acdream/src/AcDream.Core/Meshing/TranslucencyKind.cs
Erik a71db90310 feat(net): Phase 6.6 — parse UpdateMotion (0xF74C) into MotionUpdated event
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>
2026-04-11 20:33:26 +02:00

75 lines
2.6 KiB
C#

using DatReaderWriter.Enums;
namespace AcDream.Core.Meshing;
/// <summary>
/// Categorizes how a sub-mesh should be composited into the frame. Determined
/// from the Surface.Type flags on the AC dat surface that owns the sub-mesh.
/// </summary>
public enum TranslucencyKind
{
/// <summary>Standard opaque. Depth write + test, no blend.</summary>
Opaque = 0,
/// <summary>
/// Alpha-keyed (clip-map). Treated as opaque for sorting; the fragment
/// shader discards low-alpha fragments. Matches the current rendering of
/// doors, windows, and vegetation.
/// </summary>
ClipMap = 1,
/// <summary>
/// Standard alpha blend: src*a + dst*(1-a).
/// Depth-write off, depth-test on. Used for semi-transparent glass,
/// water decals, and flame alpha surfaces.
/// </summary>
AlphaBlend = 2,
/// <summary>
/// Additive blend: src*a + dst. Depth-write off, depth-test on.
/// Used for portal swirls, magical glows, and particle effects.
/// </summary>
Additive = 3,
/// <summary>
/// Inverted alpha blend: src*(1-a) + dst*a. Rare but present in
/// the AC dat files.
/// </summary>
InvAlpha = 4,
}
public static class TranslucencyKindExtensions
{
// Priority order (highest wins):
// 1. Additive — SurfaceType.Additive (0x10000)
// 2. InvAlpha — SurfaceType.InvAlpha (0x200)
// 3. AlphaBlend — SurfaceType.Alpha (0x100) OR SurfaceType.Translucent (0x10)
// 4. ClipMap — SurfaceType.Base1ClipMap (0x04)
// 5. Opaque — everything else
//
// Note: ACViewer groups Base1ClipMap with the alpha-draw bucket (AlphaSurfaceTypes),
// but acdream keeps its existing alpha-discard approach for clip-map surfaces
// (they render opaque with per-fragment discard) and introduces a separate
// translucent pass only for the genuinely blended surface types.
/// <summary>
/// Maps a <see cref="SurfaceType"/> flags value to the correct
/// <see cref="TranslucencyKind"/> for the two-pass render split.
/// </summary>
public static TranslucencyKind FromSurfaceType(SurfaceType type)
{
if ((type & SurfaceType.Additive) != 0)
return TranslucencyKind.Additive;
if ((type & SurfaceType.InvAlpha) != 0)
return TranslucencyKind.InvAlpha;
if ((type & (SurfaceType.Alpha | SurfaceType.Translucent)) != 0)
return TranslucencyKind.AlphaBlend;
if ((type & SurfaceType.Base1ClipMap) != 0)
return TranslucencyKind.ClipMap;
return TranslucencyKind.Opaque;
}
}