feat(vfx): bind effects to live animated poses
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41 changed files with 3246 additions and 741 deletions
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@ -291,9 +291,30 @@ serial FIFO per owner: duplicate plays append, owners progress independently,
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not advance; a new play for an already-created cell-less object is dropped as in
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retail. Attached children advance through their eligible parent. Every effect
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resource uses the canonical, globally unique `WorldEntity.Id`; static
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allocators fail before their namespace can wrap. Live anchors are refreshed from the current
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`WorldEntity` before script dispatch; Step 5 extends that root pose to exact
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animated part transforms for emitters and dynamic lights.
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allocators fail before their namespace can wrap. `EntityEffectPoseRegistry`
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publishes the final root and indexed rigid animated-part transforms after animation
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and equipped-child composition. Animation hooks are captured during sequence
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advance and drained only after those poses are current; PhysicsScripts then run,
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attached emitters and object lights refresh, and particle simulation advances.
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World-released particles retain their birth positions and parent-local particles
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follow their current owner while in-world. Pending spatial projections skip
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particle updates and drawing exactly like retail's cell-less object gate without
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ending emitter state or identity; absolute creation timestamps remain unchanged,
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so elapsed particles/durations expire on re-entry without a backlog burst. Their
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anchors may still accept authoritative pose correction before that update.
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Missing emitter DAT records fail diagnostically
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without a synthesized effect. `LiveEntityLightController` keeps live light
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projection/re-entry outside `GameWindow`; `LightingHookSink` remains the Core
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hook and per-frame pose consumer. It also owns retail's Lighting-bit/
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`SetLightHook` latch so spatial withdrawal preserves logical state while a
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true state transition creates or destroys the Setup lights. Stable indexed
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poses exclude Setup visual scale and remain separate from drawable `MeshRefs`.
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Light registration follows final runtime visibility edges; equipped-child
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updates are parent-before-child with retained per-child buffers and cascade
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withdrawal when an ancestor pose disappears. A later pose publication drains
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the waiting attachment graph transitively, so A→B→C recovers B before C in the
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same parent-first pass. Recovery is edge-triggered by object/appearance/pose
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publication; permanent missing DAT or holding parts are never polled per frame.
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The remaining aggregation is primarily `_playerController`'s player-specific
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movement plus the separate `WorldEntity`/animation/physics component types.
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@ -171,7 +171,6 @@ AP-94..AP-112 for the confirmed retail-UI completion gaps.
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| AP-64 | **Wield-reject rollback assumes `InventoryServerSaveFailed 0x00A0`** — an optimistic wield rolls back only if ACE emits `0x00A0` for a `GetAndWieldItem` rejection; otherwise corrected by the next authoritative message. Gate-verify via WireMCP. | `src/AcDream.Core.Net/GameEventWiring.cs` (0x00A0 handler) | If ACE uses a different reject opcode for wield, the optimistic state is left dangling until the next full update. | Rejected wield briefly shows the item as equipped in the doll — cosmetic flicker or stuck state if `0x00A0` is not the rejection path. | `InventoryServerSaveFailed 0x00A0`; WireMCP gate-verify |
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| AP-65 | **PickupEvent (0xF74A) no longer evicts the weenie from `ClientObjectTable`** — only `DeleteObject (0xF747)` evicts, matching the retail `object_table`-vs-`weenie_object_table` split. An item another player picks up near you (only ever gets `PickupEvent`, never `DeleteObject`) lingers as a data-only entry (`ContainerId 0`, not in any view) until teleport/relog `Clear()`. | `src/AcDream.Core.Net/ObjectTableWiring.cs` (EntityDeleted handler); `src/AcDream.Core.Net/WorldSession.cs` (PickupEvent branch) | The weenie entry for nearby pickups is a harmless data ghost — no UI shows it (no container, not wielded). Retail evicts it from `weenie_object_table` when the object fully leaves interest range via `DeleteObject`; acdream defers to teleport/relog clear. | Slight memory growth in long sessions if many world items are picked up by other players near you; item data ghosts cannot cause functional issues because no UI queries `ContainerId 0`. | `CACObjectMaint::DeleteObject` / `SmartBox::HandleDeleteObject`; ACE `Player_Inventory.cs TryDequipObjectWithNetworking` |
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| ~~AP-66~~ | **RETIRED 2026-07-13 — authored paperdoll empty-slot presentation.** The earlier “no silhouettes” conclusion inspected the ItemList elements' own media but missed `UIElement_ItemList::InternalCreateItem`, which clones a distinct `UIElement_UIItem` catalog prototype for each location. All 21 supported jewelry, weapon, ammo, shield, clothing, cloak, trinket, and armor lists now resolve their exact `ItemSlot_Empty` surface from live DAT; `PostInit` confirms non-armor lists remain visible while the nine armor lists toggle with Slots. | `src/AcDream.App/UI/Layout/PaperdollSlotBackgrounds.cs`; `ItemListCellTemplate.cs`; `PaperdollController.cs` | — | — | `gmPaperDollUI::GetLocationInfoFromElementID @ 0x004A37F0`; `PostInit @ 0x004A5360`; `UIElement_ItemList::InternalCreateItem @ 0x004E3570`; `LayoutDesc 0x21000037` |
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| AP-67 | Server-spawned weenie fixtures (lanterns, braziers, glowing items carrying `Setup.Lights`) register their lights at their SPAWN-frame world position via `RegisterOwnedLight` in `OnLiveEntitySpawnedLocked` (mirroring the dat-static path in `ApplyLoadedTerrainLocked`); the light does NOT follow the object if it later moves. Cell-scoped light presentation is removed by `LeaveWorldLiveEntityRuntimeComponents` and restored on world re-entry; logical teardown uses the same leave-world tail. | `src/AcDream.App/Rendering/GameWindow.cs` (`OnLiveEntitySpawnedLocked` weenie-light block; `LeaveWorldLiveEntityRuntimeComponents`; `TearDownLiveEntityRuntimeComponents`) | Closes the prior gap where ONLY dat-baked statics registered lights, so server-placed lanterns cast nothing; the overwhelming majority of light-bearing weenies (wall lanterns, braziers, candelabra) are stationary, so spawn-frame placement matches retail; retail's `add_dynamic_light` re-places the light from the object frame each frame | A moving light-bearing weenie (e.g. a torch-carrying NPC) leaves its light at the spawn position instead of following — rare; the faithful fix is to re-place on `OnLivePositionUpdated` | retail object-borne lights `insert_light` 0x0054d1b0 / `add_dynamic_light` 0x0054d420 (per-frame object frame) |
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| AP-68 | acdream keeps the 128 nearest-to-CAMERA point lights live (`MaxGlobalLights=128`, `BuildPointLightSnapshot`) and selects per cell CAMERA-INDEPENDENTLY (by the cell's own bounds), so a building interior stays lit at any distance within a town; retail keeps only the 40 nearest-to-PLAYER static lights (`Render::max_static_lights=0x28`, distance-sorted replace-farthest `insert_light`) and re-bakes a cell when its live light set changes, so distant interiors are baked dark and "light up" only as the player approaches and their torches enter the live 40. INTENTIONAL — acdream's always-lit interiors are the preferred behavior (no 1999-era light-budget pop-in); user-confirmed 2026-06-20. | `src/AcDream.Core/Lighting/LightManager.cs` (`MaxGlobalLights=128`, `BuildPointLightSnapshot`, `SelectForObject`) | The retail pop-in is a fixed-function light-budget artifact, not an intended aesthetic; revert to retail by clamping the global set to 40 + distance-to-player sort if ever desired | Distant town interiors are lit in acdream where retail's are dark until approached — a deliberate, user-preferred divergence | `Render::max_static_lights` 0x28; `insert_light` 0x0054d1b0 (distance-sorted, replace-farthest); bake re-trigger `SetStaticLightingVertexColors` cache `burnedInStaticLights != num_static_lights` |
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| AP-69 | On a landblock unload/reload, acdream retains the accepted live record and the same `WorldEntity`. Full unload moves non-persistent live projections to that landblock's pending bucket; Near→Far demotion drops only dat-static layers and leaves live projections resident. Neither path replays logical registration or reconstructs from a stale CreateObject. ACE will NOT re-broadcast objects whose guid remains in its per-player `KnownObjects` set, matching retail's retained object-table model. DIVERGENCE: acdream has NO retail 25 s / 384 m visibility cull — the retained record is pruned ONLY by an explicit server `DeleteObject` (0xF747) or session teardown. (#138) | `src/AcDream.App/World/LiveEntityRuntime.cs`; `src/AcDream.App/Streaming/GpuWorldState.cs`; `GameWindow.RehydrateServerEntitiesForLandblock`; `StreamingController` (`onLandblockLoaded`, Loaded + Promoted) | Stable logical identity is retail-faithful and prevents duplicated meshes, scripts, emitters, or stale-spawn teleports while remaining independent of an ACE re-broadcast | An object the server silently stopped tracking WITHOUT a `DeleteObject` (e.g. a creature that wandered out of PVS) can reappear at its last-known position, where retail's 25 s cull would have dropped it — a stale ghost until a real `DeleteObject` or the next session. Close it by porting holtburger's 25 s/384 m `ACE_DESTRUCTION_TIMEOUT` self-cull | `CPhysicsObj::change_cell` 0x00513390; `CPhysicsObj::leave_world` 0x005155A0; ACE `ObjectMaint.KnownObjects` never cleared on teleport (`Physics/Common/ObjectMaint.cs`, `WorldObjects/Player_Tracking.cs`); holtburger client 25 s cull `liveness.rs` `ACE_DESTRUCTION_TIMEOUT_SECS` |
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| AP-70 | `TeleportAnimSequencer.ComputeFadeAlpha` uses a smoothstep curve for all fade states; retail's `gmSmartBoxUI::UseTime` drives fade alpha through a 1024-entry `GetAnimLevel` lookup table whose contents are unrecovered | `src/AcDream.Core/World/TeleportAnimSequencer.cs` (`ComputeFadeAlpha`) | `GetAnimLevel` table address and contents not yet extracted via cdb; smoothstep is a perceptually-reasonable S-curve that closely approximates a typical gamma-corrected fade; the visual difference is imperceptible under normal teleport conditions | Fade timing differs subtly from retail — ramp-in or ramp-out may be slightly too fast/slow at the black-fade edges; retire by reading the `GetAnimLevel` table via cdb and replacing smoothstep with a direct 1024-entry lookup (spec §8) | `gmSmartBoxUI::UseTime` 0x004d6e30; `GetAnimLevel` 1024-entry table (address unrecovered — spec §8 cdb trace) |
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@ -228,9 +227,6 @@ AP-94..AP-112 for the confirmed retail-UI completion gaps.
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| TS-7 | SkyObject `weather_enabled` gate not honored — weather-flagged sky objects (bit 0x04) always instantiate | `src/AcDream.Core/World/SkyDescLoader.cs:50` | No weather_enabled toggle exists yet; IsWeather flag parsed + documented as the gate to wire | Weather-only sky meshes (rain cylinders) appear where retail-with-weather-off suppresses them | `GameSky::MakeObject` 0x00506ee0, guard at decomp:268630 |
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| TS-8 | `MagicUpdateEnchantment` (0x02C2) records carry no StatMod — mid-session buffs don't move vital max until relog (**#7/#12**) | `src/AcDream.Core/Spells/Spellbook.cs:150` | The wire parser hasn't been extended to the full ~60-64 byte Enchantment payload; PlayerDescription's block IS parsed | Vitals HUD percent reads differently from retail for the whole session after any buff cast | `EnchantAttribute` 0x00594570; holtburger magic/types.rs |
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| TS-9 | MP3 (0x55) and MS-ADPCM (0x02) waves undecoded — affected sounds skipped; retail decoded both via winmm ACM | `src/AcDream.Core/Audio/WaveDecoder.cs:33` | Managed decoder (NAudio or similar) deferred; PCM covers the vast majority of ~3500 waves | Any MP3 (common for music-ish clips) or ADPCM cue plays as silence where retail plays it | winmm ACM path (r05 §2.1) |
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| TS-10 | Setup lights anchored at entity root — per-light Frames not transformed through the animated part chain | `src/AcDream.Core/Lighting/LightInfoLoader.cs:31` | Per-part world transforms aren't exposed to the lighting layer; awaiting animation hook integration | A carried torch glows from the character origin, not the hand, and doesn't track swing/idle animations | LightInfo.ViewSpaceLocation per-part Frame (r13 §1) |
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| TS-11 | Retail's complete inherited `CreateBlockingParticleHook` payload is decoded by the narrow `DatCollection`-backed compatibility reader, but `ParticleHookSink` deliberately no-ops it until the live emitter-binding owner can apply same-live-nonzero-logical-ID suppression | `src/AcDream.Core/Vfx/ParticleHookSink.cs` (`RetailCreateBlockingParticleHook` case); decoder `src/AcDream.Content/Vfx/RetailAnimationHookReader.cs` | Decoding and cursor alignment are now exact for both PhysicsScripts and Animations; executing it as an ordinary replacement before Step 5 would encode the wrong lifetime rule | Blocking-particle hooks still emit nothing until Step 5; ordinary hooks following them are no longer cursor-misaligned | `CreateBlockingParticleHook::Execute` 0x00526EF0; `ParticleManager::CreateBlockingParticleEmitter` 0x0051B8A0; r04 §6 |
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| TS-12 | Animated entities' emitters use rest-pose part transforms anchored at entity root; retail attaches to the live animated part (per-tick refresh deferred; statics fixed by C.1.5b/#56) | `src/AcDream.Core/Vfx/ParticleHookSink.cs:80` (+ :20) | The renderer doesn't expose per-part world transforms to VFX; root + precomputed matrices reproduce retail placement for everything that doesn't animate | Effects hooked to animated parts (swinging hand, nodding head) emit from the rest pose / float at spawn offsets instead of tracking motion | `ParticleEmitter::UpdateParticles` 0x0051d2d4 |
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| TS-14 | Setup `Flatten` ignores ParentIndex part hierarchy (treats every placement as root-local); still in production use (GameWindow hydration, SkyRenderer) | `src/AcDream.Core/Meshing/SetupMesh.cs:15` | Most Setups are flat single-level rigs where root-local equals composed; hierarchical composition deferred ("Phase 3") | Any Setup with genuinely nested parts renders them at wrong offsets — mis-assembled multi-part objects in the Flatten paths | retail Setup ParentIndex chain composition |
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| TS-15 | No distance-driven degrade (LOD): always close-detail slot 0; plus the **#47** static `Degrades[0]` swap for 34-part humanoids only (structural sentinel detector) | `src/AcDream.Core/Meshing/GfxObjDegradeResolver.cs:57` (+ `src/AcDream.App/Rendering/GameWindow.cs:2608`) | LOD plumbing doesn't exist; slot 0 is correct for player + nearby NPCs; #47 closed the visible low-detail-arms bug without porting UpdateViewerDistance | Distant objects render max-detail (perf + wrong visuals where far meshes intentionally differ/hide parts); a future 34-part non-humanoid matching the sentinel gets the wrong mesh swap | `CPhysicsPart::UpdateViewerDistance` 0x0050E030; ::Draw 0x0050D7A0; ::LoadGfxObjArray 0x0050DCF0 |
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| TS-16 | Click picking is Stage A only: ray-vs-fixed-radius spheres (0.7–1.0 m) + screen rect matched to the indicator; retail's per-polygon refine deferred (**#71**); rect-over-circle is a user-approved UX divergence | `src/AcDream.Core/Selection/WorldPicker.cs:199` | Stage B only needed if visual testing surfaces Stage-A over-picks; sphere/rect + cell-BSP occlusion adequate so far | Clicks near (not on) an entity still select it; fixed radii can mis-prioritize overlapping candidates vs retail's polygon-accurate test | `CPolygon::polygon_hits_ray` 0x0054c889 |
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@ -304,8 +300,8 @@ TS-23 (PK bits), TS-25 (stance in MoveToState), TS-17 (AttackConditions),
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and revisit AP-13 (ComputeDamage) + AP-24 (jump-charge constant via the
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0x0056ADE0 decompile). Emote work must land TS-24 (command-list packing).
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Membership Stage 2 must land TS-18 (BuildingCellId).
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The audio phase lands TS-9/TS-29; the live-pose animation-hook layer lands
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TS-10/TS-11/TS-12/TS-14.
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The audio phase lands TS-9/TS-29; the remaining live-pose animation work lands
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TS-14.
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---
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@ -500,7 +500,7 @@ behavior. Estimated 17–26 days focused work, 3–5 weeks calendar.
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- **Wave 4 inventory drag visuals implemented — corrective live visual gate pending.** `IconComposer` now preserves retail's separate underlay-free `m_pDragIcon` for cursor tracking across inventory, paperdoll, and toolbar bindings. Physical source cells keep their full icon in place and reveal authored ghost mesh `0x0600109A` from drag begin through every release/cancel path, with the persistent selection square above the mesh; shortcut aliases remain unghosted. `ItemList_DragOver` destination states are split exactly: contents-grid placement uses the green accept circle `0x060011F9`, while side-bag/main-pack container drop-in uses the green arrow `0x060011F7`. AP-47 retired. Research: `docs/research/2026-07-13-retail-item-drag-visuals-pseudocode.md`.
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- **Wave 4.6 item giving implemented 2026-07-13; starter-dungeon live gate pending.** SmartBox drag release now preserves the exact release coordinates, world-picks the target, and runs the existing retail `ItemHolder::AttemptPlaceIn3D` policy. NPC/creature targets send exact `GiveObjectRequest 0x00CD(target,item,amount)` bytes, selected partial stacks use the shared split quantity, and the object table waits for ACE's authoritative remove/stack-size response. `PlayerDescription.Options1` supplies the real `DragItemOnPlayerOpensSecureTrade` option. Issue #216; research: `docs/research/2026-07-13-retail-give-item-pseudocode.md`.
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- **M2 held-object parenting shipped and live-gated 2026-07-11.** The combat toggle now ports `GetDefaultCombatMode` over ordered equipped contents, so a bow requests Missile instead of the old hardcoded Melee. CreateObject preserves parent/placement/timestamp fields, `0xF749` ParentEvent is handled, and `EquippedChildRenderController` renders the weapon as a separate child composed from the animated hand part + holding frame + child placement frame. Live gate passed: bow selected missile stance, rendered in-hand, followed animation, unequipped cleanly, and melee remained correct. App Release builds with zero warnings; the full 4,765-pass / 5-skip suite is green. AP-111 is retired; research: `docs/research/2026-07-11-combat-default-and-parent-event-pseudocode.md`.
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- **Missile/portal VFX campaign Steps 0–4 implemented and independently reviewed 2026-07-14.** The retail oracle and packet fixtures are pinned, complete `PhysicsDesc` plus F754/F755 parsing and nine-channel gates are shipped, and App now has one canonical `LiveEntityRuntime` record per server-object incarnation. Logical register/unregister is separate from spatial rebucketing, so landblock churn and attached equipment retain identity without replaying renderer/script creation or reconstructing from stale spawn data. Canonical materialized and visible target/radar views are distinct; pickup/parent leave-world preserves owners while pausing root simulation; spawn publication is once per incarnation. `GpuWorldState` is spatial-only for live objects. Production PhysicsScript and Animation loading shares a narrow `DatCollection`-backed compatibility reader for retail's inherited blocking-particle payload, including mesh-side preloading; the proven concurrent-safe DatReaderWriter 2.1.7 read path avoids blocking update-thread effects behind streaming. Typed-table selection preserves DAT order and retail's first `intensity <= Mod` boundary, and live `PhysicsDesc` effect defaults replace rather than fall back to Setup. The Step 4 scheduler is now one serial FIFO per owner with duplicate stacking, catch-up dispatch, deterministic delayed `CallPES`, complete hook-router fan-out, update-frame clock publication, retail cell/Frozen eligibility, and structural rejection of malformed zero-time recursive DAT chains without rejecting valid timed weather loops. `EntityEffectController` retains pre-create F754/F755 in one mixed per-GUID FIFO, resolves local identity only through `LiveEntityRuntime`, replays once only after the canonical owner is fully ready and in-world, drops later plays while that existing owner is cell-less, routes attached-child updates through the eligible parent, and replaces/clears the live SoundTable on every PhysicsDesc application. Scripts, particles, lights, translucency, audio, and teardown all share canonical `WorldEntity.Id`; static allocators fail fast before namespace wrap. IA-7, AD-14, and TS-13 are retired; AD-32 now covers only the remaining non-effect, non-Parent pre-create packet families, AD-43 registers the corrupt-DAT zero-time-cycle safety boundary, and TS-11 remains Step 5's live logical-emitter suppression.
