feat(vfx): bind effects to live animated poses
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96ddfdf175
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41 changed files with 3246 additions and 741 deletions
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@ -13,7 +13,7 @@ namespace AcDream.Core.Lighting;
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/// <para>
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/// Retail <see cref="LightInfo"/> fields (r13 §1):
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/// <list type="bullet">
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/// <item><description><c>ViewSpaceLocation</c>: local Frame relative to the owning part.</description></item>
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/// <item><description><c>ViewSpaceLocation</c>: local Frame relative to the owning PartArray root.</description></item>
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/// <item><description><c>Color</c>: packed ARGB. Alpha is ignored; channels go through <c>/255</c>.</description></item>
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/// <item><description><c>Intensity</c>: multiplies color for final diffuse.</description></item>
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/// <item><description><c>Falloff</c>: world metres — acts as the <see cref="LightSource.Range"/> hard cutoff.</description></item>
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@ -24,13 +24,10 @@ namespace AcDream.Core.Lighting;
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public static class LightInfoLoader
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{
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/// <summary>
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/// Extract all lights from a Setup, positioned in the entity's
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/// world frame (via <paramref name="entityPosition"/> +
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/// <paramref name="entityRotation"/>). The dat's per-light Frame is
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/// treated as a local offset relative to the entity root; acdream
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/// doesn't yet transform through the animated part chain (retail's
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/// hand-held torches), so held lights render at the entity root
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/// until the animation hook layer handles per-part placement.
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/// Extract all lights from a Setup and retain each light's complete local
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/// frame. Retail Setup lights belong to the PartArray root rather than an
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/// indexed mesh part; moving held objects therefore follow their child
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/// physics-object root after <c>CPhysicsObj::UpdateChild</c> composes it.
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/// </summary>
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public static IReadOnlyList<LightSource> Load(
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Setup setup,
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@ -38,7 +35,8 @@ public static class LightInfoLoader
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Vector3 entityPosition,
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Quaternion entityRotation,
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bool isDynamic = false,
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uint cellId = 0)
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uint cellId = 0,
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bool tracksOwnerPose = false)
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{
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var results = new List<LightSource>();
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if (setup?.Lights is null || setup.Lights.Count == 0) return results;
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@ -64,12 +62,15 @@ public static class LightInfoLoader
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info.ViewSpaceLocation.Orientation.W);
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}
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// Transform local offset into world space via the entity's
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// rotation + translation. No per-part chain yet — held
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// torches track the entity's root for now.
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Vector3 worldPos = entityPosition + Vector3.Transform(localOffset, entityRotation);
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Quaternion worldRot = entityRotation * localRot;
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Vector3 forward = Vector3.Transform(Vector3.UnitY, worldRot);
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Matrix4x4 localPose = Matrix4x4.CreateFromQuaternion(localRot)
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* Matrix4x4.CreateTranslation(localOffset);
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Matrix4x4 rootWorld = Matrix4x4.CreateFromQuaternion(entityRotation)
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* Matrix4x4.CreateTranslation(entityPosition);
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Matrix4x4 lightWorld = localPose * rootWorld;
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Vector3 worldPos = lightWorld.Translation;
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Vector3 forward = Vector3.TransformNormal(Vector3.UnitY, lightWorld);
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if (forward.LengthSquared() > 1e-8f)
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forward = Vector3.Normalize(forward);
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var light = new LightSource
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{
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@ -93,6 +94,8 @@ public static class LightInfoLoader
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CellId = cellId, // owning cell — scopes the per-frame visible-cell pool (A7 #176/#177)
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IsLit = true,
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IsDynamic = isDynamic,
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TracksOwnerPose = tracksOwnerPose,
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LocalPose = localPose,
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};
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results.Add(light);
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}
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@ -55,6 +55,20 @@ public sealed class LightSource
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public bool IsLit = true; // SetLightHook latch
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public bool IsDynamic; // #143: true = D3D hardware path (1/d att, range×1.5);
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// false = static dat-baked bake (1/d³, range×1.3)
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/// <summary>
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/// True when this light belongs to a live physics object whose root can
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/// move. DAT-static lights keep their hydration-time world frame and are
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/// deliberately excluded from the per-frame pose refresh.
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/// </summary>
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public bool TracksOwnerPose;
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/// <summary>
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/// Setup-local light frame retained from <c>LIGHTINFO::view_space_location</c>.
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/// Object-borne lights compose it with their owner's current root each
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/// frame, matching <c>CPartArray::SetFrame</c> (<c>0x00519310</c>) calling
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/// <c>LIGHTLIST::set_frame</c> (<c>0x00517C60</c>).
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/// </summary>
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public Matrix4x4 LocalPose = Matrix4x4.Identity;
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// Cached each frame by LightManager.
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public float DistSq;
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@ -1,6 +1,7 @@
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using System.Collections.Generic;
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using System.Numerics;
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using AcDream.Core.Physics;
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using AcDream.Core.Vfx;
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using DatReaderWriter.Types;
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namespace AcDream.Core.Lighting;
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@ -24,14 +25,27 @@ namespace AcDream.Core.Lighting;
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public sealed class LightingHookSink : IAnimationHookSink
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{
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private readonly LightManager _lights;
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private readonly IEntityEffectPoseSource _poses;
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private readonly IEntityEffectCellSource? _cells;
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// Index owner → the set of LightSource instances they registered.
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// Maintained lazily — populated on first RegisterLight for that owner.
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private readonly Dictionary<uint, List<LightSource>> _byOwner = new();
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private readonly Dictionary<uint, List<LightSource>> _trackedByOwner = new();
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private readonly Dictionary<uint, bool> _enabledByOwner = new();
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public LightingHookSink(LightManager lights)
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/// <summary>
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/// Raised after retail's <c>set_lights</c> state changes. App-layer live
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/// owners use this to create/destroy their Setup light presentation;
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/// DAT-static owners are already registered and simply consume IsLit.
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/// </summary>
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public event Action<uint, bool>? OwnerLightingChanged;
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public LightingHookSink(LightManager lights, IEntityEffectPoseSource poses)
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{
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_lights = lights ?? throw new System.ArgumentNullException(nameof(lights));
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_poses = poses ?? throw new System.ArgumentNullException(nameof(poses));
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_cells = poses as IEntityEffectCellSource;
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}
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/// <summary>
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@ -41,6 +55,8 @@ public sealed class LightingHookSink : IAnimationHookSink
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public void RegisterOwnedLight(LightSource light)
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{
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System.ArgumentNullException.ThrowIfNull(light);
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if (_enabledByOwner.TryGetValue(light.OwnerId, out bool enabled))
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light.IsLit = enabled;
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_lights.Register(light);
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if (!_byOwner.TryGetValue(light.OwnerId, out var list))
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{
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@ -48,14 +64,54 @@ public sealed class LightingHookSink : IAnimationHookSink
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_byOwner[light.OwnerId] = list;
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}
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list.Add(light);
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if (light.TracksOwnerPose)
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{
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if (!_trackedByOwner.TryGetValue(light.OwnerId, out List<LightSource>? tracked))
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{
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tracked = new List<LightSource>();
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_trackedByOwner[light.OwnerId] = tracked;
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}
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tracked.Add(light);
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}
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}
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/// <summary>Drop every light tagged to this owner (despawn / unload).</summary>
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public void UnregisterOwner(uint ownerId)
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public void UnregisterOwner(uint ownerId, bool forgetState = true)
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{
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if (!_byOwner.TryGetValue(ownerId, out var list)) return;
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foreach (var l in list) _lights.Unregister(l);
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_byOwner.Remove(ownerId);
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if (_byOwner.TryGetValue(ownerId, out var list))
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{
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foreach (var l in list) _lights.Unregister(l);
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_byOwner.Remove(ownerId);
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}
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_trackedByOwner.Remove(ownerId);
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if (forgetState)
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_enabledByOwner.Remove(ownerId);
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}
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public void InitializeOwnerLighting(uint ownerId, bool enabled) =>
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_enabledByOwner.TryAdd(ownerId, enabled);
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public bool IsOwnerLightingEnabled(uint ownerId) =>
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!_enabledByOwner.TryGetValue(ownerId, out bool enabled) || enabled;
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/// <summary>
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/// Mirrors <c>CPhysicsObj::set_lights</c> (0x0050FCF0): update the owner's
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/// Lighting state and its currently materialized lights as one operation.
