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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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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