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- **Missile/portal VFX campaign Steps 0–5 implemented and independently reviewed 2026-07-14.** The retail oracle and packet fixtures are pinned, complete `PhysicsDesc` plus F754/F755 parsing and nine-channel gates are shipped, and App now has one canonical `LiveEntityRuntime` record per server-object incarnation. Logical register/unregister is separate from spatial rebucketing, so landblock churn and attached equipment retain identity without replaying renderer/script creation or reconstructing from stale spawn data. Canonical materialized and visible target/radar views are distinct; pickup/parent leave-world preserves owners while pausing root simulation; spawn publication is once per incarnation. `GpuWorldState` is spatial-only for live objects. Production PhysicsScript and Animation loading shares a narrow `DatCollection`-backed compatibility reader for retail's inherited blocking-particle payload, including mesh-side preloading; the proven concurrent-safe DatReaderWriter 2.1.7 read path avoids blocking update-thread effects behind streaming. Typed-table selection preserves DAT order and retail's first `intensity <= Mod` boundary, and live `PhysicsDesc` effect defaults replace rather than fall back to Setup. The Step 4 scheduler is now one serial FIFO per owner with duplicate stacking, catch-up dispatch, deterministic delayed `CallPES`, complete hook-router fan-out, update-frame clock publication, retail cell/Frozen eligibility, and structural rejection of malformed zero-time recursive DAT chains without rejecting valid timed weather loops. `EntityEffectController` retains pre-create F754/F755 in one mixed per-GUID FIFO, resolves local identity only through `LiveEntityRuntime`, replays once only after the canonical owner is fully ready and in-world, drops later plays while that existing owner is cell-less, routes attached-child updates through the eligible parent, and replaces/clears the live SoundTable on every PhysicsDesc application. Step 5 publishes current rigid root/indexed-part poses after animation and recursively composed held-child transforms, keeping render-only Setup scale out of particle and holding-location anchors; it then drains animation hooks, owner PhysicsScripts, moving emitters/lights, and particle simulation in fixed order. Normal/blocking/anonymous logical emitter identity is exact, including Stop retaining a blocking ID until final-particle retirement; moving and held Setup lights follow their current roots and share retail's PhysicsState Lighting/SetLight transition state; world-released versus parent-local particle behavior is preserved; missing emitter DAT produces an actionable diagnostic and no invented fallback. Drawable meshes no longer collapse stable Setup-part indices; nested attachments update parent-before-child, recursively withdraw on ancestor pose loss, and recover the complete descendant chain only on real publication edges. Loaded↔pending projection edges skip particle update/draw while retaining original absolute creation times and logical identity, and withdraw light presentation; re-entry evaluates elapsed state once without backlog emission or recreating an effect owner. Scripts, particles, lights, translucency, audio, and teardown all share canonical `WorldEntity.Id`; static allocators fail fast before namespace wrap. IA-7, AD-14, TS-10, TS-11, TS-12, TS-13, and AP-67 are retired; AD-32 now covers only the remaining non-effect, non-Parent pre-create packet families, and AD-43 registers the corrupt-DAT zero-time-cycle safety boundary.
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- **M2 local attack receive funnel implemented 2026-07-11; live gate pending.** Retail `ExecuteAttack` only sends the request; ACE chooses the concrete melee/missile action and returns it in a non-autonomous mt-0 `UpdateMotion`. The local branch now runs that state through the same constructor-defaulted `MoveToInterpretedState` funnel and 15-bit action-stamp gate as remotes, then applies sticky/long-jump tails. The old local-only direct `Commands[]` replay is deleted. Shared conversion lives in `InboundInterpretedMotionFactory`; research: `docs/research/2026-07-11-local-combat-motion-pseudocode.md`.
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- **M2 basic retail combat bar implemented 2026-07-11; corrective live visual gate pending.** Production mounts authored `gmCombatUI` LayoutDesc `0x21000073`, shows it only for Melee/Missile, and routes mouse plus keyboard through one `CombatAttackController`. Corrections include the authored wider centered dark-red child range (accepted IA-20), full-width left-to-right bright live attack-charge feedback, exact Speed-left/Power-right justification, silent control-only `AttackDone(ActionCancelled)`, target-frame Keep in View with manual orbit, and persistent corpse motion: the AP-80 velocity-only NPC adaptation can now replace only Ready/Walk/Run, never authoritative Dead/actions. `CombatTargetController` ports the selection-cleared AutoTarget consumer, so a selected creature's authoritative Dead motion clears it and selects the nearest eligible creature when enabled. The 2026-07-12 replacement-corpse correction unifies both multi-frame and static/reactive spawns behind retail's CreateObject lifecycle: apply the wire's Dead state while detached, then `MotionTableManager::HandleEnterWorld` strips Ready→Dead links before the first in-world tick; multiple corpses remaining fallen passed the live user gate that day. Follow-up #205 makes the toolbar read the final canonical selection after a reentrant Auto Target notice and restricts automatic candidates to hostile non-player monsters (intentional PK-edge divergence IA-19); that live gate also passed 2026-07-12. Research: `docs/research/2026-07-11-retail-combat-bar-pseudocode.md`, `docs/research/2026-07-11-combat-target-camera-pseudocode.md`, `docs/research/2026-07-12-death-and-auto-target-pseudocode.md`; AP-24/AP-95 retired, AP-80 narrowed, AP-110 narrowed, AP-112 records the remaining attack-start and exact trained-Recklessness seams.
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- **Retail client command families implemented 2026-07-13; corrective live gate pending.** One shared typed catalog now separates retail client actions from ACE administrator commands for both chat backends. Named-decomp ports cover recall/house/PK travel; age/birth; framerate, lock, version, location, corpse, and die confirmation; clear plus named/automatic UI layouts; AFK/consent; emotes; friends; squelch/filter/message types; and fill-components. App owns execution, Core owns authoritative friends/squelch state, Core.Net owns exact UIQueue/ControlQueue packets. Confirmation reuse now ports retail `DialogFactory` contexts, queue groups/priority, fresh DAT roots, property results, callbacks/close notices, and server abort handling; `/die`, gameplay request tuples, and guarded item-use prompts share its type-1 LayoutDesc `0x2100003C` presenter. The first live gate passed the family except for raw suicide-success code `0x004A` and the title-bar-only FPS presentation; the correction maps retail's text and mounts SmartBox element `0x10000047` with live two-decimal `FPS`/`DEG`. #L.6 is closed; TS-31/TS-47 are narrowed. Research: `docs/research/2026-07-13-retail-client-command-families-pseudocode.md`, `docs/research/2026-07-13-retail-dialog-factory-pseudocode.md`.
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@ -471,7 +471,7 @@ include dungeons.
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`PlayerDescription.Options1` preserves retail's player secure-trade
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preference. See
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`docs/research/2026-07-13-retail-give-item-pseudocode.md` and issue #216.
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- **M2/M3 missile, effect, and portal presentation campaign (Steps 0–4
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- **M2/M3 missile, effect, and portal presentation campaign (Steps 0–5
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implemented and independently reviewed 2026-07-14)** — named-retail projectile and
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physics-script behavior is pinned in one oracle, the complete `PhysicsDesc`
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and F754/F755 wire surfaces are parsed with retail timestamp gates, and
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@ -495,7 +495,22 @@ include dungeons.
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retain Setup defaults. Concurrent-safe DAT reads stay off the streaming lock; malformed
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zero-time recursive chains fail diagnostically while valid timed weather loops
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continue. The
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remaining steps port live animated attachment poses, projectile motion and
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live-pose step now publishes exact root/indexed rigid-part transforms after
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animation and equipped-child composition, then drains animation hooks,
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PhysicsScripts, attached emitters/lights, and particle simulation in fixed
|
||||
frame order. World-released particles remain at their birth positions while
|
||||
parent-local particles follow; normal/blocking/anonymous logical emitter
|
||||
semantics are exact; pending projections skip particle updates/draw while
|
||||
retaining absolute creation times, the same emitter, and its logical ID, so
|
||||
re-entry expires elapsed state once without backlog emission. Moving Setup lights follow top-level and held-object
|
||||
roots and honor authoritative Lighting/SetLight transitions; missing emitter
|
||||
assets diagnose without a fabricated fallback. Stable Setup-part indices do
|
||||
not collapse around missing visuals, nested attachments update parent-first,
|
||||
and per-child pose buffers are reused. Rigid attachment/effect frames exclude
|
||||
visual Setup scale, attachment withdrawal cascades through descendants, and
|
||||
later pose publication recovers the complete descendant chain parent-first;
|
||||
light registration follows final projection visibility. AP-67, TS-10, TS-11, and TS-12 are
|
||||
retired. The remaining steps port projectile motion and
|
||||
sweeps, and Hidden/UnHide portal presentation.
|
||||
- **L.1c local attack receive path (implemented 2026-07-11; live gate pending)** —
|
||||
local non-autonomous mt-0 UpdateMotion now uses retail's wholesale interpreted
|
||||
|
|
|
|||
|
|
@ -740,10 +740,84 @@ Repository links:
|
|||
2. Logical entity creation/destruction is separate from spatial rebucketing.
|
||||
3. Server Position/Vector/State/Delete packets remain authoritative.
|
||||
4. No client-side impact, explosion, damage, or deletion is synthesized.
|
||||
5. Per-object frame ordering preserves retail: animation/timed object hooks,
|
||||
movement commit and child updates, particle tick, then PhysicsScript tick.
|
||||
A script-created emitter begins particle simulation on the following tick.
|
||||
5. Presentation frame ordering is fixed: advance animation/root motion,
|
||||
publish indexed parts, compose equipped children, drain animation hooks,
|
||||
tick owner PhysicsScripts, refresh attached emitters/lights, then advance
|
||||
particle simulation and draw.
|
||||
|
||||
Retail stages animation hooks inside `CSequence::update`, then executes them
|
||||
from `CPhysicsObj::process_hooks` before the new root is committed. The same
|
||||
update subsequently calls `CPhysicsObj::set_frame` (`0x00514090`), which runs
|
||||
`CPartArray::SetFrame` and `UpdateChildrenInternal`; that relocates the newly
|
||||
parented emitter/held child to the final pose before `ParticleManager` advances
|
||||
or anything draws. acdream's explicit publish-then-drain barrier preserves that
|
||||
observable ordering without exposing a half-committed pose to modern sinks.
|
||||
6. Hidden suppresses mesh/collision/interaction but does not destroy the effect
|
||||
owner.
|
||||
7. DAT assets determine models, colors, timing, and attachment behavior.
|
||||
8. Every ported branch receives a conformance test and a named-retail citation.
|
||||
|
||||
## 14. Step 5 implementation map (2026-07-14)
|
||||
|
||||
- `EntityEffectPoseRegistry` exposes current root and indexed part-local poses
|
||||
through `IEntityEffectPoseSource`. The indexed channel contains retail's
|
||||
rigid `CPhysicsPart` frames, not drawable mesh scale: `UpdateParts
|
||||
0x005190F0` multiplies only the animation origin by object scale, while
|
||||
`SetScaleInternal 0x00518A00` stores Setup `DefaultScale` separately on
|
||||
`gfxobj_scale`. Animated entities publish those rigid frames beside their
|
||||
visually scaled `MeshRef` composition; equipped children then publish
|
||||
`holdingFrame * parentPart * parentRoot` plus the child's own indexed part
|
||||
locals. Appearance replacement republishes immediately.
|
||||
- `AnimationHookFrameQueue` captures hooks during sequence advance and drains
|
||||
only after equipped-child composition. `AnimationDone` and `UseTime` remain
|
||||
paired with the sequencer even if its render pose vanished during teardown.
|
||||
- `ParticleHookSink` binds each live handle to local owner, exact part index
|
||||
(including root `-1`), complete offset Frame, logical emitter ID, and render
|
||||
pass. It applies the offset origin through `partLocal * rootWorld`; the
|
||||
retained offset quaternion remains intentionally unused per
|
||||
`Particle::Init 0x0051C930`.
|
||||
- Normal nonzero logical IDs replace, blocking nonzero IDs suppress while the
|
||||
old emitter remains live, and zero IDs create anonymously. Natural emitter
|
||||
retirement releases the logical ID. `StopParticleEmitter` retains the ID
|
||||
until that retirement, while destroy removes it immediately. Missing
|
||||
`ParticleEmitterInfo` DAT
|
||||
records log owner + DID and create nothing; the former synthesized generic
|
||||
cloud is removed.
|
||||
- World-released particles retain their emission origin while future emissions
|
||||
follow the refreshed anchor. Parent-local particles consume the refreshed
|
||||
anchor for existing particles, matching `Particle::Update 0x0051C290` and
|
||||
`ParticleEmitter::UpdateParticles 0x0051D180`.
|
||||
Loaded-to-pending spatial transitions skip particle update/draw under retail's
|
||||
cell-less `update_object 0x00515D10` gate while retaining the emitter,
|
||||
particles, original absolute creation times, and logical ID. Authoritative pose
|
||||
correction may still refresh the anchor. Re-entry evaluates elapsed particle
|
||||
age/emitter duration once and emits no absent-time backlog; timestamps are not
|
||||
shifted to freeze the effect.
|
||||
- Setup lights retain their complete local `LIGHTINFO` frame.
|
||||
`LiveEntityLightController` owns live registration/re-entry and every frame
|
||||
`LightingHookSink` composes it through the current owner root/cell. Held
|
||||
objects use the child root published after `CPhysicsObj::UpdateChild
|
||||
0x00512D50`; top-level roots follow their `WorldEntity`. PhysicsState's
|
||||
Lighting bit and `SetLightHook` both drive the same create/destroy state,
|
||||
matching `CPhysicsObj::set_state 0x00514DD0` and `set_lights 0x0050FCF0`.
|
||||
This retires AP-67 and TS-10.
|
||||
Light presentation follows `LiveEntityRuntime`'s final projection edge, so a
|
||||
loaded-to-loaded rebucket does not replay registration and a pending owner
|
||||
contributes no stale light. Attached lights wait for the composed-child-pose
|
||||
barrier before their first registration.
|
||||
- Setup-part indices are retained separately from drawable `MeshRefs`; a
|
||||
missing middle GfxObj cannot shift later hook/holding indices. Nested held
|
||||
objects update parent-before-child and compose through the parent's already
|
||||
published child root. The buffers are retained by the attachment owner and
|
||||
reused each frame.
|
||||
- Logical teardown removes queues, emitters, lights, and poses exactly once;
|
||||
rebucketing does not. Pose loss withdraws an attached projection and its
|
||||
descendants while retaining accepted relations for valid later recovery.
|
||||
A post-publish parent-first recovery drain realizes the complete descendant
|
||||
chain, preventing an A→B→C graph from stranding C after B returns. The drain
|
||||
is edge-triggered by object/appearance/pose publication, never a per-frame
|
||||
retry loop for a permanently absent Setup or holding part.
|
||||
Session reset clears captured hooks and live poses
|
||||
through normal owner teardown while retaining DAT-static/synthetic poses.
|
||||
TS-11 and TS-12 are retired with the emitter-binding and
|
||||
live-part mechanisms.
|
||||
|
|
|
|||
132
src/AcDream.App/Rendering/AttachmentUpdateOrder.cs
Normal file
132
src/AcDream.App/Rendering/AttachmentUpdateOrder.cs
Normal file
|
|
@ -0,0 +1,132 @@
|
|||
namespace AcDream.App.Rendering;
|
||||
|
||||
/// <summary>
|
||||
/// Reusable parent-before-child traversal for retail's
|
||||
/// <c>CPhysicsObj::UpdateChildrenInternal</c> attachment graph. Failed parent
|
||||
/// projections suppress their descendants for the same frame; callers remove
|
||||
/// those projections only after traversal, so dictionary enumeration remains
|
||||
/// stable.
|
||||
/// </summary>
|
||||
internal sealed class AttachmentUpdateOrder<TChild>
|
||||
{
|
||||
private readonly HashSet<uint> _visiting = new();
|
||||
private readonly HashSet<uint> _completed = new();
|
||||
private readonly HashSet<uint> _failedSet = new();
|
||||
private readonly List<uint> _failed = new();
|
||||
private readonly List<uint> _subtree = new();
|
||||
private readonly Queue<uint> _recoveryQueue = new();
|
||||
private readonly HashSet<uint> _recoveryVisited = new();
|
||||
|
||||
/// <summary>
|
||||
/// Updates the current attachment map without per-frame delegate or
|
||||
/// enumerator boxing. The returned list is borrowed until the next call.
|
||||
/// </summary>
|
||||
public IReadOnlyList<uint> ForEachParentFirst(
|
||||
Dictionary<uint, TChild> children,
|
||||
Func<TChild, uint?> parentOf,
|
||||
Func<uint, bool> update)
|
||||
{
|
||||
ArgumentNullException.ThrowIfNull(children);
|
||||
ArgumentNullException.ThrowIfNull(parentOf);
|
||||
ArgumentNullException.ThrowIfNull(update);
|
||||
|
||||
_visiting.Clear();
|
||||
_completed.Clear();
|
||||
_failedSet.Clear();
|
||||
_failed.Clear();
|
||||
foreach (uint childId in children.Keys)
|
||||
Visit(childId, children, parentOf, update);
|
||||
return _failed;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Returns descendants before ancestors so an attachment subtree can be
|
||||
/// withdrawn without leaving a child rooted at a stale intermediate pose.
|
||||
/// The returned list is borrowed until the next call.
|
||||
/// </summary>
|
||||
public IReadOnlyList<uint> CollectSubtreePostOrder(
|
||||
Dictionary<uint, TChild> children,
|
||||
uint rootId,
|
||||
Func<TChild, uint?> parentOf)
|
||||
{
|
||||
_subtree.Clear();
|
||||
_visiting.Clear();
|
||||
Collect(rootId, children, parentOf);
|
||||
return _subtree;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Retries every waiting child after a parent pose becomes available.
|
||||
/// Each successfully realized child becomes a parent candidate in turn,
|
||||
/// so A→B→C recovers in one parent-first drain.
|
||||
/// </summary>
|
||||
public void RealizeDescendants(
|
||||
uint parentId,
|
||||
Func<uint, IReadOnlyList<uint>> childrenWaitingForParent,
|
||||
Func<uint, bool> realize)
|
||||
{
|
||||
ArgumentNullException.ThrowIfNull(childrenWaitingForParent);
|
||||
ArgumentNullException.ThrowIfNull(realize);
|
||||
|
||||
_recoveryQueue.Clear();
|
||||
_recoveryVisited.Clear();
|
||||
_recoveryQueue.Enqueue(parentId);
|
||||
_recoveryVisited.Add(parentId);
|
||||
while (_recoveryQueue.Count > 0)
|
||||
{
|
||||
uint currentParent = _recoveryQueue.Dequeue();
|
||||
IReadOnlyList<uint> waiting = childrenWaitingForParent(currentParent);
|
||||
for (int i = 0; i < waiting.Count; i++)
|
||||
{
|
||||
uint childId = waiting[i];
|
||||
if (realize(childId) && _recoveryVisited.Add(childId))
|
||||
_recoveryQueue.Enqueue(childId);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private void Collect(
|
||||
uint rootId,
|
||||
Dictionary<uint, TChild> children,
|
||||
Func<TChild, uint?> parentOf)
|
||||
{
|
||||
if (!_visiting.Add(rootId))
|
||||
return;
|
||||
foreach ((uint candidateId, TChild child) in children)
|
||||
{
|
||||
if (parentOf(child) == rootId)
|
||||
Collect(candidateId, children, parentOf);
|
||||
}
|
||||
_subtree.Add(rootId);
|
||||
}
|
||||
|
||||
private void Visit(
|
||||
uint childId,
|
||||
Dictionary<uint, TChild> children,
|
||||
Func<TChild, uint?> parentOf,
|
||||
Func<uint, bool> update)
|
||||
{
|
||||
if (_completed.Contains(childId)
|
||||
|| !children.TryGetValue(childId, out TChild? child))
|
||||
{
|
||||
return;
|
||||
}
|
||||
if (!_visiting.Add(childId))
|
||||
return;
|
||||
|
||||
uint? parentId = parentOf(child);
|
||||
if (parentId is { } attachedParentId && children.ContainsKey(attachedParentId))
|
||||
Visit(attachedParentId, children, parentOf, update);
|
||||
|
||||
_visiting.Remove(childId);
|
||||
if (!_completed.Add(childId))
|
||||
return;
|
||||
|
||||
bool succeeded = parentId is not { } parent
|
||||
|| !_failedSet.Contains(parent);
|
||||
if (succeeded)
|
||||
succeeded = update(childId);
|
||||
if (!succeeded && _failedSet.Add(childId))
|
||||
_failed.Add(childId);
|
||||
}
|
||||
}
|
||||
|
|
@ -1,5 +1,6 @@
|
|||
using System.Numerics;
|
||||
using AcDream.App.World;
|
||||
using AcDream.App.Rendering.Vfx;
|
||||
using AcDream.Core.Items;
|
||||
using AcDream.Core.Meshing;
|
||||
using AcDream.Core.Net;
|
||||
|
|
@ -27,12 +28,20 @@ public sealed class EquippedChildRenderController : IDisposable
|
|||
private readonly ClientObjectTable _objects;
|
||||
private readonly LiveEntityRuntime _liveEntities;
|
||||
private readonly Func<ParentEvent.Parsed, bool> _acceptParent;
|
||||
private readonly EntityEffectPoseRegistry _poses;
|
||||
|
||||
private ParentAttachmentState Relations => _liveEntities.ParentAttachments;
|
||||
|
||||
/// <summary>Raised after the attached projection is fully registered.</summary>
|
||||
public event Action<uint>? EntityReady;
|
||||
/// <summary>Raised after an attached projection has its composed pose.</summary>
|
||||
public event Action<uint>? ProjectionPoseReady;
|
||||
/// <summary>Raised when an attached projection leaves its cell presentation.</summary>
|
||||
public event Action<uint>? ProjectionRemoved;
|
||||
private readonly Dictionary<uint, AttachedChild> _attachedByChild = new();
|
||||
private readonly AttachmentUpdateOrder<AttachedChild> _updateOrder = new();
|
||||
private readonly Func<AttachedChild, uint?> _parentOfAttached;
|
||||
private readonly Func<uint, bool> _tickAttached;
|
||||
|
||||
public IEnumerable<uint> AttachedEntityIds
|
||||
{
|
||||
|
|
@ -48,13 +57,17 @@ public sealed class EquippedChildRenderController : IDisposable
|
|||
object datLock,
|
||||
ClientObjectTable objects,
|
||||
LiveEntityRuntime liveEntities,
|
||||
EntityEffectPoseRegistry poses,
|
||||
Func<ParentEvent.Parsed, bool> acceptParent)
|
||||
{
|
||||
_dats = dats ?? throw new ArgumentNullException(nameof(dats));
|
||||
_datLock = datLock ?? throw new ArgumentNullException(nameof(datLock));
|
||||
_objects = objects ?? throw new ArgumentNullException(nameof(objects));
|
||||
_liveEntities = liveEntities ?? throw new ArgumentNullException(nameof(liveEntities));
|
||||
_poses = poses ?? throw new ArgumentNullException(nameof(poses));
|
||||
_acceptParent = acceptParent ?? throw new ArgumentNullException(nameof(acceptParent));
|
||||
_parentOfAttached = static child => child.ParentGuid;
|
||||
_tickAttached = TickChild;
|
||||
|
||||
_objects.ObjectMoved += OnObjectMoved;
|
||||
_objects.MoveRolledBack += OnMoveRolledBack;
|
||||
|
|
@ -83,17 +96,11 @@ public sealed class EquippedChildRenderController : IDisposable
|
|||
spawn.PositionSequence));
|
||||
}
|
||||
|
||||
ResolveRelations(spawn.Guid);
|
||||
TryRealize(spawn.Guid);
|
||||
ResolveAndTryRealize(spawn.Guid);
|
||||
|
||||
// ParentEvent can precede the parent's CreateObject. Revisit every
|
||||
// child waiting specifically on the object that just arrived.