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/// </summary>
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public void SetOwnerLighting(uint ownerId, bool enabled)
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{
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if (_enabledByOwner.TryGetValue(ownerId, out bool current)
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&& current == enabled)
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{
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return;
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}
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_enabledByOwner[ownerId] = enabled;
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if (_byOwner.TryGetValue(ownerId, out var list))
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{
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foreach (LightSource light in list)
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light.IsLit = enabled;
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}
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OwnerLightingChanged?.Invoke(ownerId, enabled);
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}
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/// <summary>
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@ -67,12 +123,36 @@ public sealed class LightingHookSink : IAnimationHookSink
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return _byOwner.TryGetValue(ownerId, out var list) ? list : null;
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}
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/// <summary>
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/// Recompose every object-borne light from the current physics-object root.
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/// Setup <c>LIGHTINFO</c> has no part index; equipped-object animation is
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/// represented by publishing that child's composed root.
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/// </summary>
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public void RefreshAttachedLights()
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{
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foreach ((uint ownerId, List<LightSource> lights) in _trackedByOwner)
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{
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if (!_poses.TryGetRootPose(ownerId, out Matrix4x4 rootWorld))
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continue;
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uint cellId = 0;
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_cells?.TryGetCellId(ownerId, out cellId);
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for (int i = 0; i < lights.Count; i++)
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{
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LightSource light = lights[i];
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Matrix4x4 lightWorld = light.LocalPose * rootWorld;
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light.WorldPosition = lightWorld.Translation;
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Vector3 forward = Vector3.TransformNormal(Vector3.UnitY, lightWorld);
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if (forward.LengthSquared() > 1e-8f)
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light.WorldForward = Vector3.Normalize(forward);
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light.CellId = cellId;
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}
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}
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}
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public void OnHook(uint entityId, Vector3 entityWorldPosition, AnimationHook hook)
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{
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if (hook is not SetLightHook slh) return;
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if (!_byOwner.TryGetValue(entityId, out var list)) return;
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foreach (var light in list)
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light.IsLit = slh.LightsOn;
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SetOwnerLighting(entityId, slh.LightsOn);
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}
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}
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@ -6,6 +6,12 @@ using DatReaderWriter.Types;
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namespace AcDream.Core.Meshing;
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/// <summary>Final child root and indexed part poses in the parent-root frame.</summary>
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public readonly record struct EquippedChildPose(
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Matrix4x4 RootLocal,
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Matrix4x4[] PartLocal,
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MeshRef[] AttachedParts);
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/// <summary>
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/// Retail held-object transform composition. A weapon is a separate child
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/// physics object: the parent's <see cref="Setup.HoldingLocations"/> selects
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@ -28,6 +34,90 @@ public static class EquippedChildAttachment
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IReadOnlyList<MeshRef> childPartTemplate,
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float childScale,
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out IReadOnlyList<MeshRef> attachedParts)
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{
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bool composed = TryComposePose(
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parentSetup,
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currentParentPose,
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childSetup,
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parentLocation,
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placement,
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childPartTemplate,
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childScale,
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out EquippedChildPose pose);
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attachedParts = composed ? pose.AttachedParts : Array.Empty<MeshRef>();
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return composed;
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}
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public static bool TryComposePose(
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Setup parentSetup,
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IReadOnlyList<MeshRef> currentParentPose,
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Setup childSetup,
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ParentLocation parentLocation,
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Placement placement,
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IReadOnlyList<MeshRef> childPartTemplate,
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float childScale,
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out EquippedChildPose pose)
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{
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ArgumentNullException.ThrowIfNull(currentParentPose);
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var parentParts = new Matrix4x4[currentParentPose.Count];
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for (int i = 0; i < parentParts.Length; i++)
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parentParts[i] = currentParentPose[i].PartTransform;
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return TryComposePose(
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parentSetup,
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parentParts,
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childSetup,
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parentLocation,
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placement,
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childPartTemplate,
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childScale,
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out pose);
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}
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/// <summary>
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/// Compose from the parent's indexed final animation poses. The renderer
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/// exposes these independently of drawable MeshRefs so a hidden or missing
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/// visual part cannot shift the retail holding-location index.
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/// </summary>
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public static bool TryComposePose(
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Setup parentSetup,
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IReadOnlyList<Matrix4x4> currentParentPose,
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Setup childSetup,
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ParentLocation parentLocation,
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Placement placement,
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IReadOnlyList<MeshRef> childPartTemplate,
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float childScale,
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out EquippedChildPose pose)
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{
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return TryComposePoseInto(
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parentSetup,
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currentParentPose,
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parentPartAvailability: null,
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childSetup,
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parentLocation,
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placement,
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childPartTemplate,
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childScale,
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partPoseBuffer: null,
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attachedPartBuffer: null,
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out pose);
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}
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/// <summary>
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/// Allocation-free update path for an already realized child. Buffers are
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/// reused by the App-layer attachment owner after their first composition.
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/// </summary>
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public static bool TryComposePoseInto(
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Setup parentSetup,
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IReadOnlyList<Matrix4x4> currentParentPose,
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IReadOnlyList<bool>? parentPartAvailability,
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Setup childSetup,
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ParentLocation parentLocation,
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Placement placement,
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IReadOnlyList<MeshRef> childPartTemplate,
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float childScale,
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Matrix4x4[]? partPoseBuffer,
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MeshRef[]? attachedPartBuffer,
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out EquippedChildPose pose)
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{
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ArgumentNullException.ThrowIfNull(parentSetup);
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ArgumentNullException.ThrowIfNull(currentParentPose);
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@ -36,14 +126,32 @@ public static class EquippedChildAttachment
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if (!parentSetup.HoldingLocations.TryGetValue(parentLocation, out LocationType? holding))
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{
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attachedParts = Array.Empty<MeshRef>();
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pose = new EquippedChildPose(
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Matrix4x4.Identity,
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Array.Empty<Matrix4x4>(),
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Array.Empty<MeshRef>());
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return false;
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}
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Matrix4x4 parentPart = holding.PartId >= 0
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&& holding.PartId < currentParentPose.Count
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? currentParentPose[holding.PartId].PartTransform
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: Matrix4x4.Identity;
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Matrix4x4 parentPart;
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if (holding.PartId >= 0 && holding.PartId < currentParentPose.Count)
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{
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if (parentPartAvailability is not null
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&& (holding.PartId >= parentPartAvailability.Count
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|| !parentPartAvailability[(int)holding.PartId]))
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{
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pose = default;
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return false;
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}
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parentPart = currentParentPose[(int)holding.PartId];
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}
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else
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{
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// Retail CPhysicsObj::UpdateChild (0x00512D50) uses the parent
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// root for every part number >= num_parts. This includes the
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// canonical 0xFFFFFFFF root sentinel and malformed positives.
