feat(lighting): Phase G.2 — Setup.Lights + SetLightHook wiring

Register dat-defined LightInfos as runtime LightSources when entities
stream in. Every Setup (0x02xxxxxx) with a non-empty Lights dictionary
gets its per-part lights pulled via LightInfoLoader, which converts
the local Frame + ColorARGB + Intensity + Falloff + ConeAngle fields
into world-space LightSource records owned by the entity id.

Wire the LightingHookSink into the animation-hook router so retail's
SetLightHook animations (ignite-torch, extinguish-lamp) flip the
matching LightSource.IsLit latches. One hook may own multiple lights
(lamp-posts with two LightInfo entries) — the sink maintains an
owner-indexed map so all get toggled together.

Unregister on landblock unload: the streaming controller's
removeTerrain callback grabs the loaded landblock's entity list (new
GpuWorldState.TryGetLandblock helper) and drops every owner from the
sink before the entities disappear — otherwise walking across
landblocks accumulates stale LightSources.

9 new tests (LightingHookSink routing + LightInfoLoader conversion).

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
This commit is contained in:
Erik 2026-04-19 10:46:49 +02:00
parent 9618c66813
commit 7b9a66c9ea
5 changed files with 350 additions and 0 deletions

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using System.Collections.Generic;
using System.Numerics;
using DatReaderWriter.DBObjs;
using DatReaderWriter.Types;
namespace AcDream.Core.Lighting;
/// <summary>
/// Converts a <see cref="Setup"/>'s <c>Lights</c> dictionary (dat-level
/// <see cref="LightInfo"/> records) into runtime <see cref="LightSource"/>
/// instances the <see cref="LightManager"/> can consume.
///
/// <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>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>
/// <item><description><c>ConeAngle</c>: radians; 0 = point, &gt;0 = spot cone.</description></item>
/// </list>
/// </para>
/// </summary>
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.
/// </summary>
public static IReadOnlyList<LightSource> Load(
Setup setup,
uint ownerId,
Vector3 entityPosition,
Quaternion entityRotation)
{
var results = new List<LightSource>();
if (setup?.Lights is null || setup.Lights.Count == 0) return results;
foreach (var kvp in setup.Lights)
{
var info = kvp.Value;
if (info is null) continue;
// Local Frame offset into world space.
Vector3 localOffset = Vector3.Zero;
Quaternion localRot = Quaternion.Identity;
if (info.ViewSpaceLocation is not null)
{
localOffset = new Vector3(
info.ViewSpaceLocation.Origin.X,
info.ViewSpaceLocation.Origin.Y,
info.ViewSpaceLocation.Origin.Z);
localRot = new Quaternion(
info.ViewSpaceLocation.Orientation.X,
info.ViewSpaceLocation.Orientation.Y,
info.ViewSpaceLocation.Orientation.Z,
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);
var light = new LightSource
{
Kind = info.ConeAngle > 0f ? LightKind.Spot : LightKind.Point,
WorldPosition = worldPos,
WorldForward = forward,
ColorLinear = new Vector3(
(info.Color?.Red ?? 255) / 255f,
(info.Color?.Green ?? 255) / 255f,
(info.Color?.Blue ?? 255) / 255f),
Intensity = info.Intensity,
Range = info.Falloff,
ConeAngle = info.ConeAngle,
OwnerId = ownerId,
IsLit = true,
};
results.Add(light);
}
return results;
}
}

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using System.Collections.Generic;
using System.Numerics;
using AcDream.Core.Physics;
using DatReaderWriter.Types;
namespace AcDream.Core.Lighting;
/// <summary>
/// Routes <see cref="SetLightHook"/> animation hooks to the
/// <see cref="LightManager"/> — when a torch lights / extinguishes via
/// an animation frame, flip the corresponding
/// <see cref="LightSource.IsLit"/> latch. Per r13 §2 the hook is AC's
/// way of saying "this Setup's baked-in LightInfo is now active".
///
/// <para>
/// Registration: at entity spawn time the caller walks the Setup's
/// <c>Lights</c> dictionary and registers a <see cref="LightSource"/>
/// per <c>LightInfo</c>, tagging it with the owning entity id. When a
/// hook fires later, we look up every light tagged to that owner and
/// flip them all together (retail's SetLightHook is a per-setup
/// boolean, not per-light).
/// </para>
/// </summary>
public sealed class LightingHookSink : IAnimationHookSink
{
private readonly LightManager _lights;
// 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();
public LightingHookSink(LightManager lights)
{
_lights = lights ?? throw new System.ArgumentNullException(nameof(lights));
}
/// <summary>
/// Register a light with the manager + track it by owner so later
/// SetLightHook / Unregister calls can reach it.
/// </summary>
public void RegisterOwnedLight(LightSource light)
{
System.ArgumentNullException.ThrowIfNull(light);
_lights.Register(light);
if (!_byOwner.TryGetValue(light.OwnerId, out var list))
{
list = new List<LightSource>();
_byOwner[light.OwnerId] = list;
}
list.Add(light);
}
/// <summary>Drop every light tagged to this owner (despawn / unload).</summary>
public void UnregisterOwner(uint ownerId)
{
if (!_byOwner.TryGetValue(ownerId, out var list)) return;
foreach (var l in list) _lights.Unregister(l);
_byOwner.Remove(ownerId);
}
/// <summary>
/// Get the set of registered lights for an owner — exposed so
/// callers can reposition them (torch on hand follows hand part).
/// </summary>
public IReadOnlyList<LightSource>? GetOwnedLights(uint ownerId)
{
return _byOwner.TryGetValue(ownerId, out var list) ? list : null;
}
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;
}
}