func<uint, bool> update)
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{
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ArgumentNullException.ThrowIfNull(children);
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ArgumentNullException.ThrowIfNull(parentOf);
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ArgumentNullException.ThrowIfNull(update);
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_visiting.Clear();
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_completed.Clear();
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_failedSet.Clear();
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_failed.Clear();
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foreach (uint childId in children.Keys)
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Visit(childId, children, parentOf, update);
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return _failed;
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}
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/// <summary>
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/// Returns descendants before ancestors so an attachment subtree can be
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/// withdrawn without leaving a child rooted at a stale intermediate pose.
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/// The returned list is borrowed until the next call.
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/// </summary>
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public IReadOnlyList<uint> CollectSubtreePostOrder(
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Dictionary<uint, TChild> children,
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uint rootId,
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Func<TChild, uint?> parentOf)
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{
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_subtree.Clear();
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_visiting.Clear();
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Collect(rootId, children, parentOf);
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return _subtree;
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}
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/// <summary>
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/// Retries every waiting child after a parent pose becomes available.
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/// Each successfully realized child becomes a parent candidate in turn,
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/// so A→B→C recovers in one parent-first drain.
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/// </summary>
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public void RealizeDescendants(
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uint parentId,
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Func<uint, IReadOnlyList<uint>> childrenWaitingForParent,
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Func<uint, bool> realize)
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{
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ArgumentNullException.ThrowIfNull(childrenWaitingForParent);
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ArgumentNullException.ThrowIfNull(realize);
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_recoveryQueue.Clear();
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_recoveryVisited.Clear();
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_recoveryQueue.Enqueue(parentId);
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_recoveryVisited.Add(parentId);
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while (_recoveryQueue.Count > 0)
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{
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uint currentParent = _recoveryQueue.Dequeue();
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IReadOnlyList<uint> waiting = childrenWaitingForParent(currentParent);
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for (int i = 0; i < waiting.Count; i++)
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{
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uint childId = waiting[i];
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if (realize(childId) && _recoveryVisited.Add(childId))
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_recoveryQueue.Enqueue(childId);
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}
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}
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}
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private void Collect(
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uint rootId,
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Dictionary<uint, TChild> children,
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Func<TChild, uint?> parentOf)
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{
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if (!_visiting.Add(rootId))
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return;
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foreach ((uint candidateId, TChild child) in children)
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{
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if (parentOf(child) == rootId)
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Collect(candidateId, children, parentOf);
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}
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_subtree.Add(rootId);
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}
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private void Visit(
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uint childId,
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Dictionary<uint, TChild> children,
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Func<TChild, uint?> parentOf,
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Func<uint, bool> update)
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{
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if (_completed.Contains(childId)
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|| !children.TryGetValue(childId, out TChild? child))
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{
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return;
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}
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if (!_visiting.Add(childId))
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return;
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uint? parentId = parentOf(child);
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if (parentId is { } attachedParentId && children.ContainsKey(attachedParentId))
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Visit(attachedParentId, children, parentOf, update);
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_visiting.Remove(childId);
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if (!_completed.Add(childId))
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return;
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bool succeeded = parentId is not { } parent
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|| !_failedSet.Contains(parent);
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if (succeeded)
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succeeded = update(childId);
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if (!succeeded && _failedSet.Add(childId))
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_failed.Add(childId);
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}
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}
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@ -1,5 +1,6 @@
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using System.Numerics;
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using AcDream.App.World;
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using AcDream.App.Rendering.Vfx;
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using AcDream.Core.Items;
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using AcDream.Core.Meshing;
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using AcDream.Core.Net;
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@ -27,12 +28,20 @@ public sealed class EquippedChildRenderController : IDisposable
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private readonly ClientObjectTable _objects;
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private readonly LiveEntityRuntime _liveEntities;
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private readonly Func<ParentEvent.Parsed, bool> _acceptParent;
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private readonly EntityEffectPoseRegistry _poses;
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private ParentAttachmentState Relations => _liveEntities.ParentAttachments;
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/// <summary>Raised after the attached projection is fully registered.</summary>
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public event Action<uint>? EntityReady;
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/// <summary>Raised after an attached projection has its composed pose.</summary>
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public event Action<uint>? ProjectionPoseReady;
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/// <summary>Raised when an attached projection leaves its cell presentation.</summary>
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public event Action<uint>? ProjectionRemoved;
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private readonly Dictionary<uint, AttachedChild> _attachedByChild = new();
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private readonly AttachmentUpdateOrder<AttachedChild> _updateOrder = new();
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private readonly Func<AttachedChild, uint?> _parentOfAttached;
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private readonly Func<uint, bool> _tickAttached;
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public IEnumerable<uint> AttachedEntityIds
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{
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@ -48,13 +57,17 @@ public sealed class EquippedChildRenderController : IDisposable
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object datLock,
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ClientObjectTable objects,
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LiveEntityRuntime liveEntities,
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EntityEffectPoseRegistry poses,
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Func<ParentEvent.Parsed, bool> acceptParent)
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{
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_dats = dats ?? throw new ArgumentNullException(nameof(dats));
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_datLock = datLock ?? throw new ArgumentNullException(nameof(datLock));
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_objects = objects ?? throw new ArgumentNullException(nameof(objects));
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_liveEntities = liveEntities ?? throw new ArgumentNullException(nameof(liveEntities));
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_poses = poses ?? throw new ArgumentNullException(nameof(poses));
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_acceptParent = acceptParent ?? throw new ArgumentNullException(nameof(acceptParent));
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_parentOfAttached = static child => child.ParentGuid;
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_tickAttached = TickChild;
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_objects.ObjectMoved += OnObjectMoved;
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_objects.MoveRolledBack += OnMoveRolledBack;
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@ -83,17 +96,11 @@ public sealed class EquippedChildRenderController : IDisposable
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spawn.PositionSequence));
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}
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ResolveRelations(spawn.Guid);
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TryRealize(spawn.Guid);
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ResolveAndTryRealize(spawn.Guid);
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// ParentEvent can precede the parent's CreateObject. Revisit every
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// child waiting specifically on the object that just arrived.
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IReadOnlyList<uint> waiting = Relations.ChildrenWaitingForParent(spawn.Guid);
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for (int i = 0; i < waiting.Count; i++)
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{
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ResolveRelations(waiting[i]);
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TryRealize(waiting[i]);
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}
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// ParentEvent can precede the parent's CreateObject. Revisit the
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// complete descendant chain rooted at the object that arrived.
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RetryWaitingDescendants(spawn.Guid);
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}
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}
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@ -107,15 +114,20 @@ public sealed class EquippedChildRenderController : IDisposable
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{
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lock (_datLock)
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{
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IReadOnlyList<uint> waiting = Relations.ChildrenWaitingForParent(guid);
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for (int i = 0; i < waiting.Count; i++)
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{
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ResolveRelations(waiting[i]);
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TryRealize(waiting[i]);
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}
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RetryWaitingDescendants(guid);
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}
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}
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/// <summary>
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/// Retries pose-withdrawn descendants only after their parent's new root
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/// and indexed parts have been published.
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/// </summary>
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public void OnPosePublished(uint guid)
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{
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lock (_datLock)
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RetryWaitingDescendants(guid);
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}
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/// <summary>
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/// Apply/queue a live ParentEvent after the live-entity owner has exact-
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/// gated the parent's INSTANCE_TS and advanced the child's shared
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@ -126,8 +138,8 @@ public sealed class EquippedChildRenderController : IDisposable
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lock (_datLock)
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{
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Relations.Enqueue(update);
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ResolveRelations(update.ChildGuid);
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TryRealize(update.ChildGuid);
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if (ResolveAndTryRealize(update.ChildGuid))
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RetryWaitingDescendants(update.ChildGuid);
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}
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}
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@ -171,68 +183,103 @@ public sealed class EquippedChildRenderController : IDisposable
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/// <summary>Recompose every child after the parent's animation tick.</summary>
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public void Tick()
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{
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foreach (AttachedChild child in _attachedByChild.Values)
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{
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if (!_liveEntities.TryGetWorldEntity(child.ParentGuid, out WorldEntity parent))
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continue;
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if (!EquippedChildAttachment.TryCompose(
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child.ParentSetup,
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parent.MeshRefs,
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child.ChildSetup,
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child.ParentLocation,
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child.Placement,
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child.PartTemplate,
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child.Scale,
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out IReadOnlyList<MeshRef> parts))
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continue;
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child.Entity.MeshRefs = parts;
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child.Entity.SetPosition(parent.Position);
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child.Entity.Rotation = parent.Rotation;
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child.Entity.ParentCellId = parent.ParentCellId;
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if (parent.ParentCellId is { } parentCellId)
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_liveEntities.RebucketLiveEntity(child.ChildGuid, parentCellId);
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}
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IReadOnlyList<uint> failed = _updateOrder.ForEachParentFirst(
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_attachedByChild,
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_parentOfAttached,
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_tickAttached);
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for (int i = 0; i < failed.Count; i++)
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WithdrawForPoseLoss(failed[i]);
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}
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private void TryRealize(uint childGuid)
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private bool TickChild(uint childGuid)
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{
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if (!_attachedByChild.TryGetValue(childGuid, out AttachedChild? child))
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return false;
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if (_liveEntities.TryGetWorldEntity(child.ParentGuid, out WorldEntity parent)
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&& _poses.TryGetRootPose(parent.Id, out Matrix4x4 parentWorld)
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&& _poses.TryGetPartPoseSnapshot(
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parent.Id,
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out var parentPartPoses,
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out var parentPartAvailability)
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&& EquippedChildAttachment.TryComposePoseInto(
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child.ParentSetup,
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parentPartPoses,
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parentPartAvailability,
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child.ChildSetup,
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child.ParentLocation,
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child.Placement,
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child.PartTemplate,
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child.Scale,
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child.PartPoseBuffer,
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child.AttachedPartBuffer,
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out EquippedChildPose pose))
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{
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child.Entity.MeshRefs = pose.AttachedParts;
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child.Entity.SetIndexedPartPoses(pose.PartLocal, child.PartAvailability);
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if (!ApplyParentWorldPose(child.Entity, parentWorld))
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return false;
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child.Entity.ParentCellId = parent.ParentCellId;
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PublishChildPose(child.Entity, parentWorld, parent.ParentCellId, pose);
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if (parent.ParentCellId is { } parentCellId)
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_liveEntities.RebucketLiveEntity(child.ChildGuid, parentCellId);
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ProjectionPoseReady?.Invoke(child.ChildGuid);
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return true;
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}
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return false;
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}
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private bool TryRealize(uint childGuid)
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{
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if (!Relations.TryGetProjection(childGuid, out ParentAttachmentRelation pending))
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return;
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return false;
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if (!_liveEntities.TryGetWorldEntity(pending.ParentGuid, out WorldEntity parentEntity)
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|| !_liveEntities.TryGetSnapshot(pending.ParentGuid, out WorldSession.EntitySpawn parentSpawn)
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|| !_liveEntities.TryGetSnapshot(childGuid, out WorldSession.EntitySpawn childSpawn))
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return;
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return false;
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if (parentSpawn.SetupTableId is not { } parentSetupId
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|| childSpawn.SetupTableId is not { } childSetupId
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|| parentEntity.ParentCellId is not { } parentCellId)
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return;
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return false;
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Setup? parentSetup = _dats.Get<Setup>(parentSetupId);
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Setup? childSetup = _dats.Get<Setup>(childSetupId);
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if (parentSetup is null || childSetup is null)
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return;
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return false;
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var parentLocation = (ParentLocation)pending.ParentLocation;
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var placement = (Placement)pending.PlacementId;
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IReadOnlyList<MeshRef> template = BuildPartTemplate(childSetup, childSpawn);
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bool[] childPartAvailability = BuildPartAvailability(template);
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float scale = childSpawn.ObjScale is { } objScale && objScale > 0f
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? objScale
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: 1.0f;
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if (!_poses.TryGetPartPoseSnapshot(
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parentEntity.Id,
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out var parentPartPoses,
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out var parentPartAvailability))
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return false;
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if (!_poses.TryGetRootPose(parentEntity.Id, out Matrix4x4 parentWorld)
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|| !TryDecomposeWorldPose(parentWorld, out Vector3 parentPosition, out Quaternion parentRotation))
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{
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return false;
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}
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if (!EquippedChildAttachment.TryCompose(
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if (!EquippedChildAttachment.TryComposePoseInto(
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parentSetup,
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parentEntity.MeshRefs,
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parentPartPoses,
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parentPartAvailability,
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childSetup,
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parentLocation,
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placement,
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template,
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scale,
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out IReadOnlyList<MeshRef> parts))
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return;
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partPoseBuffer: null,
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attachedPartBuffer: null,
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out EquippedChildPose pose))
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return false;
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// A parented object may materialize here before the ordinary world
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// hydration path sees it. Install its logical effect profile before
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@ -250,29 +297,34 @@ public sealed class EquippedChildRenderController : IDisposable
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WorldEntity? entity = _liveEntities.MaterializeLiveEntity(
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childGuid,
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parentCellId,
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localId => new WorldEntity
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localId =>
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{
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Id = localId,
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ServerGuid = childGuid,
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SourceGfxObjOrSetupId = childSetupId,
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Position = parentEntity.Position,
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Rotation = parentEntity.Rotation,
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MeshRefs = parts,
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PaletteOverride = BuildPaletteOverride(childSpawn),
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ParentCellId = parentCellId,
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var created = new WorldEntity
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{
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Id = localId,
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ServerGuid = childGuid,
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SourceGfxObjOrSetupId = childSetupId,
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Position = parentPosition,
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Rotation = parentRotation,
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MeshRefs = pose.AttachedParts,
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PaletteOverride = BuildPaletteOverride(childSpawn),
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ParentCellId = parentCellId,
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};
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created.SetIndexedPartPoses(pose.PartLocal, childPartAvailability);
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return created;
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},
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LiveEntityProjectionKind.Attached);
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if (entity is null)
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return;
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entity.SetPosition(parentEntity.Position);
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entity.Rotation = parentEntity.Rotation;
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return false;
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ApplyParentWorldPose(entity, parentWorld);
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entity.ParentCellId = parentCellId;
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entity.ApplyAppearance(
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parts,
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pose.AttachedParts,
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BuildPaletteOverride(childSpawn),
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childSpawn.AnimPartChanges is { Count: > 0 } changes
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? changes.Select(change => new PartOverride(change.PartIndex, change.NewModelId)).ToArray()
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: Array.Empty<PartOverride>());
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entity.SetIndexedPartPoses(pose.PartLocal, childPartAvailability);
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_attachedByChild[childGuid] = new AttachedChild(
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pending.ParentGuid,
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childGuid,
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@ -281,13 +333,60 @@ public sealed class EquippedChildRenderController : IDisposable
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parentSetup,
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childSetup,
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template,
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childPartAvailability,
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pose.PartLocal,
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pose.AttachedParts,
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scale,
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entity);
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PublishChildPose(entity, parentWorld, parentEntity.ParentCellId, pose);
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Console.WriteLine(
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$"equipment: attached child=0x{childGuid:X8} parent=0x{pending.ParentGuid:X8} " +
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$"location={parentLocation} placement={placement}");
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Relations.MarkProjected(childGuid);
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ProjectionPoseReady?.Invoke(childGuid);
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EntityReady?.Invoke(childGuid);
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return true;
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}
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private void PublishChildPose(
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WorldEntity child,
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Matrix4x4 parentWorld,
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uint? parentCellId,
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EquippedChildPose pose)
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{
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_poses.Publish(
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child.Id,
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pose.RootLocal * parentWorld,
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pose.PartLocal,
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parentCellId ?? 0u,
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child.IndexedPartAvailable);
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}
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/// <summary>
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/// Installs the immediate parent's composed world root on the child
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/// projection. The child's MeshRefs already contain its holding and
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/// placement transforms relative to that direct parent root.