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parentPart = Matrix4x4.Identity;
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}
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Matrix4x4 holdingFrame = ToMatrix(holding.Frame);
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Matrix4x4 childRoot = holdingFrame * parentPart;
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@ -54,28 +162,40 @@ public static class EquippedChildAttachment
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childSetup.PlacementFrames.TryGetValue(Placement.Default, out placementFrame);
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int partCount = Math.Min(childSetup.Parts.Count, childPartTemplate.Count);
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var result = new MeshRef[partCount];
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MeshRef[] result = attachedPartBuffer is { Length: var attachedLength }
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&& attachedLength == partCount
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? attachedPartBuffer
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: new MeshRef[partCount];
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Matrix4x4[] childPartPoses = partPoseBuffer is { Length: var poseLength }
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&& poseLength == partCount
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? partPoseBuffer
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: new Matrix4x4[partCount];
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for (int i = 0; i < partCount; i++)
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{
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Frame partFrame = placementFrame is not null && i < placementFrame.Frames.Count
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? placementFrame.Frames[i]
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: new Frame { Orientation = Quaternion.Identity };
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Vector3 scale = i < childSetup.DefaultScale.Count
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Vector3 defaultScale = i < childSetup.DefaultScale.Count
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? childSetup.DefaultScale[i]
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: Vector3.One;
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Matrix4x4 childPart = Matrix4x4.CreateScale(scale)
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Matrix4x4 visualChildPart = Matrix4x4.CreateScale(defaultScale)
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* ToMatrix(partFrame);
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if (childScale != 1.0f)
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childPart *= Matrix4x4.CreateScale(childScale);
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visualChildPart *= Matrix4x4.CreateScale(childScale);
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Matrix4x4 rigidChildPart = Matrix4x4.CreateFromQuaternion(partFrame.Orientation)
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* Matrix4x4.CreateTranslation(partFrame.Origin * childScale);
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childPartPoses[i] = rigidChildPart;
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MeshRef template = childPartTemplate[i];
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result[i] = new MeshRef(template.GfxObjId, childPart * childRoot)
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result[i] = new MeshRef(template.GfxObjId, visualChildPart * childRoot)
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{
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SurfaceOverrides = template.SurfaceOverrides,
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};
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}
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attachedParts = result;
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pose = new EquippedChildPose(childRoot, childPartPoses, result);
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return true;
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}
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@ -7,48 +7,35 @@ using DatReaderWriter.Types;
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namespace AcDream.Core.Meshing;
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/// <summary>
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/// Compute the per-part static transforms for a Setup using its
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/// PlacementFrames. For each part <c>i</c>, the returned matrix takes a
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/// point in part-local space and yields a point in setup-local space at
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/// the Setup's resting pose.
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///
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/// <para>
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/// Mirrors <see cref="SetupMesh.Flatten"/>'s pose-source priority —
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/// <c>PlacementFrames[Resting]</c> → <c>[Default]</c> → first available
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/// — so that a particle anchor at part <c>i</c> matches the part's
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/// visible rest position. If renderer and resolver ever drift on this
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/// priority, particles will visibly drift relative to their parent
|
||||
/// mesh; keep them in lockstep.
|
||||
/// </para>
|
||||
///
|
||||
/// <para>
|
||||
/// Returns an empty list when the Setup has no PlacementFrames. The
|
||||
/// caller (e.g. <c>ParticleHookSink.SpawnFromHook</c>) should then fall
|
||||
/// back to <see cref="Matrix4x4.Identity"/> per part, which is the
|
||||
/// pre-C.1.5b behavior.
|
||||
/// </para>
|
||||
///
|
||||
/// <para>
|
||||
/// For animated entities, per-part transforms vary per animation frame
|
||||
/// and live in <c>AnimatedEntityState</c>; a future "animated
|
||||
/// DefaultScript" path would publish those each tick via the same
|
||||
/// <c>SetEntityPartTransforms</c> seam. Out of scope here.
|
||||
/// </para>
|
||||
/// Computes retail's rigid per-part frames for attachments and effects.
|
||||
/// Visual GfxObj scale is deliberately excluded.
|
||||
/// </summary>
|
||||
/// <remarks>
|
||||
/// Pose selection matches <see cref="SetupMesh.Flatten"/>: an explicit motion
|
||||
/// frame, then Resting, Default, then the first placement frame. Retail
|
||||
/// <c>CPartArray::UpdateParts</c> (<c>0x005190F0</c>) scales only the frame
|
||||
/// origin by the object's scale. <c>CPartArray::SetScaleInternal</c>
|
||||
/// (<c>0x00518A00</c>) stores Setup DefaultScale separately on the visual
|
||||
/// <c>CPhysicsPart::gfxobj_scale</c>, so it never enters this rigid frame.
|
||||
/// </remarks>
|
||||
public static class SetupPartTransforms
|
||||
{
|
||||
public static IReadOnlyList<Matrix4x4> Compute(Setup setup)
|
||||
public static IReadOnlyList<Matrix4x4> Compute(
|
||||
Setup setup,
|
||||
AnimationFrame? motionFrameOverride = null,
|
||||
float objectScale = 1.0f)
|
||||
{
|
||||
AnimationFrame? source = null;
|
||||
if (setup.PlacementFrames.TryGetValue(Placement.Resting, out var resting))
|
||||
ArgumentNullException.ThrowIfNull(setup);
|
||||
AnimationFrame? source = motionFrameOverride;
|
||||
if (source is null && setup.PlacementFrames.TryGetValue(Placement.Resting, out var resting))
|
||||
{
|
||||
source = resting;
|
||||
}
|
||||
else if (setup.PlacementFrames.TryGetValue(Placement.Default, out var def))
|
||||
else if (source is null && setup.PlacementFrames.TryGetValue(Placement.Default, out var def))
|
||||
{
|
||||
source = def;
|
||||
}
|
||||
else
|
||||
else if (source is null)
|
||||
{
|
||||
foreach (var kvp in setup.PlacementFrames)
|
||||
{
|
||||
|
|
@ -57,7 +44,8 @@ public static class SetupPartTransforms
|
|||
}
|
||||
}
|
||||
|
||||
if (source is null) return System.Array.Empty<Matrix4x4>();
|
||||
if (source is null)
|
||||
return Array.Empty<Matrix4x4>();
|
||||
|
||||
int partCount = setup.Parts.Count;
|
||||
var result = new Matrix4x4[partCount];
|
||||
|
|
@ -66,10 +54,8 @@ public static class SetupPartTransforms
|
|||
Frame frame = i < source.Frames.Count
|
||||
? source.Frames[i]
|
||||
: new Frame { Origin = Vector3.Zero, Orientation = Quaternion.Identity };
|
||||
Vector3 scale = i < setup.DefaultScale.Count ? setup.DefaultScale[i] : Vector3.One;
|
||||
result[i] = Matrix4x4.CreateScale(scale)
|
||||
* Matrix4x4.CreateFromQuaternion(frame.Orientation)
|
||||
* Matrix4x4.CreateTranslation(frame.Origin);
|
||||
result[i] = Matrix4x4.CreateFromQuaternion(frame.Orientation)
|
||||
* Matrix4x4.CreateTranslation(frame.Origin * objectScale);
|
||||
}
|
||||
return result;
|
||||
}
|
||||
|
|
|
|||
|
|
@ -14,8 +14,6 @@ namespace AcDream.Core.Vfx;
|
|||
/// </summary>
|
||||
public sealed class EmitterDescRegistry
|
||||
{
|
||||
private const uint FallbackEmitterId = 0xFFFFFFFFu;
|
||||
|
||||
private readonly Func<uint, DatParticleEmitter?>? _resolver;
|
||||
private readonly ConcurrentDictionary<uint, EmitterDesc> _byId = new();
|
||||
|
||||
|
|
@ -32,7 +30,6 @@ public sealed class EmitterDescRegistry
|
|||
public EmitterDescRegistry(Func<uint, DatParticleEmitter?>? resolver)
|
||||
{
|
||||
_resolver = resolver;
|
||||
Register(BuildFallback());
|
||||
}
|
||||
|
||||
public void Register(EmitterDesc desc)
|
||||
|
|
@ -43,9 +40,16 @@ public sealed class EmitterDescRegistry
|
|||
|
||||
public EmitterDesc Get(uint emitterId)
|
||||
{
|
||||
if (_byId.TryGetValue(emitterId, out var desc))
|
||||
if (TryGet(emitterId, out EmitterDesc? desc))
|
||||
return desc;
|
||||
throw new KeyNotFoundException(
|
||||
$"ParticleEmitterInfo 0x{emitterId:X8} was not found.");
|
||||
}
|
||||
|
||||
public bool TryGet(uint emitterId, out EmitterDesc desc)
|
||||
{
|
||||
if (_byId.TryGetValue(emitterId, out desc!))
