feat(core+app): Phase 6.4 — per-frame animation playback (breathing/idle cycles)

Phase 6.1-6.3 resolved the right cycle and rendered its first frame
as a static pose. Phase 6.4 actually walks the cycle over time so
creatures, characters, and props animate their idle motion — the
breathing the user noticed was missing after Phase 6.1.

MotionResolver gains GetIdleCycle() returning IdleCycle(Animation,
LowFrame, HighFrame, Framerate). The existing GetIdleFrame() now
shares a private ResolveIdleCycleInternal helper, so the resolution
algorithm (motion-table override, stance/command priority, fallback)
is identical for both entry points and stays in one place.

WorldEntity.MeshRefs becomes a get/set so the per-frame tick can
swap in fresh per-part transforms without rebuilding the entity.
Static decorations never get touched.

GameWindow keeps a Dictionary<entityId, AnimatedEntity> for entities
whose motion table resolved to a multi-frame, non-zero-framerate
cycle. AnimatedEntity caches a per-part template (gfxObjId +
surfaceOverrides + scale) snapshot taken from the hydration pass so
the tick doesn't redo AnimPartChange/TextureChange resolution every
frame — only the per-part transform matrices are recomputed.

OnRender calls TickAnimations(dt) before Draw. The tick advances each
entity's CurrFrame by dt*Framerate, wraps it inside [LowFrame, HighFrame],
samples the corresponding AnimationFrame, and rebuilds the entity's
MeshRefs by composing scale → quaternion rotate → translate per part
in the same order SetupMesh.Flatten uses, then baking the entity's
ObjScale on top in the same PartTransform * scaleMat order as the
hydration path.

160 tests green.

Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
This commit is contained in:
Erik 2026-04-11 19:08:08 +02:00
parent b96167e066
commit f0fa067566
3 changed files with 222 additions and 10 deletions