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/// </summary>
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internal static bool ApplyParentWorldPose(WorldEntity child, Matrix4x4 parentWorld)
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{
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if (!TryDecomposeWorldPose(parentWorld, out Vector3 position, out Quaternion rotation))
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return false;
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child.SetPosition(position);
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child.Rotation = rotation;
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return true;
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}
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private static bool TryDecomposeWorldPose(
|
||||
Matrix4x4 world,
|
||||
out Vector3 position,
|
||||
out Quaternion rotation)
|
||||
{
|
||||
position = world.Translation;
|
||||
if (!Matrix4x4.Decompose(world, out Vector3 scale, out rotation, out _)
|
||||
|| Vector3.DistanceSquared(scale, Vector3.One) > 1e-6f)
|
||||
return false;
|
||||
rotation = Quaternion.Normalize(rotation);
|
||||
return true;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
|
|
@ -337,6 +436,20 @@ public sealed class EquippedChildRenderController : IDisposable
|
|||
_acceptParent);
|
||||
}
|
||||
|
||||
private bool ResolveAndTryRealize(uint childGuid)
|
||||
{
|
||||
ResolveRelations(childGuid);
|
||||
return TryRealize(childGuid);
|
||||
}
|
||||
|
||||
private void RetryWaitingDescendants(uint parentGuid)
|
||||
{
|
||||
_updateOrder.RealizeDescendants(
|
||||
parentGuid,
|
||||
Relations.ChildrenWaitingForParent,
|
||||
ResolveAndTryRealize);
|
||||
}
|
||||
|
||||
private IReadOnlyList<MeshRef> BuildPartTemplate(
|
||||
Setup setup,
|
||||
WorldSession.EntitySpawn spawn)
|
||||
|
|
@ -396,6 +509,14 @@ public sealed class EquippedChildRenderController : IDisposable
|
|||
return result;
|
||||
}
|
||||
|
||||
private bool[] BuildPartAvailability(IReadOnlyList<MeshRef> template)
|
||||
{
|
||||
var available = new bool[template.Count];
|
||||
for (int i = 0; i < template.Count; i++)
|
||||
available[i] = _dats.Get<GfxObj>(template[i].GfxObjId) is not null;
|
||||
return available;
|
||||
}
|
||||
|
||||
private static PaletteOverride? BuildPaletteOverride(WorldSession.EntitySpawn spawn)
|
||||
{
|
||||
if (spawn.SubPalettes is not { Count: > 0 } subPalettes)
|
||||
|
|
@ -430,27 +551,52 @@ public sealed class EquippedChildRenderController : IDisposable
|
|||
if (Relations.RestoreLastAccepted(item.ObjectId))
|
||||
{
|
||||
lock (_datLock)
|
||||
TryRealize(item.ObjectId);
|
||||
{
|
||||
if (ResolveAndTryRealize(item.ObjectId))
|
||||
RetryWaitingDescendants(item.ObjectId);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private void Remove(uint childGuid)
|
||||
{
|
||||
if (!_attachedByChild.Remove(childGuid))
|
||||
if (!_attachedByChild.Remove(childGuid, out AttachedChild? child))
|
||||
return;
|
||||
_liveEntities.WithdrawLiveEntityProjection(childGuid);
|
||||
_poses.Remove(child.Entity.Id);
|
||||
ProjectionRemoved?.Invoke(child.Entity.Id);
|
||||
}
|
||||
|
||||
private void WithdrawForPoseLoss(uint childGuid)
|
||||
{
|
||||
if (!_attachedByChild.ContainsKey(childGuid))
|
||||
return;
|
||||
Remove(childGuid);
|
||||
// MarkProjected removed the active candidate but retained the last
|
||||
// accepted relationship. Requeue that exact accepted relation so a
|
||||
// later parent pose/appearance registration can realize it again.
|
||||
Relations.RestoreLastAccepted(childGuid);
|
||||
}
|
||||
|
||||
private void TearDownObjectProjections(uint guid)
|
||||
{
|
||||
Remove(guid);
|
||||
|
||||
uint[] children = _attachedByChild.Values
|
||||
.Where(child => child.ParentGuid == guid)
|
||||
.Select(child => child.ChildGuid)
|
||||
.ToArray();
|
||||
for (int i = 0; i < children.Length; i++)
|
||||
Remove(children[i]);
|
||||
IReadOnlyList<uint> subtree = _updateOrder.CollectSubtreePostOrder(
|
||||
_attachedByChild,
|
||||
guid,
|
||||
_parentOfAttached);
|
||||
for (int i = 0; i < subtree.Count; i++)
|
||||
{
|
||||
uint childGuid = subtree[i];
|
||||
Remove(childGuid);
|
||||
if (childGuid != guid)
|
||||
{
|
||||
// Retail unparents direct children. Descendant relationships
|
||||
// can become renderable again if their immediate parent later
|
||||
// acquires a top-level Position, so retain their accepted
|
||||
// relationship as a pending projection candidate.
|
||||
Relations.RestoreLastAccepted(childGuid);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public void Clear()
|
||||
|
|
@ -477,6 +623,9 @@ public sealed class EquippedChildRenderController : IDisposable
|
|||
Setup ParentSetup,
|
||||
Setup ChildSetup,
|
||||
IReadOnlyList<MeshRef> PartTemplate,
|
||||
IReadOnlyList<bool> PartAvailability,
|
||||
Matrix4x4[] PartPoseBuffer,
|
||||
MeshRef[] AttachedPartBuffer,
|
||||
float Scale,
|
||||
WorldEntity Entity);
|
||||
}
|
||||
|
|
|
|||
|
|
@ -286,7 +286,8 @@ public sealed class GameWindow : IDisposable
|
|||
/// from the current animation frame; only these two fields are
|
||||
/// reused unchanged.
|
||||
/// </summary>
|
||||
public required IReadOnlyList<(uint GfxObjId, IReadOnlyDictionary<uint, uint>? SurfaceOverrides)> PartTemplate;
|
||||
public required IReadOnlyList<AnimatedPartTemplate> PartTemplate;
|
||||
public required IReadOnlyList<bool> PartAvailability;
|
||||
public float CurrFrame; // monotonically increasing within [LowFrame, HighFrame]
|
||||
public AcDream.Core.Physics.AnimationSequencer? Sequencer;
|
||||
|
||||
|
|
@ -307,8 +308,15 @@ public sealed class GameWindow : IDisposable
|
|||
/// in-place mutation of this list.
|
||||
/// </summary>
|
||||
public readonly List<AcDream.Core.World.MeshRef> MeshRefsScratch = new();
|
||||
/// <summary>Indexed final part poses, including debug-hidden parts.</summary>
|
||||
public readonly List<System.Numerics.Matrix4x4> EffectPartPosesScratch = new();
|
||||
}
|
||||
|
||||
internal readonly record struct AnimatedPartTemplate(
|
||||
uint GfxObjId,
|
||||
IReadOnlyDictionary<uint, uint>? SurfaceOverrides,
|
||||
bool IsDrawable);
|
||||
|
||||
private sealed record AppearanceUpdateState(
|
||||
AcDream.Core.World.WorldEntity Entity,
|
||||
AnimatedEntity? Animation);
|
||||
|
|
@ -332,6 +340,8 @@ public sealed class GameWindow : IDisposable
|
|||
private AcDream.Core.Vfx.EmitterDescRegistry? _emitterRegistry;
|
||||
private AcDream.Core.Vfx.ParticleSystem? _particleSystem;
|
||||
private AcDream.Core.Vfx.ParticleHookSink? _particleSink;
|
||||
private readonly AcDream.App.Rendering.Vfx.EntityEffectPoseRegistry _effectPoses = new();
|
||||
private AcDream.App.Rendering.Vfx.AnimationHookFrameQueue? _animationHookFrames;
|
||||
// Phase 6 — retail PhysicsScript runtime. Receives PlayScript (0xF754)
|
||||
// and typed PlayScriptType (0xF755) events through one effect owner, then
|
||||
// fans every dat-defined hook to particles, audio, lights, translucency,
|
||||
|
|
@ -815,6 +825,7 @@ public sealed class GameWindow : IDisposable
|
|||
// Wired into the hook router in OnLoad so SetLightHook fires
|
||||
// from the animation pipeline flip the matching LightSource.IsLit.
|
||||
private AcDream.Core.Lighting.LightingHookSink? _lightingSink;
|
||||
private AcDream.App.Rendering.Vfx.LiveEntityLightController? _liveEntityLights;
|
||||
|
||||
// #188 — TransparentPartHook fires from the animation pipeline drive
|
||||
// a per-(entity,part) translucency ramp; WbDrawDispatcher reads it
|
||||
|
|
@ -1444,7 +1455,12 @@ public sealed class GameWindow : IDisposable
|
|||
// StopParticle hooks fired from motion tables produce visible
|
||||
// spawns. The Tick call is driven from OnRender.
|
||||
_particleSystem = new AcDream.Core.Vfx.ParticleSystem(_emitterRegistry!);
|
||||
_particleSink = new AcDream.Core.Vfx.ParticleHookSink(_particleSystem);
|
||||
_particleSink = new AcDream.Core.Vfx.ParticleHookSink(_particleSystem, _effectPoses);
|
||||
_particleSink.DiagnosticSink = message =>
|
||||
Console.Error.WriteLine($"vfx: {message}");
|
||||
_animationHookFrames = new AcDream.App.Rendering.Vfx.AnimationHookFrameQueue(
|
||||
_hookRouter,
|
||||
_effectPoses);
|
||||
_hookRouter.Register(_particleSink);
|
||||
|
||||
// Phase 6c — PhysicsScript runner. Uses the DatCollection to
|
||||
|
|
@ -1460,7 +1476,7 @@ public sealed class GameWindow : IDisposable
|
|||
// Phase G.2 lighting hooks: SetLightHook flips IsLit on
|
||||
// owner-tagged lights so ignite-torch animations light up,
|
||||
// extinguish-torch animations go dark.