|
||||
return true;
|
||||
if (_resolver is not null)
|
||||
{
|
||||
var dat = _resolver(emitterId);
|
||||
|
|
@ -53,14 +57,11 @@ public sealed class EmitterDescRegistry
|
|||
{
|
||||
desc = FromDat(emitterId, dat);
|
||||
_byId[emitterId] = desc;
|
||||
return desc;
|
||||
return true;
|
||||
}
|
||||
}
|
||||
|
||||
if (_byId.TryGetValue(FallbackEmitterId, out var fallback))
|
||||
return fallback;
|
||||
|
||||
throw new InvalidOperationException("No default emitter registered in registry.");
|
||||
desc = null!;
|
||||
return false;
|
||||
}
|
||||
|
||||
public int Count => _byId.Count;
|
||||
|
|
@ -145,36 +146,6 @@ public sealed class EmitterDescRegistry
|
|||
}
|
||||
}
|
||||
|
||||
private static EmitterDesc BuildFallback() => new()
|
||||
{
|
||||
DatId = FallbackEmitterId,
|
||||
Type = ParticleType.LocalVelocity,
|
||||
EmitterKind = ParticleEmitterKind.BirthratePerSec,
|
||||
Flags = EmitterFlags.Billboard | EmitterFlags.FaceCamera,
|
||||
Birthrate = 0.1f,
|
||||
EmitRate = 10f,
|
||||
MaxParticles = 32,
|
||||
LifetimeMin = 0.6f,
|
||||
LifetimeMax = 1.2f,
|
||||
Lifespan = 0.9f,
|
||||
LifespanRand = 0.3f,
|
||||
OffsetDir = new Vector3(0, 0, 1),
|
||||
MinOffset = 0f,
|
||||
MaxOffset = 0.1f,
|
||||
SpawnDiskRadius = 0.1f,
|
||||
InitialVelocity = new Vector3(0, 0, 0.5f),
|
||||
VelocityJitter = 0.3f,
|
||||
A = new Vector3(0, 0, 0.5f),
|
||||
MinA = 1f,
|
||||
MaxA = 1f,
|
||||
B = Vector3.Zero,
|
||||
C = Vector3.Zero,
|
||||
StartSize = 0.25f,
|
||||
EndSize = 0.6f,
|
||||
StartAlpha = 0.85f,
|
||||
EndAlpha = 0f,
|
||||
};
|
||||
|
||||
private static ParticleEmitterKind MapEmitterKind(DatEmitterType type) => type switch
|
||||
{
|
||||
DatEmitterType.BirthratePerSec => ParticleEmitterKind.BirthratePerSec,
|
||||
|
|
|
|||
24
src/AcDream.Core/Vfx/IEntityEffectPoseSource.cs
Normal file
24
src/AcDream.Core/Vfx/IEntityEffectPoseSource.cs
Normal file
|
|
@ -0,0 +1,24 @@
|
|||
using System.Numerics;
|
||||
|
||||
namespace AcDream.Core.Vfx;
|
||||
|
||||
/// <summary>
|
||||
/// Read-only view of the final pose used by entity-attached effects.
|
||||
/// Implementations publish poses on the update/render thread after root motion,
|
||||
/// animation, and equipped-child composition have completed.
|
||||
/// </summary>
|
||||
public interface IEntityEffectPoseSource
|
||||
{
|
||||
bool TryGetRootPose(uint localEntityId, out Matrix4x4 rootWorld);
|
||||
|
||||
bool TryGetPartPose(uint localEntityId, int partIndex, out Matrix4x4 partLocal);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Optional spatial companion for consumers, such as object lights, whose
|
||||
/// render registration is scoped to the owner's current AC cell.
|
||||
/// </summary>
|
||||
public interface IEntityEffectCellSource
|
||||
{
|
||||
bool TryGetCellId(uint localEntityId, out uint cellId);
|
||||
}
|
||||
|
|
@ -1,191 +1,177 @@
|
|||
using System;
|
||||
using System.Collections.Concurrent;
|
||||
using System.Numerics;
|
||||
using System.Threading;
|
||||
using AcDream.Core.Physics;
|
||||
using DatReaderWriter.Types;
|
||||
|
||||
namespace AcDream.Core.Vfx;
|
||||
|
||||
/// <summary>
|
||||
/// <see cref="IAnimationHookSink"/> that translates particle-bearing
|
||||
/// animation hooks into <see cref="ParticleSystem"/> spawn / stop calls.
|
||||
///
|
||||
/// <para>
|
||||
/// Hook types handled (r04 §6):
|
||||
/// <list type="bullet">
|
||||
/// <item><description>
|
||||
/// <see cref="CreateParticleHook"/> — spawn an emitter from the
|
||||
/// hook's <c>EmitterInfoId</c> at the entity's world pose plus the
|
||||
/// hook offset. Retail attaches to a specific mesh part; we
|
||||
/// attach to the entity's root and will refine per-part when the
|
||||
/// renderer exposes per-part world transforms.
|
||||
/// </description></item>
|
||||
/// <item><description>
|
||||
/// <see cref="CreateBlockingParticleHook"/> — has the same payload
|
||||
/// as CreateParticleHook, but suppresses creation while the same nonzero
|
||||
/// logical emitter ID is live. It does not pause animation. Production DAT
|
||||
/// loading substitutes <see cref="RetailCreateBlockingParticleHook"/> so
|
||||
/// the inherited payload is retained despite the dependency's header-only
|
||||
/// model. Suppression itself lands with live emitter bindings in Step 5.
|
||||
/// </description></item>
|
||||
/// <item><description>
|
||||
/// <see cref="DestroyParticleHook"/> — stop the most-recent emitter
|
||||
/// matching the hook's <c>EmitterId</c>. Deferred to a future pass
|
||||
/// when we retain per-entity emitter-id → handle maps.
|
||||
/// </description></item>
|
||||
/// <item><description>
|
||||
/// <see cref="StopParticleHook"/> — pause all emitters on the
|
||||
/// entity (fade out).
|
||||
/// </description></item>
|
||||
/// <item><description>
|
||||
/// <see cref="DefaultScriptHook"/> / <see cref="DefaultScriptPartHook"/>
|
||||
/// — trigger the entity's <c>DefaultScriptId</c> PhysicsScript.
