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;
}
}