feat(core): add SetupMesh.Flatten for single-level part hierarchy

This commit is contained in:
Erik 2026-04-10 18:01:16 +02:00
parent 473a06c534
commit 8f5b498be6
2 changed files with 155 additions and 0 deletions

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using System.Numerics;
using AcDream.Core.World;
using DatReaderWriter.DBObjs;
using DatReaderWriter.Enums;
using DatReaderWriter.Types;
namespace AcDream.Core.Meshing;
public static class SetupMesh
{
/// <summary>
/// Flatten a Setup into a list of (GfxObjId, PartTransform) refs.
/// Uses the default placement frame and DefaultScale per part.
/// Does NOT walk ParentIndex — each part's transform is local to the setup root.
/// This is simplification for Phase 2; complex hierarchical rigs are Phase 3.
/// </summary>
public static IReadOnlyList<MeshRef> Flatten(Setup setup)
{
AnimationFrame? defaultAnim = null;
if (setup.PlacementFrames.TryGetValue(Placement.Default, out var af))
defaultAnim = af;
var result = new List<MeshRef>(setup.Parts.Count);
for (int i = 0; i < setup.Parts.Count; i++)
{
uint gfxObjId = (uint)setup.Parts[i];
Frame frame;
if (defaultAnim is not null && i < defaultAnim.Frames.Count)
frame = defaultAnim.Frames[i];
else
frame = new Frame { Origin = Vector3.Zero, Orientation = Quaternion.Identity };
Vector3 scale = i < setup.DefaultScale.Count ? setup.DefaultScale[i] : Vector3.One;
var transform =
Matrix4x4.CreateScale(scale) *
Matrix4x4.CreateFromQuaternion(frame.Orientation) *
Matrix4x4.CreateTranslation(frame.Origin);
result.Add(new MeshRef(gfxObjId, transform));
}
return result;
}
}