|
||||
_lightingSink = new AcDream.Core.Lighting.LightingHookSink(Lighting);
|
||||
_lightingSink = new AcDream.Core.Lighting.LightingHookSink(Lighting, _effectPoses);
|
||||
_hookRouter.Register(_lightingSink);
|
||||
|
||||
// #188 — TransparentPartHook (per-part translucency fade, e.g.
|
||||
|
|
@ -2294,8 +2310,10 @@ public sealed class GameWindow : IDisposable
|
|||
// Phase C.1.5a/b: construct EntityScriptActivator so static entities
|
||||
// (server-spawned AND dat-hydrated) fire Setup.DefaultScript through
|
||||
// the PhysicsScriptRunner on enter-world. C.1.5b adds per-part
|
||||
// transforms via SetupPartTransforms.Compute so multi-emitter scripts
|
||||
// distribute across mesh parts (closes #56). _scriptRunner and
|
||||
// transforms from the entity's exact current MeshRefs so
|
||||
// multi-emitter scripts distribute across mesh parts (closes #56).
|
||||
// Animated frames replace this snapshot through EntityEffectPoseRegistry.
|
||||
// _scriptRunner and
|
||||
// _particleSink are initialised earlier in OnLoad (line ~1083); both
|
||||
// are non-null here. The resolver lambda captures _dats and swallows
|
||||
// dat-lookup throws — see C.1.5a spec §6 (error handling) for rationale.
|
||||
|
|
@ -2309,12 +2327,21 @@ public sealed class GameWindow : IDisposable
|
|||
e.SourceGfxObjOrSetupId);
|
||||
if (setup is null) return null;
|
||||
uint scriptId = setup.DefaultScript.DataId;
|
||||
var parts = AcDream.Core.Meshing.SetupPartTransforms.Compute(setup);
|
||||
if (e.IndexedPartTransforms.Count == 0)
|
||||
{
|
||||
var indexed = AcDream.App.Rendering.Vfx.IndexedSetupPartPoseBuilder.Build(
|
||||
setup,
|
||||
e);
|
||||
e.SetIndexedPartPoses(indexed.Poses, indexed.Available);
|
||||
}
|
||||
IReadOnlyList<System.Numerics.Matrix4x4> parts = e.IndexedPartTransforms;
|
||||
IReadOnlyList<bool> availability = e.IndexedPartAvailable;
|
||||
var profile = AcDream.App.Rendering.Vfx.EntityEffectProfile.CreateDatStatic(setup);
|
||||
return new AcDream.App.Rendering.Vfx.ScriptActivationInfo(
|
||||
scriptId,
|
||||
parts,
|
||||
profile);
|
||||
profile,
|
||||
availability);
|
||||
}
|
||||
catch
|
||||
{
|
||||
|
|
@ -2324,6 +2351,7 @@ public sealed class GameWindow : IDisposable
|
|||
var entityScriptActivator = new AcDream.App.Rendering.Vfx.EntityScriptActivator(
|
||||
_scriptRunner!,
|
||||
_particleSink!,
|
||||
_effectPoses,
|
||||
ResolveActivation,
|
||||
(ownerId, entity, profile) =>
|
||||
entityEffects?.OnDatStaticEntityReady(ownerId, entity, profile),
|
||||
|
|
@ -2364,12 +2392,24 @@ public sealed class GameWindow : IDisposable
|
|||
}
|
||||
}),
|
||||
TearDownLiveEntityRuntimeComponents);
|
||||
_liveEntities.ProjectionVisibilityChanged += (record, visible) =>
|
||||
{
|
||||
if (record.WorldEntity is { } entity)
|
||||
_particleSink!.SetEntityPresentationVisible(entity.Id, visible);
|
||||
};
|
||||
|
||||
_liveEntityLights = new AcDream.App.Rendering.Vfx.LiveEntityLightController(
|
||||
_liveEntities,
|
||||
_effectPoses,
|
||||
_lightingSink!,
|
||||
setupId => _dats!.Get<DatReaderWriter.DBObjs.Setup>(setupId));
|
||||
|
||||
_equippedChildRenderer = new AcDream.App.Rendering.EquippedChildRenderController(
|
||||
_dats!,
|
||||
_datLock,
|
||||
Objects,
|
||||
_liveEntities,
|
||||
_effectPoses,
|
||||
TryAcceptParentForRender);
|
||||
|
||||
var tableResolver = new AcDream.Core.Vfx.PhysicsScriptTableResolver(
|
||||
|
|
@ -2378,6 +2418,7 @@ public sealed class GameWindow : IDisposable
|
|||
_liveEntities,
|
||||
_scriptRunner!,
|
||||
tableResolver,
|
||||
_effectPoses,
|
||||
(parentLocalId, partIndex) =>
|
||||
_equippedChildRenderer.FindChildLocalIdAtPart(parentLocalId, partIndex),
|
||||
childLocalId => _equippedChildRenderer.FindParentLocalId(childLocalId),
|
||||
|
|
@ -2389,8 +2430,14 @@ public sealed class GameWindow : IDisposable
|
|||
_entitySoundTables?.Set(ownerId, did);
|
||||
});
|
||||
_entityEffects = entityEffects;
|
||||
entityEffects.DiagnosticSink = message =>
|
||||
Console.Error.WriteLine($"vfx: {message}");
|
||||
_equippedChildRenderer.EntityReady += guid =>
|
||||
{
|
||||
entityEffects.OnLiveEntityReady(guid);
|
||||
};
|
||||
_equippedChildRenderer.ProjectionPoseReady += guid =>
|
||||
_liveEntityLights.OnAttachedPoseReady(guid);
|
||||
_hookRouter.Register(entityEffects);
|
||||
|
||||
_wbDrawDispatcher = new AcDream.App.Rendering.Wb.WbDrawDispatcher(
|
||||
|
|
@ -2619,6 +2666,7 @@ public sealed class GameWindow : IDisposable
|
|||
// F754/F755 can precede CreateObject, so the mixed pending FIFO
|
||||
// may contain owners with no LiveEntityRecord to tear down.
|
||||
_entityEffects?.ClearNetworkState();
|
||||
_animationHookFrames?.Clear();
|
||||
}
|
||||
}
|
||||
|
||||
|
|
@ -3626,14 +3674,39 @@ public sealed class GameWindow : IDisposable
|
|||
// creatures/characters whose size is intrinsic to the mesh).
|
||||
float scale = spawn.ObjScale ?? 1.0f;
|
||||
var scaleMat = System.Numerics.Matrix4x4.CreateScale(scale);
|
||||
IReadOnlyList<System.Numerics.Matrix4x4> rigidPartTransforms =
|
||||
AcDream.Core.Meshing.SetupPartTransforms.Compute(
|
||||
setup,
|
||||
idleFrame,
|
||||
scale);
|
||||
|
||||
var meshRefs = new List<AcDream.Core.World.MeshRef>();
|
||||
var indexedPartTransforms = new System.Numerics.Matrix4x4[parts.Count];
|
||||
var indexedPartAvailable = new bool[parts.Count];
|
||||
var animatedPartTemplate = new AnimatedPartTemplate[parts.Count];
|
||||
var liveBounds = new AcDream.Core.Meshing.LocalBoundsAccumulator();
|
||||
int dumpClothingTotalTris = 0;
|
||||
for (int partIdx = 0; partIdx < parts.Count; partIdx++)
|
||||
{
|
||||
var mr = parts[partIdx];
|
||||
IReadOnlyDictionary<uint, uint>? surfaceOverrides = null;
|
||||
if (resolvedOverridesByPart is not null && resolvedOverridesByPart.TryGetValue(partIdx, out var partOverrides))
|
||||
surfaceOverrides = partOverrides;
|
||||
|
||||
// Keep the Setup index even when the visual GfxObj is absent.
|
||||
// MeshRefs is a drawable-only list, while hooks and holding
|
||||
// locations address the stable CPartArray slot number.
|
||||
var transform = scale == 1.0f ? mr.PartTransform : mr.PartTransform * scaleMat;
|
||||
indexedPartTransforms[partIdx] = partIdx < rigidPartTransforms.Count
|
||||
? rigidPartTransforms[partIdx]
|
||||
: System.Numerics.Matrix4x4.Identity;
|
||||
var gfx = _dats.Get<DatReaderWriter.DBObjs.GfxObj>(mr.GfxObjId);
|
||||
bool isDrawable = gfx is not null;
|
||||
indexedPartAvailable[partIdx] = isDrawable;
|
||||
animatedPartTemplate[partIdx] = new AnimatedPartTemplate(
|
||||
mr.GfxObjId,
|
||||
surfaceOverrides,
|
||||
isDrawable);
|
||||
if (gfx is null)
|
||||
{
|
||||
if (dumpClothing)
|
||||
|
|
@ -3650,10 +3723,6 @@ public sealed class GameWindow : IDisposable
|
|||
Console.WriteLine($" EMIT part={partIdx:D2} gfx=0x{mr.GfxObjId:X8} subMeshes={subs} tris={tris}");
|
||||
}
|
||||
|
||||
IReadOnlyDictionary<uint, uint>? surfaceOverrides = null;
|
||||
if (resolvedOverridesByPart is not null && resolvedOverridesByPart.TryGetValue(partIdx, out var partOverrides))
|
||||
surfaceOverrides = partOverrides;
|
||||
|
||||
// Multiplication order matches offline scenery hydration:
|
||||
// `PartTransform * scaleMat`. In row-vector semantics this means
|
||||
// "apply PartTransform first (which includes the part-attachment
|
||||
|
|
@ -3663,8 +3732,6 @@ public sealed class GameWindow : IDisposable
|
|||
// for multi-part entities like the Nullified Statue that causes
|
||||
// the parts to drift relative to each other ("distorted") and the
|
||||
// base anchor to end up below the ground ("sinks into foundry").
|
||||
var transform = scale == 1.0f ? mr.PartTransform : mr.PartTransform * scaleMat;
|
||||
|
||||
// #119 follow-up: vertex-derived root-local bounds (see WorldEntity.RefreshAabb).
|
||||
var pb = AcDream.Core.Meshing.GfxObjBounds.Get(gfx);
|
||||
if (pb is not null) liveBounds.Add(transform, pb.Value);
|
||||
|
|
@ -3719,10 +3786,17 @@ public sealed class GameWindow : IDisposable
|
|||
{
|
||||
AcDream.Core.World.WorldEntity existing = visualUpdate.Entity;
|
||||
existing.ApplyAppearance(meshRefs, paletteOverride, entityPartOverrides);
|
||||
existing.SetIndexedPartPoses(indexedPartTransforms, indexedPartAvailable);
|
||||
if (liveBounds.TryGet(out var appearanceMin, out var appearanceMax))
|
||||
existing.SetLocalBounds(appearanceMin, appearanceMax);
|
||||
if (visualUpdate.Animation is { } animation)
|
||||
RebindAnimatedEntityForAppearance(animation, existing, setup, scale, meshRefs);
|
||||
RebindAnimatedEntityForAppearance(
|
||||
animation,
|
||||
existing,
|
||||
setup,
|
||||
scale,
|
||||
animatedPartTemplate,
|
||||
indexedPartAvailable);
|
||||
_classificationCache.InvalidateEntity(existing.Id);
|
||||
if (_liveEntities!.TryGetRecord(spawn.Guid, out LiveEntityRecord record)
|
||||
&& record.ProjectionKind is LiveEntityProjectionKind.Attached)
|
||||
|
|
@ -3732,6 +3806,14 @@ public sealed class GameWindow : IDisposable
|
|||
// after replacing the child's visual description.
|
||||
_equippedChildRenderer?.OnSpawn(spawn);
|
||||
}
|
||||
else
|
||||
{
|
||||
// SmartBox::UpdateVisualDesc mutates the existing PartArray.
|
||||
// Publish those exact replacement part frames before another
|
||||
// packet in this update can execute a part-attached hook.