|
||||
/// Requires PhysicsScript table; deferred.
|
||||
/// </description></item>
|
||||
/// <item><description>
|
||||
/// <see cref="CallPESHook"/> — fire a PhysicsScript by id.
|
||||
/// Deferred until DRW exposes PhysicsScript dat.
|
||||
/// </description></item>
|
||||
/// </list>
|
||||
/// </para>
|
||||
///
|
||||
/// <para>
|
||||
/// Per-entity emitter handle tracking is kept here so DestroyParticle /
|
||||
/// StopParticle can target the right emitter when a server-sent
|
||||
/// <c>PlayEffect</c> fires.
|
||||
/// </para>
|
||||
/// Routes particle animation hooks through the owner's current root/part pose
|
||||
/// and retains the retail logical-emitter identity rules.
|
||||
/// </summary>
|
||||
/// <remarks>
|
||||
/// <para>
|
||||
/// Retail oracle: <c>CreateParticleHook::Execute</c> (<c>0x00526EC0</c>),
|
||||
/// <c>CreateBlockingParticleHook::Execute</c> (<c>0x00526EF0</c>),
|
||||
/// <c>ParticleManager::CreateParticleEmitter</c> (<c>0x0051B6C0</c>), and
|
||||
/// <c>CreateBlockingParticleEmitter</c> (<c>0x0051B8A0</c>).
|
||||
/// </para>
|
||||
/// <para>
|
||||
/// The complete hook offset frame is retained on each binding for schema
|
||||
/// fidelity. Retail <c>Particle::Init</c> (<c>0x0051C930</c>) transforms the
|
||||
/// offset origin through the current owner frame, but does not apply the hook
|
||||
/// offset quaternion to particle vectors; emitter orientation is the current
|
||||
/// root/part orientation.
|
||||
/// </para>
|
||||
/// </remarks>
|
||||
public sealed class ParticleHookSink : IAnimationHookSink
|
||||
{
|
||||
private readonly ParticleSystem _system;
|
||||
|
||||
// entityId → most-recently-spawned emitter handle per emitterId.
|
||||
// DestroyParticleHook.EmitterId is effectively an application-layer
|
||||
// key ("the smoke trail I spawned 2 seconds ago"), so we track by
|
||||
// (entity, emitterId).
|
||||
private readonly IEntityEffectPoseSource _poses;
|
||||
private readonly ConcurrentDictionary<(uint EntityId, uint EmitterId), int> _handlesByKey = new();
|
||||
// entityId → set of live emitter handles. Dictionary-as-set so we can
|
||||
// remove individual handles when their emitter dies (M4 fix —
|
||||
// ConcurrentBag couldn't drop entries, so handles for naturally-expired
|
||||
// emitters used to leak).
|
||||
private readonly ConcurrentDictionary<uint, ConcurrentDictionary<int, byte>> _handlesByEntity = new();
|
||||
// Reverse lookup: handle → (entity, key) for O(1) cleanup on EmitterDied.
|
||||
private readonly ConcurrentDictionary<int, (uint EntityId, uint KeyId)> _trackingByHandle = new();
|
||||
private readonly ConcurrentDictionary<int, EmitterBinding> _bindingsByHandle = new();
|
||||
private readonly ConcurrentDictionary<uint, ParticleRenderPass> _renderPassByEntity = new();
|
||||
private readonly ConcurrentDictionary<uint, Quaternion> _rotationByEntity = new();
|
||||
// C.1.5b #56: per-entity static part transforms (PlacementFrames[Resting]
|
||||
// baked into a Matrix4x4 per Setup part). When set, SpawnFromHook applies
|
||||
// partTransforms[hook.PartIndex] to the hook offset BEFORE rotating to
|
||||
// world space. Without this, every emitter in a multi-part Setup
|
||||
// collapses to the entity root (the bug). Cleared by StopAllForEntity.
|
||||
// For ANIMATED entities this map would need a per-tick refresh similar
|
||||
// to UpdateEntityAnchor — deferred to a future phase.
|
||||
private readonly ConcurrentDictionary<uint, IReadOnlyList<Matrix4x4>> _partTransformsByEntity = new();
|
||||
private int _anonymousEmitterSerial;
|
||||
|
||||
public ParticleHookSink(ParticleSystem system)
|
||||
private readonly ConcurrentDictionary<uint, byte> _hiddenPresentationOwners = new();
|
||||
public ParticleHookSink(ParticleSystem system, IEntityEffectPoseSource poses)
|
||||
{
|
||||
_system = system ?? throw new ArgumentNullException(nameof(system));
|
||||
_poses = poses ?? throw new ArgumentNullException(nameof(poses));
|
||||
_system.EmitterDied += OnEmitterDied;
|
||||
}
|
||||
|
||||
public Action<string>? DiagnosticSink { get; set; }
|
||||
|
||||
private void OnEmitterDied(int handle)
|
||||
{
|
||||
if (!_trackingByHandle.TryRemove(handle, out var t))
|
||||
if (!_bindingsByHandle.TryRemove(handle, out EmitterBinding binding))
|
||||
return;
|
||||
_handlesByKey.TryRemove((t.EntityId, t.KeyId), out _);
|
||||
if (_handlesByEntity.TryGetValue(t.EntityId, out var bag))
|
||||
bag.TryRemove(handle, out _);
|
||||
|
||||
if (binding.LogicalId != 0
|
||||
&& _handlesByKey.TryGetValue((binding.OwnerLocalId, binding.LogicalId), out int current)
|
||||
&& current == handle)
|
||||
{
|
||||
_handlesByKey.TryRemove((binding.OwnerLocalId, binding.LogicalId), out _);
|
||||
}
|
||||
if (_handlesByEntity.TryGetValue(binding.OwnerLocalId, out var handles))
|
||||
{
|
||||
handles.TryRemove(handle, out _);
|
||||
if (handles.IsEmpty)
|
||||
_handlesByEntity.TryRemove(binding.OwnerLocalId, out _);
|
||||
}
|
||||
}
|
||||
|
||||
public void OnHook(uint entityId, Vector3 entityWorldPosition, AnimationHook hook)
|
||||
{
|
||||
switch (hook)
|
||||
{
|
||||
case RetailCreateBlockingParticleHook:
|
||||
// The centralized content reader now preserves the complete
|
||||
// retail payload. Step 5 owns live logical-ID suppression and
|
||||
// attachment semantics; do not silently treat blocking as a
|
||||
// normal replacement before that mechanism lands.
|
||||
case RetailCreateBlockingParticleHook blocking:
|
||||
SpawnFromHook(
|
||||
entityId,
|
||||
(uint)blocking.EmitterInfoId,
|
||||
blocking.Offset,
|
||||
unchecked((int)blocking.PartIndex),
|
||||
blocking.EmitterId,
|
||||
isBlocking: true);
|
||||
break;
|
||||
|
||||
case CreateParticleHook cph:
|
||||
SpawnFromHook(entityId, entityWorldPosition,
|
||||
emitterInfoId: (uint)cph.EmitterInfoId,
|
||||
offset: cph.Offset.Origin,
|
||||
partIndex: (int)cph.PartIndex,
|
||||
logicalId: cph.EmitterId);
|
||||
case CreateParticleHook create:
|
||||
SpawnFromHook(
|
||||
entityId,
|
||||
(uint)create.EmitterInfoId,
|
||||
create.Offset,
|
||||
unchecked((int)create.PartIndex),
|
||||
create.EmitterId,
|
||||
isBlocking: false);
|
||||
break;
|
||||
|
||||
case CreateBlockingParticleHook:
|
||||
// Defensive package-decoder shape. Production raw loaders
|
||||
// replace this header-only model with the retail subclass.