|
||||
IReadOnlyList<uint> waiting = Relations.ChildrenWaitingForParent(spawn.Guid);
|
||||
for (int i = 0; i < waiting.Count; i++)
|
||||
{
|
||||
ResolveRelations(waiting[i]);
|
||||
TryRealize(waiting[i]);
|
||||
}
|
||||
// ParentEvent can precede the parent's CreateObject. Revisit the
|
||||
// complete descendant chain rooted at the object that arrived.
|
||||
RetryWaitingDescendants(spawn.Guid);
|
||||
}
|
||||
}
|
||||
|
||||
|
|
@ -107,13 +114,18 @@ public sealed class EquippedChildRenderController : IDisposable
|
|||
{
|
||||
lock (_datLock)
|
||||
{
|
||||
IReadOnlyList<uint> waiting = Relations.ChildrenWaitingForParent(guid);
|
||||
for (int i = 0; i < waiting.Count; i++)
|
||||
RetryWaitingDescendants(guid);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Retries pose-withdrawn descendants only after their parent's new root
|
||||
/// and indexed parts have been published.
|
||||
/// </summary>
|
||||
public void OnPosePublished(uint guid)
|
||||
{
|
||||
ResolveRelations(waiting[i]);
|
||||
TryRealize(waiting[i]);
|
||||
}
|
||||
}
|
||||
lock (_datLock)
|
||||
RetryWaitingDescendants(guid);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
|
|
@ -126,8 +138,8 @@ public sealed class EquippedChildRenderController : IDisposable
|
|||
lock (_datLock)
|
||||
{
|
||||
Relations.Enqueue(update);
|
||||
ResolveRelations(update.ChildGuid);
|
||||
TryRealize(update.ChildGuid);
|
||||
if (ResolveAndTryRealize(update.ChildGuid))
|
||||
RetryWaitingDescendants(update.ChildGuid);
|
||||
}
|
||||
}
|
||||
|
||||
|
|
@ -171,68 +183,103 @@ public sealed class EquippedChildRenderController : IDisposable
|
|||
/// <summary>Recompose every child after the parent's animation tick.</summary>
|
||||
public void Tick()
|
||||
{
|
||||
foreach (AttachedChild child in _attachedByChild.Values)
|
||||
{
|
||||
if (!_liveEntities.TryGetWorldEntity(child.ParentGuid, out WorldEntity parent))
|
||||
continue;
|
||||
IReadOnlyList<uint> failed = _updateOrder.ForEachParentFirst(
|
||||
_attachedByChild,
|
||||
_parentOfAttached,
|
||||
_tickAttached);
|
||||
for (int i = 0; i < failed.Count; i++)
|
||||
WithdrawForPoseLoss(failed[i]);
|
||||
}
|
||||
|
||||
if (!EquippedChildAttachment.TryCompose(
|
||||
private bool TickChild(uint childGuid)
|
||||
{
|
||||
if (!_attachedByChild.TryGetValue(childGuid, out AttachedChild? child))
|
||||
return false;
|
||||
|
||||
if (_liveEntities.TryGetWorldEntity(child.ParentGuid, out WorldEntity parent)
|
||||
&& _poses.TryGetRootPose(parent.Id, out Matrix4x4 parentWorld)
|
||||
&& _poses.TryGetPartPoseSnapshot(
|
||||
parent.Id,
|
||||
out var parentPartPoses,
|
||||
out var parentPartAvailability)
|
||||
&& EquippedChildAttachment.TryComposePoseInto(
|
||||
child.ParentSetup,
|
||||
parent.MeshRefs,
|
||||
parentPartPoses,
|
||||
parentPartAvailability,
|
||||
child.ChildSetup,
|
||||
child.ParentLocation,
|
||||
child.Placement,
|
||||
child.PartTemplate,
|
||||
child.Scale,
|
||||
out IReadOnlyList<MeshRef> parts))
|
||||
continue;
|
||||
|
||||
child.Entity.MeshRefs = parts;
|
||||
child.Entity.SetPosition(parent.Position);
|
||||
child.Entity.Rotation = parent.Rotation;
|
||||
child.PartPoseBuffer,
|
||||
child.AttachedPartBuffer,
|
||||
out EquippedChildPose pose))
|
||||
{
|
||||
child.Entity.MeshRefs = pose.AttachedParts;
|
||||
child.Entity.SetIndexedPartPoses(pose.PartLocal, child.PartAvailability);
|
||||
if (!ApplyParentWorldPose(child.Entity, parentWorld))
|
||||
return false;
|
||||
child.Entity.ParentCellId = parent.ParentCellId;
|
||||
PublishChildPose(child.Entity, parentWorld, parent.ParentCellId, pose);
|
||||
if (parent.ParentCellId is { } parentCellId)
|
||||
_liveEntities.RebucketLiveEntity(child.ChildGuid, parentCellId);
|
||||
ProjectionPoseReady?.Invoke(child.ChildGuid);
|
||||
return true;
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
private void TryRealize(uint childGuid)
|
||||
private bool TryRealize(uint childGuid)
|
||||
{
|
||||
if (!Relations.TryGetProjection(childGuid, out ParentAttachmentRelation pending))
|
||||
return;
|
||||
return false;
|
||||
|
||||
if (!_liveEntities.TryGetWorldEntity(pending.ParentGuid, out WorldEntity parentEntity)
|
||||
|| !_liveEntities.TryGetSnapshot(pending.ParentGuid, out WorldSession.EntitySpawn parentSpawn)
|
||||
|| !_liveEntities.TryGetSnapshot(childGuid, out WorldSession.EntitySpawn childSpawn))
|
||||
return;
|
||||
return false;
|
||||
|
||||
if (parentSpawn.SetupTableId is not { } parentSetupId
|
||||
|| childSpawn.SetupTableId is not { } childSetupId
|
||||
|| parentEntity.ParentCellId is not { } parentCellId)
|
||||
return;
|
||||
return false;
|
||||
|
||||
Setup? parentSetup = _dats.Get<Setup>(parentSetupId);
|
||||
Setup? childSetup = _dats.Get<Setup>(childSetupId);
|
||||
if (parentSetup is null || childSetup is null)
|
||||
return;
|
||||
return false;
|
||||
|
||||
var parentLocation = (ParentLocation)pending.ParentLocation;
|
||||
var placement = (Placement)pending.PlacementId;
|
||||
IReadOnlyList<MeshRef> template = BuildPartTemplate(childSetup, childSpawn);
|
||||
bool[] childPartAvailability = BuildPartAvailability(template);
|
||||
float scale = childSpawn.ObjScale is { } objScale && objScale > 0f
|
||||
? objScale
|
||||
: 1.0f;
|
||||
if (!_poses.TryGetPartPoseSnapshot(
|
||||
parentEntity.Id,
|
||||
out var parentPartPoses,
|
||||
out var parentPartAvailability))
|
||||
return false;
|
||||
if (!_poses.TryGetRootPose(parentEntity.Id, out Matrix4x4 parentWorld)
|
||||
|| !TryDecomposeWorldPose(parentWorld, out Vector3 parentPosition, out Quaternion parentRotation))
|
||||
{
|
||||
return false;
|
||||
}
|
||||
|
||||
if (!EquippedChildAttachment.TryCompose(
|
||||
if (!EquippedChildAttachment.TryComposePoseInto(
|
||||
parentSetup,
|
||||
parentEntity.MeshRefs,
|
||||
parentPartPoses,
|
||||
parentPartAvailability,
|
||||
childSetup,
|
||||
parentLocation,
|
||||
placement,
|
||||
template,
|
||||
scale,
|
||||
out IReadOnlyList<MeshRef> parts))
|
||||
return;
|
||||
partPoseBuffer: null,
|
||||
attachedPartBuffer: null,
|
||||
out EquippedChildPose pose))
|
||||
return false;
|
||||
|
||||
// A parented object may materialize here before the ordinary world
|
||||
// hydration path sees it. Install its logical effect profile before
|
||||
|
|
@ -250,29 +297,34 @@ public sealed class EquippedChildRenderController : IDisposable
|
|||
WorldEntity? entity = _liveEntities.MaterializeLiveEntity(
|
||||
childGuid,
|
||||
parentCellId,
|
||||
localId => new WorldEntity
|
||||
localId =>
|
||||
{
|
||||
var created = new WorldEntity
|
||||
{
|
||||
Id = localId,
|
||||
ServerGuid = childGuid,
|
||||
SourceGfxObjOrSetupId = childSetupId,
|
||||
Position = parentEntity.Position,
|
||||
Rotation = parentEntity.Rotation,
|
||||
MeshRefs = parts,
|
||||
Position = parentPosition,
|
||||
Rotation = parentRotation,
|
||||
MeshRefs = pose.AttachedParts,
|
||||
PaletteOverride = BuildPaletteOverride(childSpawn),
|
||||
ParentCellId = parentCellId,
|
||||
};
|
||||
created.SetIndexedPartPoses(pose.PartLocal, childPartAvailability);
|
||||
return created;
|
||||
},
|
||||
LiveEntityProjectionKind.Attached);
|
||||
if (entity is null)
|
||||
return;
|
||||
entity.SetPosition(parentEntity.Position);
|
||||
entity.Rotation = parentEntity.Rotation;
|
||||
return false;
|
||||
ApplyParentWorldPose(entity, parentWorld);
|
||||
entity.ParentCellId = parentCellId;
|
||||
entity.ApplyAppearance(
|
||||
parts,
|
||||
pose.AttachedParts,
|
||||
BuildPaletteOverride(childSpawn),
|
||||
childSpawn.AnimPartChanges is { Count: > 0 } changes
|
||||
? changes.Select(change => new PartOverride(change.PartIndex, change.NewModelId)).ToArray()
|
||||
: Array.Empty<PartOverride>());
|
||||
entity.SetIndexedPartPoses(pose.PartLocal, childPartAvailability);
|
||||
_attachedByChild[childGuid] = new AttachedChild(
|
||||
pending.ParentGuid,
|
||||
childGuid,
|
||||
|
|
@ -281,13 +333,60 @@ public sealed class EquippedChildRenderController : IDisposable
|
|||
parentSetup,
|
||||
childSetup,
|
||||
template,
|
||||
childPartAvailability,
|
||||
pose.PartLocal,
|
||||
pose.AttachedParts,
|
||||
scale,
|
||||
entity);
|
||||
PublishChildPose(entity, parentWorld, parentEntity.ParentCellId, pose);
|
||||
Console.WriteLine(
|
||||
$"equipment: attached child=0x{childGuid:X8} parent=0x{pending.ParentGuid:X8} " +
|
||||
$"location={parentLocation} placement={placement}");
|
||||
Relations.MarkProjected(childGuid);
|
||||
ProjectionPoseReady?.Invoke(childGuid);
|
||||
EntityReady?.Invoke(childGuid);
|
||||
return true;
|
||||
}
|
||||
|
||||
private void PublishChildPose(
|
||||
WorldEntity child,
|
||||
Matrix4x4 parentWorld,
|
||||
uint? parentCellId,
|
||||
EquippedChildPose pose)
|
||||
{
|
||||
_poses.Publish(
|
||||
child.Id,
|
||||
pose.RootLocal * parentWorld,
|
||||
pose.PartLocal,
|
||||
parentCellId ?? 0u,
|
||||
child.IndexedPartAvailable);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Installs the immediate parent's composed world root on the child
|
||||
/// projection. The child's MeshRefs already contain its holding and
|
||||
/// placement transforms relative to that direct parent root.
|
||||
/// </summary>
|
||||
internal static bool ApplyParentWorldPose(WorldEntity child, Matrix4x4 parentWorld)
|
||||
{
|
||||
if (!TryDecomposeWorldPose(parentWorld, out Vector3 position, out Quaternion rotation))
|
||||
return false;
|
||||
child.SetPosition(position);
|
||||
child.Rotation = rotation;
|
||||
return true;
|
||||
}
|
||||
|
||||
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;
|
||||
|
||||
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)
|
||||
|
|
|
|||
|
|
@ -13,7 +13,7 @@ namespace AcDream.Core.Lighting;
|
|||
/// <para>
|
||||
/// Retail <see cref="LightInfo"/> fields (r13 §1):
|
||||
/// <list type="bullet">
|
||||
/// <item><description><c>ViewSpaceLocation</c>: local Frame relative to the owning part.</description></item>
|
||||
/// <item><description><c>ViewSpaceLocation</c>: local Frame relative to the owning PartArray root.</description></item>
|
||||
/// <item><description><c>Color</c>: packed ARGB. Alpha is ignored; channels go through <c>/255</c>.</description></item>
|
||||
/// <item><description><c>Intensity</c>: multiplies color for final diffuse.</description></item>
|
||||
/// <item><description><c>Falloff</c>: world metres — acts as the <see cref="LightSource.Range"/> hard cutoff.</description></item>
|
||||
|
|
@ -24,13 +24,10 @@ namespace AcDream.Core.Lighting;
|
|||
public static class LightInfoLoader
|
||||
{
|
||||
/// <summary>
|
||||
/// Extract all lights from a Setup, positioned in the entity's
|
||||
/// world frame (via <paramref name="entityPosition"/> +
|
||||
/// <paramref name="entityRotation"/>). The dat's per-light Frame is
|
||||
/// treated as a local offset relative to the entity root; acdream
|
||||
/// doesn't yet transform through the animated part chain (retail's
|
||||
/// hand-held torches), so held lights render at the entity root
|
||||
/// until the animation hook layer handles per-part placement.
|
||||
/// Extract all lights from a Setup and retain each light's complete local
|
||||
/// frame. Retail Setup lights belong to the PartArray root rather than an
|
||||
/// indexed mesh part; moving held objects therefore follow their child
|
||||
/// physics-object root after <c>CPhysicsObj::UpdateChild</c> composes it.
|
||||
/// </summary>
|
||||
public static IReadOnlyList<LightSource> Load(
|
||||
Setup setup,
|
||||
|
|
@ -38,7 +35,8 @@ public static class LightInfoLoader
|
|||
Vector3 entityPosition,
|
||||
Quaternion entityRotation,
|
||||
bool isDynamic = false,
|
||||
uint cellId = 0)
|
||||
uint cellId = 0,
|
||||
bool tracksOwnerPose = false)
|
||||
{
|
||||
var results = new List<LightSource>();
|
||||
if (setup?.Lights is null || setup.Lights.Count == 0) return results;
|
||||
|
|
@ -64,12 +62,15 @@ public static class LightInfoLoader
|
|||
info.ViewSpaceLocation.Orientation.W);
|
||||
}
|
||||
|
||||
// Transform local offset into world space via the entity's
|
||||
// rotation + translation. No per-part chain yet — held
|
||||
// torches track the entity's root for now.
|
||||
Vector3 worldPos = entityPosition + Vector3.Transform(localOffset, entityRotation);
|
||||
Quaternion worldRot = entityRotation * localRot;
|
||||
Vector3 forward = Vector3.Transform(Vector3.UnitY, worldRot);
|
||||
Matrix4x4 localPose = Matrix4x4.CreateFromQuaternion(localRot)
|
||||
* Matrix4x4.CreateTranslation(localOffset);
|
||||
Matrix4x4 rootWorld = Matrix4x4.CreateFromQuaternion(entityRotation)
|
||||
* Matrix4x4.CreateTranslation(entityPosition);
|
||||
Matrix4x4 lightWorld = localPose * rootWorld;
|
||||
Vector3 worldPos = lightWorld.Translation;
|
||||
Vector3 forward = Vector3.TransformNormal(Vector3.UnitY, lightWorld);
|
||||
if (forward.LengthSquared() > 1e-8f)
|
||||
forward = Vector3.Normalize(forward);
|
||||
|
||||
var light = new LightSource
|
||||
{
|
||||
|
|
@ -93,6 +94,8 @@ public static class LightInfoLoader
|
|||
CellId = cellId, // owning cell — scopes the per-frame visible-cell pool (A7 #176/#177)
|
||||
IsLit = true,
|
||||
IsDynamic = isDynamic,
|
||||
TracksOwnerPose = tracksOwnerPose,
|
||||
LocalPose = localPose,
|
||||
};
|
||||
results.Add(light);
|
||||
}
|
||||
|
|
|
|||
|
|
@ -55,6 +55,20 @@ public sealed class LightSource
|
|||
public bool IsLit = true; // SetLightHook latch
|
||||
public bool IsDynamic; // #143: true = D3D hardware path (1/d att, range×1.5);
|
||||
// false = static dat-baked bake (1/d³, range×1.3)
|
||||
/// <summary>
|
||||
/// True when this light belongs to a live physics object whose root can
|
||||
/// move. DAT-static lights keep their hydration-time world frame and are
|
||||
/// deliberately excluded from the per-frame pose refresh.
|
||||
/// </summary>
|
||||
public bool TracksOwnerPose;
|
||||
|
||||
/// <summary>
|
||||
/// Setup-local light frame retained from <c>LIGHTINFO::view_space_location</c>.
|
||||
/// Object-borne lights compose it with their owner's current root each
|
||||
/// frame, matching <c>CPartArray::SetFrame</c> (<c>0x00519310</c>) calling
|
||||
/// <c>LIGHTLIST::set_frame</c> (<c>0x00517C60</c>).
|
||||
/// </summary>
|
||||
public Matrix4x4 LocalPose = Matrix4x4.Identity;
|
||||
|
||||
// Cached each frame by LightManager.
|
||||
public float DistSq;
|
||||
|
|
|
|||
|
|
@ -1,6 +1,7 @@
|
|||
using System.Collections.Generic;
|
||||
using System.Numerics;
|
||||
using AcDream.Core.Physics;
|
||||
using AcDream.Core.Vfx;
|
||||
using DatReaderWriter.Types;
|
||||
|
||||
namespace AcDream.Core.Lighting;
|
||||
|
|
@ -24,14 +25,27 @@ namespace AcDream.Core.Lighting;
|
|||
public sealed class LightingHookSink : IAnimationHookSink
|
||||
{
|
||||
private readonly LightManager _lights;
|
||||
private readonly IEntityEffectPoseSource _poses;
|
||||
private readonly IEntityEffectCellSource? _cells;
|
||||
|
||||
// Index owner → the set of LightSource instances they registered.
|
||||
// Maintained lazily — populated on first RegisterLight for that owner.
