phase(N.4) Tasks 16+18+19: AnimatedEntityState + AnimPartChange + HiddenParts

Per-entity render state for the per-instance rendering tier
(server-spawned characters / creatures / equipped items). Holds:
- partGfxObjOverrides: Dictionary<int, ulong> — AnimPartChange swaps
  (e.g. wielding a weapon replaces a hand-part's GfxObj).
- hiddenMask: ulong — HiddenParts bitmask. Bit i set hides part i.
- AnimationSequencer reference — N.4 doesn't touch the sequencer;
  this just exposes it for the draw dispatcher.

Public API: HideParts / IsPartHidden / SetPartOverride /
TryGetPartOverride / ResolvePartGfxObj. Bounds-checked
(partIdx < 0 or >= 64 → IsPartHidden returns false).

Twelve tests covering the type, the AnimPartChange resolution helper,
and the HiddenParts bitmask edge cases (theories for 0b0/0b1/MSB/all-ones,
plus negative-index + out-of-range guards).

Consumed by Task 17's EntitySpawnAdapter (creates one per CreateObject)
and Task 22's WbDrawDispatcher (reads via per-part draw loop).

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
This commit is contained in:
Erik 2026-05-08 14:37:09 +02:00
parent 36f7a601c4
commit ce72c574e9
4 changed files with 230 additions and 0 deletions

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using System.Collections.Generic;
using AcDream.Core.Physics;
namespace AcDream.App.Rendering.Wb;
/// <summary>
/// Per-entity render state for animated entities (characters, creatures,
/// equipped items). Holds AC-specific per-instance customizations the WB
/// atlas cache doesn't carry: <c>AnimPartChange</c> override map +
/// <c>HiddenParts</c> bitmask. Also holds a reference to acdream's existing
/// <see cref="AnimationSequencer"/> — Phase N.4 explicitly does not touch
/// the sequencer; we just route through it at draw time.
///
/// <para>
/// Lifecycle: created by <c>EntitySpawnAdapter.OnCreate</c> (Task 17) when
/// a server <c>CreateObject</c> is processed; destroyed by
/// <c>EntitySpawnAdapter.OnRemove</c> on <c>RemoveObject</c>. The mesh
/// data backing each part is cached in WB's <c>ObjectMeshManager</c>;
/// per-instance customizations don't go through the atlas — they overlay
/// at draw time.
/// </para>
/// </summary>
public sealed class AnimatedEntityState
{
private readonly Dictionary<int, ulong> _partGfxObjOverrides = new();
private ulong _hiddenMask = 0;
/// <summary>Reference to acdream's existing animation sequencer.
/// Phase N.4 doesn't touch the sequencer; the draw dispatcher consumes
/// per-part transforms it produces per frame.</summary>
public AnimationSequencer Sequencer { get; }
public AnimatedEntityState(AnimationSequencer sequencer)
{
System.ArgumentNullException.ThrowIfNull(sequencer);
Sequencer = sequencer;
}
/// <summary>Set the <c>HiddenParts</c> bitmask for this entity. Bit
/// <c>i</c> set hides part <c>i</c> at draw time.</summary>
public void HideParts(ulong hiddenMask) => _hiddenMask = hiddenMask;
/// <summary>True if part <c>partIdx</c> should be skipped at draw
/// time. Returns false for part indices outside [0, 63].</summary>
public bool IsPartHidden(int partIdx)
{
if (partIdx < 0 || partIdx >= 64) return false;
return (_hiddenMask & (1ul << partIdx)) != 0;
}
/// <summary>Override the GfxObj id for a Setup part. Used for
/// AnimPartChange — e.g. wielding a weapon swaps the hand-part's
/// GfxObj.</summary>
public void SetPartOverride(int partIdx, ulong gfxObjId)
=> _partGfxObjOverrides[partIdx] = gfxObjId;
/// <summary>Look up the GfxObj override for a part. Returns false if
/// no override is set (caller should fall back to Setup default).</summary>
public bool TryGetPartOverride(int partIdx, out ulong gfxObjId)
=> _partGfxObjOverrides.TryGetValue(partIdx, out gfxObjId);
/// <summary>Resolve the GfxObj id for <paramref name="partIdx"/>:
/// override if set, else <paramref name="setupDefault"/>. Used by the
/// draw dispatcher to pick the right cached mesh data per part.</summary>
public ulong ResolvePartGfxObj(int partIdx, ulong setupDefault)
=> TryGetPartOverride(partIdx, out var ov) ? ov : setupDefault;
}