View file

@ -28,6 +28,37 @@ public sealed class GameWindow : IDisposable
private TextureCache? _textureCache;
private IReadOnlyList<AcDream.Core.World.WorldEntity> _entities = Array.Empty<AcDream.Core.World.WorldEntity>();
/// <summary>
/// Phase 6.4: per-entity animation playback state for entities whose
/// MotionTable resolved to a real cycle. The render loop ticks each
/// of these every frame, advances the current frame number, then
/// rebuilds the entity's MeshRefs by re-flattening the Setup against
/// the new <see cref="DatReaderWriter.Types.AnimationFrame"/>.
/// Static decorations and entities with no motion table never
/// appear in this map.
/// </summary>
private readonly Dictionary<uint, AnimatedEntity> _animatedEntities = new();
private sealed class AnimatedEntity
{
public required AcDream.Core.World.WorldEntity Entity;
public required DatReaderWriter.DBObjs.Setup Setup;
public required DatReaderWriter.DBObjs.Animation Animation;
public required int LowFrame;
public required int HighFrame;
public required float Framerate; // frames per second
public required float Scale; // server ObjScale baked into part transforms each tick
/// <summary>
/// Per-part identity carried over from the hydration pass: the
/// (post-AnimPartChanges) GfxObjId and the (post-resolution)
/// surface override map. The transform is recomputed every tick
/// from the current animation frame; only these two fields are
/// reused unchanged.
/// </summary>
public required IReadOnlyList<(uint GfxObjId, IReadOnlyDictionary<uint, uint>? SurfaceOverrides)> PartTemplate;
public float CurrFrame; // monotonically increasing within [LowFrame, HighFrame]
}
// Phase 4.7: optional live connection to an ACE server. Enabled only when
// ACDREAM_LIVE=1 is in the environment — fully backward compatible with
// the offline rendering pipeline.
@ -638,11 +669,23 @@ public sealed class GameWindow : IDisposable
// which motion table to use via PhysicsDescriptionFlag.MTable.
// Without this override the resolver returns null and we fall
// back to PlacementFrames[Default] which renders the wrong pose.
var idleFrame = AcDream.Core.Meshing.MotionResolver.GetIdleFrame(
// Phase 6.4: prefer the full cycle so we can play it forward over
// time. Falls back to GetIdleFrame's static-frame behavior when
// the cycle resolves but only the first frame is rendered (no
// animated entry registered) — this happens for entities the
// resolver short-circuits on.
var idleCycle = AcDream.Core.Meshing.MotionResolver.GetIdleCycle(
setup, _dats,
motionTableIdOverride: spawn.MotionTableId,
stanceOverride: stanceOverride,
commandOverride: commandOverride);
DatReaderWriter.Types.AnimationFrame? idleFrame = null;
if (idleCycle is not null)
{
int startIdx = idleCycle.LowFrame;
if (startIdx < 0 || startIdx >= idleCycle.Animation.PartFrames.Count) startIdx = 0;
idleFrame = idleCycle.Animation.PartFrames[startIdx];
}
var flat = AcDream.Core.Meshing.SetupMesh.Flatten(setup, idleFrame);
// Apply the server's AnimPartChanges: "replace part at index N
@ -816,6 +859,34 @@ public sealed class GameWindow : IDisposable
_entities = extended;
_liveSpawnHydrated++;
// Phase 6.4: register for per-frame playback if we resolved a real
// cycle with a non-zero framerate and at least two frames in the
// cycle (single-frame poses are static and don't need ticking).
if (idleCycle is not null && idleCycle.Framerate != 0f
&& idleCycle.HighFrame > idleCycle.LowFrame
&& idleCycle.Animation.PartFrames.Count > 1)
{
// Snapshot per-part identity from the hydrated meshRefs so the
// tick can rebuild MeshRefs without redoing AnimPartChanges or
// texture-override resolution every frame.
var template = new (uint, IReadOnlyDictionary<uint, uint>?)[meshRefs.Count];
for (int i = 0; i < meshRefs.Count; i++)
template[i] = (meshRefs[i].GfxObjId, meshRefs[i].SurfaceOverrides);
_animatedEntities[entity.Id] = new AnimatedEntity
{
Entity = entity,
Setup = setup,
Animation = idleCycle.Animation,
LowFrame = Math.Max(0, idleCycle.LowFrame),
HighFrame = Math.Min(idleCycle.HighFrame, idleCycle.Animation.PartFrames.Count - 1),
Framerate = idleCycle.Framerate,
Scale = scale,
PartTemplate = template,
CurrFrame = idleCycle.LowFrame,
};
}
// Dump a summary periodically so we can see drop breakdowns without
// waiting for a graceful shutdown.
if (_liveSpawnReceived % 20 == 0)
@ -889,6 +960,12 @@ public sealed class GameWindow : IDisposable
private void OnRender(double deltaSeconds)
{
_gl!.Clear(ClearBufferMask.ColorBufferBit | ClearBufferMask.DepthBufferBit);
// Phase 6.4: advance per-entity animation playback before drawing
// so the renderer always sees the up-to-date per-part transforms.
if (_animatedEntities.Count > 0)
TickAnimations((float)deltaSeconds);
if (_cameraController is not null)
{
_terrain?.Draw(_cameraController.Active);
@ -896,6 +973,88 @@ public sealed class GameWindow : IDisposable
}
}
/// <summary>
/// Phase 6.4: advance every animated entity's frame counter by
/// <paramref name="dt"/> * Framerate, wrapping around the cycle's
/// [LowFrame..HighFrame] interval, then rebuild that entity's
/// MeshRefs from the new frame's per-part transforms. Static
/// entities (no AnimatedEntity record) are untouched. The static
/// renderer reads the new MeshRefs on the next Draw call.
/// </summary>
private void TickAnimations(float dt)
{
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)
{
float over = ae.CurrFrame - ae.LowFrame;
ae.CurrFrame = ae.LowFrame + (over % (span + 1));
}
else if (ae.CurrFrame < ae.LowFrame)
{
ae.CurrFrame = ae.LowFrame;
}
int frameIdx = (int)ae.CurrFrame;
if (frameIdx < 0 || frameIdx >= ae.Animation.PartFrames.Count)
frameIdx = ae.LowFrame;
var partFrames = ae.Animation.PartFrames[frameIdx].Frames;
int partCount = ae.PartTemplate.Count;
var newMeshRefs = new List<AcDream.Core.World.MeshRef>(partCount);
var scaleMat = ae.Scale == 1.0f
? System.Numerics.Matrix4x4.Identity
: System.Numerics.Matrix4x4.CreateScale(ae.Scale);
for (int i = 0; i < partCount; i++)
{
// Frame source: the animation's per-part transform when
// the index is in range, otherwise identity (parts that
// outnumber the animation's bone list — rare but defensive).
DatReaderWriter.Types.Frame frame;
if (i < partFrames.Count)
frame = partFrames[i];
else
frame = new DatReaderWriter.Types.Frame
{
Origin = System.Numerics.Vector3.Zero,
Orientation = System.Numerics.Quaternion.Identity,
};
// Per-part default scale from the Setup, matching SetupMesh.Flatten's
// composition order: scale → rotate → translate.
var defaultScale = i < ae.Setup.DefaultScale.Count
? ae.Setup.DefaultScale[i]
: System.Numerics.Vector3.One;
var partTransform =
System.Numerics.Matrix4x4.CreateScale(defaultScale) *
System.Numerics.Matrix4x4.CreateFromQuaternion(frame.Orientation) *
System.Numerics.Matrix4x4.CreateTranslation(frame.Origin);
// Bake the entity's ObjScale on top, matching the hydration
// order (PartTransform * scaleMat) — see comment in OnLiveEntitySpawned.
if (ae.Scale != 1.0f)
partTransform = partTransform * scaleMat;
var template = ae.PartTemplate[i];
newMeshRefs.Add(new AcDream.Core.World.MeshRef(template.GfxObjId, partTransform)
{
SurfaceOverrides = template.SurfaceOverrides,
});
}
ae.Entity.MeshRefs = newMeshRefs;
}
}
private void OnClosing()
{
_liveSession?.Dispose();