|
||||
private readonly Dictionary<uint, List<LightSource>> _byOwner = new();
|
||||
private readonly Dictionary<uint, List<LightSource>> _trackedByOwner = new();
|
||||
private readonly Dictionary<uint, bool> _enabledByOwner = new();
|
||||
|
||||
public LightingHookSink(LightManager lights)
|
||||
/// <summary>
|
||||
/// Raised after retail's <c>set_lights</c> state changes. App-layer live
|
||||
/// owners use this to create/destroy their Setup light presentation;
|
||||
/// DAT-static owners are already registered and simply consume IsLit.
|
||||
/// </summary>
|
||||
public event Action<uint, bool>? OwnerLightingChanged;
|
||||
|
||||
public LightingHookSink(LightManager lights, IEntityEffectPoseSource poses)
|
||||
{
|
||||
_lights = lights ?? throw new System.ArgumentNullException(nameof(lights));
|
||||
_poses = poses ?? throw new System.ArgumentNullException(nameof(poses));
|
||||
_cells = poses as IEntityEffectCellSource;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
|
|
@ -41,6 +55,8 @@ public sealed class LightingHookSink : IAnimationHookSink
|
|||
public void RegisterOwnedLight(LightSource light)
|
||||
{
|
||||
System.ArgumentNullException.ThrowIfNull(light);
|
||||
if (_enabledByOwner.TryGetValue(light.OwnerId, out bool enabled))
|
||||
light.IsLit = enabled;
|
||||
_lights.Register(light);
|
||||
if (!_byOwner.TryGetValue(light.OwnerId, out var list))
|
||||
{
|
||||
|
|
@ -48,15 +64,55 @@ public sealed class LightingHookSink : IAnimationHookSink
|
|||
_byOwner[light.OwnerId] = list;
|
||||
}
|
||||
list.Add(light);
|
||||
if (light.TracksOwnerPose)
|
||||
{
|
||||
if (!_trackedByOwner.TryGetValue(light.OwnerId, out List<LightSource>? tracked))
|
||||
{
|
||||
tracked = new List<LightSource>();
|
||||
_trackedByOwner[light.OwnerId] = tracked;
|
||||
}
|
||||
tracked.Add(light);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>Drop every light tagged to this owner (despawn / unload).</summary>
|
||||
public void UnregisterOwner(uint ownerId)
|
||||
public void UnregisterOwner(uint ownerId, bool forgetState = true)
|
||||
{
|
||||
if (_byOwner.TryGetValue(ownerId, out var list))
|
||||
{
|
||||
if (!_byOwner.TryGetValue(ownerId, out var list)) return;
|
||||
foreach (var l in list) _lights.Unregister(l);
|
||||
_byOwner.Remove(ownerId);
|
||||
}
|
||||
_trackedByOwner.Remove(ownerId);
|
||||
if (forgetState)
|
||||
_enabledByOwner.Remove(ownerId);
|
||||
}
|
||||
|
||||
public void InitializeOwnerLighting(uint ownerId, bool enabled) =>
|
||||
_enabledByOwner.TryAdd(ownerId, enabled);
|
||||
|
||||
public bool IsOwnerLightingEnabled(uint ownerId) =>
|
||||
!_enabledByOwner.TryGetValue(ownerId, out bool enabled) || enabled;
|
||||
|
||||
/// <summary>
|
||||
/// Mirrors <c>CPhysicsObj::set_lights</c> (0x0050FCF0): update the owner's
|
||||
/// Lighting state and its currently materialized lights as one operation.
|
||||
/// </summary>
|
||||
public void SetOwnerLighting(uint ownerId, bool enabled)
|
||||
{
|
||||
if (_enabledByOwner.TryGetValue(ownerId, out bool current)
|
||||
&& current == enabled)
|
||||
{
|
||||
return;
|
||||
}
|
||||
_enabledByOwner[ownerId] = enabled;
|
||||
if (_byOwner.TryGetValue(ownerId, out var list))
|
||||
{
|
||||
foreach (LightSource light in list)
|
||||
light.IsLit = enabled;
|
||||
}
|
||||
OwnerLightingChanged?.Invoke(ownerId, enabled);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Get the set of registered lights for an owner — exposed so
|
||||
|
|
@ -67,12 +123,36 @@ public sealed class LightingHookSink : IAnimationHookSink
|
|||
return _byOwner.TryGetValue(ownerId, out var list) ? list : null;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Recompose every object-borne light from the current physics-object root.
|
||||
/// Setup <c>LIGHTINFO</c> has no part index; equipped-object animation is
|
||||
/// represented by publishing that child's composed root.
|
||||
/// </summary>
|
||||
public void RefreshAttachedLights()
|
||||
{
|
||||
foreach ((uint ownerId, List<LightSource> lights) in _trackedByOwner)
|
||||
{
|
||||
if (!_poses.TryGetRootPose(ownerId, out Matrix4x4 rootWorld))
|
||||
continue;
|
||||
|
||||
uint cellId = 0;
|
||||
_cells?.TryGetCellId(ownerId, out cellId);
|
||||
for (int i = 0; i < lights.Count; i++)
|
||||
{
|
||||
LightSource light = lights[i];
|
||||
Matrix4x4 lightWorld = light.LocalPose * rootWorld;
|
||||
light.WorldPosition = lightWorld.Translation;
|
||||
Vector3 forward = Vector3.TransformNormal(Vector3.UnitY, lightWorld);
|
||||
if (forward.LengthSquared() > 1e-8f)
|
||||
light.WorldForward = Vector3.Normalize(forward);
|
||||
light.CellId = cellId;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public void OnHook(uint entityId, Vector3 entityWorldPosition, AnimationHook hook)
|
||||
{
|
||||
if (hook is not SetLightHook slh) return;
|
||||
if (!_byOwner.TryGetValue(entityId, out var list)) return;
|
||||
|
||||
foreach (var light in list)
|
||||
light.IsLit = slh.LightsOn;
|
||||
SetOwnerLighting(entityId, slh.LightsOn);
|
||||
}
|
||||
}
|
||||
|
|
|
|||
|
|
@ -6,6 +6,12 @@ using DatReaderWriter.Types;
|
|||
|
||||
namespace AcDream.Core.Meshing;
|
||||
|
||||
/// <summary>Final child root and indexed part poses in the parent-root frame.</summary>
|
||||
public readonly record struct EquippedChildPose(
|
||||
Matrix4x4 RootLocal,
|
||||
Matrix4x4[] PartLocal,
|
||||
MeshRef[] AttachedParts);
|
||||
|
||||
/// <summary>
|
||||
/// Retail held-object transform composition. A weapon is a separate child
|
||||
/// physics object: the parent's <see cref="Setup.HoldingLocations"/> selects
|
||||
|
|
@ -28,6 +34,90 @@ public static class EquippedChildAttachment
|
|||
IReadOnlyList<MeshRef> childPartTemplate,
|
||||
float childScale,
|
||||
out IReadOnlyList<MeshRef> attachedParts)
|
||||
{
|
||||
bool composed = TryComposePose(
|
||||
parentSetup,
|
||||
currentParentPose,
|
||||
childSetup,
|
||||
parentLocation,
|
||||
placement,
|
||||
childPartTemplate,
|
||||
childScale,
|
||||
out EquippedChildPose pose);
|
||||
attachedParts = composed ? pose.AttachedParts : Array.Empty<MeshRef>();
|
||||
return composed;
|
||||
}
|
||||
|
||||
public static bool TryComposePose(
|
||||
Setup parentSetup,
|
||||
IReadOnlyList<MeshRef> currentParentPose,
|
||||
Setup childSetup,
|
||||
ParentLocation parentLocation,
|
||||
Placement placement,
|
||||
IReadOnlyList<MeshRef> childPartTemplate,
|
||||
float childScale,
|
||||
out EquippedChildPose pose)
|
||||
{
|
||||
ArgumentNullException.ThrowIfNull(currentParentPose);
|
||||
var parentParts = new Matrix4x4[currentParentPose.Count];
|
||||
for (int i = 0; i < parentParts.Length; i++)
|
||||
parentParts[i] = currentParentPose[i].PartTransform;
|
||||
return TryComposePose(
|
||||
parentSetup,
|
||||
parentParts,
|
||||
childSetup,
|
||||
parentLocation,
|
||||
placement,
|
||||
childPartTemplate,
|
||||
childScale,
|
||||
out pose);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Compose from the parent's indexed final animation poses. The renderer
|
||||
/// exposes these independently of drawable MeshRefs so a hidden or missing
|
||||
/// visual part cannot shift the retail holding-location index.
|
||||
/// </summary>
|
||||
public static bool TryComposePose(
|
||||
Setup parentSetup,
|
||||
IReadOnlyList<Matrix4x4> currentParentPose,
|
||||
Setup childSetup,
|
||||
ParentLocation parentLocation,
|
||||
Placement placement,
|
||||
IReadOnlyList<MeshRef> childPartTemplate,
|
||||
float childScale,
|
||||
out EquippedChildPose pose)
|
||||
{
|
||||
return TryComposePoseInto(
|
||||
parentSetup,
|
||||
currentParentPose,
|
||||
parentPartAvailability: null,
|
||||
childSetup,
|
||||
parentLocation,
|
||||
placement,
|
||||
childPartTemplate,
|
||||
childScale,
|
||||
partPoseBuffer: null,
|
||||
attachedPartBuffer: null,
|
||||
out pose);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Allocation-free update path for an already realized child. Buffers are
|
||||
/// reused by the App-layer attachment owner after their first composition.
|
||||
/// </summary>
|
||||
public static bool TryComposePoseInto(
|
||||
Setup parentSetup,
|
||||
IReadOnlyList<Matrix4x4> currentParentPose,
|
||||
IReadOnlyList<bool>? parentPartAvailability,
|
||||
Setup childSetup,
|
||||
ParentLocation parentLocation,
|
||||
Placement placement,
|
||||
IReadOnlyList<MeshRef> childPartTemplate,
|
||||
float childScale,
|
||||
Matrix4x4[]? partPoseBuffer,
|
||||
MeshRef[]? attachedPartBuffer,
|
||||
out EquippedChildPose pose)
|
||||
{
|
||||
ArgumentNullException.ThrowIfNull(parentSetup);
|
||||
ArgumentNullException.ThrowIfNull(currentParentPose);
|
||||
|
|
@ -36,14 +126,32 @@ public static class EquippedChildAttachment
|
|||
|
||||
if (!parentSetup.HoldingLocations.TryGetValue(parentLocation, out LocationType? holding))
|
||||
{
|
||||
attachedParts = Array.Empty<MeshRef>();
|
||||
pose = new EquippedChildPose(
|
||||
Matrix4x4.Identity,
|
||||
Array.Empty<Matrix4x4>(),
|
||||
Array.Empty<MeshRef>());
|
||||
return false;
|
||||
}
|
||||
|
||||
Matrix4x4 parentPart = holding.PartId >= 0
|
||||
&& holding.PartId < currentParentPose.Count
|
||||
? currentParentPose[holding.PartId].PartTransform
|
||||
: Matrix4x4.Identity;
|
||||
Matrix4x4 parentPart;
|
||||
if (holding.PartId >= 0 && holding.PartId < currentParentPose.Count)
|
||||
{
|
||||
if (parentPartAvailability is not null
|
||||
&& (holding.PartId >= parentPartAvailability.Count
|
||||
|| !parentPartAvailability[(int)holding.PartId]))
|
||||
{
|
||||
pose = default;
|
||||
return false;
|
||||
}
|
||||
parentPart = currentParentPose[(int)holding.PartId];
|
||||
}
|
||||
else
|
||||
{
|
||||
// Retail CPhysicsObj::UpdateChild (0x00512D50) uses the parent
|
||||
// root for every part number >= num_parts. This includes the
|
||||
// canonical 0xFFFFFFFF root sentinel and malformed positives.
|
||||
parentPart = Matrix4x4.Identity;
|
||||
}
|
||||
Matrix4x4 holdingFrame = ToMatrix(holding.Frame);
|
||||
Matrix4x4 childRoot = holdingFrame * parentPart;
|
||||
|
||||
|
|
@ -54,28 +162,40 @@ public static class EquippedChildAttachment
|
|||
childSetup.PlacementFrames.TryGetValue(Placement.Default, out placementFrame);
|
||||
|
||||
int partCount = Math.Min(childSetup.Parts.Count, childPartTemplate.Count);
|
||||
var result = new MeshRef[partCount];
|
||||
MeshRef[] result = attachedPartBuffer is { Length: var attachedLength }
|
||||
&& attachedLength == partCount
|
||||
? attachedPartBuffer
|
||||
: new MeshRef[partCount];
|
||||
Matrix4x4[] childPartPoses = partPoseBuffer is { Length: var poseLength }
|
||||
&& poseLength == partCount
|
||||
? partPoseBuffer
|
||||
: new Matrix4x4[partCount];
|
||||
for (int i = 0; i < partCount; i++)
|
||||
{
|
||||
Frame partFrame = placementFrame is not null && i < placementFrame.Frames.Count
|
||||
? placementFrame.Frames[i]
|
||||
: new Frame { Orientation = Quaternion.Identity };
|
||||
Vector3 scale = i < childSetup.DefaultScale.Count
|
||||
Vector3 defaultScale = i < childSetup.DefaultScale.Count
|
||||
? childSetup.DefaultScale[i]
|
||||
: Vector3.One;
|
||||
Matrix4x4 childPart = Matrix4x4.CreateScale(scale)
|
||||
Matrix4x4 visualChildPart = Matrix4x4.CreateScale(defaultScale)
|
||||
* ToMatrix(partFrame);
|
||||
if (childScale != 1.0f)
|
||||
childPart *= Matrix4x4.CreateScale(childScale);
|
||||
visualChildPart *= Matrix4x4.CreateScale(childScale);
|
||||
|
||||
Matrix4x4 rigidChildPart = Matrix4x4.CreateFromQuaternion(partFrame.Orientation)
|
||||
* Matrix4x4.CreateTranslation(partFrame.Origin * childScale);
|
||||
|
||||
childPartPoses[i] = rigidChildPart;
|
||||
|
||||
MeshRef template = childPartTemplate[i];
|
||||
result[i] = new MeshRef(template.GfxObjId, childPart * childRoot)
|
||||
result[i] = new MeshRef(template.GfxObjId, visualChildPart * childRoot)
|
||||
{
|
||||
SurfaceOverrides = template.SurfaceOverrides,
|
||||
};
|
||||
}
|
||||
|
||||
attachedParts = result;
|
||||
pose = new EquippedChildPose(childRoot, childPartPoses, result);
|
||||
return true;
|
||||
}
|
||||
|
||||
|
|
|
|||
|
|
@ -7,48 +7,35 @@ using DatReaderWriter.Types;
|
|||
namespace AcDream.Core.Meshing;
|
||||
|
||||
/// <summary>
|
||||
/// Compute the per-part static transforms for a Setup using its
|
||||
/// PlacementFrames. For each part <c>i</c>, the returned matrix takes a
|
||||
/// point in part-local space and yields a point in setup-local space at
|
||||
/// the Setup's resting pose.
|
||||
///
|
||||
/// <para>
|
||||
/// Mirrors <see cref="SetupMesh.Flatten"/>'s pose-source priority —
|
||||
/// <c>PlacementFrames[Resting]</c> → <c>[Default]</c> → first available
|
||||
/// — so that a particle anchor at part <c>i</c> matches the part's
|
||||
/// visible rest position. If renderer and resolver ever drift on this
|
||||
/// 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)
|
||||
{
|
||||
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))
|
||||
{
|
||||
_rotationByEntity[entityId] = rotation;
|
||||
if (!_handlesByEntity.TryGetValue(entityId, out var bag))
|
||||
return;
|
||||
foreach (var handle in bag.Keys)
|
||||
_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-
|
||||
|
|
|
|||
177
tests/AcDream.App.Tests/Rendering/AttachmentUpdateOrderTests.cs
Normal file
177
tests/AcDream.App.Tests/Rendering/AttachmentUpdateOrderTests.cs
Normal file
|
|
@ -0,0 +1,177 @@
|
|||
using System.Numerics;
|
||||
using AcDream.App.Rendering;
|
||||
|
||||
namespace AcDream.App.Tests.Rendering;
|
||||
|
||||
public sealed class AttachmentUpdateOrderTests
|
||||
{
|
||||
[Fact]
|
||||
public void ReinsertedParentStillUpdatesBeforeGrandchild()
|
||||
{
|
||||
const uint parent = 10u;
|
||||
const uint grandchild = 20u;
|
||||
// Dictionary order models B being removed/re-added while C remained.