|
||||
_effectPoses.PublishMeshRefs(existing);
|
||||
_equippedChildRenderer?.OnPosePublished(spawn.Guid);
|
||||
}
|
||||
return;
|
||||
}
|
||||
|
||||
|
|
@ -3762,6 +3844,7 @@ public sealed class GameWindow : IDisposable
|
|||
PartOverrides = entityPartOverrides,
|
||||
ParentCellId = spawn.Position.Value.LandblockId,
|
||||
};
|
||||
created.SetIndexedPartPoses(indexedPartTransforms, indexedPartAvailable);
|
||||
if (liveBounds.TryGet(out var createdMin, out var createdMax))
|
||||
created.SetLocalBounds(createdMin, createdMax);
|
||||
return created;
|
||||
|
|
@ -3777,8 +3860,10 @@ public sealed class GameWindow : IDisposable
|
|||
entity.Rotation = rot;
|
||||
entity.ParentCellId = spawn.Position.Value.LandblockId;
|
||||
entity.ApplyAppearance(meshRefs, paletteOverride, entityPartOverrides);
|
||||
entity.SetIndexedPartPoses(indexedPartTransforms, indexedPartAvailable);
|
||||
if (liveBounds.TryGet(out var retainedMin, out var retainedMax))
|
||||
entity.SetLocalBounds(retainedMin, retainedMax);
|
||||
_effectPoses.PublishMeshRefs(entity);
|
||||
}
|
||||
|
||||
// Retail CPhysicsObj::leave_world removes cell/shadow membership but
|
||||
|
|
@ -3788,47 +3873,6 @@ public sealed class GameWindow : IDisposable
|
|||
bool retainedAnimationRuntime = !createdProjection
|
||||
&& _animatedEntities.TryGetValue(entity.Id, out _);
|
||||
|
||||
// A7 indoor lighting: server-spawned weenie fixtures (lanterns,
|
||||
// braziers, glowing items) carry their light in Setup.Lights exactly
|
||||
// like dat-baked statics, but the static registration in
|
||||
// ApplyLoadedTerrainLocked never sees CreateObject entities — so an
|
||||
// interior's lanterns cast no light and the room reads dark. Register
|
||||
// them here, mirroring that path (GameWindow.cs ~6742). Owned by
|
||||
// entity.Id, so leave-world and logical teardown both remove their
|
||||
// cell-scoped presentation. Retail registers object-borne lights
|
||||
// regardless of static-vs-dynamic origin (insert_light 0x0054d1b0).
|
||||
// The light is placed at the spawn frame and does NOT follow a moving
|
||||
// light-bearer yet (register row AP-44) — fine for stationary fixtures,
|
||||
// which is the common case. _dats is non-null here (checked above).
|
||||
if (_lightingSink is not null
|
||||
&& (entity.SourceGfxObjOrSetupId & 0xFF000000u) == 0x02000000u)
|
||||
{
|
||||
var liteSetup = _dats.Get<DatReaderWriter.DBObjs.Setup>(entity.SourceGfxObjOrSetupId);
|
||||
if (liteSetup is not null && liteSetup.Lights.Count > 0)
|
||||
{
|
||||
var loaded = AcDream.Core.Lighting.LightInfoLoader.Load(
|
||||
liteSetup,
|
||||
ownerId: entity.Id,
|
||||
entityPosition: entity.Position,
|
||||
entityRotation: entity.Rotation,
|
||||
// A7 fix #2 (#176/#181): isDynamic is decided by whether the light
|
||||
// MOVES, not by weenie-vs-dat origin. Server-spawned FIXTURES
|
||||
// (lanterns, braziers) are stationary — they take retail's STATIC
|
||||
// curve (calc_point_light 0x0059c8b0: 1/d³ beyond 1 m, range×1.3,
|
||||
// per-channel colour clamp), not the D3D dynamic path (1/d,
|
||||
// range×1.5) the former #143 flag forced — which burned every
|
||||
// fixture ~10× hotter than retail at 3 m: the magenta wash that
|
||||
// zebra-striped the Facility Hub walls. Site-A lights are all
|
||||
// stationary today (AP-44: they don't follow bearers); genuinely
|
||||
// moving lights (projectiles, portal swirls) re-earn isDynamic
|
||||
// when they exist.
|
||||
isDynamic: false,
|
||||
cellId: entity.ParentCellId ?? 0u); // A7 #176/#177: scope to the owning cell's visibility
|
||||
foreach (var ls in loaded)
|
||||
_lightingSink.RegisterOwnedLight(ls);
|
||||
}
|
||||
}
|
||||
|
||||
var snapshot = new AcDream.Plugin.Abstractions.WorldEntitySnapshot(
|
||||
Id: entity.Id,
|
||||
SourceId: entity.SourceGfxObjOrSetupId,
|
||||
|
|
@ -3895,9 +3939,7 @@ public sealed class GameWindow : IDisposable
|
|||
// Snapshot per-part identity from the hydrated meshRefs so the
|
||||
// tick can rebuild MeshRefs without redoing AnimPartChanges or
|
||||
// texture-override resolution every frame.
|
||||
var template = new (uint, IReadOnlyDictionary<uint, uint>?)[meshRefs.Count];
|
||||
for (int i = 0; i < meshRefs.Count; i++)
|
||||
template[i] = (meshRefs[i].GfxObjId, meshRefs[i].SurfaceOverrides);
|
||||
AnimatedPartTemplate[] template = animatedPartTemplate;
|
||||
|
||||
// Create an AnimationSequencer if we can load the MotionTable.
|
||||
AcDream.Core.Physics.AnimationSequencer? sequencer = null;
|
||||
|
|
@ -3925,6 +3967,7 @@ public sealed class GameWindow : IDisposable
|
|||
Framerate = idleCycle.Framerate,
|
||||
Scale = scale,
|
||||
PartTemplate = template,
|
||||
PartAvailability = indexedPartAvailable,
|
||||
CurrFrame = idleCycle.LowFrame,
|
||||
Sequencer = sequencer,
|
||||
};
|
||||
|
|
@ -3969,9 +4012,7 @@ public sealed class GameWindow : IDisposable
|
|||
var sequencer = SpawnMotionInitializer.Create(
|
||||
setup, mtable, _animLoader, spawn.MotionState);
|
||||
|
||||
var template = new (uint, IReadOnlyDictionary<uint, uint>?)[meshRefs.Count];
|
||||
for (int i = 0; i < meshRefs.Count; i++)
|
||||
template[i] = (meshRefs[i].GfxObjId, meshRefs[i].SurfaceOverrides);
|
||||
AnimatedPartTemplate[] template = animatedPartTemplate;
|
||||
|
||||
_animatedEntities[entity.Id] = new AnimatedEntity
|
||||
{
|
||||
|
|
@ -3983,6 +4024,7 @@ public sealed class GameWindow : IDisposable
|
|||
Framerate = 0f,
|
||||
Scale = scale,
|
||||
PartTemplate = template,
|
||||
PartAvailability = indexedPartAvailable,
|
||||
CurrFrame = 0,
|
||||
Sequencer = sequencer,
|
||||
};
|
||||
|
|
@ -4124,15 +4166,14 @@ public sealed class GameWindow : IDisposable
|
|||
AcDream.Core.World.WorldEntity entity,
|
||||
DatReaderWriter.DBObjs.Setup setup,
|
||||
float scale,
|
||||
IReadOnlyList<AcDream.Core.World.MeshRef> meshRefs)
|
||||
IReadOnlyList<AnimatedPartTemplate> partTemplate,
|
||||
IReadOnlyList<bool> partAvailability)
|
||||
{
|
||||
animation.Entity = entity;
|
||||
animation.Setup = setup;
|
||||
animation.Scale = scale;
|
||||
var template = new (uint, IReadOnlyDictionary<uint, uint>?)[meshRefs.Count];
|
||||
for (int i = 0; i < meshRefs.Count; i++)
|
||||
template[i] = (meshRefs[i].GfxObjId, meshRefs[i].SurfaceOverrides);
|
||||
animation.PartTemplate = template;
|
||||
animation.PartTemplate = partTemplate;
|
||||
animation.PartAvailability = partAvailability;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
|
|
@ -4878,6 +4919,7 @@ public sealed class GameWindow : IDisposable
|
|||
|
||||
_translucencyFades.ClearEntity(existingEntity.Id); // #188
|
||||
LeaveWorldLiveEntityRuntimeComponents(record);
|
||||
_liveEntityLights?.Forget(existingEntity.Id);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
|
|
@ -4897,10 +4939,10 @@ public sealed class GameWindow : IDisposable
|
|||
if (record.ServerGuid == _playerServerGuid)
|
||||
_lastLocalPlayerShadow = null;
|
||||
|
||||
// Object-borne lights are cell-scoped presentation. The owning Setup
|
||||
// and logical light capability remain on the live record; re-entry
|
||||
// registers the light in the new cell without duplicating it.
|
||||
_lightingSink?.UnregisterOwner(entity.Id);
|
||||
// Pose-attached effects keep logical ownership while cell-less. A
|
||||
// missing pose suppresses stale anchors; re-entry republishes the same
|
||||
// WorldEntity frames without replaying create-time resources.
|
||||
_effectPoses.Remove(entity.Id);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
|
|
@ -5625,6 +5667,8 @@ public sealed class GameWindow : IDisposable
|
|||
{
|
||||
if (!_liveEntities!.TryApplyState(parsed, out _)) return;
|
||||
|
||||
_liveEntityLights?.OnStateChanged(parsed.Guid);
|
||||
|
||||
if (!_entitiesByServerGuid.TryGetValue(parsed.Guid, out var entity)) return;
|
||||
|
||||
// L.2g slice 1c (2026-05-13): the server addresses entities by
|
||||
|
|
@ -6628,29 +6672,25 @@ public sealed class GameWindow : IDisposable
|
|||
|
||||
var key = new SkyPesKey(i, obj.PesObjectId, obj.IsPostScene);
|
||||
seen.Add(key);
|
||||
|
||||
if (_activeSkyPes.Contains(key) || _missingSkyPes.Contains(key))
|
||||
continue;
|
||||
|
||||
uint skyEntityId = SkyPesEntityId(key);
|
||||
_entityEffects?.RegisterSyntheticOwner(skyEntityId);
|
||||
var renderPass = obj.IsPostScene
|
||||
? AcDream.Core.Vfx.ParticleRenderPass.SkyPostScene
|
||||
: AcDream.Core.Vfx.ParticleRenderPass.SkyPreScene;
|
||||
_particleSink.SetEntityRenderPass(skyEntityId, renderPass);
|
||||
var anchor = SkyPesAnchor(obj, cameraWorldPos);
|
||||
var rotation = SkyPesRotation(obj, dayFraction);
|
||||
// Refresh anchor + rotation every frame so AttachLocal
|
||||
// (is_parent_local=1) particles track the camera. Retail
|
||||
// ParticleEmitter::UpdateParticles at 0x0051d2d4 reads the
|
||||
// live parent frame each tick; for sky-PES the parent IS
|
||||
// the camera. UpdateEntityAnchor is a no-op when no
|
||||
// emitters yet exist (script just spawned this frame).
|
||||
_particleSink.UpdateEntityAnchor(skyEntityId, anchor, rotation);
|
||||
_effectPoses.Publish(
|
||||
skyEntityId,
|
||||
System.Numerics.Matrix4x4.CreateFromQuaternion(rotation)
|
||||
* System.Numerics.Matrix4x4.CreateTranslation(anchor),
|
||||
System.Array.Empty<System.Numerics.Matrix4x4>(),
|
||||
cellId: 0u);
|
||||
|
||||
if (_activeSkyPes.Contains(key) || _missingSkyPes.Contains(key))
|
||||
continue;
|
||||
|
||||
_entityEffects?.RegisterSyntheticOwner(skyEntityId);
|
||||
|
||||
if (_scriptRunner.Play(obj.PesObjectId, skyEntityId, anchor))
|
||||
{
|
||||
_activeSkyPes.Add(key);
|
||||
|
|
@ -6660,6 +6700,7 @@ public sealed class GameWindow : IDisposable
|
|||
_missingSkyPes.Add(key);
|
||||
_entityEffects?.UnregisterSyntheticOwner(skyEntityId);
|
||||
_particleSink.ClearEntityRenderPass(skyEntityId);
|
||||
_effectPoses.Remove(skyEntityId);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
@ -6673,6 +6714,7 @@ public sealed class GameWindow : IDisposable
|
|||
_scriptRunner.StopAllForEntity(skyEntityId);
|
||||
_entityEffects?.UnregisterSyntheticOwner(skyEntityId);
|
||||
_particleSink.StopAllForEntity(skyEntityId, fadeOut: true);
|
||||
_effectPoses.Remove(skyEntityId);
|
||||
_activeSkyPes.Remove(key);
|
||||
}
|
||||
|
||||
|
|
@ -9110,6 +9152,7 @@ public sealed class GameWindow : IDisposable
|
|||
if (_animatedEntities.Count > 0)
|
||||
TickAnimations((float)deltaSeconds);
|
||||
_equippedChildRenderer?.Tick();
|
||||
_animationHookFrames?.Drain();
|
||||
|
||||
// #188 — advance translucency fades UNCONDITIONALLY (not gated on
|
||||
// _animatedEntities.Count): a one-shot open-cycle animation can
|
||||
|
|
@ -9276,8 +9319,10 @@ public sealed class GameWindow : IDisposable
|
|||
// debug-only and disabled for normal retail rendering.
