using System.Collections.Generic;
using System.Numerics;
using AcDream.Core.Physics;
using AcDream.Core.World;
namespace AcDream.App.Rendering;
///
/// Owns the chargen preview's per-frame idle-loop ↔ rest-pose playback,
/// mirroring gmCG3DView::StartAnimation/StopAnimation's swap
/// (0x004EE600/0x004EE640) and
/// gmCGAppearancePage::ZoomIn/ZoomOut's immediate call into it
/// (0x0047D024/0x0047D160 — the swap happens the instant the
/// button is pressed, NOT once the camera's own 0.6s tween finishes).
///
///
/// Retail default is idle-PLAYING, not frozen — see
/// 's class doc for the decomp
/// citations. This class's own default ( starts
/// false) reproduces that: its constructor immediately plays the
/// idle animation's frame 0 when one resolved, matching
/// gmCGAppearancePage::Update's own trailing
/// if (m_bZoomedIn == 0) StartAnimation() gate
/// (~0x0047EF01-0x0047EF12), which re-fires on every heritage/gender/
/// appearance change too — restarts the idle loop
/// at frame 0 on every transition INTO the playing state for the same
/// reason: set_sequence_animation's arg3=1 clears the sequence
/// before appending, so every StartAnimation call restarts the clip.
/// The DEFAULT-false claim itself rests on gmCGAppearancePage::InitializePage
/// @ 0x0047FDD0's explicit this->m_bZoomedIn = 0; at
/// 0x004802C3 — written immediately after that same function sets the
/// camera to the zoomed-IN per-heritage eye (0x00480286-0x0048029E),
/// not from the ctor simply never touching the field (heap operator new
/// memory is indeterminate, not zero — that argument doesn't hold on its
/// own). One retail quirk this implies: the character starts framed close-up
/// AND not-zoomed-in at the same time, so the FIRST Zoom In click (once
/// mounted) tweens close-eye→close-eye — visually null — while still
/// freezing the animation; the port reproduces this faithfully rather than
/// treating it as a bug.
///
///
///
/// The page-mount half (CC6b, after CC4 merges) wires the Zoom In/Out
/// buttons to and the render loop to
/// ; nothing in this repository calls either yet.
///
///
internal sealed class ChargenPreviewAnimator
{
///
/// gmCG3DView::StartAnimation's literal framerate argument
/// (set_sequence_animation(this->m_pPlayerObject,
/// this->m_didAnimation.id, 1, 0, 30f), pseudo-C ~0x004ee61b).
///
public const float IdleFramerate = 30f;
private readonly ChargenPreviewAnimatedBuild _build;
private float _currFrame;
private bool _zoomedIn;
// Double-buffered so a 30fps Tick doesn't allocate a fresh List
// every frame: one buffer is whatever Entity.MeshRefs currently points
// at (potentially still being read by the renderer's own Render() call
// for this frame), the other is safe to Clear()+refill for the NEXT
// tick and only gets published once fully populated.
private readonly List _meshRefsBufferA = [];
private readonly List _meshRefsBufferB = [];
private bool _nextBufferIsA = true;
public ChargenPreviewAnimator(ChargenPreviewAnimatedBuild build)
{
_build = build ?? throw new ArgumentNullException(nameof(build));
_currFrame = build.IdleLowFrame;
if (build.IdleAnimation is not null)
ApplyIdleFrame(); // retail's true default: idle playing, frame 0.
// Else: Entity.MeshRefs already holds RestMeshRefs (set by
// TryBuildAnimated) as the best available fallback.
}
/// The live preview entity — mutated in place by
/// and ; the renderer never needs to re-call
/// SetPreview after the first assignment (WorldEntity.MeshRefs
/// is read fresh every draw — see its own doc comment).
public WorldEntity Entity => _build.Entity;
public bool IsZoomedIn => _zoomedIn;
///
/// gmCGAppearancePage::ZoomIn/ZoomOut's
/// StopAnimation/StartAnimation call, applied immediately
/// (retail does not wait for the camera tween to finish before swapping
/// animation state — see this class's own doc comment). No-op if
/// already in the requested state, matching retail's own early-return
/// guards (ZoomIn's if (m_bZoomedIn != 0) return,
/// ZoomOut's mirror).
///
public void SetZoomedIn(bool zoomedIn)
{
if (_zoomedIn == zoomedIn)
return;
_zoomedIn = zoomedIn;
if (zoomedIn)
{
_build.Entity.MeshRefs = _build.RestMeshRefs;
}
else
{
_currFrame = _build.IdleLowFrame;
if (_build.IdleAnimation is not null)
ApplyIdleFrame();
}
}
///
/// Advances the idle loop by . No-op
/// while zoomed in (the rest pose is frozen — retail's framerate-0
/// set_sequence_animation call never advances) or when no idle
/// Animation resolved (heritage/DID gap; the entity keeps whatever pose
/// the constructor seeded).
///
public void Tick(float elapsedSeconds)
{
if (_zoomedIn || _build.IdleAnimation is null || elapsedSeconds <= 0f)
return;
_currFrame = RetailAnimationCyclePlayback.Advance(
_currFrame, _build.IdleLowFrame, _build.IdleHighFrame, IdleFramerate, elapsedSeconds);
ApplyIdleFrame();
}
private void ApplyIdleFrame()
{
DatReaderWriter.DBObjs.Animation animation = _build.IdleAnimation!;
IReadOnlyList parts = _build.DrawableParts;
List meshRefs = _nextBufferIsA ? _meshRefsBufferA : _meshRefsBufferB;
_nextBufferIsA = !_nextBufferIsA;
meshRefs.Clear();
foreach (ChargenPreviewDrawablePart part in parts)
{
bool resolved = RetailAnimationCyclePlayback.TryInterpolatePart(
animation, _currFrame, _build.IdleLowFrame, _build.IdleHighFrame,
part.SetupPartIndex, out Vector3 origin, out Quaternion orientation);
// Same defensive default as ApplyHeldPoseTransforms: a part
// index the bracketing frame doesn't cover (a Setup/Animation
// part-count mismatch, never expected in practice) keeps
// identity rather than a degenerate zero quaternion.
if (!resolved)
{
origin = Vector3.Zero;
orientation = Quaternion.Identity;
}
Matrix4x4 transform = RetailHeldPose.ComposePartTransform(part.DefaultScale, origin, orientation);
meshRefs.Add(new MeshRef(part.GfxObjId, transform) { SurfaceOverrides = part.SurfaceOverrides });
}
_build.Entity.MeshRefs = meshRefs;
}
}