feat(vfx #C.1.5b): SetupPartTransforms helper for per-part anchor transforms

Computes Matrix4x4 per Setup part by walking PlacementFrames[Resting] →
[Default] → first-available, matching SetupMesh.Flatten's priority.
Foundation for #56 fix: ParticleHookSink will use these to apply each
CreateParticleHook's PartIndex-relative offset to the right mesh part.

4 xUnit tests cover Resting-over-Default preference, Default fallback,
empty-PlacementFrames returns empty, DefaultScale application.

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
This commit is contained in:
Erik 2026-05-11 23:54:33 +02:00
parent 1e3c33b4db
commit f3bc15ed9d
2 changed files with 194 additions and 0 deletions

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using System.Collections.Generic;
using System.Numerics;
using DatReaderWriter.DBObjs;
using DatReaderWriter.Enums;
using DatReaderWriter.Types;
namespace AcDream.Core.Meshing;
/// <summary>
/// Compute the per-part static transforms for a Setup using its
/// PlacementFrames. For each part <c>i</c>, the returned matrix takes a
/// point in part-local space and yields a point in setup-local space at
/// the Setup's resting pose.
///
/// <para>
/// Mirrors <see cref="SetupMesh.Flatten"/>'s pose-source priority —
/// <c>PlacementFrames[Resting]</c> → <c>[Default]</c> → first available
/// — so that a particle anchor at part <c>i</c> matches the part's
/// visible rest position. If renderer and resolver ever drift on this
/// priority, particles will visibly drift relative to their parent
/// mesh; keep them in lockstep.
/// </para>
///
/// <para>
/// Returns an empty list when the Setup has no PlacementFrames. The
/// caller (e.g. <c>ParticleHookSink.SpawnFromHook</c>) should then fall
/// back to <see cref="Matrix4x4.Identity"/> per part, which is the
/// pre-C.1.5b behavior.
/// </para>
///
/// <para>
/// For animated entities, per-part transforms vary per animation frame
/// and live in <c>AnimatedEntityState</c>; a future "animated
/// DefaultScript" path would publish those each tick via the same
/// <c>SetEntityPartTransforms</c> seam. Out of scope here.
/// </para>
/// </summary>
public static class SetupPartTransforms
{
public static IReadOnlyList<Matrix4x4> Compute(Setup setup)
{
AnimationFrame? source = null;
if (setup.PlacementFrames.TryGetValue(Placement.Resting, out var resting))
{
source = resting;
}
else if (setup.PlacementFrames.TryGetValue(Placement.Default, out var def))
{
source = def;
}
else
{
foreach (var kvp in setup.PlacementFrames)
{
source = kvp.Value;
break;
}
}
if (source is null) return System.Array.Empty<Matrix4x4>();
int partCount = setup.Parts.Count;
var result = new Matrix4x4[partCount];
for (int i = 0; i < partCount; i++)
{
Frame frame = i < source.Frames.Count
? source.Frames[i]
: new Frame { Origin = Vector3.Zero, Orientation = Quaternion.Identity };
Vector3 scale = i < setup.DefaultScale.Count ? setup.DefaultScale[i] : Vector3.One;
result[i] = Matrix4x4.CreateScale(scale)
* Matrix4x4.CreateFromQuaternion(frame.Orientation)
* Matrix4x4.CreateTranslation(frame.Origin);
}
return result;
}
}

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using System.Numerics;
using AcDream.Core.Meshing;
using DatReaderWriter.DBObjs;
using DatReaderWriter.Enums;
using DatReaderWriter.Types;
namespace AcDream.Core.Tests.Meshing;
public class SetupPartTransformsTests
{
[Fact]
public void Compute_PrefersRestingPlacement_OverDefault()
{
// Resting lifts part 1 by +Z=1; Default has zero lift on every part.
// Compute must pick Resting (matches SetupMesh.Flatten priority).
var setup = new Setup
{
Parts = { 0x01000100u, 0x01000101u },
DefaultScale = { Vector3.One, Vector3.One },
PlacementFrames =
{
[Placement.Resting] = new AnimationFrame(2)
{
Frames =
{
new Frame { Origin = Vector3.Zero, Orientation = Quaternion.Identity },
new Frame { Origin = new Vector3(0, 0, 1f), Orientation = Quaternion.Identity },
},
},
[Placement.Default] = new AnimationFrame(2)
{
Frames =
{
new Frame { Origin = Vector3.Zero, Orientation = Quaternion.Identity },
new Frame { Origin = Vector3.Zero, Orientation = Quaternion.Identity },
},
},
},
};
var transforms = SetupPartTransforms.Compute(setup);
Assert.Equal(2, transforms.Count);
var probe = Vector3.Transform(Vector3.Zero, transforms[1]);
Assert.Equal(new Vector3(0, 0, 1f), probe);
}
[Fact]
public void Compute_FallsBackToDefault_WhenRestingMissing()
{
var setup = new Setup
{
Parts = { 0x01000100u },
DefaultScale = { Vector3.One },
PlacementFrames =
{
[Placement.Default] = new AnimationFrame(1)
{
Frames =
{
new Frame { Origin = new Vector3(2f, 0, 0), Orientation = Quaternion.Identity },
},
},
},
};
var transforms = SetupPartTransforms.Compute(setup);
Assert.Single(transforms);
var probe = Vector3.Transform(Vector3.Zero, transforms[0]);
Assert.Equal(new Vector3(2f, 0, 0), probe);
}
[Fact]
public void Compute_ReturnsEmpty_WhenNoPlacementFrames()
{
// Setup with parts but no PlacementFrames — caller's
// ParticleHookSink falls back to Identity per part (pre-C.1.5b
// behavior). Returning empty signals "no per-part data available".
var setup = new Setup
{
Parts = { 0x01000100u, 0x01000101u },
};
var transforms = SetupPartTransforms.Compute(setup);
Assert.Empty(transforms);
}
[Fact]
public void Compute_AppliesDefaultScale_WhenPresent()
{
// DefaultScale = (2,2,2) on part 0. An input (1,1,1) should
// come out (2,2,2) after the part transform — confirms the
// CreateScale factor is present in the matrix.
var setup = new Setup
{
Parts = { 0x01000100u },
DefaultScale = { new Vector3(2f, 2f, 2f) },
PlacementFrames =
{
[Placement.Resting] = new AnimationFrame(1)
{
Frames =
{
new Frame { Origin = Vector3.Zero, Orientation = Quaternion.Identity },
},
},
},
};
var transforms = SetupPartTransforms.Compute(setup);
Assert.Single(transforms);
var probe = Vector3.Transform(new Vector3(1f, 1f, 1f), transforms[0]);
Assert.Equal(new Vector3(2f, 2f, 2f), probe);
}
}