acdream/src/AcDream.Core/Physics/IAnimationHookSink.cs
Erik 3284dd0aed feat(#188): fading-wall + sliding-door translucency; hold open past animation settle
Lands the fading-secret-door feature and fixes the door "flip-back" that
surfaced while testing it.

#188 — fading-wall doors (e.g. "Pedestal Weak Spot") fade their wall part
out via TransparentPartHook instead of swinging:
  - TranslucencyHookSink consumes TransparentPartHook -> TranslucencyFadeManager
    (per-(entity,part) linear translucency ramp; holds at End frame).
  - WbDrawDispatcher: new per-instance alpha SSBO (binding 7); ClassifyBatches
    takes opacityMultiplier (1 - translucency, per CMaterial::SetTranslucencySimple
    0x005396f0) forcing AlphaBlend; fully-invisible parts skipped.
  - mesh_modern.vert/.frag: binding-7 InstanceAlphaBuf -> vOpacityMultiplier ->
    FragColor.a *= vOpacityMultiplier.
  - Register AP-89: the fade multiplies sampled texture alpha, not a separate
    D3D9 material alpha channel (observably identical for texture-alpha==1 surfaces).

Door flip-back fix (affected BOTH #188 fading walls AND #187 sliding doors): a
door/wall that finished opening holds a single unchanging frame, so the
uncommitted IsEntityCurrentlyMoving cache-bypass narrowing dropped it onto the
Tier-1 static cache -- which only remembers the REST pose + opacity 1.0 --
snapping it visually shut/opaque while physics stayed open. Reverted that
narrowing: every Sequencer entity stays on the per-frame path (live pose + live
fade opacity), the known-good pre-optimization behavior. The per-frame CPU cost
that narrowing chased was a Debug-build artifact -- Release is GPU-bound
(~200 fps in Sawato, measured), so the unconditional add is free where it
matters. Left a code comment barring re-introduction.

Tests: full Core suite green (2649 passed, 2 skipped). Live visual gate PASSED --
both fading-wall and sliding doors hold open.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-09 09:17:50 +02:00

96 lines
3.9 KiB
C#

using System.Numerics;
using DatReaderWriter.Types;
namespace AcDream.Core.Physics;
/// <summary>
/// Phase E.1 — the consumption point for hooks that
/// <see cref="AnimationSequencer"/> emits during each Advance tick.
///
/// <para>
/// The sequencer mirrors ACE's <c>Sequence.execute_hooks</c> /
/// <c>PhysicsObj.add_anim_hook</c> by collecting all hooks that fire at
/// each crossed frame boundary; a per-entity tick loop drains
/// <see cref="AnimationSequencer.ConsumePendingHooks"/> and forwards each
/// hook to an <c>IAnimationHookSink</c> implementation.
/// </para>
///
/// <para>
/// In production the sink fans hooks out to downstream subsystems:
/// <list type="bullet">
/// <item><description>
/// <see cref="SoundHook"/> / <see cref="SoundTableHook"/> /
/// <see cref="SoundTweakedHook"/> → Phase E.2 audio engine
/// (OpenAL voice allocation + 3D positional playback).
/// </description></item>
/// <item><description>
/// <see cref="CreateParticleHook"/> /
/// <see cref="DestroyParticleHook"/> / <see cref="StopParticleHook"/> /
/// <see cref="CallPESHook"/> / <see cref="DefaultScriptHook"/> /
/// <see cref="DefaultScriptPartHook"/> → Phase E.3 particle system.
/// </description></item>
/// <item><description>
/// <see cref="AttackHook"/> → Phase E.4 combat dispatcher
/// (animation-hook frame = damage frame for melee / thrown).
/// </description></item>
/// <item><description>
/// <see cref="TransparentPartHook"/> → #188
/// <c>AcDream.Core.Rendering.TranslucencyHookSink</c> (per-Setup-part
/// translucency ramp; see <c>TranslucencyFadeManager</c>).
/// </description></item>
/// <item><description>
/// <see cref="ReplaceObjectHook"/>,
/// <see cref="TransparentHook"/> (whole-object variant — NOT yet
/// ported, #188 scope was the per-part case only),
/// <see cref="LuminousHook"/>,
/// <see cref="DiffuseHook"/>,
/// <see cref="ScaleHook"/>,
/// <see cref="NoDrawHook"/>,
/// <see cref="SetOmegaHook"/>,
/// <see cref="TextureVelocityHook"/>,
/// <see cref="SetLightHook"/> →
/// GfxObjMesh / renderer state mutations on the target entity
/// (<see cref="SetLightHook"/> is the one exception already wired,
/// via <c>AcDream.Core.Lighting.LightingHookSink</c>).
/// </description></item>
/// <item><description>
/// <see cref="AnimationDoneHook"/> → UI / controller notifications
/// ("emote finished", "attack animation complete").
/// </description></item>
/// </list>
/// </para>
///
/// <para>
/// A <see cref="NullAnimationHookSink"/> is provided for headless tests and
/// for offline mode where audio/particles aren't desired.
/// </para>
/// </summary>
public interface IAnimationHookSink
{
/// <summary>
/// Called for each hook produced by <see cref="AnimationSequencer.Advance"/>.
/// </summary>
/// <param name="entityId">
/// Local WorldEntity id that produced this hook. The sink can use this
/// to attach side-effects to the right entity (e.g. 3D-positional
/// audio at that entity's world position).
/// </param>
/// <param name="entityWorldPosition">
/// Current world-space position of the entity, captured at tick time.
/// Pre-computed for the sink so each implementation doesn't have to
/// resolve it independently.
/// </param>
/// <param name="hook">The hook (a typed subclass of AnimationHook).</param>
void OnHook(uint entityId, Vector3 entityWorldPosition, AnimationHook hook);
}
/// <summary>
/// No-op <see cref="IAnimationHookSink"/> — discards every hook.
/// Used for tests + headless renders.
/// </summary>
public sealed class NullAnimationHookSink : IAnimationHookSink
{
public static readonly NullAnimationHookSink Instance = new();
private NullAnimationHookSink() { }
public void OnHook(uint entityId, Vector3 entityWorldPosition, AnimationHook hook) { }
}