|
||||
if (_options.EnableSkyPesDebug)
|
||||
UpdateSkyPes((float)WorldTime.DayFraction, _activeDayGroup, camPos, cameraInsideCell);
|
||||
_entityEffects?.RefreshLiveOwnerAnchors();
|
||||
_entityEffects?.RefreshLiveOwnerPoses();
|
||||
_scriptRunner?.Tick(_physicsScriptGameTime);
|
||||
_particleSink?.RefreshAttachedEmitters();
|
||||
_liveEntityLights?.Refresh();
|
||||
_particleSystem?.Tick((float)deltaSeconds);
|
||||
|
||||
// Phase G.1/G.2: feed the sun, tick LightManager, build + upload
|
||||
|
|
@ -10369,33 +10414,13 @@ public sealed class GameWindow : IDisposable
|
|||
};
|
||||
}
|
||||
|
||||
// Phase E.1: drain animation hooks (footstep sounds, attack
|
||||
// damage frames, particle spawns, part swaps, etc.) and fan
|
||||
// them out to registered subsystems via the hook router.
|
||||
// Mirrors ACE's PhysicsObj.add_anim_hook dispatch path.
|
||||
//
|
||||
// R2-Q4 queue-drain wiring (r2-port-plan.md §4, the G6 seam;
|
||||
// per-tick PLACEMENT provisional until R6 installs retail's
|
||||
// UpdateObjectInternal order): each drained AnimDone hook
|
||||
// advances the entity's MotionTableManager countdown
|
||||
// (retail AnimDoneHook::Execute 0x00526c20 → Hook_AnimDone
|
||||
// 0x0050fda0 → CPartArray::AnimationDone(1)), and UseTime
|
||||
// runs once per tick to sweep zero-tick queue entries
|
||||
// (retail call sites 0x00517d57/0x00517d67).
|
||||
var hooks = ae.Sequencer.ConsumePendingHooks();
|
||||
if (hooks.Count > 0)
|
||||
{
|
||||
System.Numerics.Vector3 worldPos = ae.Entity.Position;
|
||||
for (int hi = 0; hi < hooks.Count; hi++)
|
||||
{
|
||||
var hook = hooks[hi];
|
||||
if (hook is null) continue;
|
||||
_hookRouter.OnHook(ae.Entity.Id, worldPos, hook);
|
||||
if (hook is DatReaderWriter.Types.AnimationDoneHook)
|
||||
ae.Sequencer.Manager.AnimationDone(success: true);
|
||||
}
|
||||
}
|
||||
ae.Sequencer.Manager.UseTime();
|
||||
// Capture hooks now, but deliver them only after every final
|
||||
// part transform and equipped-child root has been published.
|
||||
// This matches CPhysicsObj::UpdateObjectInternal followed by
|
||||
// CPhysicsObj::UpdateChild (0x00512D50): a hand/weapon effect
|
||||
// reads this frame's pose, never the previous frame's pose.
|
||||
// AnimationDone/UseTime remain paired with the deferred drain.
|
||||
_animationHookFrames?.Capture(ae.Entity.Id, ae.Sequencer);
|
||||
}
|
||||
else
|
||||
{
|
||||
|
|
@ -10475,6 +10500,8 @@ public sealed class GameWindow : IDisposable
|
|||
// consumer caches a stale reference or diffs list identity).
|
||||
var newMeshRefs = ae.MeshRefsScratch;
|
||||
newMeshRefs.Clear();
|
||||
var effectPartPoses = ae.EffectPartPosesScratch;
|
||||
effectPartPoses.Clear();
|
||||
var scaleMat = ae.Scale == 1.0f
|
||||
? System.Numerics.Matrix4x4.Identity
|
||||
: System.Numerics.Matrix4x4.CreateScale(ae.Scale);
|
||||
|
|
@ -10532,7 +10559,7 @@ public sealed class GameWindow : IDisposable
|
|||
? ae.Setup.DefaultScale[i]
|
||||
: System.Numerics.Vector3.One;
|
||||
|
||||
var partTransform =
|
||||
var visualPartTransform =
|
||||
System.Numerics.Matrix4x4.CreateScale(defaultScale) *
|
||||
System.Numerics.Matrix4x4.CreateFromQuaternion(orientation) *
|
||||
System.Numerics.Matrix4x4.CreateTranslation(origin);
|
||||
|
|
@ -10540,14 +10567,23 @@ public sealed class GameWindow : IDisposable
|
|||
// 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;
|
||||
visualPartTransform *= scaleMat;
|
||||
|
||||
// Retail CPartArray::UpdateParts (0x005190F0) scales only the
|
||||
// frame origin. Setup DefaultScale is visual gfxobj_scale,
|
||||
// not part-frame state (SetScaleInternal 0x00518A00).
|
||||
var rigidPartTransform =
|
||||
System.Numerics.Matrix4x4.CreateFromQuaternion(orientation) *
|
||||
System.Numerics.Matrix4x4.CreateTranslation(origin * ae.Scale);
|
||||
effectPartPoses.Add(rigidPartTransform);
|
||||
|
||||
var template = ae.PartTemplate[i];
|
||||
if (_options.HidePartIndex >= 0 && i == _options.HidePartIndex && partCount >= 10)
|
||||
if (!template.IsDrawable
|
||||
|| (_options.HidePartIndex >= 0 && i == _options.HidePartIndex && partCount >= 10))
|
||||
{
|
||||
continue;
|
||||
}
|
||||
newMeshRefs.Add(new AcDream.Core.World.MeshRef(template.GfxObjId, partTransform)
|
||||
newMeshRefs.Add(new AcDream.Core.World.MeshRef(template.GfxObjId, visualPartTransform)
|
||||
{
|
||||
SurfaceOverrides = template.SurfaceOverrides,
|
||||
});
|
||||
|
|
@ -10557,6 +10593,8 @@ public sealed class GameWindow : IDisposable
|
|||
// property store) and keeps this line's shape identical to the
|
||||
// pre-MP-Alloc code for anyone grepping the history.
|
||||
ae.Entity.MeshRefs = newMeshRefs;
|
||||
ae.Entity.SetIndexedPartPoses(effectPartPoses, ae.PartAvailability);
|
||||
_effectPoses.Publish(ae.Entity, effectPartPoses, ae.PartAvailability);
|
||||
}
|
||||
}
|
||||
|
||||
|
|
@ -14019,7 +14057,11 @@ public sealed class GameWindow : IDisposable
|
|||
}
|
||||
finally
|
||||
{
|
||||
_liveEntityLights?.Dispose();
|
||||
_liveEntityLights = null;
|
||||
_entityEffects?.ClearNetworkState();
|
||||
_animationHookFrames?.Clear();
|
||||
_effectPoses.Clear();
|
||||
}
|
||||
_audioEngine?.Dispose(); // Phase E.2: stop all voices, close AL context
|
||||
_wbDrawDispatcher?.Dispose();
|
||||
|
|
|
|||
|
|
@ -198,6 +198,8 @@ public sealed unsafe class ParticleRenderer : IDisposable
|
|||
draws.Clear();
|
||||
foreach (var (em, idx) in particles.EnumerateLive())
|
||||
{
|
||||
if (!em.PresentationVisible)
|
||||
continue;
|
||||
if (em.RenderPass != renderPass)
|
||||
continue;
|
||||
if (emitterFilter is not null && !emitterFilter(em))
|
||||
|
|
|
|||
89
src/AcDream.App/Rendering/Vfx/AnimationHookFrameQueue.cs
Normal file
89
src/AcDream.App/Rendering/Vfx/AnimationHookFrameQueue.cs
Normal file
|
|
@ -0,0 +1,89 @@
|
|||
using System.Numerics;
|
||||
using AcDream.Core.Physics;
|
||||
using AcDream.Core.Vfx;
|
||||
using DatReaderWriter.Types;
|
||||
|
||||
namespace AcDream.App.Rendering.Vfx;
|
||||
|
||||
/// <summary>
|
||||
/// Defers animation-hook delivery until every entity and equipped child has
|
||||
/// published its final pose for the frame.
|
||||
/// </summary>
|
||||
/// <remarks>
|
||||
/// Retail stages hooks during sequence advance, then the same object update
|
||||
/// commits the final part frame and runs <c>CPhysicsObj::UpdateChild</c>
|
||||
/// (<c>0x00512D50</c>) before particles advance or anything draws. Capturing
|
||||
/// here preserves that observable order and avoids firing a hand or weapon
|
||||
/// effect against the previous animation frame.
|
||||
/// </remarks>
|
||||
public sealed class AnimationHookFrameQueue
|
||||
{
|
||||
private readonly AnimationHookRouter _router;
|
||||
private readonly IEntityEffectPoseSource _poses;
|
||||
private readonly List<Entry> _entries = new();
|
||||
|
||||
public AnimationHookFrameQueue(
|
||||
AnimationHookRouter router,
|
||||
IEntityEffectPoseSource poses)
|
||||
{
|
||||
_router = router ?? throw new ArgumentNullException(nameof(router));
|
||||
_poses = poses ?? throw new ArgumentNullException(nameof(poses));
|
||||
}
|
||||
|
||||
public int Count => _entries.Count;
|
||||
|
||||
public void Capture(uint ownerLocalId, AnimationSequencer sequencer)
|
||||
{
|
||||
ArgumentNullException.ThrowIfNull(sequencer);
|
||||
Capture(ownerLocalId, sequencer, sequencer.ConsumePendingHooks());
|
||||
}
|
||||
|
||||
internal void Capture(
|
||||
uint ownerLocalId,
|
||||
AnimationSequencer sequencer,
|
||||
IReadOnlyList<AnimationHook> hooks)
|
||||
{
|
||||
ArgumentNullException.ThrowIfNull(sequencer);
|
||||
ArgumentNullException.ThrowIfNull(hooks);
|
||||
_entries.Add(new Entry(
|
||||
ownerLocalId,
|
||||
sequencer,
|
||||
hooks));
|
||||
}
|
||||
|
||||
public void Drain()
|
||||
{
|
||||
for (int i = 0; i < _entries.Count; i++)
|
||||
{
|
||||
Entry entry = _entries[i];
|
||||
bool hasRootPose = _poses.TryGetRootPose(
|
||||
entry.OwnerLocalId,
|
||||
out Matrix4x4 rootWorld);
|
||||
Vector3 worldPosition = hasRootPose
|
||||
? rootWorld.Translation
|
||||
: Vector3.Zero;
|
||||
for (int hi = 0; hi < entry.Hooks.Count; hi++)
|
||||
{
|
||||
AnimationHook? hook = entry.Hooks[hi];
|
||||
if (hook is null)
|
||||
continue;
|
||||
if (hasRootPose)
|
||||
_router.OnHook(entry.OwnerLocalId, worldPosition, hook);
|
||||
if (hook is AnimationDoneHook)
|
||||
entry.Sequencer.Manager.AnimationDone(success: true);
|
||||
}
|
||||
|
||||
// Retail sweeps zero-tick motion entries even on frames without a
|
||||
// hook. It remains paired with every sequencer advanced this frame.