|
||||
// The upstream package exposes only the common header for this
|
||||
// type. Production loaders replace it with the retail payload
|
||||
// above; a header-only instance cannot create an emitter.
|
||||
DiagnosticSink?.Invoke(
|
||||
$"CreateBlockingParticle for owner 0x{entityId:X8} has no retail payload.");
|
||||
break;
|
||||
|
||||
case DestroyParticleHook dph:
|
||||
if (_handlesByKey.TryRemove((entityId, dph.EmitterId), out var handleToDestroy))
|
||||
_system.StopEmitter(handleToDestroy, fadeOut: false);
|
||||
case DestroyParticleHook destroy:
|
||||
DestroyLogical(entityId, destroy.EmitterId, fadeOut: false);
|
||||
break;
|
||||
|
||||
case StopParticleHook sph:
|
||||
if (_handlesByKey.TryGetValue((entityId, sph.EmitterId), out var handleToStop))
|
||||
_system.StopEmitter(handleToStop, fadeOut: true);
|
||||
case StopParticleHook stop:
|
||||
DestroyLogical(entityId, stop.EmitterId, fadeOut: true);
|
||||
break;
|
||||
|
||||
// DefaultScript / CallPES are routed by EntityEffectController.
|
||||
// ParticleHookSink intentionally owns particles only.
|
||||
}
|
||||
}
|
||||
|
||||
public void SetEntityRenderPass(uint entityId, ParticleRenderPass renderPass)
|
||||
=> _renderPassByEntity[entityId] = renderPass;
|
||||
public void SetEntityRenderPass(uint entityId, ParticleRenderPass renderPass) =>
|
||||
_renderPassByEntity[entityId] = renderPass;
|
||||
|
||||
public void SetEntityRotation(uint entityId, Quaternion rotation)
|
||||
=> _rotationByEntity[entityId] = rotation;
|
||||
public void ClearEntityRenderPass(uint entityId) =>
|
||||
_renderPassByEntity.TryRemove(entityId, out _);
|
||||
|
||||
/// <summary>
|
||||
/// Register per-part static transforms for an entity. The caller
|
||||
/// (typically <c>EntityScriptActivator</c>) precomputes one
|
||||
/// <see cref="Matrix4x4"/> per Setup part using
|
||||
/// <c>SetupPartTransforms.Compute</c> and pushes them here at spawn
|
||||
/// time. <see cref="SpawnFromHook"/> applies
|
||||
/// <c>partTransforms[hook.PartIndex]</c> to the hook offset BEFORE
|
||||
/// transforming to world space. Cleared on
|
||||
/// <see cref="StopAllForEntity"/>.
|
||||
/// Mirrors live cell membership without ending emitter lifetime. Retail
|
||||
/// pauses the owner's particle manager while cell-less, then resumes the
|
||||
/// same particles and logical IDs without catch-up emission on re-entry.
|
||||
/// </summary>
|
||||
public void SetEntityPartTransforms(uint entityId, IReadOnlyList<Matrix4x4> partTransforms)
|
||||
=> _partTransformsByEntity[entityId] = partTransforms;
|
||||
|
||||
public void ClearEntityRenderPass(uint entityId)
|
||||
=> _renderPassByEntity.TryRemove(entityId, out _);
|
||||
|
||||
/// <summary>
|
||||
/// Refresh every live emitter on this entity to a new world anchor +
|
||||
/// rotation. The owning subsystem (sky-PES driver, animation tick)
|
||||
/// drives this each frame for AttachLocal emitters so they track their
|
||||
/// moving parent — retail-faithful via
|
||||
/// <c>ParticleEmitter::UpdateParticles</c> at <c>0x0051d2d4</c>, which
|
||||
/// re-reads the parent frame each tick when <c>is_parent_local != 0</c>.
|
||||
/// Safe to call for entities with no live emitters (no-op).
|
||||
/// </summary>
|
||||
public void UpdateEntityAnchor(uint entityId, Vector3 anchor, Quaternion rotation)
|
||||
public void SetEntityPresentationVisible(uint entityId, bool visible)
|
||||
{
|
||||
_rotationByEntity[entityId] = rotation;
|
||||
if (!_handlesByEntity.TryGetValue(entityId, out var bag))
|
||||
return;
|
||||
foreach (var handle in bag.Keys)
|
||||
_system.UpdateEmitterAnchor(handle, anchor, rotation);
|
||||
if (visible)
|
||||
_hiddenPresentationOwners.TryRemove(entityId, out _);
|
||||
else
|
||||
_hiddenPresentationOwners[entityId] = 0;
|
||||
|
||||
// Withdrawal is immediate. Re-entry is enabled by the next pose
|
||||
// refresh so an attached owner cannot flash for one frame at its old
|
||||
// anchor before the composed child pose is published.
|
||||
if (!visible && _handlesByEntity.TryGetValue(entityId, out var handles))
|
||||
{
|
||||
foreach (int handle in handles.Keys)
|
||||
{
|
||||
_system.SetEmitterPresentationVisible(handle, false);
|
||||
_system.SetEmitterSimulationEnabled(handle, false);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Refreshes every emitter from the current root/part pose. World-released
|
||||
/// particles keep their stored emission origin; AttachLocal particles read
|
||||
/// the refreshed anchor when the particle system advances.
|
||||
/// </summary>
|
||||
public void RefreshAttachedEmitters()
|
||||
{
|
||||
foreach ((int handle, EmitterBinding binding) in _bindingsByHandle)
|
||||
{
|
||||
bool presentationVisible =
|
||||
!_hiddenPresentationOwners.ContainsKey(binding.OwnerLocalId);
|
||||
if (TryResolveAnchor(binding.OwnerLocalId, binding.PartIndex,
|
||||
binding.HookOffsetOrigin, out Vector3 anchor, out Quaternion rotation))
|
||||
{
|
||||
_system.UpdateEmitterAnchor(handle, anchor, rotation);
|
||||
// Keep the anchor current while spatially paused; re-entry
|
||||
// resumes at the authoritative pose without generating the
|
||||
// absent interval's time- or distance-driven emissions.
|
||||
_system.SetEmitterPresentationVisible(handle, presentationVisible);
|
||||
_system.SetEmitterSimulationEnabled(handle, presentationVisible);
|
||||
}
|
||||
else
|
||||
_system.SetEmitterPresentationVisible(handle, false);
|
||||
}
|
||||
}
|
||||
|
||||
public void StopAllForEntity(uint entityId, bool fadeOut)
|
||||
{
|
||||
if (_handlesByEntity.TryRemove(entityId, out var handles))
|
||||
{
|
||||
foreach (var handle in handles.Keys)
|
||||
foreach (int handle in handles.Keys)
|
||||
{
|
||||
// A fading emitter needs its clock to retire naturally. A
|
||||
// hard destroy is removed synchronously by ParticleSystem.