|
||||
uint[] insertionOrder = [grandchild, parent];
|
||||
var parents = new Dictionary<uint, uint?>
|
||||
{
|
||||
[grandchild] = parent,
|
||||
[parent] = null,
|
||||
};
|
||||
var calls = new List<uint>();
|
||||
|
||||
var children = insertionOrder.ToDictionary(id => id, id => parents[id]);
|
||||
new AttachmentUpdateOrder<uint?>().ForEachParentFirst(
|
||||
children,
|
||||
static parentId => parentId,
|
||||
id =>
|
||||
{
|
||||
calls.Add(id);
|
||||
return true;
|
||||
});
|
||||
|
||||
Assert.Equal([parent, grandchild], calls);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void FailedParentSuppressesAndReportsDescendantsAfterTraversal()
|
||||
{
|
||||
const uint parent = 10u;
|
||||
const uint grandchild = 20u;
|
||||
var children = new Dictionary<uint, uint?>
|
||||
{
|
||||
[grandchild] = parent,
|
||||
[parent] = null,
|
||||
};
|
||||
var calls = new List<uint>();
|
||||
|
||||
IReadOnlyList<uint> failed = new AttachmentUpdateOrder<uint?>().ForEachParentFirst(
|
||||
children,
|
||||
static parentId => parentId,
|
||||
id =>
|
||||
{
|
||||
calls.Add(id);
|
||||
return id != parent;
|
||||
});
|
||||
|
||||
Assert.Equal([parent], calls);
|
||||
Assert.Equal([parent, grandchild], failed);
|
||||
Assert.Equal(2, children.Count);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void NestedDrawableUsesImmediateParentsComposedWorldRoot()
|
||||
{
|
||||
Quaternion turn = Quaternion.CreateFromAxisAngle(Vector3.UnitZ, MathF.PI / 2f);
|
||||
Matrix4x4 parentWorld = Matrix4x4.CreateFromQuaternion(turn)
|
||||
* Matrix4x4.CreateTranslation(100f, 0f, 0f);
|
||||
var child = new AcDream.Core.World.WorldEntity
|
||||
{
|
||||
Id = 3u,
|
||||
SourceGfxObjOrSetupId = 0x02000003u,
|
||||
Position = Vector3.Zero,
|
||||
Rotation = Quaternion.Identity,
|
||||
MeshRefs =
|
||||
[
|
||||
new AcDream.Core.World.MeshRef(
|
||||
0x01000003u,
|
||||
Matrix4x4.CreateTranslation(2f, 0f, 0f)),
|
||||
],
|
||||
};
|
||||
|
||||
Assert.True(EquippedChildRenderController.ApplyParentWorldPose(child, parentWorld));
|
||||
Matrix4x4 installedRoot = Matrix4x4.CreateFromQuaternion(child.Rotation)
|
||||
* Matrix4x4.CreateTranslation(child.Position);
|
||||
Vector3 renderedOrigin = Vector3.Transform(
|
||||
Vector3.Zero,
|
||||
child.MeshRefs[0].PartTransform * installedRoot);
|
||||
|
||||
Assert.Equal(new Vector3(100f, 2f, 0f), renderedOrigin, new Vector3ToleranceComparer());
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void AncestorTeardownCollectsEntireAttachmentSubtreePostOrder()
|
||||
{
|
||||
var children = new Dictionary<uint, uint?>
|
||||
{
|
||||
[20u] = 10u,
|
||||
[30u] = 20u,
|
||||
};
|
||||
var order = new AttachmentUpdateOrder<uint?>().CollectSubtreePostOrder(
|
||||
children,
|
||||
10u,
|
||||
static parentId => parentId);
|
||||
|
||||
Assert.Equal([30u, 20u, 10u], order);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void PoseRecoveryRealizesCompleteDescendantChainParentFirst()
|
||||
{
|
||||
var waitingByParent = new Dictionary<uint, IReadOnlyList<uint>>
|
||||
{
|
||||
[10u] = [20u],
|
||||
[20u] = [30u],
|
||||
};
|
||||
var realized = new List<uint>();
|
||||
|
||||
new AttachmentUpdateOrder<uint?>().RealizeDescendants(
|
||||
10u,
|
||||
parent => waitingByParent.TryGetValue(parent, out var waiting)
|
||||
? waiting
|
||||
: Array.Empty<uint>(),
|
||||
child =>
|
||||
{
|
||||
realized.Add(child);
|
||||
return true;
|
||||
});
|
||||
|
||||
Assert.Equal([20u, 30u], realized);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void PoseRecoveryDoesNotTraverseThroughUnrealizedIntermediateParent()
|
||||
{
|
||||
var waitingByParent = new Dictionary<uint, IReadOnlyList<uint>>
|
||||
{
|
||||
[10u] = [20u],
|
||||
[20u] = [30u],
|
||||
};
|
||||
var attempted = new List<uint>();
|
||||
|
||||
new AttachmentUpdateOrder<uint?>().RealizeDescendants(
|
||||
10u,
|
||||
parent => waitingByParent.TryGetValue(parent, out var waiting)
|
||||
? waiting
|
||||
: Array.Empty<uint>(),
|
||||
child =>
|
||||
{
|
||||
attempted.Add(child);
|
||||
return false;
|
||||
});
|
||||
|
||||
Assert.Equal([20u], attempted);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void DrawableRootRejectsVisualScaleInRigidPoseChannel()
|
||||
{
|
||||
var child = new AcDream.Core.World.WorldEntity
|
||||
{
|
||||
Id = 4u,
|
||||
SourceGfxObjOrSetupId = 0x02000004u,
|
||||
Position = Vector3.Zero,
|
||||
Rotation = Quaternion.Identity,
|
||||
MeshRefs = Array.Empty<AcDream.Core.World.MeshRef>(),
|
||||
};
|
||||
|
||||
Assert.False(EquippedChildRenderController.ApplyParentWorldPose(
|
||||
child,
|
||||
Matrix4x4.CreateScale(2f) * Matrix4x4.CreateTranslation(10, 0, 0)));
|
||||
}
|
||||
|
||||
private sealed class Vector3ToleranceComparer : IEqualityComparer<Vector3>
|
||||
{
|
||||
public bool Equals(Vector3 x, Vector3 y) => Vector3.DistanceSquared(x, y) < 1e-8f;
|
||||
public int GetHashCode(Vector3 obj) => obj.GetHashCode();
|
||||
}
|
||||
}
|
||||
|
|
@ -24,7 +24,8 @@ public sealed class LiveAppearanceAnimationTests
|
|||
HighFrame = 9,
|
||||
Framerate = 30f,
|
||||
Scale = 1f,
|
||||
PartTemplate = [(0x01000001u, null)],
|
||||
PartTemplate = [new GameWindow.AnimatedPartTemplate(0x01000001u, null, true)],
|
||||
PartAvailability = [true],
|
||||
CurrFrame = 6.5f,
|
||||
Sequencer = sequencer,
|
||||
};
|
||||
|
|
@ -36,7 +37,15 @@ public sealed class LiveAppearanceAnimationTests
|
|||
|
||||
oldEntity.ApplyAppearance(dressedParts, paletteOverride: null, partOverrides: []);
|
||||
GameWindow.RebindAnimatedEntityForAppearance(
|
||||
state, oldEntity, setup, 1.25f, dressedParts);
|
||||
state,
|
||||
oldEntity,
|
||||
setup,
|
||||
1.25f,
|
||||
[
|
||||
new GameWindow.AnimatedPartTemplate(0x01000002u, null, true),
|
||||
new GameWindow.AnimatedPartTemplate(0x01000003u, null, true),
|
||||
],
|
||||
[true, true]);
|
||||
|
||||
Assert.Same(oldEntity, state.Entity);
|
||||
Assert.Same(dressedParts, state.Entity.MeshRefs);
|
||||
|
|
|
|||
|
|
@ -70,6 +70,7 @@ public sealed class EntityEffectControllerTests
|
|||
new PhysicsScriptTableResolver(
|
||||
tableLoader
|
||||
?? (id => _tables.TryGetValue(id, out PhysicsScriptTable? table) ? table : null)),
|
||||
Poses,
|
||||
childAtPart,
|
||||
parentOfAttachedChild,
|
||||
ownerUnregistered,
|
||||
|
|
@ -88,6 +89,7 @@ public sealed class EntityEffectControllerTests
|
|||
public AnimationHookRouter Router { get; } = new();
|
||||
public PhysicsScriptRunner Runner { get; }
|
||||
public EntityEffectController Controller { get; }
|
||||
public EntityEffectPoseRegistry Poses { get; } = new();
|
||||
|
||||
public void AddScript(uint did, uint emitterId, double startTime = 0.0)
|
||||
{
|
||||
|
|
@ -246,7 +248,7 @@ public sealed class EntityEffectControllerTests
|
|||
0x0202FFFFu,
|
||||
new LandBlock(),
|
||||
Array.Empty<WorldEntity>()));
|
||||
fixture.Controller.RefreshLiveOwnerAnchors();
|
||||
fixture.Controller.RefreshLiveOwnerPoses();
|
||||
fixture.Runner.Tick(0.0);
|
||||
|
||||
Assert.Equal(0, fixture.Controller.PendingPacketCount);
|
||||
|
|
@ -549,6 +551,34 @@ public sealed class EntityEffectControllerTests
|
|||
Assert.False(fixture.Controller.PlayDefault(childLocalId));
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void RefreshLiveOwnerPoses_PreservesComposedAttachedRootAndUsesItAsScriptAnchor()
|
||||
{
|
||||
const uint childGuid = 0x70000002u;
|
||||
var fixture = new Fixture();
|
||||
WorldEntity child = fixture.ReadyLive(childGuid);
|
||||
WorldSession.EntitySpawn spawn = Spawn(childGuid, generation: 1);
|
||||
fixture.Runtime.MaterializeLiveEntity(
|
||||
childGuid,
|
||||
spawn.Position!.Value.LandblockId,
|
||||
_ => throw new InvalidOperationException("existing projection must be reused"),
|
||||
LiveEntityProjectionKind.Attached);
|
||||
Matrix4x4 attachedRoot = Matrix4x4.CreateTranslation(7, 8, 9);
|
||||
fixture.Poses.Publish(
|
||||
child.Id,
|
||||
attachedRoot,
|
||||
Array.Empty<Matrix4x4>(),
|
||||
spawn.Position.Value.LandblockId);
|
||||
|
||||
fixture.Controller.RefreshLiveOwnerPoses();
|
||||
fixture.Controller.HandleDirect(new PlayPhysicsScript(childGuid, DirectDid));
|
||||
fixture.Runner.Tick(0.0);
|
||||
|
||||
Assert.True(fixture.Poses.TryGetRootPose(child.Id, out Matrix4x4 retained));
|
||||
Assert.Equal(new Vector3(7, 8, 9), retained.Translation);
|
||||
Assert.Equal(new Vector3(7, 8, 9), Assert.Single(fixture.Sink.Calls).Position);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void MissingDirectScriptReportsOwnerAndDid()
|
||||
{
|
||||
|
|
@ -627,7 +657,7 @@ public sealed class EntityEffectControllerTests
|
|||
}
|
||||
|
||||
[Fact]
|
||||
public void RefreshLiveOwnerAnchorsUsesCurrentWorldPositionAtDispatch()
|
||||
public void RefreshLiveOwnerPosesUsesCurrentWorldPositionAtDispatch()
|
||||
{
|
||||
var fixture = new Fixture();
|
||||
fixture.AddScript(DirectDid, 1u, startTime: 1.0);
|
||||
|
|
@ -635,7 +665,7 @@ public sealed class EntityEffectControllerTests
|
|||
fixture.Controller.HandleDirect(new PlayPhysicsScript(Guid, DirectDid));
|
||||
entity.SetPosition(new Vector3(10, 20, 30));
|
||||
|
||||
fixture.Controller.RefreshLiveOwnerAnchors();
|
||||
fixture.Controller.RefreshLiveOwnerPoses();
|
||||
fixture.Runner.Tick(1.0);
|
||||
|
||||
Assert.Equal(new Vector3(10, 20, 30), Assert.Single(fixture.Sink.Calls).Position);
|
||||
|
|
|
|||
|
|
@ -0,0 +1,166 @@
|
|||
using System.Numerics;
|
||||
using AcDream.App.Rendering.Vfx;
|
||||
using AcDream.Core.Physics;
|
||||
using AcDream.Core.World;
|
||||
using DatReaderWriter.DBObjs;
|
||||
using DatReaderWriter.Types;
|
||||
|
||||
namespace AcDream.App.Tests.Rendering.Vfx;
|
||||
|
||||
public sealed class EntityEffectPoseRegistryTests
|
||||
{
|
||||
[Fact]
|
||||
public void Publish_PreservesIndexedParts_AndUpdateRootDoesNotReplaceThem()
|
||||
{
|
||||
var poses = new EntityEffectPoseRegistry();
|
||||
WorldEntity entity = Entity(7u, new Vector3(1, 2, 3));
|
||||
poses.Publish(entity, new[]
|
||||
{
|
||||
Matrix4x4.Identity,
|
||||
Matrix4x4.CreateTranslation(0, 0, 4),
|
||||
});
|
||||
|
||||
entity.SetPosition(new Vector3(10, 20, 30));
|
||||
Assert.True(poses.UpdateRoot(entity));
|
||||
|
||||
Assert.True(poses.TryGetRootPose(7u, out Matrix4x4 root));
|
||||
Assert.Equal(new Vector3(10, 20, 30), root.Translation);
|
||||
Assert.True(poses.TryGetPartPose(7u, 1, out Matrix4x4 part));
|
||||
Assert.Equal(new Vector3(0, 0, 4), part.Translation);
|
||||
Assert.False(poses.TryGetPartPose(7u, -1, out _));
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void PublishMeshRefs_ReplacesPartSnapshotImmediately()
|
||||
{
|
||||
var poses = new EntityEffectPoseRegistry();
|
||||
WorldEntity entity = Entity(8u, Vector3.Zero);
|
||||
poses.Publish(entity, new[] { Matrix4x4.Identity });
|
||||
entity.MeshRefs = new[]
|
||||
{
|
||||
new MeshRef(0x01000001u, Matrix4x4.CreateTranslation(1, 2, 3)),
|
||||
new MeshRef(0x01000002u, Matrix4x4.CreateTranslation(4, 5, 6)),
|
||||
};
|
||||
|
||||
poses.PublishMeshRefs(entity);
|
||||
|
||||
Assert.True(poses.TryGetPartPoses(8u, out var parts));
|
||||
Assert.Equal(2, parts.Count);
|
||||
Assert.Equal(new Vector3(4, 5, 6), parts[1].Translation);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void Publish_MissingMiddlePartRetainsIndicesButCannotBeResolved()
|
||||
{
|
||||
var poses = new EntityEffectPoseRegistry();
|
||||
WorldEntity entity = Entity(81u, Vector3.Zero);
|
||||
|
||||
poses.Publish(
|
||||
entity,
|
||||
[
|
||||
Matrix4x4.CreateTranslation(1, 0, 0),
|
||||
Matrix4x4.CreateTranslation(2, 0, 0),
|
||||
Matrix4x4.CreateTranslation(3, 0, 0),
|
||||
],
|
||||
[true, false, true]);
|
||||
|
||||
Assert.False(poses.TryGetPartPose(81u, 1, out _));
|
||||
Assert.True(poses.TryGetPartPose(81u, 2, out Matrix4x4 third));
|
||||
Assert.Equal(3f, third.Translation.X);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void PublishMeshRefs_PrefersStableIndexedEntityPosesOverCompactedDrawables()
|
||||
{
|
||||
var poses = new EntityEffectPoseRegistry();
|
||||
WorldEntity entity = Entity(82u, Vector3.Zero);
|
||||
entity.MeshRefs =
|
||||
[
|
||||
new MeshRef(1u, Matrix4x4.CreateTranslation(1, 0, 0)),
|
||||
new MeshRef(3u, Matrix4x4.CreateTranslation(3, 0, 0)),
|
||||
];
|
||||
entity.SetIndexedPartPoses(
|
||||
[
|
||||
Matrix4x4.CreateTranslation(1, 0, 0),
|
||||
Matrix4x4.CreateTranslation(2, 0, 0),
|
||||
Matrix4x4.CreateTranslation(3, 0, 0),
|
||||
],
|
||||
[true, false, true]);
|
||||
|
||||
poses.PublishMeshRefs(entity);
|
||||
|
||||
Assert.False(poses.TryGetPartPose(82u, 1, out _));
|
||||
Assert.True(poses.TryGetPartPose(82u, 2, out Matrix4x4 third));
|
||||
Assert.Equal(3f, third.Translation.X);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void AnimationHookQueue_DrainsAgainstPosePublishedAfterCapture()
|
||||
{
|
||||
var poses = new EntityEffectPoseRegistry();
|
||||
WorldEntity entity = Entity(9u, Vector3.Zero);
|
||||
poses.Publish(entity, Array.Empty<Matrix4x4>());
|
||||
var router = new AnimationHookRouter();
|
||||
var sink = new RecordingSink();
|
||||
router.Register(sink);
|
||||
var queue = new AnimationHookFrameQueue(router, poses);
|
||||
var sequencer = new AnimationSequencer(
|
||||
new Setup(),
|
||||
new MotionTable(),
|
||||
new NullAnimationLoader());
|
||||
|
||||
queue.Capture(9u, sequencer, new AnimationHook[] { new SoundHook() });
|
||||
entity.SetPosition(new Vector3(4, 5, 6));
|
||||
poses.UpdateRoot(entity);
|
||||
queue.Drain();
|
||||
|
||||
Assert.Single(sink.Calls);
|
||||
Assert.Equal(new Vector3(4, 5, 6), sink.Calls[0].Position);
|
||||
Assert.Equal(0, queue.Count);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void AnimationHookQueue_CompletesMotionStateEvenWhenPoseWasRemoved()
|
||||
{
|
||||
var poses = new EntityEffectPoseRegistry();
|
||||
var queue = new AnimationHookFrameQueue(new AnimationHookRouter(), poses);
|
||||
var sequencer = new AnimationSequencer(
|
||||
new Setup(),
|
||||
new MotionTable(),
|
||||
new NullAnimationLoader());
|
||||
sequencer.Manager.AddToQueue(0x10000001u, ticks: 1u);
|
||||
|
||||
queue.Capture(
|
||||
11u,
|
||||
sequencer,
|
||||
new AnimationHook[] { new AnimationDoneHook() });
|
||||
queue.Drain();
|
||||
|
||||
Assert.Empty(sequencer.Manager.PendingAnimations);
|
||||
Assert.Equal(0, queue.Count);
|
||||
}
|
||||
|
||||
private static WorldEntity Entity(uint id, Vector3 position) => new()
|
||||
{
|
||||
Id = id,
|
||||
ServerGuid = id,
|
||||
SourceGfxObjOrSetupId = 0x02000001u,
|
||||
Position = position,
|
||||
Rotation = Quaternion.Identity,
|
||||
MeshRefs = Array.Empty<MeshRef>(),
|
||||
ParentCellId = 0x01010001u,
|
||||
};
|
||||
|
||||
private sealed class RecordingSink : IAnimationHookSink
|
||||
{
|
||||
public List<(uint Id, Vector3 Position)> Calls { get; } = new();
|
||||
|
||||
public void OnHook(uint entityId, Vector3 entityWorldPosition, AnimationHook hook) =>
|
||||
Calls.Add((entityId, entityWorldPosition));
|
||||
}
|
||||
|
||||
private sealed class NullAnimationLoader : IAnimationLoader
|
||||
{
|
||||
public Animation? LoadAnimation(uint animationId) => null;
|
||||
}
|
||||
}
|
||||
|
|
@ -43,6 +43,7 @@ public sealed class EntityScriptActivatorTests
|
|||
private record Pipeline(
|
||||
ParticleSystem System,
|
||||
ParticleHookSink Sink,
|
||||
EntityEffectPoseRegistry Poses,
|
||||
PhysicsScriptRunner Runner,
|
||||
RecordingSink Recording);
|
||||
|
||||
|
|
@ -50,14 +51,15 @@ public sealed class EntityScriptActivatorTests
|
|||
{
|
||||
var registry = new EmitterDescRegistry();
|
||||
var system = new ParticleSystem(registry);
|
||||
var hookSink = new ParticleHookSink(system); // for activator's StopAllForEntity
|
||||
var poses = new EntityEffectPoseRegistry();
|
||||
var hookSink = new ParticleHookSink(system, poses); // for activator's StopAllForEntity
|
||||
var recording = new RecordingSink(); // for runner's hook dispatch
|
||||
var table = new Dictionary<uint, DatPhysicsScript>();
|
||||
foreach (var (id, s) in scripts) table[id] = s;
|
||||
var runner = new PhysicsScriptRunner(
|
||||
id => table.TryGetValue(id, out var s) ? s : null,
|
||||
recording);
|
||||
return new Pipeline(system, hookSink, runner, recording);
|
||||
return new Pipeline(system, hookSink, poses, runner, recording);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
|
|
@ -74,7 +76,7 @@ public sealed class EntityScriptActivatorTests
|
|||
{
|
||||
var p = BuildPipeline(
|
||||
(0xAAu, BuildScript((0.0, new CreateParticleHook { EmitterInfoId = 100 }))));
|
||||
var activator = new EntityScriptActivator(p.Runner, p.Sink, StaticResolver(0xAAu));
|
||||
var activator = new EntityScriptActivator(p.Runner, p.Sink, p.Poses, StaticResolver(0xAAu));
|
||||
var entity = MakeEntity(serverGuid: 0xCAFEu, position: new Vector3(1, 2, 3));
|
||||
|
||||
activator.OnCreate(entity);
|
||||
|
|
@ -90,7 +92,7 @@ public sealed class EntityScriptActivatorTests
|
|||
public void OnCreate_WithoutDefaultScript_DoesNothing()
|
||||
{
|
||||
var p = BuildPipeline(); // no scripts registered
|
||||
var activator = new EntityScriptActivator(p.Runner, p.Sink, _ => null);
|
||||
var activator = new EntityScriptActivator(p.Runner, p.Sink, p.Poses, _ => null);
|
||||
var entity = MakeEntity(serverGuid: 0xCAFEu, position: Vector3.Zero);
|
||||
|
||||
activator.OnCreate(entity);
|
||||
|
|
@ -125,11 +127,11 @@ public sealed class EntityScriptActivatorTests
|
|||
};
|
||||
|
||||
[Fact]
|
||||
public void OnCreate_SetsEntityRotationForHookOffsetTransform()
|
||||
public void OnCreate_PublishesEntityRotationForHookOffsetTransform()
|
||||
{
|
||||
// The CreateParticleHook's Offset is in entity-local frame; the sink
|
||||
// needs the entity's rotation to transform it to world space. If the
|
||||
// activator forgets SetEntityRotation, the offset goes off in world
|
||||
// reads the published entity root to transform it to world space. If
|
||||
// the activator omits that pose, the offset goes off in world
|
||||
// axes — visual symptom: portal swirls misaligned to the portal stone.
|
||||
// This test verifies the seed happens by checking the spawned particle's
|
||||
// world position matches the rotated offset, not the unrotated offset.
|
||||
|
|
@ -138,7 +140,8 @@ public sealed class EntityScriptActivatorTests
|
|||
registry.Register(BuildPersistentEmitterDesc());
|
||||
|
||||
var system = new ParticleSystem(registry);
|
||||
var hookSink = new ParticleHookSink(system);
|
||||
var poses = new EntityEffectPoseRegistry();
|
||||
var hookSink = new ParticleHookSink(system, poses);
|
||||
|
||||
// Hook offset = (1, 0, 0) in entity-local frame.
|
||||
var hookOffset = new Frame
|
||||
|
|
@ -147,13 +150,18 @@ public sealed class EntityScriptActivatorTests
|
|||
Orientation = Quaternion.Identity,
|
||||
};
|
||||
var script = BuildScript(
|
||||
(0.0, new CreateParticleHook { EmitterInfoId = 100u, Offset = hookOffset }));
|
||||
(0.0, new CreateParticleHook
|
||||
{
|
||||
EmitterInfoId = 100u,
|
||||
Offset = hookOffset,
|
||||
PartIndex = uint.MaxValue,
|
||||
}));
|
||||
var table = new Dictionary<uint, DatPhysicsScript> { [0xAAu] = script };
|
||||
var runner = new PhysicsScriptRunner(
|
||||
id => table.TryGetValue(id, out var s) ? s : null,
|
||||
hookSink);
|
||||
|
||||
var activator = new EntityScriptActivator(runner, hookSink, StaticResolver(0xAAu));
|
||||
var activator = new EntityScriptActivator(runner, hookSink, poses, StaticResolver(0xAAu));
|
||||
|
||||
// Entity rotated 90° around world-Z (yaw left); local +X maps to world +Y.