|
||||
entry.Sequencer.Manager.UseTime();
|
||||
}
|
||||
_entries.Clear();
|
||||
}
|
||||
|
||||
public void Clear() => _entries.Clear();
|
||||
|
||||
private readonly record struct Entry(
|
||||
uint OwnerLocalId,
|
||||
AnimationSequencer Sequencer,
|
||||
IReadOnlyList<AnimationHook> Hooks);
|
||||
}
|
||||
|
|
@ -27,6 +27,7 @@ public sealed class EntityEffectController : IAnimationHookSink
|
|||
private readonly LiveEntityRuntime _liveEntities;
|
||||
private readonly PhysicsScriptRunner _runner;
|
||||
private readonly PhysicsScriptTableResolver _tables;
|
||||
private readonly EntityEffectPoseRegistry _poses;
|
||||
private readonly Func<uint, uint, uint?> _childAtPart;
|
||||
private readonly Func<uint, uint?> _parentOfAttachedChild;
|
||||
private readonly Action<uint> _ownerUnregistered;
|
||||
|
|
@ -42,6 +43,7 @@ public sealed class EntityEffectController : IAnimationHookSink
|
|||
LiveEntityRuntime liveEntities,
|
||||
PhysicsScriptRunner runner,
|
||||
PhysicsScriptTableResolver tables,
|
||||
EntityEffectPoseRegistry poses,
|
||||
Func<uint, uint, uint?>? childAtPart = null,
|
||||
Func<uint, uint?>? parentOfAttachedChild = null,
|
||||
Action<uint>? ownerUnregistered = null,
|
||||
|
|
@ -50,6 +52,7 @@ public sealed class EntityEffectController : IAnimationHookSink
|
|||
_liveEntities = liveEntities ?? throw new ArgumentNullException(nameof(liveEntities));
|
||||
_runner = runner ?? throw new ArgumentNullException(nameof(runner));
|
||||
_tables = tables ?? throw new ArgumentNullException(nameof(tables));
|
||||
_poses = poses ?? throw new ArgumentNullException(nameof(poses));
|
||||
_childAtPart = childAtPart ?? ((_, _) => null);
|
||||
_parentOfAttachedChild = parentOfAttachedChild ?? (_ => null);
|
||||
_ownerUnregistered = ownerUnregistered ?? (_ => { });
|
||||
|
|
@ -201,8 +204,8 @@ public sealed class EntityEffectController : IAnimationHookSink
|
|||
_pendingByServerGuid.Clear();
|
||||
}
|
||||
|
||||
/// <summary>Refreshes every live root anchor after animation/movement.</summary>
|
||||
public void RefreshLiveOwnerAnchors()
|
||||
/// <summary>Refreshes every live root after animation/movement.</summary>
|
||||
public void RefreshLiveOwnerPoses()
|
||||
{
|
||||
foreach (uint serverGuid in _readyServerGuids.ToArray())
|
||||
{
|
||||
|
|
@ -353,7 +356,18 @@ public sealed class EntityEffectController : IAnimationHookSink
|
|||
&& record.WorldEntity is { } entity
|
||||
&& entity.Id == localId)
|
||||
{
|
||||
_runner.SetOwnerAnchor(localId, entity.Position);
|
||||
// Top-level roots follow the WorldEntity directly. Attached roots
|
||||
// were already composed through the parent's current part by
|
||||
// EquippedChildRenderController; overwriting one with the child's
|
||||
// bookkeeping Position would collapse a weapon effect to the
|
||||
// parent's origin.
|
||||
if (record.ProjectionKind is LiveEntityProjectionKind.World)
|
||||
_poses.UpdateRoot(entity);
|
||||
|
||||
Vector3 anchor = _poses.TryGetRootPose(localId, out Matrix4x4 rootWorld)
|
||||
? rootWorld.Translation
|
||||
: entity.Position;
|
||||
_runner.SetOwnerAnchor(localId, anchor);
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
|||
216
src/AcDream.App/Rendering/Vfx/EntityEffectPoseRegistry.cs
Normal file
216
src/AcDream.App/Rendering/Vfx/EntityEffectPoseRegistry.cs
Normal file
|
|
@ -0,0 +1,216 @@
|
|||
using System.Numerics;
|
||||
using AcDream.Core.Vfx;
|
||||
using AcDream.Core.World;
|
||||
|
||||
namespace AcDream.App.Rendering.Vfx;
|
||||
|
||||
/// <summary>
|
||||
/// Update-thread registry of final root and indexed part poses for particles,
|
||||
/// lights, and other DAT-driven entity effects.
|
||||
/// </summary>
|
||||
/// <remarks>
|
||||
/// Retail composes particle anchors from the current physics-object/part frame
|
||||
/// in <c>Particle::Init</c> (<c>0x0051C930</c>) and refreshes parent-local
|
||||
/// particles from those frames in <c>ParticleEmitter::UpdateParticles</c>
|
||||
/// (<c>0x0051D180</c>). This registry is the modern, read-only seam exposing
|
||||
/// those same final frames without coupling Core effects to the renderer.
|
||||
/// </remarks>
|
||||
public sealed class EntityEffectPoseRegistry : IEntityEffectPoseSource, IEntityEffectCellSource
|
||||
{
|
||||
private sealed class PoseRecord
|
||||
{
|
||||
public Matrix4x4 RootWorld;
|
||||
public Matrix4x4[] PartLocal = Array.Empty<Matrix4x4>();
|
||||
public bool[] PartAvailable = Array.Empty<bool>();
|
||||
public uint CellId;
|
||||
}
|
||||
|
||||
private readonly Dictionary<uint, PoseRecord> _poses = new();
|
||||
|
||||
public int Count => _poses.Count;
|
||||
|
||||
public void Publish(WorldEntity entity, IReadOnlyList<Matrix4x4> partLocal)
|
||||
{
|
||||
Publish(entity, partLocal, availability: null);
|
||||
}
|
||||
|
||||
public void Publish(
|
||||
WorldEntity entity,
|
||||
IReadOnlyList<Matrix4x4> partLocal,
|
||||
IReadOnlyList<bool>? availability)
|
||||
{
|
||||
ArgumentNullException.ThrowIfNull(entity);
|
||||
Publish(
|
||||
entity.Id,
|
||||
Matrix4x4.CreateFromQuaternion(entity.Rotation)
|
||||
* Matrix4x4.CreateTranslation(entity.Position),
|
||||
partLocal,
|
||||
entity.ParentCellId ?? 0u,
|
||||
availability);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Publish the exact indexed part transforms already installed on an
|
||||
/// entity. Appearance replacement uses this overload so a PhysicsScript
|
||||
/// delivered later in the same update observes the new parts immediately.
|
||||
/// </summary>
|
||||
public void PublishMeshRefs(WorldEntity entity)
|
||||
{
|
||||
ArgumentNullException.ThrowIfNull(entity);
|
||||
Matrix4x4 rootWorld = Matrix4x4.CreateFromQuaternion(entity.Rotation)
|
||||
* Matrix4x4.CreateTranslation(entity.Position);
|
||||
|
||||
if (!_poses.TryGetValue(entity.Id, out PoseRecord? record))
|
||||
{
|
||||
record = new PoseRecord();
|
||||
_poses.Add(entity.Id, record);
|
||||
}
|
||||
|
||||
record.RootWorld = rootWorld;
|
||||
record.CellId = entity.ParentCellId ?? 0u;
|
||||
if (entity.IndexedPartTransforms.Count > 0)
|
||||
{
|
||||
CopyParts(
|
||||
record,
|
||||
entity.IndexedPartTransforms,
|
||||
entity.IndexedPartAvailable);
|
||||
}
|
||||
else
|
||||
{
|
||||
if (record.PartLocal.Length != entity.MeshRefs.Count)
|
||||
record.PartLocal = new Matrix4x4[entity.MeshRefs.Count];
|
||||
if (record.PartAvailable.Length != entity.MeshRefs.Count)
|
||||
record.PartAvailable = new bool[entity.MeshRefs.Count];
|
||||
for (int i = 0; i < entity.MeshRefs.Count; i++)
|
||||
{
|
||||
record.PartLocal[i] = entity.MeshRefs[i].PartTransform;
|
||||
record.PartAvailable[i] = true;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public void Publish(
|
||||
uint localEntityId,
|
||||
Matrix4x4 rootWorld,
|
||||
IReadOnlyList<Matrix4x4> partLocal,
|
||||
uint cellId,
|
||||
IReadOnlyList<bool>? availability = null)
|
||||
{
|
||||
if (localEntityId == 0)
|
||||
return;
|
||||
ArgumentNullException.ThrowIfNull(partLocal);
|
||||
|
||||
if (!_poses.TryGetValue(localEntityId, out PoseRecord? record))
|
||||
{
|
||||
record = new PoseRecord();
|
||||
_poses.Add(localEntityId, record);
|
||||
}
|
||||
|
||||
record.RootWorld = rootWorld;
|
||||
record.CellId = cellId;
|
||||
CopyParts(record, partLocal, availability);
|
||||
}
|
||||
|
||||
/// <summary>Refresh only the moving root while retaining current part poses.</summary>
|
||||
public bool UpdateRoot(WorldEntity entity)
|
||||
{
|
||||
ArgumentNullException.ThrowIfNull(entity);
|
||||
if (!_poses.TryGetValue(entity.Id, out PoseRecord? record))
|
||||
return false;
|
||||
record.RootWorld = Matrix4x4.CreateFromQuaternion(entity.Rotation)
|
||||
* Matrix4x4.CreateTranslation(entity.Position);
|
||||
record.CellId = entity.ParentCellId ?? 0u;
|
||||
return true;
|
||||
}
|
||||
|
||||
public bool Remove(uint localEntityId) => _poses.Remove(localEntityId);
|
||||
|
||||
public void Clear() => _poses.Clear();
|
||||
|
||||
public bool TryGetRootPose(uint localEntityId, out Matrix4x4 rootWorld)
|
||||
{
|
||||
if (_poses.TryGetValue(localEntityId, out PoseRecord? record))
|
||||
{
|
||||
rootWorld = record.RootWorld;
|
||||
return true;
|
||||
}
|
||||
rootWorld = default;
|
||||
return false;
|
||||
}
|
||||
|
||||
public bool TryGetPartPose(uint localEntityId, int partIndex, out Matrix4x4 partLocal)
|
||||
{
|
||||
if (partIndex >= 0
|
||||
&& _poses.TryGetValue(localEntityId, out PoseRecord? record)
|
||||
&& partIndex < record.PartLocal.Length
|
||||
&& record.PartAvailable[partIndex])
|
||||
{
|
||||
partLocal = record.PartLocal[partIndex];
|
||||
return true;
|
||||
}
|
||||
partLocal = default;
|
||||
return false;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Borrow the current indexed part-pose snapshot for synchronous
|
||||
/// update-thread composition. Callers must not retain or mutate it.
|
||||
/// </summary>
|
||||
public bool TryGetPartPoses(
|
||||
uint localEntityId,
|
||||
out IReadOnlyList<Matrix4x4> partLocal)
|
||||
{
|
||||
if (_poses.TryGetValue(localEntityId, out PoseRecord? record))
|
||||
{
|
||||
partLocal = record.PartLocal;
|
||||
return true;
|
||||
}
|
||||
partLocal = Array.Empty<Matrix4x4>();
|
||||
return false;
|
||||
}
|
||||
|
||||
public bool TryGetPartPoseSnapshot(
|
||||
uint localEntityId,
|
||||
out IReadOnlyList<Matrix4x4> partLocal,
|
||||
out IReadOnlyList<bool> availability)
|
||||
{
|
||||
if (_poses.TryGetValue(localEntityId, out PoseRecord? record))
|
||||
{
|
||||
partLocal = record.PartLocal;
|
||||
availability = record.PartAvailable;
|
||||
return true;
|
||||
}
|
||||
partLocal = Array.Empty<Matrix4x4>();
|
||||
availability = Array.Empty<bool>();
|
||||
return false;
|
||||
}
|
||||
|
||||
public bool TryGetCellId(uint localEntityId, out uint cellId)
|
||||
{
|
||||
if (_poses.TryGetValue(localEntityId, out PoseRecord? record))
|
||||
{
|
||||
cellId = record.CellId;
|
||||
return true;
|
||||
}
|
||||
cellId = 0;
|
||||
return false;
|
||||
}
|
||||
|
||||
private static void CopyParts(
|
||||
PoseRecord record,
|
||||
IReadOnlyList<Matrix4x4> partLocal,
|
||||
IReadOnlyList<bool>? availability)
|
||||
{
|
||||
if (availability is not null && availability.Count != partLocal.Count)
|
||||
throw new ArgumentException("Part pose and availability counts must match.");
|
||||
if (record.PartLocal.Length != partLocal.Count)
|
||||
record.PartLocal = new Matrix4x4[partLocal.Count];
|
||||
if (record.PartAvailable.Length != partLocal.Count)
|
||||
record.PartAvailable = new bool[partLocal.Count];
|
||||
for (int i = 0; i < partLocal.Count; i++)
|
||||
{
|
||||
record.PartLocal[i] = partLocal[i];
|
||||
record.PartAvailable[i] = availability is null || availability[i];
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
@ -1,5 +1,3 @@
|
|||
using System;
|
||||
using System.Collections.Generic;
|
||||
using System.Numerics;
|
||||
using AcDream.Core.Vfx;
|
||||
using AcDream.Core.World;
|
||||
|
|
@ -7,97 +5,57 @@ using AcDream.Core.World;
|
|||
namespace AcDream.App.Rendering.Vfx;
|
||||
|
||||
/// <summary>
|
||||
/// What the activator's resolver returns when an entity's Setup carries
|
||||
/// a <c>DefaultScript</c>. Bundles the script id with the per-part
|
||||
/// transforms baked from <c>Setup.PlacementFrames</c> so a single dat
|
||||
/// lookup yields both pieces of state. The activator pushes the part
|
||||
/// transforms into <see cref="ParticleHookSink.SetEntityPartTransforms"/>
|
||||
/// before calling <see cref="PhysicsScriptRunner.Play"/>, which closes
|
||||
/// the part-anchor pipeline introduced for issue #56.
|
||||
/// Setup script/profile data resolved once when a logical effect owner is
|
||||
/// registered. Part transforms are indexed and root-local.