|
||||
if (fadeOut)
|
||||
_system.SetEmitterSimulationEnabled(handle, true);
|
||||
_system.StopEmitter(handle, fadeOut);
|
||||
_trackingByHandle.TryRemove(handle, out _);
|
||||
_bindingsByHandle.TryRemove(handle, out _);
|
||||
}
|
||||
}
|
||||
|
||||
|
|
@ -194,61 +180,138 @@ public sealed class ParticleHookSink : IAnimationHookSink
|
|||
if (key.EntityId == entityId)
|
||||
_handlesByKey.TryRemove(key, out _);
|
||||
}
|
||||
|
||||
ClearEntityRenderPass(entityId);
|
||||
_rotationByEntity.TryRemove(entityId, out _);
|
||||
_partTransformsByEntity.TryRemove(entityId, out _);
|
||||
_hiddenPresentationOwners.TryRemove(entityId, out _);
|
||||
}
|
||||
|
||||
private void DestroyLogical(uint ownerLocalId, uint logicalId, bool fadeOut)
|
||||
{
|
||||
if (logicalId == 0
|
||||
|| !_handlesByKey.TryGetValue((ownerLocalId, logicalId), out int handle))
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
// Retail StopParticleEmitter (0x0051B7B0) only marks the emitter as
|
||||
// stopped; it remains in particle_table until its final particle dies.
|
||||
// A blocking create with the same logical ID must therefore continue
|
||||
// to see it. DestroyParticleEmitter (0x0051B770) removes it at once.
|
||||
if (!fadeOut)
|
||||
_handlesByKey.TryRemove((ownerLocalId, logicalId), out _);
|
||||
if (fadeOut)
|
||||
_system.SetEmitterSimulationEnabled(handle, true);
|
||||
_system.StopEmitter(handle, fadeOut);
|
||||
}
|
||||
|
||||
private void SpawnFromHook(
|
||||
uint entityId,
|
||||
Vector3 worldPos,
|
||||
uint ownerLocalId,
|
||||
uint emitterInfoId,
|
||||
Vector3 offset,
|
||||
Frame offset,
|
||||
int partIndex,
|
||||
uint logicalId)
|
||||
uint logicalId,
|
||||
bool isBlocking)
|
||||
{
|
||||
// Spawn position: entity pose + hook offset, with the hook
|
||||
// offset first passed through the per-part transform when
|
||||
// available (C.1.5b #56 fix). Without the per-part transform,
|
||||
// every emitter in a multi-emitter PES script collapses to the
|
||||
// entity root — visible symptom: ground-buried portal swirls.
|
||||
var rotation = _rotationByEntity.TryGetValue(entityId, out var rot)
|
||||
? rot
|
||||
: Quaternion.Identity;
|
||||
Vector3 partLocal = offset;
|
||||
if (_partTransformsByEntity.TryGetValue(entityId, out var partTransforms)
|
||||
&& partIndex >= 0
|
||||
&& partIndex < partTransforms.Count)
|
||||
if (logicalId != 0
|
||||
&& _handlesByKey.TryGetValue((ownerLocalId, logicalId), out int existing))
|
||||
{
|
||||
partLocal = Vector3.Transform(offset, partTransforms[partIndex]);
|
||||
if (isBlocking && _system.IsEmitterAlive(existing))
|
||||
return;
|
||||
|
||||
_handlesByKey.TryRemove((ownerLocalId, logicalId), out _);
|
||||
_system.StopEmitter(existing, fadeOut: false);
|
||||
}
|
||||
var anchor = worldPos + Vector3.Transform(partLocal, rotation);
|
||||
var renderPass = _renderPassByEntity.TryGetValue(entityId, out var pass)
|
||||
|
||||
Vector3 offsetOrigin = offset?.Origin ?? Vector3.Zero;
|
||||
Quaternion offsetOrientation = offset?.Orientation ?? Quaternion.Identity;
|
||||
if (!TryResolveAnchor(ownerLocalId, partIndex, offsetOrigin,
|
||||
out Vector3 anchor, out Quaternion rotation))
|
||||
{
|
||||
DiagnosticSink?.Invoke(
|
||||
$"No live effect pose for owner 0x{ownerLocalId:X8}, part {partIndex}; " +
|
||||
$"emitter 0x{emitterInfoId:X8} was not created.");
|
||||
return;
|
||||
}
|
||||
|
||||
ParticleRenderPass renderPass = _renderPassByEntity.TryGetValue(ownerLocalId, out var pass)
|
||||
? pass
|
||||
: ParticleRenderPass.Scene;
|
||||
|
||||
int handle = _system.SpawnEmitterById(
|
||||
emitterId: emitterInfoId,
|
||||
anchor: anchor,
|
||||
rot: rotation,
|
||||
attachedObjectId: entityId,
|
||||
attachedPartIndex: partIndex,
|
||||
renderPass: renderPass);
|
||||
|
||||
uint keyId = logicalId != 0
|
||||
? logicalId
|
||||
: 0x80000000u | (uint)Interlocked.Increment(ref _anonymousEmitterSerial);
|
||||
if (logicalId != 0 && _handlesByKey.TryRemove((entityId, keyId), out var oldHandle))
|
||||
if (!_system.TrySpawnEmitterById(
|
||||
emitterInfoId,
|
||||
anchor,
|
||||
rotation,
|
||||
ownerLocalId,
|
||||
partIndex,
|
||||
renderPass,
|
||||
out int handle))
|
||||
{
|
||||
_system.StopEmitter(oldHandle, fadeOut: false);
|
||||
_trackingByHandle.TryRemove(oldHandle, out _);
|
||||
DiagnosticSink?.Invoke(
|
||||
$"ParticleEmitterInfo 0x{emitterInfoId:X8} for owner " +
|
||||
$"0x{ownerLocalId:X8} was not found; no fallback was created.");
|
||||
return;
|
||||
}
|
||||
if (_hiddenPresentationOwners.ContainsKey(ownerLocalId))
|
||||
{
|
||||
_system.SetEmitterPresentationVisible(handle, false);
|
||||
_system.SetEmitterSimulationEnabled(handle, false);
|
||||
}
|
||||
|
||||
_handlesByKey[(entityId, keyId)] = handle;
|
||||
var binding = new EmitterBinding(
|
||||
ownerLocalId,
|
||||
partIndex,
|
||||
offsetOrigin,
|
||||
offsetOrientation,
|
||||
logicalId,
|
||||
renderPass);
|
||||
_bindingsByHandle[handle] = binding;
|
||||
_handlesByEntity
|
||||
.GetOrAdd(entityId, _ => new ConcurrentDictionary<int, byte>())
|
||||
.GetOrAdd(ownerLocalId, _ => new ConcurrentDictionary<int, byte>())
|
||||
.TryAdd(handle, 0);
|
||||
_trackingByHandle[handle] = (entityId, keyId);
|
||||
if (logicalId != 0)
|
||||
_handlesByKey[(ownerLocalId, logicalId)] = handle;
|
||||
}
|
||||
|
||||
private bool TryResolveAnchor(
|
||||
uint ownerLocalId,
|
||||
int partIndex,
|
||||
Vector3 offsetOrigin,
|
||||
out Vector3 anchor,
|
||||
out Quaternion rotation)
|
||||
{
|
||||
if (!_poses.TryGetRootPose(ownerLocalId, out Matrix4x4 rootWorld))
|
||||
{
|
||||
anchor = default;
|
||||
rotation = default;
|
||||
return false;
|
||||
}
|
||||
|
||||
Matrix4x4 ownerFrame = rootWorld;
|
||||
if (partIndex != -1)
|
||||
{
|
||||
if (!_poses.TryGetPartPose(ownerLocalId, partIndex, out Matrix4x4 partLocal))
|
||||
{
|
||||
anchor = default;
|
||||
rotation = default;
|
||||
return false;
|
||||
}
|
||||
ownerFrame = partLocal * rootWorld;
|
||||
}
|
||||
|
||||
anchor = Vector3.Transform(offsetOrigin, ownerFrame);
|
||||
if (!Matrix4x4.Decompose(ownerFrame, out _, out rotation, out _))
|
||||
{
|
||||
anchor = default;
|
||||
rotation = default;
|
||||
return false;
|
||||
}
|
||||
rotation = Quaternion.Normalize(rotation);
|
||||
return true;
|
||||
}
|
||||
|
||||
private readonly record struct EmitterBinding(
|
||||
uint OwnerLocalId,
|
||||
int PartIndex,
|
||||
Vector3 HookOffsetOrigin,
|
||||
Quaternion HookOffsetOrientation,
|
||||
uint LogicalId,
|
||||
ParticleRenderPass RenderPass);
|
||||
}
|
||||
|
|
|
|||
|
|
@ -75,6 +75,31 @@ public sealed class ParticleSystem : IParticleSystem
|
|||
return SpawnEmitter(desc, anchor, rot, attachedObjectId, attachedPartIndex, renderPass);
|
||||
}
|
||||
|
||||
public bool TrySpawnEmitterById(
|
||||
uint emitterId,
|
||||
Vector3 anchor,
|
||||
Quaternion? rot,
|
||||
uint attachedObjectId,
|
||||
int attachedPartIndex,
|
||||
ParticleRenderPass renderPass,
|
||||
out int handle)
|
||||
{
|
||||
if (!_registry.TryGet(emitterId, out EmitterDesc? desc))
|
||||
{
|
||||
handle = 0;
|
||||
return false;
|
||||
}
|
||||
|
||||
handle = SpawnEmitter(
|
||||
desc,
|
||||
anchor,
|
||||
rot,
|
||||
attachedObjectId,
|
||||
attachedPartIndex,
|
||||
renderPass);
|
||||
return true;
|
||||
}
|
||||
|
||||
public void PlayScript(uint scriptId, uint targetObjectId, float modifier = 1f)
|
||||
{
|
||||
// Full PhysicsScript scheduling lives in PhysicsScriptRunner.