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using AcDream.App.Rendering.Wb;
using AcDream.Core.Physics;
using DatReaderWriter.DBObjs;
using Xunit;
namespace AcDream.Core.Tests.Rendering.Wb;
public sealed class AnimPartChangeTests
{
[Fact]
public void SetPartOverride_ResolvedAtLookup()
{
var state = MakeState();
state.SetPartOverride(partIdx: 5, gfxObjId: 0x01001234ul);
Assert.True(state.TryGetPartOverride(5, out var got));
Assert.Equal(0x01001234ul, got);
Assert.False(state.TryGetPartOverride(6, out _));
}
[Fact]
public void SetPartOverride_TwiceForSamePart_TakesLatest()
{
var state = MakeState();
state.SetPartOverride(0, 0x01000001ul);
state.SetPartOverride(0, 0x01999999ul);
Assert.True(state.TryGetPartOverride(0, out var got));
Assert.Equal(0x01999999ul, got);
}
[Fact]
public void ResolvePartGfxObj_WithoutOverride_ReturnsSetupDefault()
{
var state = MakeState();
Assert.Equal(0x01000001ul,
state.ResolvePartGfxObj(partIdx: 0, setupDefault: 0x01000001ul));
}
[Fact]
public void ResolvePartGfxObj_WithOverride_ReturnsOverride()
{
var state = MakeState();
state.SetPartOverride(partIdx: 0, gfxObjId: 0x01999999ul);
Assert.Equal(0x01999999ul,
state.ResolvePartGfxObj(partIdx: 0, setupDefault: 0x01000001ul));
}
private static AnimatedEntityState MakeState() => new(MakeSequencer());
private static AnimationSequencer MakeSequencer()
=> new AnimationSequencer(new Setup(), new MotionTable(), new NullAnimationLoader());
private sealed class NullAnimationLoader : IAnimationLoader
{
public Animation? LoadAnimation(uint id) => null;
}
}

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using AcDream.App.Rendering.Wb;
using AcDream.Core.Physics;
using DatReaderWriter.DBObjs;
using Xunit;
namespace AcDream.Core.Tests.Rendering.Wb;
public sealed class AnimatedEntityStateTests
{
[Fact]
public void DefaultState_HasNoOverridesAndNoHiddenParts()
{
var state = MakeState();
Assert.False(state.IsPartHidden(0));
Assert.False(state.IsPartHidden(63));
Assert.False(state.TryGetPartOverride(0, out _));
}
[Fact]
public void Sequencer_AccessibleAsProperty()
{
var sequencer = MakeSequencer();
var state = new AnimatedEntityState(sequencer);
Assert.Same(sequencer, state.Sequencer);
}
[Fact]
public void Construct_WithNullSequencer_ThrowsArgumentNull()
{
Assert.Throws<System.ArgumentNullException>(
() => new AnimatedEntityState(null!));
}
private static AnimatedEntityState MakeState() => new(MakeSequencer());
private static AnimationSequencer MakeSequencer()
=> new AnimationSequencer(new Setup(), new MotionTable(), new NullAnimationLoader());
private sealed class NullAnimationLoader : IAnimationLoader
{
public Animation? LoadAnimation(uint id) => null;
}
}

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using AcDream.App.Rendering.Wb;
using AcDream.Core.Physics;
using DatReaderWriter.DBObjs;
using Xunit;
namespace AcDream.Core.Tests.Rendering.Wb;
public sealed class HiddenPartsTests
{
[Theory]
[InlineData(0b0000_0000ul, 0, false)]
[InlineData(0b0000_0001ul, 0, true)]
[InlineData(0b1000_0000ul, 7, true)]
[InlineData(0b1000_0000ul, 6, false)]
[InlineData(0xFFFF_FFFF_FFFF_FFFFul, 63, true)]
public void IsPartHidden_RespectsBitmaskBit(ulong mask, int partIdx, bool expected)
{
var state = MakeState();
state.HideParts(mask);
Assert.Equal(expected, state.IsPartHidden(partIdx));
}
[Fact]
public void IsPartHidden_NegativeIdx_ReturnsFalse()
{
var state = MakeState();
state.HideParts(0xFFFF_FFFF_FFFF_FFFFul);
Assert.False(state.IsPartHidden(-1));
}
[Fact]
public void IsPartHidden_PartIdxOver64_ReturnsFalse()
{
var state = MakeState();
state.HideParts(0xFFFF_FFFF_FFFF_FFFFul);
Assert.False(state.IsPartHidden(64));
}
[Fact]
public void HideParts_DefaultsToNoneHidden()
{
var state = MakeState();
for (int i = 0; i < 64; i++)
Assert.False(state.IsPartHidden(i));
}
private static AnimatedEntityState MakeState() => new(MakeSequencer());
private static AnimationSequencer MakeSequencer()
=> new AnimationSequencer(new Setup(), new MotionTable(), new NullAnimationLoader());
private sealed class NullAnimationLoader : IAnimationLoader
{
public Animation? LoadAnimation(uint id) => null;
}
}