View file

@ -50,12 +50,65 @@ public static class MotionResolver
/// — pass that here when present so character outfits/states use the
/// correct table.
/// </param>
/// <summary>
/// Per-entity idle-cycle playback descriptor returned by
/// <see cref="GetIdleCycle"/>. Holds the resolved Animation plus the
/// frame range and framerate from the MotionTable's AnimData entry.
/// Phase 6.4 uses this to drive per-frame playback (so creatures
/// breathe instead of being frozen on a single frame).
/// </summary>
public sealed record IdleCycle(
Animation Animation,
int LowFrame,
int HighFrame,
float Framerate);
/// <summary>
/// Same resolution algorithm as <see cref="GetIdleFrame"/> but
/// returns the full cycle metadata so the caller can advance frames
/// over time. Returns null if any link in the chain is missing.
/// </summary>
public static IdleCycle? GetIdleCycle(
Setup setup,
DatCollection dats,
uint? motionTableIdOverride = null,
ushort? stanceOverride = null,
ushort? commandOverride = null)
{
var resolved = ResolveIdleCycleInternal(setup, dats, motionTableIdOverride, stanceOverride, commandOverride);
if (resolved is null) return null;
var (anim, ad) = resolved.Value;
return new IdleCycle(anim, ad.LowFrame, ad.HighFrame, ad.Framerate);
}
public static AnimationFrame? GetIdleFrame(
Setup setup,
DatCollection dats,
uint? motionTableIdOverride = null,
ushort? stanceOverride = null,
ushort? commandOverride = null)
{
var resolved = ResolveIdleCycleInternal(setup, dats, motionTableIdOverride, stanceOverride, commandOverride);
if (resolved is null) return null;
var (animation, animData) = resolved.Value;
int frameIdx = animData.LowFrame;
if (frameIdx < 0 || frameIdx >= animation.PartFrames.Count)
frameIdx = 0;
return animation.PartFrames[frameIdx];
}
/// <summary>
/// Shared cycle-resolution path for both <see cref="GetIdleFrame"/>
/// and <see cref="GetIdleCycle"/>. Returns the loaded Animation +
/// the AnimData that describes its frame range and framerate, or
/// null if any link in the chain is missing.
/// </summary>
private static (Animation, AnimData)? ResolveIdleCycleInternal(
Setup setup,
DatCollection dats,
uint? motionTableIdOverride,
ushort? stanceOverride,
ushort? commandOverride)
{
ArgumentNullException.ThrowIfNull(setup);
ArgumentNullException.ThrowIfNull(dats);
@ -127,7 +180,7 @@ public static class MotionResolver
var animData = motionData.Anims[0];
// Step 3: load the Animation and grab the first frame.
// Load the Animation referenced by the cycle.
uint animId = (uint)animData.AnimId;
if (animId == 0) return null;
@ -135,12 +188,6 @@ public static class MotionResolver
if (animation is null) return null;
if (animation.PartFrames.Count == 0) return null;
// animData.LowFrame is the start frame index of the cycle within the
// animation. Clamp defensively in case it's out of range.
int frameIdx = animData.LowFrame;
if (frameIdx < 0 || frameIdx >= animation.PartFrames.Count)
frameIdx = 0;
return animation.PartFrames[frameIdx];
return (animation, animData);
}
}

View file

@ -8,7 +8,13 @@ public sealed class WorldEntity
public required uint SourceGfxObjOrSetupId { get; init; }
public required Vector3 Position { get; init; }
public required Quaternion Rotation { get; init; }
public required IReadOnlyList<MeshRef> MeshRefs { get; init; }
/// <summary>
/// Per-part mesh references with their root-relative transforms.
/// Mutable so the animation tick can replace it each frame for
/// entities that play a cycle (Phase 6.4); static entities set it
/// once at hydration and never touch it again.
/// </summary>
public required IReadOnlyList<MeshRef> MeshRefs { get; set; }
/// <summary>
/// Optional per-entity palette override (server-specified base +