|
||||
|
|
@ -90,6 +115,12 @@ public sealed class ParticleSystem : IParticleSystem
|
|||
{
|
||||
for (int i = 0; i < em.Particles.Length; i++)
|
||||
em.Particles[i].Alive = false;
|
||||
// Retail DestroyParticleEmitter removes the table entry now; it
|
||||
// does not wait for the next update. This is also required for a
|
||||
// hard-stopped emitter whose cell-less simulation is paused.
|
||||
_byHandle.Remove(handle);
|
||||
_handleOrder.Remove(handle);
|
||||
EmitterDied?.Invoke(handle);
|
||||
}
|
||||
}
|
||||
|
||||
|
|
@ -107,10 +138,50 @@ public sealed class ParticleSystem : IParticleSystem
|
|||
if (!_byHandle.TryGetValue(handle, out var em))
|
||||
return;
|
||||
em.AnchorPos = anchor;
|
||||
if (!em.SimulationEnabled)
|
||||
em.LastEmitOffset = anchor;
|
||||
if (rot.HasValue)
|
||||
em.AnchorRot = rot.Value;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Changes only render presentation. Logical lifetime is unaffected.
|
||||
/// </summary>
|
||||
public void SetEmitterPresentationVisible(int handle, bool visible)
|
||||
{
|
||||
if (_byHandle.TryGetValue(handle, out ParticleEmitter? emitter))
|
||||
emitter.PresentationVisible = visible;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Applies retail's in-cell update gate without ending emitter ownership.
|
||||
/// Retail retains absolute creation timestamps while cell-less; the next
|
||||
/// update observes the elapsed wall-clock interval and expires old state.
|
||||
/// Only acdream's legacy rate accumulator is rebased to prevent a synthetic
|
||||
/// multi-particle catch-up burst that retail's one-shot emission path lacks.
|
||||
/// </summary>
|
||||
public void SetEmitterSimulationEnabled(int handle, bool enabled)
|
||||
{
|
||||
if (!_byHandle.TryGetValue(handle, out ParticleEmitter? emitter)
|
||||
|| emitter.SimulationEnabled == enabled)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
if (!enabled)
|
||||
{
|
||||
emitter.SimulationEnabled = false;
|
||||
return;
|
||||
}
|
||||
|
||||
if (emitter.Desc.Birthrate <= 0f && emitter.Desc.EmitRate > 0f)
|
||||
{
|
||||
emitter.LastEmitTime = _time;
|
||||
emitter.EmittedAccumulator = 0f;
|
||||
}
|
||||
emitter.SimulationEnabled = true;
|
||||
}
|
||||
|
||||
/// <summary>True when the given handle still maps to a live emitter.</summary>
|
||||
public bool IsEmitterAlive(int handle) => _byHandle.ContainsKey(handle);
|
||||
|
||||
|
|
@ -136,6 +207,8 @@ public sealed class ParticleSystem : IParticleSystem
|
|||
int handle = _handleOrder[i];
|
||||
if (!_byHandle.TryGetValue(handle, out var em))
|
||||
continue;
|
||||
if (!em.SimulationEnabled)
|
||||
continue;
|
||||
|
||||
AdvanceEmitter(em);
|
||||
int live = CountAlive(em);
|
||||
|
|
|
|||
|
|
@ -180,6 +180,15 @@ public sealed class ParticleEmitter
|
|||
public Vector3 AnchorPos { get; set; }
|
||||
public Quaternion AnchorRot { get; set; } = Quaternion.Identity;
|
||||
public uint AttachedObjectId { get; set; }
|
||||
/// <summary>
|
||||
/// Spatial presentation latch. A cell-less owner submits no particles.
|
||||
/// </summary>
|
||||
public bool PresentationVisible { get; set; } = true;
|
||||
/// <summary>
|
||||
/// Retail cell-membership update gate. Paused emitters retain their exact
|
||||
/// particles, logical identity, and elapsed-time position until re-entry.
|
||||
/// </summary>
|
||||
public bool SimulationEnabled { get; set; } = true;
|
||||
public int AttachedPartIndex { get; set; } = -1;
|
||||
public Particle[] Particles { get; init; } = null!;
|
||||
public ParticleRenderPass RenderPass { get; init; }
|
||||
|
|
|
|||
|
|
@ -30,6 +30,30 @@ public sealed class WorldEntity
|
|||
/// </summary>
|
||||
public required IReadOnlyList<MeshRef> MeshRefs { get; set; }
|
||||
|
||||
/// <summary>
|
||||
/// Stable Setup-part-indexed poses used by attachment and effect hooks.
|
||||
/// Unlike <see cref="MeshRefs"/>, this array never compacts around a DAT
|
||||
/// part whose GfxObj could not be loaded. <see cref="IndexedPartAvailable"/>
|
||||
/// distinguishes a real indexed part from a retained placeholder pose.
|
||||
/// </summary>
|
||||
public IReadOnlyList<Matrix4x4> IndexedPartTransforms { get; private set; } =
|
||||
Array.Empty<Matrix4x4>();
|
||||
|
||||
public IReadOnlyList<bool> IndexedPartAvailable { get; private set; } =
|
||||
Array.Empty<bool>();
|
||||
|
||||
public void SetIndexedPartPoses(
|
||||
IReadOnlyList<Matrix4x4> transforms,
|
||||
IReadOnlyList<bool> available)
|
||||
{
|
||||
ArgumentNullException.ThrowIfNull(transforms);
|
||||
ArgumentNullException.ThrowIfNull(available);
|
||||
if (transforms.Count != available.Count)
|
||||
throw new ArgumentException("Indexed part pose and availability counts must match.");
|
||||
IndexedPartTransforms = transforms;
|
||||
IndexedPartAvailable = available;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Optional per-entity palette override (server-specified base +
|
||||
/// subpalette overlays). When non-null, applies to every palette-
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue