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