feat(net): Phase 6.6 — parse UpdateMotion (0xF74C) into MotionUpdated event
Server sends UpdateMotion whenever an entity's motion state changes: NPCs starting a walk cycle, creatures switching to a combat stance, doors opening, a player waving, etc. Phase 6.1-6.4 already handles rendering different (stance, forward-command) pairs for the INITIAL CreateObject, but without this message NPCs freeze in whatever pose they spawned with and never transition to walking/fighting. Added UpdateMotion.TryParse with the same ServerMotionState the CreateObject path uses, reached via a slightly different outer layout (guid + instance seq + header'd MovementData; the MovementData starts with the 8-byte sequence/autonomous header this time rather than being preceded by a length field). Only the (stance, forward- command) pair is extracted — same subset CreateObject grabs. WorldSession dispatches MotionUpdated(guid, state) when a 0xF74C body parses successfully. The App-side wiring (guid→entity lookup and AnimatedEntity cycle swap) is intentionally deferred to a separate commit because it touches GameWindow which is currently being edited by the Phase 9.1 translucent-pass work. 89 Core.Net tests (was 83, +6 for UpdateMotion coverage). Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
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12 changed files with 675 additions and 45 deletions
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@ -1,5 +1,6 @@
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using System.Numerics;
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using AcDream.Core.Terrain;
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using DatReaderWriter;
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using DatReaderWriter.DBObjs;
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using DatReaderWriter.Types;
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@ -20,7 +21,14 @@ public static class CellMesh
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/// per referenced Surface. Surfaces are resolved from <paramref name="envCell"/>.Surfaces
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/// (OR'd with 0x08000000 to form the full dat id). Polygons are triangulated as fans.
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/// </summary>
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public static IReadOnlyList<GfxObjSubMesh> Build(EnvCell envCell, CellStruct cellStruct)
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/// <param name="envCell">The EnvCell that owns the surface list.</param>
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/// <param name="cellStruct">The CellStruct containing the polygon + vertex geometry.</param>
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/// <param name="dats">
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/// Optional dat collection used to read Surface.Type flags and set
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/// <see cref="GfxObjSubMesh.Translucency"/>. When null (e.g. offline tests)
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/// all sub-meshes default to <see cref="TranslucencyKind.Opaque"/>.
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/// </param>
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public static IReadOnlyList<GfxObjSubMesh> Build(EnvCell envCell, CellStruct cellStruct, DatCollection? dats = null)
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{
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// Group output vertices and indices per surface dat id.
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var perSurface = new Dictionary<uint, (List<Vertex> Vertices, List<uint> Indices, Dictionary<(int pos, int uv), uint> Dedupe)>();
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@ -97,10 +105,23 @@ public static class CellMesh
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var result = new List<GfxObjSubMesh>(perSurface.Count);
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foreach (var kvp in perSurface)
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{
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// Resolve Surface.Type flags when a DatCollection is available so the
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// renderer can split the draw into opaque and translucent passes.
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var translucency = TranslucencyKind.Opaque;
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if (dats is not null)
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{
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var surface = dats.Get<Surface>(kvp.Key);
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if (surface is not null)
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translucency = TranslucencyKindExtensions.FromSurfaceType(surface.Type);
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}
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result.Add(new GfxObjSubMesh(
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SurfaceId: kvp.Key,
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Vertices: kvp.Value.Vertices.ToArray(),
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Indices: kvp.Value.Indices.ToArray()));
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Indices: kvp.Value.Indices.ToArray())
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{
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Translucency = translucency,
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});
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}
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return result;
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}
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@ -1,5 +1,6 @@
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using System.Numerics;
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using AcDream.Core.Terrain;
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using DatReaderWriter;
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using DatReaderWriter.DBObjs;
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namespace AcDream.Core.Meshing;
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@ -10,7 +11,13 @@ public static class GfxObjMesh
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/// Walk a GfxObj's polygons and produce one <see cref="GfxObjSubMesh"/>
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/// per referenced Surface. Polygons are triangulated as fans.
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/// </summary>
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public static IReadOnlyList<GfxObjSubMesh> Build(GfxObj gfxObj)
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/// <param name="gfxObj">The GfxObj to build sub-meshes from.</param>
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/// <param name="dats">
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/// Optional dat collection used to read Surface.Type flags and set
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/// <see cref="GfxObjSubMesh.Translucency"/>. When null (e.g. offline tests)
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/// all sub-meshes default to <see cref="TranslucencyKind.Opaque"/>.
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/// </param>
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public static IReadOnlyList<GfxObjSubMesh> Build(GfxObj gfxObj, DatCollection? dats = null)
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{
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// Group output vertices and indices per surface index.
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var perSurface = new Dictionary<int, (List<Vertex> Vertices, List<uint> Indices, Dictionary<(int pos, int uv), uint> Dedupe)>();
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@ -78,10 +85,24 @@ public static class GfxObjMesh
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foreach (var kvp in perSurface)
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{
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var surfaceId = (uint)gfxObj.Surfaces[kvp.Key];
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// Resolve Surface.Type flags when a DatCollection is available so the
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// renderer can split the draw into opaque and translucent passes.
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var translucency = TranslucencyKind.Opaque;
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if (dats is not null)
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{
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var surface = dats.Get<Surface>(surfaceId);
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if (surface is not null)
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translucency = TranslucencyKindExtensions.FromSurfaceType(surface.Type);
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}
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result.Add(new GfxObjSubMesh(
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SurfaceId: surfaceId,
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Vertices: kvp.Value.Vertices.ToArray(),
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Indices: kvp.Value.Indices.ToArray()));
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Indices: kvp.Value.Indices.ToArray())
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{
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Translucency = translucency,
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});
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}
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return result;
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}
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@ -9,4 +9,13 @@ namespace AcDream.Core.Meshing;
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public sealed record GfxObjSubMesh(
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uint SurfaceId,
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Vertex[] Vertices,
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uint[] Indices);
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uint[] Indices)
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{
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/// <summary>
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/// How this sub-mesh should be composited into the frame.
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/// Populated from Surface.Type flags at upload time (requires a DatCollection).
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/// Defaults to <see cref="TranslucencyKind.Opaque"/> so offline fixtures
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/// that don't supply dat access compile and pass unchanged.
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/// </summary>
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public TranslucencyKind Translucency { get; init; } = TranslucencyKind.Opaque;
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}
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75
src/AcDream.Core/Meshing/TranslucencyKind.cs
Normal file
75
src/AcDream.Core/Meshing/TranslucencyKind.cs
Normal file
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@ -0,0 +1,75 @@
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using DatReaderWriter.Enums;
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namespace AcDream.Core.Meshing;
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/// <summary>
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/// Categorizes how a sub-mesh should be composited into the frame. Determined
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/// from the Surface.Type flags on the AC dat surface that owns the sub-mesh.
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/// </summary>
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public enum TranslucencyKind
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{
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/// <summary>Standard opaque. Depth write + test, no blend.</summary>
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Opaque = 0,
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/// <summary>
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/// Alpha-keyed (clip-map). Treated as opaque for sorting; the fragment
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/// shader discards low-alpha fragments. Matches the current rendering of
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/// doors, windows, and vegetation.
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/// </summary>
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ClipMap = 1,
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/// <summary>
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/// Standard alpha blend: src*a + dst*(1-a).
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/// Depth-write off, depth-test on. Used for semi-transparent glass,
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/// water decals, and flame alpha surfaces.
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/// </summary>
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AlphaBlend = 2,
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/// <summary>
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/// Additive blend: src*a + dst. Depth-write off, depth-test on.
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/// Used for portal swirls, magical glows, and particle effects.
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/// </summary>
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Additive = 3,
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/// <summary>
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/// Inverted alpha blend: src*(1-a) + dst*a. Rare but present in
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/// the AC dat files.
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/// </summary>
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InvAlpha = 4,
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}
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public static class TranslucencyKindExtensions
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{
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// Priority order (highest wins):
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// 1. Additive — SurfaceType.Additive (0x10000)
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// 2. InvAlpha — SurfaceType.InvAlpha (0x200)
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// 3. AlphaBlend — SurfaceType.Alpha (0x100) OR SurfaceType.Translucent (0x10)
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// 4. ClipMap — SurfaceType.Base1ClipMap (0x04)
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// 5. Opaque — everything else
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//
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// Note: ACViewer groups Base1ClipMap with the alpha-draw bucket (AlphaSurfaceTypes),
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// but acdream keeps its existing alpha-discard approach for clip-map surfaces
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// (they render opaque with per-fragment discard) and introduces a separate
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// translucent pass only for the genuinely blended surface types.
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/// <summary>
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/// Maps a <see cref="SurfaceType"/> flags value to the correct
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/// <see cref="TranslucencyKind"/> for the two-pass render split.
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/// </summary>
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public static TranslucencyKind FromSurfaceType(SurfaceType type)
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{
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if ((type & SurfaceType.Additive) != 0)
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return TranslucencyKind.Additive;
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if ((type & SurfaceType.InvAlpha) != 0)
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return TranslucencyKind.InvAlpha;
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if ((type & (SurfaceType.Alpha | SurfaceType.Translucent)) != 0)
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return TranslucencyKind.AlphaBlend;
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if ((type & SurfaceType.Base1ClipMap) != 0)
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return TranslucencyKind.ClipMap;
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return TranslucencyKind.Opaque;
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}
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}
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