|
||||
/// </summary>
|
||||
public sealed record ScriptActivationInfo(
|
||||
uint ScriptId,
|
||||
IReadOnlyList<Matrix4x4> PartTransforms,
|
||||
EntityEffectProfile? EffectProfile = null);
|
||||
EntityEffectProfile? EffectProfile = null,
|
||||
IReadOnlyList<bool>? PartAvailability = null);
|
||||
|
||||
/// <summary>
|
||||
/// Fires <c>Setup.DefaultScript</c> through <see cref="PhysicsScriptRunner"/>
|
||||
/// when a <see cref="WorldEntity"/> enters the world, so static objects
|
||||
/// (portals, chimneys, fireplaces, EnvCell decorations, building details)
|
||||
/// emit their retail-faithful persistent particle effects automatically.
|
||||
/// Stops the scripts and live emitters when the entity despawns.
|
||||
///
|
||||
/// <para>
|
||||
/// Handles both server-spawned and dat-hydrated entities. Live owners use the
|
||||
/// canonical local <c>entity.Id</c>. Dat-static IDs occupy disjoint, globally
|
||||
/// unique ranges for interiors, scenery, and landblock stabs. The C.1.5a guard that early-returned for
|
||||
/// <c>ServerGuid == 0</c> was relaxed in C.1.5b so EnvCell static objects
|
||||
/// (which have no server guid because they come from the dat file, not
|
||||
/// the network) also fire their DefaultScript.
|
||||
/// </para>
|
||||
///
|
||||
/// <para>
|
||||
/// For live objects this is invoked by <c>LiveEntityRuntime</c> logical
|
||||
/// registration/teardown. <c>GpuWorldState</c> invokes it only for dat-static
|
||||
/// landblock load, promotion, demotion, and unload paths.
|
||||
/// </para>
|
||||
///
|
||||
/// <para>
|
||||
/// Retail oracle: <c>play_script_internal(setup.DefaultScript)</c> is what
|
||||
/// retail's <c>CPhysicsObj</c> invokes at object load (see Phase C.1 plan
|
||||
/// §C.1 and <c>memory/project_sky_pes_port.md</c>). C.1 already shipped the
|
||||
/// runner; this class adds the missing fire-on-spawn call site.
|
||||
/// </para>
|
||||
/// Owns create-time Setup script activation and its symmetric teardown for
|
||||
/// live and DAT-static entities.
|
||||
/// </summary>
|
||||
/// <remarks>
|
||||
/// Setup <c>DefaultScript</c> is a direct PES played during Setup
|
||||
/// initialization. Live registration invokes this class once per logical
|
||||
/// generation; spatial rebucketing never replays it.
|
||||
/// </remarks>
|
||||
public sealed class EntityScriptActivator
|
||||
{
|
||||
private readonly PhysicsScriptRunner _scriptRunner;
|
||||
private readonly ParticleHookSink _particleSink;
|
||||
private readonly EntityEffectPoseRegistry _poses;
|
||||
private readonly Func<WorldEntity, ScriptActivationInfo?> _resolver;
|
||||
private readonly Action<uint, WorldEntity, EntityEffectProfile>? _registerDatStaticEffectOwner;
|
||||
private readonly Action<uint>? _unregisterDatStaticEffectOwner;
|
||||
private readonly Dictionary<uint, WorldEntity> _activeStaticOwners = new();
|
||||
|
||||
/// <param name="scriptRunner">Per-owner retail FIFO that schedules every
|
||||
/// hook at its absolute script <c>StartTime</c>.</param>
|
||||
/// <param name="particleSink">Already-shipped hook sink from C.1. The
|
||||
/// activator pushes per-entity rotation + part transforms here, and
|
||||
/// calls <see cref="ParticleHookSink.StopAllForEntity"/> to drop
|
||||
/// per-entity emitter handles on despawn.</param>
|
||||
/// <param name="resolver">Returns
|
||||
/// <see cref="ScriptActivationInfo"/> with the entity's
|
||||
/// <c>Setup.DefaultScript.DataId</c> and per-part transforms (via
|
||||
/// <c>SetupPartTransforms.Compute</c>), or <c>null</c> on dat miss /
|
||||
/// throw / missing DefaultScript. Production lambda hits
|
||||
/// <c>DatCollection</c>; tests pass a hand-rolled stub.</param>
|
||||
public EntityScriptActivator(
|
||||
PhysicsScriptRunner scriptRunner,
|
||||
ParticleHookSink particleSink,
|
||||
EntityEffectPoseRegistry poses,
|
||||
Func<WorldEntity, ScriptActivationInfo?> resolver,
|
||||
Action<uint, WorldEntity, EntityEffectProfile>? registerDatStaticEffectOwner = null,
|
||||
Action<uint>? unregisterDatStaticEffectOwner = null)
|
||||
{
|
||||
ArgumentNullException.ThrowIfNull(scriptRunner);
|
||||
ArgumentNullException.ThrowIfNull(particleSink);
|
||||
ArgumentNullException.ThrowIfNull(resolver);
|
||||
_scriptRunner = scriptRunner;
|
||||
_particleSink = particleSink;
|
||||
_resolver = resolver;
|
||||
_scriptRunner = scriptRunner ?? throw new ArgumentNullException(nameof(scriptRunner));
|
||||
_particleSink = particleSink ?? throw new ArgumentNullException(nameof(particleSink));
|
||||
_poses = poses ?? throw new ArgumentNullException(nameof(poses));
|
||||
_resolver = resolver ?? throw new ArgumentNullException(nameof(resolver));
|
||||
_registerDatStaticEffectOwner = registerDatStaticEffectOwner;
|
||||
_unregisterDatStaticEffectOwner = unregisterDatStaticEffectOwner;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Resolve the entity's <c>Setup.DefaultScript</c> and fire it through
|
||||
/// the script runner under its canonical runtime identity.
|
||||
/// No-op if the entity has no DefaultScript (resolver returns null
|
||||
/// or zero-script).
|
||||
/// </summary>
|
||||
public void OnCreate(WorldEntity entity)
|
||||
{
|
||||
ArgumentNullException.ThrowIfNull(entity);
|
||||
uint key = entity.Id;
|
||||
if (key == 0) return; // malformed entity
|
||||
if (key == 0)
|
||||
return;
|
||||
|
||||
if (entity.ServerGuid == 0
|
||||
&& _activeStaticOwners.TryGetValue(key, out WorldEntity? existing))
|
||||
{
|
||||
|
|
@ -107,56 +65,43 @@ public sealed class EntityScriptActivator
|
|||
$"Dat-static WorldEntity id 0x{key:X8} is already active; static allocators must be globally unique.");
|
||||
}
|
||||
|
||||
var info = _resolver(entity);
|
||||
if (info is null) return;
|
||||
ScriptActivationInfo? info = _resolver(entity);
|
||||
if (info is null)
|
||||
return;
|
||||
|
||||
// Seed the sink's per-entity rotation so CreateParticleHook.Offset.Origin
|
||||
// (in entity-local frame) transforms correctly to world space when the
|
||||
// hook fires. C.1.5a fix: without this, the sink falls through to
|
||||
// Quaternion.Identity and the offset gets applied in world axes —
|
||||
// visual symptom for portals: swirl oriented along world XYZ instead
|
||||
// of the portal's facing, partially buried.
|
||||
_particleSink.SetEntityRotation(key, entity.Rotation);
|
||||
|
||||
// C.1.5b #56: seed the sink's per-entity part transforms so
|
||||
// CreateParticleHook.PartIndex routes the hook offset through the
|
||||
// right mesh part's resting transform. Without this, every emitter
|
||||
// in a multi-part Setup collapses to the entity root.
|
||||
_particleSink.SetEntityPartTransforms(key, info.PartTransforms);
|
||||
// Particle::Init (0x0051C930) samples the current root/part frames.
|
||||
// Publish before the Setup default script can execute; effects never
|
||||
// fall back to the camera or a cached spawn anchor.
|
||||
_poses.Publish(entity, info.PartTransforms, info.PartAvailability);
|
||||
|
||||
if (entity.ServerGuid == 0)
|
||||
_activeStaticOwners.Add(key, entity);
|
||||
|
||||
if (entity.ServerGuid == 0 && info.EffectProfile is { } profile)
|
||||
_registerDatStaticEffectOwner?.Invoke(
|
||||
key,
|
||||
entity,
|
||||
profile);
|
||||
_registerDatStaticEffectOwner?.Invoke(key, entity, profile);
|
||||
|
||||
if (info.ScriptId != 0)
|
||||
_scriptRunner.Play(info.ScriptId, key, entity.Position);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Stop every script instance the runner is tracking for this key, and
|
||||
/// kill every live emitter the sink has attributed to the runtime effect
|
||||
/// owner. Idempotent for unknown entities.
|
||||
/// </summary>
|
||||
public void OnRemove(WorldEntity entity)
|
||||
{
|
||||
ArgumentNullException.ThrowIfNull(entity);
|
||||
uint key = entity.Id;
|
||||
if (key == 0) return;
|
||||
if (key == 0)
|
||||
return;
|
||||
|
||||
if (entity.ServerGuid == 0
|
||||
&& (!_activeStaticOwners.TryGetValue(key, out WorldEntity? existing)
|
||||
|| !ReferenceEquals(existing, entity)))
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
_scriptRunner.StopAllForEntity(key);
|
||||
_particleSink.StopAllForEntity(key, fadeOut: false);
|
||||
_poses.Remove(key);
|
||||
if (entity.ServerGuid == 0 && _activeStaticOwners.Remove(key))
|
||||
_unregisterDatStaticEffectOwner?.Invoke(key);
|
||||
}
|
||||
|
||||
}
|
||||
|
|
|
|||
66
src/AcDream.App/Rendering/Vfx/IndexedSetupPartPoseBuilder.cs
Normal file
66
src/AcDream.App/Rendering/Vfx/IndexedSetupPartPoseBuilder.cs
Normal file
|
|
@ -0,0 +1,66 @@
|
|||
using System.Numerics;
|
||||
using AcDream.Core.Meshing;
|
||||
using AcDream.Core.World;
|
||||
using DatReaderWriter.DBObjs;
|
||||
|
||||
namespace AcDream.App.Rendering.Vfx;
|
||||
|
||||
/// <summary>
|
||||
/// Reconstructs retail's stable CPartArray indices from a drawable-only
|
||||
/// MeshRef projection. Rigid part frames come from Setup data while missing
|
||||
/// DAT parts keep an unavailable placeholder at their stable Setup index.
|
||||
/// Hydration omits by GfxObj DID and otherwise preserves Setup order, so
|
||||
/// duplicate DIDs are all present or all absent; first-unconsumed matching is
|
||||
/// lossless under that invariant.
|
||||
/// </summary>
|
||||
internal static class IndexedSetupPartPoseBuilder
|
||||
{
|
||||
public static (Matrix4x4[] Poses, bool[] Available) Build(
|
||||
Setup setup,
|
||||
WorldEntity entity)
|
||||
{
|
||||
ArgumentNullException.ThrowIfNull(setup);
|
||||
ArgumentNullException.ThrowIfNull(entity);
|
||||
|
||||
int partCount = setup.Parts.Count;
|
||||
var poses = new Matrix4x4[partCount];
|
||||
IReadOnlyList<Matrix4x4> defaults = SetupPartTransforms.Compute(
|
||||
setup,
|
||||
objectScale: entity.Scale);
|
||||
for (int i = 0; i < partCount; i++)
|
||||
poses[i] = i < defaults.Count ? defaults[i] : Matrix4x4.Identity;
|
||||
|
||||
var expectedGfx = new uint[partCount];
|
||||
for (int i = 0; i < partCount; i++)
|
||||
expectedGfx[i] = (uint)setup.Parts[i];
|
||||
for (int i = 0; i < entity.PartOverrides.Count; i++)
|
||||
{
|
||||
PartOverride replacement = entity.PartOverrides[i];
|
||||
if (replacement.PartIndex < expectedGfx.Length)
|
||||
expectedGfx[replacement.PartIndex] = replacement.GfxObjId;
|
||||
}
|
||||
|
||||
var available = new bool[partCount];
|
||||
var consumed = new bool[entity.MeshRefs.Count];
|
||||
for (int partIndex = 0; partIndex < partCount; partIndex++)
|
||||
{
|
||||
for (int drawableIndex = 0; drawableIndex < entity.MeshRefs.Count; drawableIndex++)
|
||||
{
|
||||
if (consumed[drawableIndex]
|
||||
|| entity.MeshRefs[drawableIndex].GfxObjId != expectedGfx[partIndex])
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
consumed[drawableIndex] = true;
|
||||
available[partIndex] = true;
|
||||
// The drawable transform carries DefaultScale. Retail's
|
||||
// attachment/effect frame is the rigid Setup frame computed
|
||||
// above; matching only establishes which stable slot exists.
