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

View file

@ -0,0 +1,45 @@
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;
}
}

View file

@ -0,0 +1,110 @@
using System.Numerics;
using AcDream.Core.Meshing;
using DatReaderWriter.DBObjs;
using DatReaderWriter.Enums;
using DatReaderWriter.Types;
namespace AcDream.Core.Tests.Meshing;
public class SetupMeshTests
{
[Fact]
public void Flatten_SinglePartSetup_YieldsOneMeshRef()
{
var setup = new Setup
{
Parts = { 0x01000100u },
DefaultScale = { Vector3.One },
PlacementFrames =
{
[Placement.Default] = new AnimationFrame(1)
{
Frames =
{
new Frame
{
Origin = new Vector3(0, 0, 0),
Orientation = Quaternion.Identity,
},
},
},
},
};
var refs = SetupMesh.Flatten(setup);
var single = Assert.Single(refs);
Assert.Equal(0x01000100u, single.GfxObjId);
// Identity-ish transform
Assert.Equal(Matrix4x4.Identity, single.PartTransform);
}
[Fact]
public void Flatten_TwoPartSetup_YieldsTwoMeshRefs()
{
var setup = new Setup
{
Parts = { 0x01000100u, 0x01000200u },
DefaultScale = { Vector3.One, Vector3.One },
PlacementFrames =
{
[Placement.Default] = new AnimationFrame(2)
{
Frames =
{
new Frame { Origin = new(0, 0, 0), Orientation = Quaternion.Identity },
new Frame { Origin = new(10, 0, 0), Orientation = Quaternion.Identity },
},
},
},
};
var refs = SetupMesh.Flatten(setup);
Assert.Equal(2, refs.Count);
Assert.Equal(0x01000100u, refs[0].GfxObjId);
Assert.Equal(0x01000200u, refs[1].GfxObjId);
// Second part is translated by 10 on X.
Assert.Equal(10f, refs[1].PartTransform.Translation.X);
}
[Fact]
public void Flatten_PartScale_IsAppliedToTransform()
{
var setup = new Setup
{
Parts = { 0x01000100u },
DefaultScale = { new Vector3(2, 3, 4) },
PlacementFrames =
{
[Placement.Default] = new AnimationFrame(1)
{
Frames = { new Frame { Orientation = Quaternion.Identity } },
},
},
};
var refs = SetupMesh.Flatten(setup);
// The transform's M11 = 2 (scale X), M22 = 3, M33 = 4
Assert.Equal(2f, refs[0].PartTransform.M11);
Assert.Equal(3f, refs[0].PartTransform.M22);
Assert.Equal(4f, refs[0].PartTransform.M33);
}
[Fact]
public void Flatten_MissingPlacementFrame_UsesIdentity()
{
var setup = new Setup
{
Parts = { 0x01000100u },
DefaultScale = { Vector3.One },
// PlacementFrames deliberately empty
};
var refs = SetupMesh.Flatten(setup);
Assert.Single(refs);
Assert.Equal(Matrix4x4.Identity, refs[0].PartTransform);
}
}