|
||||
var entityRotation = Quaternion.CreateFromAxisAngle(
|
||||
|
|
@ -193,15 +201,21 @@ public sealed class EntityScriptActivatorTests
|
|||
registry.Register(BuildPersistentEmitterDesc());
|
||||
|
||||
var system = new ParticleSystem(registry);
|
||||
var hookSink = new ParticleHookSink(system);
|
||||
var poses = new EntityEffectPoseRegistry();
|
||||
var hookSink = new ParticleHookSink(system, poses);
|
||||
|
||||
var script = BuildScript((0.0, new CreateParticleHook { EmitterInfoId = 100u, Offset = new Frame() }));
|
||||
var script = BuildScript((0.0, new CreateParticleHook
|
||||
{
|
||||
EmitterInfoId = 100u,
|
||||
Offset = new Frame(),
|
||||
PartIndex = uint.MaxValue,
|
||||
}));
|
||||
var table = new Dictionary<uint, DatPhysicsScript> { [0xAAu] = script };
|
||||
var runner = new PhysicsScriptRunner(
|
||||
id => table.TryGetValue(id, out var s) ? s : null,
|
||||
hookSink); // runner dispatches into real sink, not RecordingSink
|
||||
|
||||
var activator = new EntityScriptActivator(runner, hookSink, StaticResolver(0xAAu));
|
||||
var activator = new EntityScriptActivator(runner, hookSink, poses, StaticResolver(0xAAu));
|
||||
var entity = MakeEntity(serverGuid: 0xCAFEu, position: Vector3.Zero);
|
||||
|
||||
activator.OnCreate(entity);
|
||||
|
|
@ -226,7 +240,7 @@ public sealed class EntityScriptActivatorTests
|
|||
// OnCreate must use entity.Id as the key (not skip).
|
||||
var p = BuildPipeline(
|
||||
(0xAAu, BuildScript((0.0, new CreateParticleHook { EmitterInfoId = 100 }))));
|
||||
var activator = new EntityScriptActivator(p.Runner, p.Sink, StaticResolver(0xAAu));
|
||||
var activator = new EntityScriptActivator(p.Runner, p.Sink, p.Poses, StaticResolver(0xAAu));
|
||||
var entity = new WorldEntity
|
||||
{
|
||||
Id = 0x40A9B401u, // dat-hydrated interior id
|
||||
|
|
@ -251,7 +265,7 @@ public sealed class EntityScriptActivatorTests
|
|||
{
|
||||
var p = BuildPipeline(
|
||||
(0xAAu, BuildScript((1.0, new CreateParticleHook { EmitterInfoId = 100 }))));
|
||||
var activator = new EntityScriptActivator(p.Runner, p.Sink, StaticResolver(0xAAu));
|
||||
var activator = new EntityScriptActivator(p.Runner, p.Sink, p.Poses, StaticResolver(0xAAu));
|
||||
WorldEntity first = MakeDatStatic(0x80A9B400u, new Vector3(1, 0, 0));
|
||||
WorldEntity second = MakeDatStatic(0x80A9B400u, new Vector3(2, 0, 0));
|
||||
|
||||
|
|
@ -268,7 +282,7 @@ public sealed class EntityScriptActivatorTests
|
|||
public void LiveParticleFilterUsesCanonicalLocalEffectOwnerNotServerGuid()
|
||||
{
|
||||
var p = BuildPipeline();
|
||||
var activator = new EntityScriptActivator(p.Runner, p.Sink, _ => null);
|
||||
var activator = new EntityScriptActivator(p.Runner, p.Sink, p.Poses, _ => null);
|
||||
var entity = new WorldEntity
|
||||
{
|
||||
Id = 1_000_123u,
|
||||
|
|
@ -285,6 +299,34 @@ public sealed class EntityScriptActivatorTests
|
|||
Assert.NotEqual(entity.ServerGuid, GameWindow.ParticleEntityKey(entity));
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void RemovingLiveOwner_DoesNotClearIndependentDatStaticPose()
|
||||
{
|
||||
var p = BuildPipeline();
|
||||
var activator = new EntityScriptActivator(
|
||||
p.Runner,
|
||||
p.Sink,
|
||||
p.Poses,
|
||||
StaticResolver(0));
|
||||
WorldEntity datStatic = MakeDatStatic(0x40A9B410u, Vector3.One);
|
||||
var live = new WorldEntity
|
||||
{
|
||||
Id = 1_000_410u,
|
||||
ServerGuid = 0x70000410u,
|
||||
SourceGfxObjOrSetupId = 0x02000001u,
|
||||
Position = new Vector3(2, 2, 2),
|
||||
Rotation = Quaternion.Identity,
|
||||
MeshRefs = Array.Empty<MeshRef>(),
|
||||
};
|
||||
activator.OnCreate(datStatic);
|
||||
activator.OnCreate(live);
|
||||
|
||||
activator.OnRemove(live);
|
||||
|
||||
Assert.True(p.Poses.TryGetRootPose(datStatic.Id, out _));
|
||||
Assert.False(p.Poses.TryGetRootPose(live.Id, out _));
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void OnCreate_PassesPartTransformsToSink()
|
||||
{
|
||||
|
|
@ -295,7 +337,8 @@ public sealed class EntityScriptActivatorTests
|
|||
var registry = new EmitterDescRegistry();
|
||||
registry.Register(BuildPersistentEmitterDesc());
|
||||
var system = new ParticleSystem(registry);
|
||||
var hookSink = new ParticleHookSink(system);
|
||||
var poses = new EntityEffectPoseRegistry();
|
||||
var hookSink = new ParticleHookSink(system, poses);
|
||||
|
||||
var hookOffset = new Frame { Origin = new Vector3(1f, 0, 0), Orientation = Quaternion.Identity };
|
||||
var script = BuildScript(
|
||||
|
|
@ -311,7 +354,7 @@ public sealed class EntityScriptActivatorTests
|
|||
Matrix4x4.CreateTranslation(0f, 0f, 1f),
|
||||
};
|
||||
|
||||
var activator = new EntityScriptActivator(runner, hookSink,
|
||||
var activator = new EntityScriptActivator(runner, hookSink, poses,
|
||||
_ => new ScriptActivationInfo(0xAAu, partTransforms));
|
||||
var entity = MakeEntity(serverGuid: 0xCAFEu, position: Vector3.Zero);
|
||||
|
||||
|
|
@ -335,15 +378,21 @@ public sealed class EntityScriptActivatorTests
|
|||
var registry = new EmitterDescRegistry();
|
||||
registry.Register(BuildPersistentEmitterDesc());
|
||||
var system = new ParticleSystem(registry);
|
||||
var hookSink = new ParticleHookSink(system);
|
||||
var poses = new EntityEffectPoseRegistry();
|
||||
var hookSink = new ParticleHookSink(system, poses);
|
||||
|
||||
var script = BuildScript((0.0, new CreateParticleHook { EmitterInfoId = 100u, Offset = new Frame() }));
|
||||
var script = BuildScript((0.0, new CreateParticleHook
|
||||
{
|
||||
EmitterInfoId = 100u,
|
||||
Offset = new Frame(),
|
||||
PartIndex = uint.MaxValue,
|
||||
}));
|
||||
var table = new Dictionary<uint, DatPhysicsScript> { [0xAAu] = script };
|
||||
var runner = new PhysicsScriptRunner(
|
||||
id => table.TryGetValue(id, out var s) ? s : null,
|
||||
hookSink);
|
||||
|
||||
var activator = new EntityScriptActivator(runner, hookSink, StaticResolver(0xAAu));
|
||||
var activator = new EntityScriptActivator(runner, hookSink, poses, StaticResolver(0xAAu));
|
||||
var entity = new WorldEntity
|
||||
{
|
||||
Id = 0x40A9B402u,
|
||||
|
|
|
|||
|
|
@ -0,0 +1,36 @@
|
|||
using System.Numerics;
|
||||
using AcDream.App.Rendering.Vfx;
|
||||
using AcDream.Core.World;
|
||||
using DatReaderWriter.DBObjs;
|
||||
|
||||
namespace AcDream.App.Tests.Rendering.Vfx;
|
||||
|
||||
public sealed class IndexedSetupPartPoseBuilderTests
|
||||
{
|
||||
[Fact]
|
||||
public void Build_DoesNotCollapseMissingMiddleDrawable()
|
||||
{
|
||||
var setup = new Setup
|
||||
{
|
||||
Parts = { 0x01000001u, 0x01000002u, 0x01000003u },
|
||||
};
|
||||
var entity = new WorldEntity
|
||||
{
|
||||
Id = 7u,
|
||||
SourceGfxObjOrSetupId = 0x02000001u,
|
||||
Position = Vector3.Zero,
|
||||
Rotation = Quaternion.Identity,
|
||||
MeshRefs =
|
||||
[
|
||||
new MeshRef(0x01000001u, Matrix4x4.CreateTranslation(1, 0, 0)),
|
||||
new MeshRef(0x01000003u, Matrix4x4.CreateTranslation(3, 0, 0)),
|
||||
],
|
||||
};
|
||||
|
||||
var indexed = IndexedSetupPartPoseBuilder.Build(setup, entity);
|
||||
|
||||
Assert.Equal([true, false, true], indexed.Available);
|
||||
Assert.Equal(Matrix4x4.Identity, indexed.Poses[0]);
|
||||
Assert.Equal(Matrix4x4.Identity, indexed.Poses[2]);
|
||||
}
|
||||
}
|
||||
|
|
@ -0,0 +1,244 @@
|
|||
using System.Numerics;
|
||||
using AcDream.App.Rendering.Vfx;
|
||||
using AcDream.App.Streaming;
|
||||
using AcDream.App.World;
|
||||
using AcDream.Core.Lighting;
|
||||
using AcDream.Core.Net;
|
||||
using AcDream.Core.Net.Messages;
|
||||
using AcDream.Core.Physics;
|
||||
using AcDream.Core.World;
|
||||
using DatReaderWriter.DBObjs;
|
||||
using DatReaderWriter.Types;
|
||||
|
||||
namespace AcDream.App.Tests.Rendering.Vfx;
|
||||
|
||||
public sealed class LiveEntityLightControllerTests
|
||||
{
|
||||
[Fact]
|
||||
public void Refresh_FollowsCurrentTopLevelRootAndCell()
|
||||
{
|
||||
var fixture = new Fixture();
|
||||
WorldEntity entity = fixture.Materialize(LiveEntityProjectionKind.World);
|
||||
LightSource light = Assert.Single(fixture.Sink.GetOwnedLights(entity.Id)!);
|
||||
|
||||
entity.SetPosition(new Vector3(20, 30, 40));
|
||||
entity.ParentCellId = 0x01010002u;
|
||||
Assert.True(fixture.Poses.UpdateRoot(entity));
|
||||
fixture.Controller.Refresh();
|
||||
|
||||
Assert.Equal(new Vector3(21, 30, 40), light.WorldPosition);
|
||||
Assert.Equal(0x01010002u, light.CellId);
|
||||
Assert.True(light.IsDynamic);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void Register_AttachedOwnerPreservesComposedChildRoot()
|
||||
{
|
||||
var fixture = new Fixture();
|
||||
WorldEntity entity = fixture.Materialize(LiveEntityProjectionKind.Attached);
|
||||
fixture.Poses.Publish(
|
||||
entity.Id,
|
||||
Matrix4x4.CreateTranslation(50, 60, 70),
|
||||
Array.Empty<Matrix4x4>(),
|
||||
0x01010001u);
|
||||
|
||||
fixture.Controller.OnAttachedPoseReady(Fixture.Guid);
|
||||
fixture.Controller.Refresh();
|
||||
|
||||
LightSource light = Assert.Single(fixture.Sink.GetOwnedLights(entity.Id)!);
|
||||
Assert.Equal(new Vector3(51, 60, 70), light.WorldPosition);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void AuthoritativeLightingTransitions_DestroyAndRecreateSetupLights()
|
||||
{
|
||||
var fixture = new Fixture();
|
||||
WorldEntity entity = fixture.Materialize(LiveEntityProjectionKind.World);
|
||||
Assert.Equal(1, fixture.Lights.RegisteredCount);
|
||||
|
||||
Assert.True(fixture.Runtime.TryApplyState(
|
||||
new SetState.Parsed(
|
||||
Fixture.Guid,
|
||||
(uint)PhysicsStateFlags.ReportCollisions,
|
||||
1,
|
||||
2),
|
||||
out _));
|
||||
fixture.Controller.OnStateChanged(Fixture.Guid);
|
||||
Assert.Equal(0, fixture.Lights.RegisteredCount);
|
||||
|
||||
Assert.True(fixture.Runtime.TryApplyState(
|
||||
new SetState.Parsed(
|
||||
Fixture.Guid,
|
||||
(uint)(PhysicsStateFlags.ReportCollisions | PhysicsStateFlags.Lighting),
|
||||
1,
|
||||
3),
|
||||
out _));
|
||||
fixture.Controller.OnStateChanged(Fixture.Guid);
|
||||
Assert.Equal(1, fixture.Lights.RegisteredCount);
|
||||
Assert.Single(fixture.Sink.GetOwnedLights(entity.Id)!);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void SetLightHookStateSurvivesProjectionWithdrawal()
|
||||
{
|
||||
var fixture = new Fixture();
|
||||
WorldEntity entity = fixture.Materialize(LiveEntityProjectionKind.World);
|
||||
|
||||
fixture.Sink.OnHook(
|
||||
entity.Id,
|
||||
entity.Position,
|
||||
new SetLightHook { LightsOn = false });
|
||||
Assert.Equal(0, fixture.Lights.RegisteredCount);
|
||||
|
||||
fixture.Controller.Unregister(entity.Id);
|
||||
Assert.False(fixture.Controller.Register(Fixture.Guid));
|
||||
Assert.Equal(0, fixture.Lights.RegisteredCount);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void LoadedPendingLoadedTransitionsOwnLightPresentationExactlyOnce()
|
||||
{
|
||||
var fixture = new Fixture();
|
||||
fixture.Materialize(LiveEntityProjectionKind.World);
|
||||
Assert.Equal(1, fixture.Lights.RegisteredCount);
|
||||
|
||||
fixture.Spatial.RemoveLandblock(0x0101FFFFu);
|
||||
Assert.Equal(0, fixture.Lights.RegisteredCount);
|
||||
|
||||
fixture.Spatial.AddLandblock(new LoadedLandblock(
|
||||
0x0101FFFFu,
|
||||
new LandBlock(),
|
||||
Array.Empty<WorldEntity>()));
|
||||
Assert.Equal(1, fixture.Lights.RegisteredCount);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void InitialVisibleProjectionLoadsSetupLightsOnce()
|
||||
{
|
||||
var fixture = new Fixture();
|
||||
|
||||
fixture.Materialize(LiveEntityProjectionKind.World);
|
||||
|
||||
Assert.Equal(1, fixture.SetupLoadCount);
|
||||
Assert.Equal(1, fixture.Lights.RegisteredCount);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void LoadedToLoadedRebucketDoesNotRecreateLightPresentation()
|
||||
{
|
||||
var fixture = new Fixture();
|
||||
fixture.Spatial.AddLandblock(new LoadedLandblock(
|
||||
0x0202FFFFu,
|
||||
new LandBlock(),
|
||||
Array.Empty<WorldEntity>()));
|
||||
fixture.Materialize(LiveEntityProjectionKind.World);
|
||||
Assert.Equal(1, fixture.SetupLoadCount);
|
||||
|
||||
Assert.True(fixture.Runtime.RebucketLiveEntity(Fixture.Guid, 0x02020001u));
|
||||
|
||||
Assert.Equal(1, fixture.SetupLoadCount);
|
||||
Assert.Equal(1, fixture.Lights.RegisteredCount);
|
||||
}
|
||||
|
||||
private sealed class Fixture
|
||||
{
|
||||
public const uint Guid = 0x70000001u;
|
||||
private readonly Setup _setup = BuildSetup();
|
||||
|
||||
public Fixture()
|
||||
{
|
||||
Spatial.AddLandblock(new LoadedLandblock(
|
||||
0x0101FFFFu,
|
||||
new LandBlock(),
|
||||
Array.Empty<WorldEntity>()));
|
||||
Runtime = new LiveEntityRuntime(Spatial, new NoopResources(), _ => { });
|
||||
Sink = new LightingHookSink(Lights, Poses);
|
||||
Controller = new LiveEntityLightController(
|
||||
Runtime,
|
||||
Poses,
|
||||
Sink,
|
||||
setupId =>
|
||||
{
|
||||
SetupLoadCount++;
|
||||
return setupId == 0x02000001u ? _setup : null;
|
||||
});
|
||||
}
|
||||
|
||||
public GpuWorldState Spatial { get; } = new();
|
||||
public LiveEntityRuntime Runtime { get; }
|
||||
public EntityEffectPoseRegistry Poses { get; } = new();
|
||||
public LightManager Lights { get; } = new();
|
||||
public LightingHookSink Sink { get; }
|
||||
public LiveEntityLightController Controller { get; }
|
||||
public int SetupLoadCount { get; private set; }
|
||||
|
||||
public WorldEntity Materialize(LiveEntityProjectionKind kind)
|
||||
{
|
||||
WorldSession.EntitySpawn spawn = Spawn();
|
||||
Runtime.RegisterLiveEntity(spawn);
|
||||
WorldEntity entity = Runtime.MaterializeLiveEntity(
|
||||
Guid,
|
||||
spawn.Position!.Value.LandblockId,
|
||||
id => new WorldEntity
|
||||
{
|
||||
Id = id,
|
||||
ServerGuid = Guid,
|
||||
SourceGfxObjOrSetupId = 0x02000001u,
|
||||
Position = new Vector3(10, 10, 5),
|
||||
Rotation = Quaternion.Identity,
|
||||
ParentCellId = 0x01010001u,
|
||||
MeshRefs = Array.Empty<MeshRef>(),
|
||||
},
|
||||
kind)!;
|
||||
Poses.PublishMeshRefs(entity);
|
||||
return entity;
|
||||
}
|
||||
|
||||
private static Setup BuildSetup()
|
||||
{
|
||||
var setup = new Setup();
|
||||
setup.Lights[0] = new LightInfo
|
||||
{
|
||||
ViewSpaceLocation = new Frame
|
||||
{
|
||||
Origin = Vector3.UnitX,
|
||||
Orientation = Quaternion.Identity,
|
||||
},
|
||||
Color = new ColorARGB { Red = 255, Green = 255, Blue = 255, Alpha = 255 },
|
||||
Intensity = 1f,
|
||||
Falloff = 8f,
|
||||
};
|
||||
return setup;
|
||||
}
|
||||
|
||||
private static WorldSession.EntitySpawn Spawn()
|
||||
{
|
||||
var position = new CreateObject.ServerPosition(
|
||||
0x01010001u, 10f, 10f, 5f, 1f, 0f, 0f, 0f);
|
||||
return new WorldSession.EntitySpawn(
|
||||
Guid,
|
||||
position,
|
||||
0x02000001u,
|
||||
Array.Empty<CreateObject.AnimPartChange>(),
|
||||
Array.Empty<CreateObject.TextureChange>(),
|
||||
Array.Empty<CreateObject.SubPaletteSwap>(),
|
||||
null,
|
||||
null,
|
||||
"fixture",
|
||||
null,
|
||||
null,
|
||||
null,
|
||||
PhysicsState: (uint)(PhysicsStateFlags.ReportCollisions | PhysicsStateFlags.Lighting),
|
||||
InstanceSequence: 1,
|
||||
MovementSequence: 1,
|
||||
ServerControlSequence: 1,
|
||||
PositionSequence: 1);
|
||||
}
|
||||
}
|
||||
|
||||
private sealed class NoopResources : ILiveEntityResourceLifecycle
|
||||
{
|
||||
public void Register(WorldEntity entity) { }
|
||||
public void Unregister(WorldEntity entity) { }
|
||||
}
|
||||
}
|
||||
|
|
@ -49,10 +49,11 @@ public sealed class GpuWorldStateActivatorTests
|
|||
|
||||
var registry = new EmitterDescRegistry();
|
||||
var system = new ParticleSystem(registry);
|
||||
var sink = new ParticleHookSink(system);
|
||||
var poses = new EntityEffectPoseRegistry();
|
||||
var sink = new ParticleHookSink(system, poses);
|
||||
var recording = new RecordingSink();
|
||||
var runner = new PhysicsScriptRunner(id => table.TryGetValue(id, out var s) ? s : null, recording);
|
||||
var activator = new EntityScriptActivator(runner, sink,
|
||||
var activator = new EntityScriptActivator(runner, sink, poses,
|
||||
_ => new ScriptActivationInfo(scriptId, Array.Empty<Matrix4x4>()));
|
||||
|
||||
var state = new GpuWorldState(entityScriptActivator: activator);
|
||||
|
|
|
|||
|
|
@ -1,5 +1,6 @@
|
|||
using System.Numerics;
|
||||
using AcDream.Core.Lighting;
|
||||
using AcDream.Core.Vfx;
|
||||
using DatReaderWriter.Types;
|
||||
using Xunit;
|
||||
|
||||
|
|
@ -11,7 +12,7 @@ public sealed class LightingHookSinkTests
|
|||
public void SetLightHook_FlipsOwnedLights()
|
||||
{
|
||||
var mgr = new LightManager();
|
||||
var sink = new LightingHookSink(mgr);
|
||||
var sink = new LightingHookSink(mgr, new MutablePoseSource());
|
||||
|
||||
var light1 = new LightSource { Kind = LightKind.Point, OwnerId = 42, IsLit = true };
|
||||
var light2 = new LightSource { Kind = LightKind.Point, OwnerId = 42, IsLit = true };
|
||||
|
|