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
return (poses, available);
|
||||
}
|
||||
}
|
||||
176
src/AcDream.App/Rendering/Vfx/LiveEntityLightController.cs
Normal file
176
src/AcDream.App/Rendering/Vfx/LiveEntityLightController.cs
Normal file
|
|
@ -0,0 +1,176 @@
|
|||
using AcDream.App.World;
|
||||
using AcDream.Core.Lighting;
|
||||
using AcDream.Core.Physics;
|
||||
using DatReaderWriter.DBObjs;
|
||||
|
||||
namespace AcDream.App.Rendering.Vfx;
|
||||
|
||||
/// <summary>
|
||||
/// Projects Setup lights for live top-level and attached entities, while the
|
||||
/// shared pose registry supplies their current root on each update frame.
|
||||
/// </summary>
|
||||
/// <remarks>
|
||||
/// Retail <c>CPartArray::SetFrame</c> (<c>0x00519310</c>) calls
|
||||
/// <c>LIGHTLIST::set_frame</c> (<c>0x00517C60</c>) whenever the owning physics
|
||||
/// object's frame changes. Logical ownership remains in
|
||||
/// <see cref="LiveEntityRuntime"/>; leaving the world removes only this
|
||||
/// cell-scoped presentation and re-entry registers it again.
|
||||
/// </remarks>
|
||||
public sealed class LiveEntityLightController : IDisposable
|
||||
{
|
||||
private readonly LiveEntityRuntime _liveEntities;
|
||||
private readonly EntityEffectPoseRegistry _poses;
|
||||
private readonly LightingHookSink _lighting;
|
||||
private readonly Func<uint, Setup?> _loadSetup;
|
||||
private readonly Dictionary<uint, uint> _serverGuidByOwner = new();
|
||||
private readonly HashSet<uint> _presentOwners = new();
|
||||
|
||||
public LiveEntityLightController(
|
||||
LiveEntityRuntime liveEntities,
|
||||
EntityEffectPoseRegistry poses,
|
||||
LightingHookSink lighting,
|
||||
Func<uint, Setup?> loadSetup)
|
||||
{
|
||||
_liveEntities = liveEntities ?? throw new ArgumentNullException(nameof(liveEntities));
|
||||
_poses = poses ?? throw new ArgumentNullException(nameof(poses));
|
||||
_lighting = lighting ?? throw new ArgumentNullException(nameof(lighting));
|
||||
_loadSetup = loadSetup ?? throw new ArgumentNullException(nameof(loadSetup));
|
||||
_lighting.OwnerLightingChanged += OnOwnerLightingChanged;
|
||||
_liveEntities.ProjectionVisibilityChanged += OnProjectionVisibilityChanged;
|
||||
}
|
||||
|
||||
public bool Register(uint serverGuid)
|
||||
{
|
||||
if (!_liveEntities.TryGetRecord(serverGuid, out LiveEntityRecord record)
|
||||
|| record.WorldEntity is not { } entity
|
||||
|| !record.IsSpatiallyProjected
|
||||
|| !record.IsSpatiallyVisible)
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
_serverGuidByOwner[entity.Id] = serverGuid;
|
||||
_presentOwners.Add(entity.Id);
|
||||
_lighting.UnregisterOwner(entity.Id, forgetState: false);
|
||||
_lighting.InitializeOwnerLighting(
|
||||
entity.Id,
|
||||
(record.FinalPhysicsState & PhysicsStateFlags.Lighting) != 0);
|
||||
if ((entity.SourceGfxObjOrSetupId & 0xFF000000u) != 0x02000000u)
|
||||
return false;
|
||||
|
||||
if (record.ProjectionKind is LiveEntityProjectionKind.World)
|
||||
{
|
||||
if (!_poses.UpdateRoot(entity))
|
||||
_poses.PublishMeshRefs(entity);
|
||||
}
|
||||
|
||||
Setup? setup = _loadSetup(entity.SourceGfxObjOrSetupId);
|
||||
if (setup is null
|
||||
|| setup.Lights.Count == 0
|
||||
|| !_lighting.IsOwnerLightingEnabled(entity.Id))
|
||||
return false;
|
||||
|
||||
bool isDynamic = (record.FinalPhysicsState & PhysicsStateFlags.Static) == 0;
|
||||
IReadOnlyList<LightSource> loaded = LightInfoLoader.Load(
|
||||
setup,
|
||||
entity.Id,
|
||||
entity.Position,
|
||||
entity.Rotation,
|
||||
isDynamic,
|
||||
entity.ParentCellId ?? 0u,
|
||||
tracksOwnerPose: true);
|
||||
for (int i = 0; i < loaded.Count; i++)
|
||||
_lighting.RegisterOwnedLight(loaded[i]);
|
||||
return loaded.Count > 0;
|
||||
}
|
||||
|
||||
/// <summary>Withdraw cell-scoped presentation but retain logical light state.</summary>
|
||||
public void Unregister(uint ownerLocalId)
|
||||
{
|
||||
_presentOwners.Remove(ownerLocalId);
|
||||
_lighting.UnregisterOwner(ownerLocalId, forgetState: false);
|
||||
}
|
||||
|
||||
/// <summary>Apply a fresh authoritative PhysicsState Lighting transition.</summary>
|
||||
public void OnStateChanged(uint serverGuid)
|
||||
{
|
||||
if (!_liveEntities.TryGetRecord(serverGuid, out LiveEntityRecord record)
|
||||
|| record.WorldEntity is not { } entity)
|
||||
{
|
||||
return;
|
||||
}
|
||||
_lighting.SetOwnerLighting(
|
||||
entity.Id,
|
||||
(record.FinalPhysicsState & PhysicsStateFlags.Lighting) != 0);
|
||||
}
|
||||
|
||||
/// <summary>End logical ownership after leave-world presentation teardown.</summary>
|
||||
public void Forget(uint ownerLocalId)
|
||||
{
|
||||
_presentOwners.Remove(ownerLocalId);
|
||||
_serverGuidByOwner.Remove(ownerLocalId);
|
||||
_lighting.UnregisterOwner(ownerLocalId);
|
||||
}
|
||||
|
||||
public void Refresh() => _lighting.RefreshAttachedLights();
|
||||
|
||||
/// <summary>
|
||||
/// Attached projection visibility can become true before its holding-part
|
||||
/// composition is published. The attachment owner calls this barrier only
|
||||
/// after the composed child root is current.
|
||||
/// </summary>
|
||||
public void OnAttachedPoseReady(uint serverGuid)
|
||||
{
|
||||
if (!_liveEntities.TryGetRecord(serverGuid, out LiveEntityRecord record)
|
||||
|| record.ProjectionKind is not LiveEntityProjectionKind.Attached
|
||||
|| record.WorldEntity is not { } entity
|
||||
|| _presentOwners.Contains(entity.Id))
|
||||
{
|
||||
return;
|
||||
}
|
||||
Register(serverGuid);
|
||||
}
|
||||
|
||||
private void OnOwnerLightingChanged(uint ownerLocalId, bool enabled)
|
||||
{
|
||||
if (!_presentOwners.Contains(ownerLocalId)
|
||||
|| !_serverGuidByOwner.TryGetValue(ownerLocalId, out uint serverGuid))
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
if (!enabled)
|
||||
{
|
||||
_lighting.UnregisterOwner(ownerLocalId, forgetState: false);
|
||||
return;
|
||||
}
|
||||
|
||||
Register(serverGuid);
|
||||
}
|
||||
|
||||
public void Dispose()
|
||||
{
|
||||
_lighting.OwnerLightingChanged -= OnOwnerLightingChanged;
|
||||
_liveEntities.ProjectionVisibilityChanged -= OnProjectionVisibilityChanged;
|
||||
foreach (uint ownerId in _serverGuidByOwner.Keys.ToArray())
|
||||
Forget(ownerId);
|
||||
}
|
||||
|
||||
private void OnProjectionVisibilityChanged(LiveEntityRecord record, bool visible)
|
||||
{
|
||||
if (record.WorldEntity is not { } entity)
|
||||
return;
|
||||
if (record.ProjectionKind is LiveEntityProjectionKind.Attached)
|
||||
{
|
||||
// The true edge precedes attachment pose publication. False is
|
||||
// safe and must immediately withdraw the cell-scoped light.
|
||||
if (!visible)
|
||||
Unregister(entity.Id);
|
||||
return;
|
||||
}
|
||||
if (visible)
|
||||
Register(record.ServerGuid);
|
||||
else
|
||||
Unregister(entity.Id);
|
||||
}
|
||||
}
|
||||
|
|
@ -1311,7 +1311,7 @@ public sealed unsafe class WbDrawDispatcher : IDisposable
|
|||
// TransparentPartHook.PartIndex addresses — retail's CPartArray
|
||||
// numbers parts by their ordinal position in the Setup's own
|
||||
// part list (SetupPartTransforms.Compute is the other verified
|
||||
// consumer of this exact indexing: one Matrix4x4 per
|
||||
// consumer of this exact indexing: one rigid pose per
|
||||
// Setup.Parts[i]). NOT the outer per-MeshRef loop index — a
|
||||
// MeshRef is acdream's own decomposition of top-level
|
||||
// attachments (weapon/shield/etc), a different concept.
|
||||
|
|
|
|||
|
|
@ -148,6 +148,7 @@ public sealed class LiveEntityRuntime
|
|||
private readonly Dictionary<uint, uint> _guidByLocalId = new();
|
||||
private readonly Dictionary<uint, ILiveEntityAnimationRuntime> _animationsByLocalId = new();
|
||||
private readonly Dictionary<uint, ILiveEntityRemoteMotionRuntime> _remoteMotionByGuid = new();
|
||||
private uint _rebucketingGuid;
|
||||
private uint _nextLocalEntityId;
|
||||
|
||||
public LiveEntityRuntime(
|
||||
|
|
@ -191,6 +192,12 @@ public sealed class LiveEntityRuntime
|
|||
public IReadOnlyDictionary<uint, ILiveEntityRemoteMotionRuntime> RemoteMotionRuntimes => _remoteMotionByGuid;
|
||||
public ParentAttachmentState ParentAttachments { get; } = new();
|
||||
|
||||
/// <summary>
|
||||
/// Raised after a materialized projection enters or leaves the currently
|
||||
/// loaded spatial view. Logical resources remain owned by the record.
|
||||
/// </summary>
|
||||
public event Action<LiveEntityRecord, bool>? ProjectionVisibilityChanged;
|
||||
|
||||
public LiveEntityRegistrationResult RegisterLiveEntity(WorldSession.EntitySpawn incoming)
|
||||
{
|
||||
InboundCreateResult result = _inbound.AcceptCreate(incoming);
|
||||
|
|
@ -311,7 +318,21 @@ public sealed class LiveEntityRuntime
|
|||
|| record.WorldEntity is not { } entity)
|
||||
return false;
|
||||
|
||||
_spatial.RebucketLiveEntity(entity, spatialCellOrLandblockId);
|
||||
bool wasProjected = record.IsSpatiallyProjected;
|
||||
bool wasVisible = record.IsSpatiallyVisible;
|
||||
// GpuWorldState reports an intermediate false/true pair while moving
|
||||
// between two loaded buckets. Suppress those implementation details
|
||||
// and publish only the final logical visibility edge.
|
||||
record.IsSpatiallyProjected = true;
|
||||
_rebucketingGuid = serverGuid;
|
||||
try
|
||||
{
|
||||
_spatial.RebucketLiveEntity(entity, spatialCellOrLandblockId);
|
||||
}
|
||||
finally
|
||||
{
|
||||
_rebucketingGuid = 0;
|
||||
}
|
||||
bool visible = _spatial.IsLiveEntityVisible(serverGuid);
|
||||
record.IsSpatiallyVisible = visible;
|
||||
if (record.ProjectionKind is LiveEntityProjectionKind.World)
|
||||
|
|
@ -327,7 +348,8 @@ public sealed class LiveEntityRuntime
|
|||
record.CanonicalLandblockId = spatialCellOrLandblockId == 0
|
||||
? 0u
|
||||
: (spatialCellOrLandblockId & 0xFFFF0000u) | 0xFFFFu;
|
||||
record.IsSpatiallyProjected = true;
|
||||
if (!wasProjected || wasVisible != visible)
|
||||
ProjectionVisibilityChanged?.Invoke(record, visible);
|
||||
return true;
|
||||
}
|
||||
|
||||
|
|
@ -708,6 +730,8 @@ public sealed class LiveEntityRuntime
|
|||
_visibleWorldEntitiesByGuid[serverGuid] = entity;
|
||||
else
|
||||
_visibleWorldEntitiesByGuid.Remove(serverGuid);
|
||||
if (_rebucketingGuid != serverGuid)
|
||||
ProjectionVisibilityChanged?.Invoke(record, visible);
|
||||
}
|
||||
|
||||
private void TearDownRecord(LiveEntityRecord record)
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue