Server sends UpdateMotion whenever an entity's motion state changes: NPCs starting a walk cycle, creatures switching to a combat stance, doors opening, a player waving, etc. Phase 6.1-6.4 already handles rendering different (stance, forward-command) pairs for the INITIAL CreateObject, but without this message NPCs freeze in whatever pose they spawned with and never transition to walking/fighting. Added UpdateMotion.TryParse with the same ServerMotionState the CreateObject path uses, reached via a slightly different outer layout (guid + instance seq + header'd MovementData; the MovementData starts with the 8-byte sequence/autonomous header this time rather than being preceded by a length field). Only the (stance, forward- command) pair is extracted — same subset CreateObject grabs. WorldSession dispatches MotionUpdated(guid, state) when a 0xF74C body parses successfully. The App-side wiring (guid→entity lookup and AnimatedEntity cycle swap) is intentionally deferred to a separate commit because it touches GameWindow which is currently being edited by the Phase 9.1 translucent-pass work. 89 Core.Net tests (was 83, +6 for UpdateMotion coverage). Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
128 lines
5.2 KiB
C#
128 lines
5.2 KiB
C#
using System.Numerics;
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using AcDream.Core.Terrain;
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using DatReaderWriter;
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using DatReaderWriter.DBObjs;
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using DatReaderWriter.Types;
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namespace AcDream.Core.Meshing;
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/// <summary>
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/// Builds renderable sub-meshes from an EnvCell's room geometry (walls,
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/// floors, ceilings). The geometry lives in the linked Environment dat:
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/// EnvCell.EnvironmentId → Environment → Cells[CellStructure] → CellStruct.
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/// This mirrors GfxObjMesh.Build but reads surfaces from EnvCell.Surfaces
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/// (not from the CellStruct itself) and uses the same fan-triangulation
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/// and per-surface deduplication pattern.
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/// </summary>
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public static class CellMesh
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{
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/// <summary>
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/// Walk a CellStruct's polygons and produce one <see cref="GfxObjSubMesh"/>
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/// per referenced Surface. Surfaces are resolved from <paramref name="envCell"/>.Surfaces
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/// (OR'd with 0x08000000 to form the full dat id). Polygons are triangulated as fans.
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/// </summary>
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/// <param name="envCell">The EnvCell that owns the surface list.</param>
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/// <param name="cellStruct">The CellStruct containing the polygon + vertex geometry.</param>
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/// <param name="dats">
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/// Optional dat collection used to read Surface.Type flags and set
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/// <see cref="GfxObjSubMesh.Translucency"/>. When null (e.g. offline tests)
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/// all sub-meshes default to <see cref="TranslucencyKind.Opaque"/>.
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/// </param>
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public static IReadOnlyList<GfxObjSubMesh> Build(EnvCell envCell, CellStruct cellStruct, DatCollection? dats = null)
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{
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// Group output vertices and indices per surface dat id.
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var perSurface = new Dictionary<uint, (List<Vertex> Vertices, List<uint> Indices, Dictionary<(int pos, int uv), uint> Dedupe)>();
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foreach (var kvp in cellStruct.Polygons)
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{
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var poly = kvp.Value;
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if (poly.VertexIds.Count < 3)
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continue; // degenerate polygon
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// Skip if NoPos stippling is set (polygon has no positive surface geometry).
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if (poly.Stippling.HasFlag(DatReaderWriter.Enums.StipplingType.NoPos))
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continue;
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int surfaceIdx = poly.PosSurface;
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if (surfaceIdx < 0 || surfaceIdx >= envCell.Surfaces.Count)
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continue; // out-of-range surface index
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// Surfaces on EnvCell are unqualified ids; OR with 0x08000000 for the full dat id.
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uint surfaceId = (uint)envCell.Surfaces[surfaceIdx] | 0x08000000u;
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if (!perSurface.TryGetValue(surfaceId, out var bucket))
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{
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bucket = (new List<Vertex>(), new List<uint>(), new Dictionary<(int, int), uint>());
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perSurface[surfaceId] = bucket;
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}
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// Collect output vertex indices for this polygon.
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var polyOut = new List<uint>(poly.VertexIds.Count);
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bool skipPoly = false;
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for (int i = 0; i < poly.VertexIds.Count; i++)
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{
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int posIdx = poly.VertexIds[i];
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int uvIdx = i < poly.PosUVIndices.Count ? poly.PosUVIndices[i] : 0;
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if (!cellStruct.VertexArray.Vertices.TryGetValue((ushort)posIdx, out var sw))
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{
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skipPoly = true;
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break;
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}
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var texcoord = uvIdx >= 0 && uvIdx < sw.UVs.Count
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? new Vector2(sw.UVs[uvIdx].U, sw.UVs[uvIdx].V)
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: Vector2.Zero;
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// Use normal from vertex data; fall back to up-vector if missing.
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var normal = sw.Normal != Vector3.Zero ? sw.Normal : Vector3.UnitZ;
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var key = (posIdx, uvIdx);
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if (!bucket.Dedupe.TryGetValue(key, out var outIdx))
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{
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outIdx = (uint)bucket.Vertices.Count;
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bucket.Vertices.Add(new Vertex(sw.Origin, normal, texcoord, TerrainLayer: 0));
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bucket.Dedupe[key] = outIdx;
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}
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polyOut.Add(outIdx);
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}
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if (skipPoly || polyOut.Count < 3)
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continue;
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// Fan triangulation: (v0, v1, v2), (v0, v2, v3), ...
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for (int i = 1; i < polyOut.Count - 1; i++)
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{
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bucket.Indices.Add(polyOut[0]);
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bucket.Indices.Add(polyOut[i]);
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bucket.Indices.Add(polyOut[i + 1]);
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}
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}
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// Emit one sub-mesh per surface.
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var result = new List<GfxObjSubMesh>(perSurface.Count);
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foreach (var kvp in perSurface)
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{
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// Resolve Surface.Type flags when a DatCollection is available so the
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// renderer can split the draw into opaque and translucent passes.
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var translucency = TranslucencyKind.Opaque;
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if (dats is not null)
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{
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var surface = dats.Get<Surface>(kvp.Key);
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if (surface is not null)
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translucency = TranslucencyKindExtensions.FromSurfaceType(surface.Type);
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}
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result.Add(new GfxObjSubMesh(
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SurfaceId: kvp.Key,
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Vertices: kvp.Value.Vertices.ToArray(),
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Indices: kvp.Value.Indices.ToArray())
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{
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Translucency = translucency,
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});
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}
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return result;
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}
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}
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