@ -32,7 +33,7 @@ public sealed class LightingHookSinkTests
|
|||
public void UnregisterOwner_RemovesAllOwnedLights()
|
||||
{
|
||||
var mgr = new LightManager();
|
||||
var sink = new LightingHookSink(mgr);
|
||||
var sink = new LightingHookSink(mgr, new MutablePoseSource());
|
||||
|
||||
sink.RegisterOwnedLight(new LightSource { OwnerId = 7 });
|
||||
sink.RegisterOwnedLight(new LightSource { OwnerId = 7 });
|
||||
|
|
@ -46,7 +47,7 @@ public sealed class LightingHookSinkTests
|
|||
public void UnrelatedHook_Ignored()
|
||||
{
|
||||
var mgr = new LightManager();
|
||||
var sink = new LightingHookSink(mgr);
|
||||
var sink = new LightingHookSink(mgr, new MutablePoseSource());
|
||||
var light = new LightSource { OwnerId = 1, IsLit = true };
|
||||
sink.RegisterOwnedLight(light);
|
||||
|
||||
|
|
@ -56,6 +57,69 @@ public sealed class LightingHookSinkTests
|
|||
|
||||
Assert.True(light.IsLit);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void RefreshAttachedLights_ComposesLocalFrameWithCurrentRootAndCell()
|
||||
{
|
||||
var mgr = new LightManager();
|
||||
var poses = new MutablePoseSource();
|
||||
poses.Publish(42u,
|
||||
Matrix4x4.CreateRotationZ(MathF.PI / 2f)
|
||||
* Matrix4x4.CreateTranslation(10, 20, 30),
|
||||
cellId: 0x01010002u);
|
||||
var sink = new LightingHookSink(mgr, poses);
|
||||
var light = new LightSource
|
||||
{
|
||||
OwnerId = 42u,
|
||||
LocalPose = Matrix4x4.CreateTranslation(1, 0, 2),
|
||||
TracksOwnerPose = true,
|
||||
};
|
||||
sink.RegisterOwnedLight(light);
|
||||
|
||||
sink.RefreshAttachedLights();
|
||||
|
||||
Assert.InRange(light.WorldPosition.X, 9.99f, 10.01f);
|
||||
Assert.InRange(light.WorldPosition.Y, 20.99f, 21.01f);
|
||||
Assert.InRange(light.WorldPosition.Z, 31.99f, 32.01f);
|
||||
Assert.Equal(0x01010002u, light.CellId);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void RefreshAttachedLights_DoesNotRecomposeDatStaticLight()
|
||||
{
|
||||
var mgr = new LightManager();
|
||||
var poses = new MutablePoseSource();
|
||||
poses.Publish(42u, Matrix4x4.CreateTranslation(100, 0, 0));
|
||||
var sink = new LightingHookSink(mgr, poses);
|
||||
var light = new LightSource
|
||||
{
|
||||
OwnerId = 42u,
|
||||
WorldPosition = new Vector3(7, 8, 9),
|
||||
LocalPose = Matrix4x4.CreateTranslation(1, 0, 0),
|
||||
TracksOwnerPose = false,
|
||||
};
|
||||
sink.RegisterOwnedLight(light);
|
||||
|
||||
sink.RefreshAttachedLights();
|
||||
|
||||
Assert.Equal(new Vector3(7, 8, 9), light.WorldPosition);
|
||||
Assert.Equal(0, poses.RootPoseQueryCount);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void UnregisterPresentation_PreservesSetLightStateForReregistration()
|
||||
{
|
||||
var mgr = new LightManager();
|
||||
var sink = new LightingHookSink(mgr, new MutablePoseSource());
|
||||
sink.InitializeOwnerLighting(7u, enabled: true);
|
||||
sink.SetOwnerLighting(7u, enabled: false);
|
||||
sink.UnregisterOwner(7u, forgetState: false);
|
||||
var replacement = new LightSource { OwnerId = 7u };
|
||||
|
||||
sink.RegisterOwnedLight(replacement);
|
||||
|
||||
Assert.False(replacement.IsLit);
|
||||
}
|
||||
}
|
||||
|
||||
public sealed class LightInfoLoaderTests
|
||||
|
|
@ -96,9 +160,33 @@ public sealed class LightInfoLoaderTests
|
|||
Assert.Equal(10.4f, light.Range, 3); // Falloff 8 × static_light_factor 1.3 (calc_point_light 0x00820e24)
|
||||
Assert.Equal(0.8f, light.Intensity);
|
||||
Assert.Equal(new Vector3(101, 202, 303), light.WorldPosition);
|
||||
Assert.Equal(new Vector3(1, 2, 3), light.LocalPose.Translation);
|
||||
Assert.InRange(light.ColorLinear.X, 0.99f, 1.01f);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void Load_DynamicLight_UsesRetailHardwareRangeFactor()
|
||||
{
|
||||
var setup = new DatReaderWriter.DBObjs.Setup();
|
||||
setup.Lights[0] = new LightInfo
|
||||
{
|
||||
ViewSpaceLocation = new Frame { Orientation = Quaternion.Identity },
|
||||
Color = new ColorARGB { Red = 255, Green = 255, Blue = 255, Alpha = 255 },
|
||||
Intensity = 1f,
|
||||
Falloff = 8f,
|
||||
};
|
||||
|
||||
var light = Assert.Single(LightInfoLoader.Load(
|
||||
setup,
|
||||
ownerId: 77u,
|
||||
entityPosition: Vector3.Zero,
|
||||
entityRotation: Quaternion.Identity,
|
||||
isDynamic: true));
|
||||
|
||||
Assert.True(light.IsDynamic);
|
||||
Assert.Equal(12f, light.Range, 3);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void Load_NonZeroConeAngle_ProducesSpot()
|
||||
{
|
||||
|
|
@ -117,3 +205,42 @@ public sealed class LightInfoLoaderTests
|
|||
Assert.Equal(0.5f, result[0].ConeAngle);
|
||||
}
|
||||
}
|
||||
|
||||
file sealed class MutablePoseSource : IEntityEffectPoseSource, IEntityEffectCellSource
|
||||
{
|
||||
private readonly Dictionary<uint, (Matrix4x4 Root, uint Cell)> _poses = new();
|
||||
|
||||
public void Publish(uint id, Matrix4x4 root, uint cellId = 0) =>
|
||||
_poses[id] = (root, cellId);
|
||||
|
||||
public int RootPoseQueryCount { get; private set; }
|
||||
|
||||
public bool TryGetRootPose(uint localEntityId, out Matrix4x4 rootWorld)
|
||||
{
|
||||
RootPoseQueryCount++;
|
||||
if (_poses.TryGetValue(localEntityId, out var pose))
|
||||
{
|
||||
rootWorld = pose.Root;
|
||||
return true;
|
||||
}
|
||||
rootWorld = default;
|
||||
return false;
|
||||
}
|
||||
|
||||
public bool TryGetPartPose(uint localEntityId, int partIndex, out Matrix4x4 partLocal)
|
||||
{
|
||||
partLocal = default;
|
||||
return false;
|
||||
}
|
||||
|
||||
public bool TryGetCellId(uint localEntityId, out uint cellId)
|
||||
{
|
||||
if (_poses.TryGetValue(localEntityId, out var pose))
|
||||
{
|
||||
cellId = pose.Cell;
|
||||
return true;
|
||||
}
|
||||
cellId = 0;
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
|
|
|||
|
|
@ -25,8 +25,8 @@ public sealed class EquippedChildAttachmentTests
|
|||
};
|
||||
var parentPose = new[]
|
||||
{
|
||||
new MeshRef(1, Matrix4x4.Identity),
|
||||
new MeshRef(2, Matrix4x4.CreateTranslation(10, 0, 0)),
|
||||
Matrix4x4.Identity,
|
||||
Matrix4x4.CreateTranslation(10, 0, 0),
|
||||
};
|
||||
var child = new Setup
|
||||
{
|
||||
|
|
@ -42,12 +42,14 @@ public sealed class EquippedChildAttachmentTests
|
|||
};
|
||||
var template = new[] { new MeshRef(0x01000001u, Matrix4x4.Identity) };
|
||||
|
||||
bool ok = EquippedChildAttachment.TryCompose(
|
||||
bool ok = EquippedChildAttachment.TryComposePose(
|
||||
parent, parentPose, child, ParentLocation.LeftHand,
|
||||
Placement.LeftHand, template, 1.0f, out var result);
|
||||
Placement.LeftHand, template, 1.0f, out EquippedChildPose pose);
|
||||
|
||||
Assert.True(ok);
|
||||
Assert.Equal(15f, Assert.Single(result).PartTransform.Translation.X);
|
||||
Assert.Equal(12f, pose.RootLocal.Translation.X);
|
||||
Assert.Equal(3f, Assert.Single(pose.PartLocal).Translation.X);
|
||||
Assert.Equal(15f, Assert.Single(pose.AttachedParts).PartTransform.Translation.X);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
|
|
@ -88,6 +90,115 @@ public sealed class EquippedChildAttachmentTests
|
|||
Assert.Empty(result);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void TryComposePoseInto_UnavailableValidPartRejectsWithoutRootFallback()
|
||||
{
|
||||
var parent = ParentWithRightHand(partId: 1, FrameAt(4, 0, 0));
|
||||
var child = ChildWithOnePart();
|
||||
|
||||
bool ok = EquippedChildAttachment.TryComposePoseInto(
|
||||
parent,
|
||||
[Matrix4x4.Identity, Matrix4x4.CreateTranslation(10, 0, 0)],
|
||||
[true, false],
|
||||
child,
|
||||
ParentLocation.RightHand,
|
||||
Placement.Default,
|
||||
[new MeshRef(0x01000001u, Matrix4x4.Identity)],
|
||||
1f,
|
||||
null,
|
||||
null,
|
||||
out _);
|
||||
|
||||
Assert.False(ok);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void TryComposePoseInto_OutOfRangePartUsesRetailRootAndReusesBuffers()
|
||||
{
|
||||
var parent = ParentWithRightHand(partId: 99, FrameAt(4, 0, 0));
|
||||
var child = ChildWithOnePart();
|
||||
var poseBuffer = new Matrix4x4[1];
|
||||
var meshBuffer = new MeshRef[1];
|
||||
|
||||
bool ok = EquippedChildAttachment.TryComposePoseInto(
|
||||
parent,
|
||||
[Matrix4x4.CreateTranslation(10, 0, 0)],
|
||||
[true],
|
||||
child,
|
||||
ParentLocation.RightHand,
|
||||
Placement.Default,
|
||||
[new MeshRef(0x01000001u, Matrix4x4.Identity)],
|
||||
1f,
|
||||
poseBuffer,
|
||||
meshBuffer,
|
||||
out EquippedChildPose pose);
|
||||
|
||||
Assert.True(ok);
|
||||
Assert.Same(poseBuffer, pose.PartLocal);
|
||||
Assert.Same(meshBuffer, pose.AttachedParts);
|
||||
Assert.Equal(4f, pose.RootLocal.Translation.X);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void NestedChildRootsComposeThroughImmediateParentWorldPose()
|
||||
{
|
||||
Matrix4x4 topLevelWorld = Matrix4x4.CreateTranslation(100, 0, 0);
|
||||
Matrix4x4 childRootLocal = Matrix4x4.CreateTranslation(10, 0, 0);
|
||||
Matrix4x4 grandchildRootLocal = Matrix4x4.CreateTranslation(2, 0, 0);
|
||||
|
||||
Matrix4x4 childWorld = childRootLocal * topLevelWorld;
|
||||
Matrix4x4 grandchildWorld = grandchildRootLocal * childWorld;
|
||||
|
||||
Assert.Equal(112f, grandchildWorld.Translation.X);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void ChildRigidPoseExcludesDefaultScaleAndScalesOnlyOrigin()
|
||||
{
|
||||
var parent = ParentWithRightHand(partId: -1, FrameAt(4, 0, 0));
|
||||
var child = new Setup
|
||||
{
|
||||
Parts = { 0x01000001u },
|
||||
DefaultScale = { new Vector3(5f, 6f, 7f) },
|
||||
PlacementFrames =
|
||||
{
|
||||
[Placement.Default] = new AnimationFrame(1)
|
||||
{
|
||||
Frames = { FrameAt(3, 0, 0) },
|
||||
},
|
||||
},
|
||||
};
|
||||
|
||||
Assert.True(EquippedChildAttachment.TryComposePose(
|
||||
parent,
|
||||
Array.Empty<Matrix4x4>(),
|
||||
child,
|
||||
ParentLocation.RightHand,
|
||||
Placement.Default,
|
||||
[new MeshRef(0x01000001u, Matrix4x4.Identity)],
|
||||
childScale: 2f,
|
||||
out EquippedChildPose pose));
|
||||
|
||||
Matrix4x4 rigid = Assert.Single(pose.PartLocal);
|
||||
Assert.Equal(new Vector3(6f, 0f, 0f), rigid.Translation);
|
||||
Assert.Equal(Vector3.One, new Vector3(rigid.M11, rigid.M22, rigid.M33));
|
||||
Matrix4x4 visual = Assert.Single(pose.AttachedParts).PartTransform;
|
||||
Assert.Equal(new Vector3(10f, 12f, 14f), new Vector3(visual.M11, visual.M22, visual.M33));
|
||||
}
|
||||
|
||||
private static Setup ChildWithOnePart() => new()
|
||||
{
|
||||
Parts = { 0x01000001u },
|
||||
DefaultScale = { Vector3.One },
|
||||
PlacementFrames =
|
||||
{
|
||||
[Placement.Default] = new AnimationFrame(1)
|
||||
{
|
||||
Frames = { FrameAt(1, 0, 0) },
|
||||
},
|
||||
},
|
||||
};
|
||||
|
||||
private static Setup ParentWithRightHand(int partId, Frame frame) => new()
|
||||
{
|
||||
HoldingLocations =
|
||||
|
|
|
|||
|
|
@ -88,7 +88,7 @@ public class SetupPartTransformsTests
|
|||
}
|
||||
|
||||
[Fact]
|
||||
public void Compute_AppliesDefaultScale_WhenPresent()
|
||||
public void Compute_ExcludesVisualDefaultScale_FromRigidPartFrame()
|
||||
{
|
||||
// DefaultScale = (2,2,2) on part 0. An input (1,1,1) should
|
||||
// come out (2,2,2) after the part transform — confirms the
|
||||
|
|
@ -113,6 +113,37 @@ public class SetupPartTransformsTests
|
|||
|
||||
Assert.Single(transforms);
|
||||
var probe = Vector3.Transform(new Vector3(1f, 1f, 1f), transforms[0]);
|
||||
Assert.Equal(new Vector3(2f, 2f, 2f), probe);
|
||||
Assert.Equal(new Vector3(1f, 1f, 1f), probe);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void Compute_ObjectScaleMultipliesOriginButNotOrientationAxes()
|
||||
{
|
||||
var setup = new Setup
|
||||
{
|
||||
Parts = { 0x01000100u },
|
||||
DefaultScale = { new Vector3(7f, 8f, 9f) },
|
||||
PlacementFrames =
|
||||
{
|
||||
[Placement.Resting] = new AnimationFrame(1)
|
||||
{
|
||||
Frames =
|
||||
{
|
||||
new Frame
|
||||
{
|
||||
Origin = new Vector3(2f, 0f, 0f),
|
||||
Orientation = Quaternion.CreateFromAxisAngle(Vector3.UnitZ, MathF.PI / 2f),
|
||||
},
|
||||
},
|
||||
},
|
||||
},
|
||||
};
|
||||
|
||||
Matrix4x4 rigid = Assert.Single(SetupPartTransforms.Compute(setup, objectScale: 3f));
|
||||
|
||||
Assert.Equal(new Vector3(6f, 0f, 0f), rigid.Translation);
|
||||
Vector3 rotatedAxis = Vector3.TransformNormal(Vector3.UnitX, rigid);
|
||||
Assert.InRange(rotatedAxis.X, -0.0001f, 0.0001f);
|
||||
Assert.InRange(rotatedAxis.Y, 0.9999f, 1.0001f);
|
||||
}
|
||||
}
|
||||
|
|
|
|||
|
|
@ -7,9 +7,14 @@ namespace AcDream.Core.Tests.Vfx;
|
|||
|
||||
public sealed class ParticleHookSinkTests
|
||||
{
|
||||
private static EmitterDesc MakeDesc(uint id, bool attachLocal, int totalParticles = 0)
|
||||
{
|
||||
return new EmitterDesc
|
||||
private const uint Owner = 0xCAFEu;
|
||||
|
||||
private static EmitterDesc MakeDesc(
|
||||
uint id,
|
||||
bool attachLocal,
|
||||
int totalParticles = 0,
|
||||
float totalDuration = 0f) =>
|
||||
new()
|
||||
{
|
||||
DatId = id,
|
||||
Type = ParticleType.Still,
|
||||
|
|
@ -18,158 +23,350 @@ public sealed class ParticleHookSinkTests
|
|||
MaxParticles = 4,
|
||||
InitialParticles = 1,
|
||||
TotalParticles = totalParticles,
|
||||
LifetimeMin = 0.05f, LifetimeMax = 0.05f, Lifespan = 0.05f,
|
||||
StartSize = 1f, EndSize = 1f,
|
||||
StartAlpha = 1f, EndAlpha = 1f,
|
||||
Birthrate = 1000f, // effectively never re-emit
|
||||
TotalDuration = totalDuration,
|
||||
LifetimeMin = 0.05f,
|
||||
LifetimeMax = 0.05f,
|
||||
Lifespan = 0.05f,
|
||||
StartSize = 1f,
|
||||
EndSize = 1f,
|
||||
StartAlpha = 1f,
|
||||
EndAlpha = 1f,
|
||||
Birthrate = 1000f,
|
||||
};
|
||||
|
||||
private static (ParticleSystem System, ParticleHookSink Sink, MutablePoseSource Poses) Harness(
|
||||
uint emitterId,
|
||||
bool attachLocal = false,
|
||||
int totalParticles = 0,
|
||||
float totalDuration = 0f)
|
||||
{
|
||||
var registry = new EmitterDescRegistry();
|
||||
registry.Register(MakeDesc(emitterId, attachLocal, totalParticles, totalDuration));
|
||||
var system = new ParticleSystem(registry, new Random(42));
|
||||
var poses = new MutablePoseSource();
|
||||
poses.Publish(Owner, Matrix4x4.Identity, Matrix4x4.Identity);
|
||||
return (system, new ParticleHookSink(system, poses), poses);
|
||||
}
|
||||
|
||||
private static CreateParticleHook Create(uint emitterInfoId, uint logicalId, int partIndex = 0) =>
|
||||
new()
|
||||
{
|
||||
EmitterInfoId = emitterInfoId,
|
||||
EmitterId = logicalId,
|
||||
PartIndex = unchecked((uint)partIndex),
|
||||
Offset = new Frame(),
|
||||
};
|
||||
|
||||
[Fact]
|
||||
public void RefreshAttachedEmitters_WithAttachLocal_MovesExistingParticleToCurrentPose()
|
||||
{
|
||||
const uint emitterId = 0x32000010u;
|
||||
var (system, sink, poses) = Harness(emitterId, attachLocal: true);
|
||||
sink.OnHook(Owner, Vector3.Zero, Create(emitterId, 0));
|
||||
system.Tick(0.01f);
|
||||
Assert.Equal(Vector3.Zero, system.EnumerateLive().Single().Emitter.Particles[0].Position);
|
||||
|
||||
poses.Publish(Owner, Matrix4x4.CreateTranslation(5, 7, 0), Matrix4x4.Identity);
|
||||
sink.RefreshAttachedEmitters();
|
||||
system.Tick(0.01f);
|
||||
|
||||
Assert.Equal(new Vector3(5, 7, 0),
|
||||
system.EnumerateLive().Single().Emitter.Particles[0].Position);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void UpdateEntityAnchor_WithAttachLocal_MovesParticleToLiveAnchor()
|
||||
public void WorldReleasedParticles_KeepBirthPosition_WhileNewAnchorMoves()
|
||||
{
|
||||
var registry = new EmitterDescRegistry();
|
||||
registry.Register(MakeDesc(0x32000010u, attachLocal: true));
|
||||
var sys = new ParticleSystem(registry, new System.Random(42));
|
||||
var sink = new ParticleHookSink(sys);
|
||||
const uint emitterId = 0x32000011u;
|
||||
var (system, sink, poses) = Harness(emitterId, attachLocal: false);
|
||||
sink.OnHook(Owner, Vector3.Zero, Create(emitterId, 0));
|
||||
system.Tick(0.01f);
|
||||
|
||||
var hook = new CreateParticleHook
|
||||
poses.Publish(Owner, Matrix4x4.CreateTranslation(9, 0, 0), Matrix4x4.Identity);
|
||||
sink.RefreshAttachedEmitters();
|
||||
system.Tick(0.01f);
|
||||
|
||||
Assert.Equal(Vector3.Zero,
|
||||
system.EnumerateLive().Single().Emitter.Particles[0].Position);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void Spawn_UsesCurrentIndexedPartAndRoot_WithRowVectorComposition()
|
||||
{
|
||||
EmitterInfoId = 0x32000010u,
|
||||
const uint emitterId = 0x32000030u;
|
||||
var (system, sink, poses) = Harness(emitterId);
|
||||
Matrix4x4 root = Matrix4x4.CreateRotationZ(MathF.PI / 2f)
|
||||
* Matrix4x4.CreateTranslation(10, 20, 30);
|
||||
poses.Publish(
|
||||
Owner,
|
||||
root,
|
||||
Matrix4x4.Identity,
|
||||
Matrix4x4.CreateTranslation(0, 0, 2));
|
||||
|
||||
var hook = Create(emitterId, 0, partIndex: 1);
|
||||
hook.Offset = new Frame
|
||||
{
|
||||
Origin = new Vector3(1, 0, 0),
|
||||
// Retail retains but does not consume this quaternion in
|
||||
// Particle::Init 0x0051C930.
