diff --git a/src/AcDream.App/Rendering/GameWindow.cs b/src/AcDream.App/Rendering/GameWindow.cs index 283497f..cf89590 100644 --- a/src/AcDream.App/Rendering/GameWindow.cs +++ b/src/AcDream.App/Rendering/GameWindow.cs @@ -91,8 +91,11 @@ public sealed class GameWindow : IDisposable /// public required IReadOnlyList<(uint GfxObjId, IReadOnlyDictionary? SurfaceOverrides)> PartTemplate; public float CurrFrame; // monotonically increasing within [LowFrame, HighFrame] + public AcDream.Core.Physics.AnimationSequencer? Sequencer; } + private AcDream.Core.Physics.DatCollectionLoader? _animLoader; + // Phase B.2: player movement mode. private AcDream.App.Input.PlayerMovementController? _playerController; private AcDream.App.Rendering.ChaseCamera? _chaseCamera; @@ -323,6 +326,7 @@ public sealed class GameWindow : IDisposable _cameraController.ModeChanged += OnCameraModeChanged; _dats = new DatCollection(_datDir, DatAccessType.Read); + _animLoader = new AcDream.Core.Physics.DatCollectionLoader(_dats); uint centerLandblockId = 0xA9B4FFFFu; Console.WriteLine($"loading world view centered on 0x{centerLandblockId:X8}"); @@ -822,6 +826,24 @@ public sealed class GameWindow : IDisposable for (int i = 0; i < meshRefs.Count; i++) template[i] = (meshRefs[i].GfxObjId, meshRefs[i].SurfaceOverrides); + // Create an AnimationSequencer if we can load the MotionTable. + AcDream.Core.Physics.AnimationSequencer? sequencer = null; + if (_animLoader is not null) + { + uint mtableId = spawn.MotionTableId ?? (uint)setup.DefaultMotionTable; + if (mtableId != 0) + { + var mtable = _dats.Get(mtableId); + if (mtable is not null) + { + sequencer = new AcDream.Core.Physics.AnimationSequencer(setup, mtable, _animLoader); + uint seqStyle = stanceOverride is > 0 ? (uint)stanceOverride.Value : (uint)mtable.DefaultStyle; + uint seqMotion = commandOverride is > 0 ? (uint)commandOverride.Value : 0x41000003u; + sequencer.SetCycle(seqStyle, seqMotion); + } + } + } + _animatedEntities[entity.Id] = new AnimatedEntity { Entity = entity, @@ -833,6 +855,7 @@ public sealed class GameWindow : IDisposable Scale = scale, PartTemplate = template, CurrFrame = idleCycle.LowFrame, + Sequencer = sequencer, }; } @@ -920,6 +943,15 @@ public sealed class GameWindow : IDisposable if (!newCycleIsGood) return; + // Sequencer path + if (ae.Sequencer is not null) + { + uint fullStyle = stance != 0 ? (0x80000000u | (uint)stance) : ae.Sequencer.CurrentStyle; + uint fullMotion = command is > 0 ? (uint)command.Value : 0x41000003u; + ae.Sequencer.SetCycle(fullStyle, fullMotion); + } + + // Legacy path ae.Animation = newCycle!.Animation; ae.LowFrame = Math.Max(0, newCycle.LowFrame); ae.HighFrame = Math.Min(newCycle.HighFrame, newCycle.Animation.PartFrames.Count - 1); @@ -1837,40 +1869,28 @@ public sealed class GameWindow : IDisposable foreach (var kv in _animatedEntities) { var ae = kv.Value; - int span = ae.HighFrame - ae.LowFrame; - if (span <= 0) continue; - ae.CurrFrame += dt * ae.Framerate; - // Wrap into [LowFrame, HighFrame]. Use a guarded modulo so - // big dts (first frame after a stall) don't blow the loop. - if (ae.CurrFrame > ae.HighFrame) + // ── Get per-part (origin, orientation) from either sequencer or legacy ── + IReadOnlyList? seqFrames = null; + if (ae.Sequencer is not null) { - float over = ae.CurrFrame - ae.LowFrame; - ae.CurrFrame = ae.LowFrame + (over % (span + 1)); + seqFrames = ae.Sequencer.Advance(dt); } - else if (ae.CurrFrame < ae.LowFrame) + else { - ae.CurrFrame = ae.LowFrame; + // Legacy path (entities without a MotionTable / sequencer). + int span = ae.HighFrame - ae.LowFrame; + if (span <= 0) continue; + ae.CurrFrame += dt * ae.Framerate; + if (ae.CurrFrame > ae.HighFrame) + { + float over = ae.CurrFrame - ae.LowFrame; + ae.CurrFrame = ae.LowFrame + (over % (span + 1)); + } + else if (ae.CurrFrame < ae.LowFrame) + ae.CurrFrame = ae.LowFrame; } - // Phase 6.5: blend between adjacent keyframes using the fractional - // part of CurrFrame so the animation is smooth at any framerate - // instead of snapping to integer frame indices. - int frameIdx = (int)Math.Floor(ae.CurrFrame); - if (frameIdx < ae.LowFrame || frameIdx > ae.HighFrame - || frameIdx >= ae.Animation.PartFrames.Count) - frameIdx = ae.LowFrame; - - int nextIdx = frameIdx + 1; - if (nextIdx > ae.HighFrame || nextIdx >= ae.Animation.PartFrames.Count) - nextIdx = ae.LowFrame; // cycle wraps within [LowFrame, HighFrame] - - float t = ae.CurrFrame - frameIdx; - if (t < 0f) t = 0f; else if (t > 1f) t = 1f; - - var partFrames = ae.Animation.PartFrames[frameIdx].Frames; - var partFramesNext = ae.Animation.PartFrames[nextIdx].Frames; - int partCount = ae.PartTemplate.Count; var newMeshRefs = new List(partCount); var scaleMat = ae.Scale == 1.0f @@ -1879,25 +1899,50 @@ public sealed class GameWindow : IDisposable for (int i = 0; i < partCount; i++) { - // Slerp between the current and next keyframe per part. - // Out-of-range parts get an identity transform — defensive - // for setups whose part count exceeds the animation's bone - // count. System.Numerics.Vector3 origin; System.Numerics.Quaternion orientation; - if (i < partFrames.Count) + + if (seqFrames is not null) { - var f0 = partFrames[i]; - var f1 = i < partFramesNext.Count ? partFramesNext[i] : f0; - origin = System.Numerics.Vector3.Lerp(f0.Origin, f1.Origin, t); - orientation = System.Numerics.Quaternion.Slerp(f0.Orientation, f1.Orientation, t); + // Sequencer path. + if (i < seqFrames.Count) + { + origin = seqFrames[i].Origin; + orientation = seqFrames[i].Orientation; + } + else + { + origin = System.Numerics.Vector3.Zero; + orientation = System.Numerics.Quaternion.Identity; + } } else { - origin = System.Numerics.Vector3.Zero; - orientation = System.Numerics.Quaternion.Identity; + // Legacy slerp path. + int frameIdx = (int)Math.Floor(ae.CurrFrame); + if (frameIdx < ae.LowFrame || frameIdx > ae.HighFrame + || frameIdx >= ae.Animation.PartFrames.Count) + frameIdx = ae.LowFrame; + int nextIdx = frameIdx + 1; + if (nextIdx > ae.HighFrame || nextIdx >= ae.Animation.PartFrames.Count) + nextIdx = ae.LowFrame; + float t = ae.CurrFrame - frameIdx; + if (t < 0f) t = 0f; else if (t > 1f) t = 1f; + var partFrames = ae.Animation.PartFrames[frameIdx].Frames; + var partFramesNext = ae.Animation.PartFrames[nextIdx].Frames; + if (i < partFrames.Count) + { + var f0 = partFrames[i]; + var f1 = i < partFramesNext.Count ? partFramesNext[i] : f0; + origin = System.Numerics.Vector3.Lerp(f0.Origin, f1.Origin, t); + orientation = System.Numerics.Quaternion.Slerp(f0.Orientation, f1.Orientation, t); + } + else + { + origin = System.Numerics.Vector3.Zero; + orientation = System.Numerics.Quaternion.Identity; + } } - var frame = new DatReaderWriter.Types.Frame { Origin = origin, Orientation = orientation }; // Per-part default scale from the Setup, matching SetupMesh.Flatten's // composition order: scale → rotate → translate. @@ -1907,8 +1952,8 @@ public sealed class GameWindow : IDisposable var partTransform = System.Numerics.Matrix4x4.CreateScale(defaultScale) * - System.Numerics.Matrix4x4.CreateFromQuaternion(frame.Orientation) * - System.Numerics.Matrix4x4.CreateTranslation(frame.Origin); + System.Numerics.Matrix4x4.CreateFromQuaternion(orientation) * + System.Numerics.Matrix4x4.CreateTranslation(origin); // Bake the entity's ObjScale on top, matching the hydration // order (PartTransform * scaleMat) — see comment in OnLiveEntitySpawned. @@ -1996,8 +2041,16 @@ public sealed class GameWindow : IDisposable stanceOverride: NonCombatStance, commandOverride: cmdOverride); - if (cycle is null || cycle.Framerate == 0f || cycle.HighFrame <= cycle.LowFrame) return; + // Sequencer path: SetCycle handles adjust_motion internally + // (TurnLeft→TurnRight with negative speed, etc.) + if (ae.Sequencer is not null) + { + uint fullStyle = 0x80000000u | (uint)NonCombatStance; + ae.Sequencer.SetCycle(fullStyle, animCommand); + } + // Legacy path: update the manual slerp fields (for entities without sequencer) + if (cycle is null || cycle.Framerate == 0f || cycle.HighFrame <= cycle.LowFrame) return; ae.Animation = cycle.Animation; ae.LowFrame = Math.Max(0, cycle.LowFrame); ae.HighFrame = Math.Min(cycle.HighFrame, cycle.Animation.PartFrames.Count - 1);