|
||||
Orientation = Quaternion.CreateFromAxisAngle(Vector3.UnitX, 1.1f),
|
||||
};
|
||||
sink.OnHook(Owner, Vector3.Zero, hook);
|
||||
system.Tick(0.001f);
|
||||
|
||||
Vector3 position = system.EnumerateLive().Single().Emitter.Particles[0].Position;
|
||||
Assert.InRange(position.X, 9.99f, 10.01f);
|
||||
Assert.InRange(position.Y, 20.99f, 21.01f);
|
||||
Assert.InRange(position.Z, 31.99f, 32.01f);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void PartMinusOne_UsesRoot_AndInvalidIndexedPartDoesNotFallback()
|
||||
{
|
||||
const uint emitterId = 0x32000031u;
|
||||
var (system, sink, poses) = Harness(emitterId);
|
||||
poses.Publish(
|
||||
Owner,
|
||||
Matrix4x4.CreateTranslation(3, 4, 5),
|
||||
Matrix4x4.CreateTranslation(50, 0, 0));
|
||||
|
||||
sink.OnHook(Owner, Vector3.Zero, Create(emitterId, 0, partIndex: -1));
|
||||
sink.OnHook(Owner, Vector3.Zero, Create(emitterId, 0, partIndex: 99));
|
||||
system.Tick(0.001f);
|
||||
|
||||
Assert.Single(system.EnumerateLive());
|
||||
Assert.Equal(new Vector3(3, 4, 5),
|
||||
system.EnumerateLive().Single().Emitter.Particles[0].Position);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void NormalLogicalId_Replaces_BlockingSuppresses_ThenCreatesAfterRetirement()
|
||||
{
|
||||
const uint emitterId = 0x32000040u;
|
||||
const uint logicalId = 0x1234u;
|
||||
var (system, sink, _) = Harness(emitterId);
|
||||
var normal = Create(emitterId, logicalId);
|
||||
var blocking = new RetailCreateBlockingParticleHook
|
||||
{
|
||||
EmitterInfoId = emitterId,
|
||||
EmitterId = logicalId,
|
||||
PartIndex = 0,
|
||||
Offset = new Frame(),
|
||||
};
|
||||
|
||||
sink.OnHook(Owner, Vector3.Zero, normal);
|
||||
sink.OnHook(Owner, Vector3.Zero, blocking);
|
||||
Assert.Equal(1, system.ActiveEmitterCount);
|
||||
|
||||
sink.OnHook(Owner, Vector3.Zero, normal);
|
||||
system.Tick(0.001f);
|
||||
Assert.Equal(1, system.ActiveEmitterCount);
|
||||
|
||||
sink.OnHook(Owner, Vector3.Zero,
|
||||
new DestroyParticleHook { EmitterId = logicalId });
|
||||
system.Tick(0.001f);
|
||||
Assert.Equal(0, system.ActiveEmitterCount);
|
||||
|
||||
sink.OnHook(Owner, Vector3.Zero, blocking);
|
||||
Assert.Equal(1, system.ActiveEmitterCount);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void BlockingLogicalIdZero_AlwaysCreatesAnonymousEmitter()
|
||||
{
|
||||
const uint emitterId = 0x32000041u;
|
||||
var (system, sink, _) = Harness(emitterId);
|
||||
var blocking = new RetailCreateBlockingParticleHook
|
||||
{
|
||||
EmitterInfoId = emitterId,
|
||||
EmitterId = 0,
|
||||
PartIndex = 0,
|
||||
Offset = new Frame(),
|
||||
};
|
||||
// First spawn at world origin.
|
||||
sink.OnHook(entityId: 0xCAFEu, entityWorldPosition: Vector3.Zero, hook);
|
||||
sys.Tick(0.01f);
|
||||
|
||||
var live1 = System.Linq.Enumerable.Single(sys.EnumerateLive());
|
||||
Assert.Equal(Vector3.Zero, live1.Emitter.Particles[live1.Index].Position);
|
||||
|
||||
// Move the parent to (5, 7, 0) — UpdateEntityAnchor must propagate.
|
||||
sink.UpdateEntityAnchor(0xCAFEu, new Vector3(5, 7, 0), Quaternion.Identity);
|
||||
sys.Tick(0.01f);
|
||||
|
||||
var live2 = System.Linq.Enumerable.Single(sys.EnumerateLive());
|
||||
Assert.Equal(new Vector3(5, 7, 0), live2.Emitter.Particles[live2.Index].Position);
|
||||
sink.OnHook(Owner, Vector3.Zero, blocking);
|
||||
sink.OnHook(Owner, Vector3.Zero, blocking);
|
||||
Assert.Equal(2, system.ActiveEmitterCount);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void EmitterDied_PrunesPerEntityHandleTracking()
|
||||
public void StopLogicalEmitter_RemainsBlockingUntilFinalParticleRetires()
|
||||
{
|
||||
// M4: ConcurrentBag<int> couldn't drop entries when a particle
|
||||
// emitter expired naturally, so per-entity tracking grew without
|
||||
// bound. The sink now subscribes to ParticleSystem.EmitterDied
|
||||
// and prunes both the (entity,key) map and the per-entity set.
|
||||
var registry = new EmitterDescRegistry();
|
||||
registry.Register(MakeDesc(0x32000020u, attachLocal: false, totalParticles: 1));
|
||||
var sys = new ParticleSystem(registry, new System.Random(42));
|
||||
var sink = new ParticleHookSink(sys);
|
||||
|
||||
var hook = new CreateParticleHook
|
||||
const uint emitterId = 0x32000042u;
|
||||
const uint logicalId = 0x777u;
|
||||
var (system, sink, _) = Harness(emitterId);
|
||||
var blocking = new RetailCreateBlockingParticleHook
|
||||
{
|
||||
EmitterInfoId = 0x32000020u,
|
||||
EmitterId = 0xABCDu, // logical key
|
||||
EmitterInfoId = emitterId,
|
||||
EmitterId = logicalId,
|
||||
PartIndex = 0,
|
||||
Offset = new Frame(),
|
||||
};
|
||||
sink.OnHook(0xCAFEu, Vector3.Zero, hook);
|
||||
Assert.Equal(1, sys.ActiveEmitterCount);
|
||||
|
||||
// TotalParticles=1 cap hit immediately by the InitialParticles spawn,
|
||||
// so the emitter Finishes once its single particle expires (0.05s
|
||||
// lifetime). After this, EmitterDied has fired and tracking is pruned.
|
||||
for (int i = 0; i < 5; i++) sys.Tick(0.05f);
|
||||
Assert.Equal(0, sys.ActiveEmitterCount);
|
||||
sink.OnHook(Owner, Vector3.Zero, Create(emitterId, logicalId));
|
||||
sink.OnHook(Owner, Vector3.Zero, new StopParticleHook { EmitterId = logicalId });
|
||||
sink.OnHook(Owner, Vector3.Zero, blocking);
|
||||
|
||||
// A fresh spawn for the same (entity, key) succeeds and is the only
|
||||
// live emitter — i.e., the previous handle was pruned cleanly.
|
||||
sink.OnHook(0xCAFEu, Vector3.Zero, hook);
|
||||
Assert.Equal(1, sys.ActiveEmitterCount);
|
||||
|
||||
sink.StopAllForEntity(0xCAFEu, fadeOut: false);
|
||||
sys.Tick(0.01f);
|
||||
Assert.Equal(0, sys.ActiveEmitterCount);
|
||||
Assert.Equal(1, system.ActiveEmitterCount);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void SpawnFromHook_AppliesPartTransform_WhenRegistered()
|
||||
public void StopLogicalEmitter_NormalCreateStillReplacesIt()
|
||||
{
|
||||
// C.1.5b #56: when SetEntityPartTransforms has been called for
|
||||
// entityId, SpawnFromHook must transform the hook offset through
|
||||
// the part-local matrix before applying entity rotation.
|
||||
// Part 1 is lifted +Z=1; hook offset = (1, 0, 0), PartIndex=1.
|
||||
// Expected world position: (1, 0, 1) with identity rotation.
|
||||
var registry = new EmitterDescRegistry();
|
||||
registry.Register(MakeDesc(0x32000030u, attachLocal: false));
|
||||
var sys = new ParticleSystem(registry, new System.Random(42));
|
||||
var sink = new ParticleHookSink(sys);
|
||||
const uint emitterId = 0x32000043u;
|
||||
const uint logicalId = 0x778u;
|
||||
var (system, sink, _) = Harness(emitterId);
|
||||
|
||||
var partTransforms = new Matrix4x4[]
|
||||
{
|
||||
Matrix4x4.Identity,
|
||||
Matrix4x4.CreateTranslation(0f, 0f, 1f),
|
||||
};
|
||||
sink.SetEntityRotation(0xCAFEu, Quaternion.Identity);
|
||||
sink.SetEntityPartTransforms(0xCAFEu, partTransforms);
|
||||
sink.OnHook(Owner, Vector3.Zero, Create(emitterId, logicalId));
|
||||
sink.OnHook(Owner, Vector3.Zero, new StopParticleHook { EmitterId = logicalId });
|
||||
sink.OnHook(Owner, Vector3.Zero, Create(emitterId, logicalId));
|
||||
system.Tick(0.001f);
|
||||
|
||||
sink.OnHook(0xCAFEu, Vector3.Zero, new CreateParticleHook
|
||||
{
|
||||
EmitterInfoId = 0x32000030u,
|
||||
EmitterId = 0,
|
||||
PartIndex = 1,
|
||||
Offset = new Frame
|
||||
{
|
||||
Origin = new Vector3(1f, 0f, 0f),
|
||||
Orientation = Quaternion.Identity,
|
||||
},
|
||||
});
|
||||
sys.Tick(0.001f);
|
||||
|
||||
var live = System.Linq.Enumerable.Single(sys.EnumerateLive());
|
||||
var pos = live.Emitter.Particles[live.Index].Position;
|
||||
Assert.InRange(pos.X, 0.99f, 1.01f);
|
||||
Assert.InRange(pos.Y, -0.01f, 0.01f);
|
||||
Assert.InRange(pos.Z, 0.99f, 1.01f);
|
||||
Assert.Equal(1, system.ActiveEmitterCount);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void SpawnFromHook_FallsBackToIdentity_WhenPartIndexOutOfBounds()
|
||||
public void NaturalRetirement_PrunesLogicalIdForBlockingReuse()
|
||||
{
|
||||
// Out-of-bounds PartIndex must NOT crash and must NOT apply a
|
||||
// wrong matrix; falls back to no part transform (Identity), so
|
||||
// the offset is applied in entity-local space as pre-C.1.5b.
|
||||
var registry = new EmitterDescRegistry();
|
||||
registry.Register(MakeDesc(0x32000031u, attachLocal: false));
|
||||
var sys = new ParticleSystem(registry, new System.Random(42));
|
||||
var sink = new ParticleHookSink(sys);
|
||||
|
||||
var partTransforms = new Matrix4x4[]
|
||||
const uint emitterId = 0x32000020u;
|
||||
const uint logicalId = 0xABCDu;
|
||||
var (system, sink, _) = Harness(emitterId, totalParticles: 1);
|
||||
var blocking = new RetailCreateBlockingParticleHook
|
||||
{
|
||||
Matrix4x4.Identity,
|
||||
Matrix4x4.CreateTranslation(0f, 0f, 1f),
|
||||
EmitterInfoId = emitterId,
|
||||
EmitterId = logicalId,
|
||||
PartIndex = 0,
|
||||
Offset = new Frame(),
|
||||
};
|
||||
sink.SetEntityRotation(0xCAFEu, Quaternion.Identity);
|
||||
sink.SetEntityPartTransforms(0xCAFEu, partTransforms);
|
||||
sink.OnHook(Owner, Vector3.Zero, blocking);
|
||||
for (int i = 0; i < 5; i++)
|
||||
system.Tick(0.05f);
|
||||
Assert.Equal(0, system.ActiveEmitterCount);
|
||||
|
||||
sink.OnHook(0xCAFEu, Vector3.Zero, new CreateParticleHook
|
||||
{
|
||||
EmitterInfoId = 0x32000031u,
|
||||
EmitterId = 0,
|
||||
PartIndex = 99, // way past the 2-part array
|
||||
Offset = new Frame
|
||||
{
|
||||
Origin = new Vector3(2f, 0f, 0f),
|
||||
Orientation = Quaternion.Identity,
|
||||
},
|
||||
});
|
||||
sys.Tick(0.001f);
|
||||
sink.OnHook(Owner, Vector3.Zero, blocking);
|
||||
Assert.Equal(1, system.ActiveEmitterCount);
|
||||
}
|
||||
|
||||
var live = System.Linq.Enumerable.Single(sys.EnumerateLive());
|
||||
var pos = live.Emitter.Particles[live.Index].Position;
|
||||
Assert.InRange(pos.X, 1.99f, 2.01f);
|
||||
Assert.InRange(pos.Y, -0.01f, 0.01f);
|
||||
Assert.InRange(pos.Z, -0.01f, 0.01f);
|
||||
[Fact]
|
||||
public void MissingEmitterAsset_ReportsDiagnosticWithoutFabricatingEffect()
|
||||
{
|
||||
const uint registeredId = 0x32000020u;
|
||||
const uint missingId = 0x32DEAD00u;
|
||||
var (system, sink, _) = Harness(registeredId);
|
||||
var diagnostics = new List<string>();
|
||||
sink.DiagnosticSink = diagnostics.Add;
|
||||
|
||||
sink.OnHook(Owner, Vector3.Zero, Create(missingId, logicalId: 7u));
|
||||
|
||||
Assert.Equal(0, system.ActiveEmitterCount);
|
||||
string diagnostic = Assert.Single(diagnostics);
|
||||
Assert.Contains($"0x{missingId:X8}", diagnostic, StringComparison.Ordinal);
|
||||
Assert.Contains($"0x{Owner:X8}", diagnostic, StringComparison.Ordinal);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void MissingLivePose_HidesPresentationWithoutEndingEmitterLifetime()
|
||||
{
|
||||
const uint emitterId = 0x32000055u;
|
||||
var (system, sink, poses) = Harness(emitterId);
|
||||
sink.OnHook(Owner, Vector3.Zero, Create(emitterId, logicalId: 11u));
|
||||
ParticleEmitter emitter = system.EnumerateLive().Single().Emitter;
|
||||
Assert.True(emitter.PresentationVisible);
|
||||
|
||||
poses.Remove(Owner);
|
||||
sink.RefreshAttachedEmitters();
|
||||
|
||||
Assert.Equal(1, system.ActiveEmitterCount);
|
||||
Assert.False(emitter.PresentationVisible);
|
||||
|
||||
poses.Publish(Owner, Matrix4x4.CreateTranslation(8, 0, 0), Matrix4x4.Identity);
|
||||
sink.RefreshAttachedEmitters();
|
||||
Assert.True(emitter.PresentationVisible);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void PendingProjection_HidesPresentationWhileContinuingLiveAnchorRefresh()
|
||||
{
|
||||
const uint emitterId = 0x32000056u;
|
||||
var (system, sink, poses) = Harness(emitterId, totalDuration: 0.05f);
|
||||
sink.OnHook(Owner, Vector3.Zero, Create(emitterId, logicalId: 12u));
|
||||
ParticleEmitter emitter = system.EnumerateLive().Single().Emitter;
|
||||
int emittedBeforePause = emitter.TotalEmitted;
|
||||
float spawnedAt = emitter.Particles[0].SpawnedAt;
|
||||
|
||||
sink.SetEntityPresentationVisible(Owner, false);
|
||||
poses.Publish(
|
||||
Owner,
|
||||
Matrix4x4.CreateTranslation(12, 3, 0),
|
||||
Matrix4x4.Identity);
|
||||
sink.RefreshAttachedEmitters();
|
||||
system.Tick(1f);
|
||||
|
||||
Assert.Equal(1, system.ActiveEmitterCount);
|
||||
Assert.Equal(new Vector3(12, 3, 0), emitter.AnchorPos);
|
||||
Assert.Equal(emittedBeforePause, emitter.TotalEmitted);
|
||||
Assert.Equal(spawnedAt, emitter.Particles[0].SpawnedAt);
|
||||
Assert.Equal(new Vector3(12, 3, 0), emitter.LastEmitOffset);
|
||||
Assert.False(emitter.SimulationEnabled);
|
||||
Assert.False(emitter.PresentationVisible);
|
||||
|
||||
sink.SetEntityPresentationVisible(Owner, true);
|
||||
sink.RefreshAttachedEmitters();
|
||||
Assert.True(emitter.SimulationEnabled);
|
||||
Assert.True(emitter.PresentationVisible);
|
||||
Assert.Equal(spawnedAt, emitter.Particles[0].SpawnedAt);
|
||||
|
||||
system.Tick(0.01f);
|
||||
Assert.Equal(0, system.ActiveEmitterCount);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void LogicalTeardown_RemovesEmitterThatWasSpatiallyPaused()
|
||||
{
|
||||
const uint emitterId = 0x32000057u;
|
||||
var (system, sink, _) = Harness(emitterId);
|
||||
sink.OnHook(Owner, Vector3.Zero, Create(emitterId, logicalId: 13u));
|
||||
sink.SetEntityPresentationVisible(Owner, false);
|
||||
int deathNotices = 0;
|
||||
system.EmitterDied += _ => deathNotices++;
|
||||
|
||||
sink.StopAllForEntity(Owner, fadeOut: false);
|
||||
|
||||
Assert.Equal(0, system.ActiveEmitterCount);
|
||||
Assert.Equal(1, deathNotices);
|
||||
}
|
||||
|
||||
private sealed class MutablePoseSource : IEntityEffectPoseSource
|
||||
{
|
||||
private readonly Dictionary<uint, (Matrix4x4 Root, Matrix4x4[] Parts)> _poses = new();
|
||||
|
||||
public void Publish(uint id, Matrix4x4 root, params Matrix4x4[] parts) =>
|
||||
_poses[id] = (root, parts);
|
||||
|
||||
public void Remove(uint id) => _poses.Remove(id);
|
||||
|
||||
public bool TryGetRootPose(uint localEntityId, out Matrix4x4 rootWorld)
|
||||
{
|
||||
if (_poses.TryGetValue(localEntityId, out var pose))
|
||||
{
|
||||
rootWorld = pose.Root;
|
||||
return true;
|
||||
}
|
||||
rootWorld = default;
|
||||
return false;
|
||||
}
|
||||
|
||||
public bool TryGetPartPose(uint localEntityId, int partIndex, out Matrix4x4 partLocal)
|
||||
{
|
||||
if (_poses.TryGetValue(localEntityId, out var pose)
|
||||
&& partIndex >= 0
|
||||
&& partIndex < pose.Parts.Length)
|
||||
{
|
||||
partLocal = pose.Parts[partIndex];
|
||||
return true;
|
||||
}
|
||||
partLocal = default;
|
||||
return false;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
|||
|
|
@ -239,12 +239,11 @@ public sealed class ParticleSystemTests
|
|||
}
|
||||
|
||||
[Fact]
|
||||
public void EmitterDescRegistry_FallsBackToDefault_ForUnknownId()
|
||||
public void EmitterDescRegistry_RejectsUnknownIdWithoutInventingFallback()
|
||||
{
|
||||
var reg = new EmitterDescRegistry();
|
||||
var desc = reg.Get(0xDEADBEEFu); // not registered
|
||||
Assert.NotNull(desc);
|
||||
Assert.Equal(0xFFFFFFFFu, desc.DatId); // matches default sentinel
|
||||
Assert.False(reg.TryGet(0xDEADBEEFu, out _));
|
||||
Assert.Throws<KeyNotFoundException>(() => reg.Get(0xDEADBEEFu));
|
||||
}
|
||||
|
||||
[Fact]
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue