Humanoid bodies (Setup 0x02000001 + heritage variants) rendered visibly flat / bulky vs retail because we drew the base GfxObj id from Setup / AnimPartChange directly. Retail's CPhysicsPart::LoadGfxObjArray (0x0050DCF0) treats that base id as the entry point to a DIDDegrade table; close/player rendering uses Degrades[0].Id, which is the higher-detail mesh that carries bicep / deltoid / shoulder geometry. ACViewer also has this bug — it was the key signal it isn't acdream- specific. Both clients drew the LOD-3 base mesh (e.g. 14 verts / 17 polys for Aluvian Male upper arm 0x01000055), missing the close- detail variant (0x01001795: 32 verts / 60 polys). Adds GfxObjDegradeResolver that walks the table with safe fallbacks at every step. Wired in GameWindow after AnimPartChange application and before texture-change resolution so texture overrides match the resolved mesh's surfaces. Gated by ACDREAM_RETAIL_CLOSE_DEGRADES=1 and scoped to humanoid setups (34 parts with >=8 null-sentinel attachment slots) while the fix bakes — the change is harmless on non-humanoid setups (resolver falls back to base when no degrade table) but we hold the broader sweep until LOD distance plumbing lands. User confirmed visually 2026-05-06: bicep, deltoid, and back-muscle definition match retail. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
144 lines
5.4 KiB
C#
144 lines
5.4 KiB
C#
using DatReaderWriter;
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using DatReaderWriter.DBObjs;
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using DatReaderWriter.Enums;
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namespace AcDream.Core.Meshing;
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/// <summary>
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/// Resolve a base GfxObj id to its retail "close-detail" mesh by walking
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/// the <c>DIDDegrade</c> table to <c>Degrades[0]</c>.
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///
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/// <para>
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/// <b>Why this exists (Issue #47).</b> Many AC GfxObjs — most notably
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/// humanoid body parts — store the LOW-detail mesh as the GfxObj that
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/// the Setup or AnimPartChange references. The high-detail mesh used
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/// for close/player rendering is reached indirectly: the base GfxObj's
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/// <c>HasDIDDegrade</c> flag is set, <c>DIDDegrade</c> points at a
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/// <see cref="GfxObjDegradeInfo"/>, and <see cref="GfxObjInfo.Id"/> at
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/// <c>Degrades[0]</c> is the close-detail variant. Drawing the base
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/// GfxObj id directly produces the LOD-3 mesh — visibly bulky and
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/// detail-less — which is exactly what acdream and ACViewer were both
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/// rendering for humanoid body parts before this fix.
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/// </para>
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///
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/// <para>
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/// <b>Concrete example.</b> The Aluvian Male upper-arm GfxObj
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/// <c>0x01000055</c> is a 14-vertex / 17-poly low-detail stub. Its
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/// degrade table <c>0x110006D0</c> points at <c>0x01001795</c>, the
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/// 32-vertex / 60-poly close-detail mesh that carries the bicep /
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/// deltoid / shoulder geometry retail draws on the player. Same story
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/// for the lower arm <c>0x01000056 → 0x0100178F</c> and matching
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/// heritage variants (<c>0x010004BF → 0x010017A8</c>,
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/// <c>0x010004BD → 0x010017A7</c>, <c>0x010004B7 → 0x0100179A</c>).
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/// </para>
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///
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/// <para>
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/// <b>Retail flow (named-retail decomp).</b>
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/// <list type="bullet">
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/// <item>
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/// <c>acclient!CPhysicsPart::LoadGfxObjArray</c> at <c>0x0050DCF0</c>
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/// loads the base GfxObj solely to discover <c>DIDDegrade</c>; if
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/// a <see cref="GfxObjDegradeInfo"/> exists, retail loads each entry
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/// in <c>Degrades</c> into the part's render array.
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/// </item>
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/// <item>
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/// <c>acclient!CPhysicsPart::UpdateViewerDistance</c> at
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/// <c>0x0050E030</c> picks <c>deg_level</c> per part by distance.
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/// For close / player rendering <c>deg_level == 0</c>.
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/// </item>
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/// <item>
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/// <c>acclient!CPhysicsPart::Draw</c> at <c>0x0050D7A0</c>
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/// draws <c>gfxobj[deg_level]</c>.
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/// </item>
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/// </list>
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/// </para>
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///
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/// <para>
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/// We don't yet have distance-based LOD plumbing, so this resolver
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/// always returns slot 0 (the close-detail mesh). That's correct for
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/// player + nearby NPC rendering; far-distance LOD is a future concern.
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/// </para>
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/// </summary>
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public static class GfxObjDegradeResolver
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{
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/// <summary>
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/// DatCollection-backed convenience overload. Production callers use
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/// this; tests use the callback overload below for easy fakes.
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/// </summary>
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public static bool TryResolveCloseGfxObj(
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DatCollection dats,
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uint gfxObjId,
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out uint resolvedId,
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out GfxObj? resolvedGfxObj)
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=> TryResolveCloseGfxObj(
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id => dats.Get<GfxObj>(id),
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id => dats.Get<GfxObjDegradeInfo>(id),
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gfxObjId,
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out resolvedId,
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out resolvedGfxObj);
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/// <summary>
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/// Loader-callback overload. Returns the close-detail GfxObj id and
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/// loaded object when a degrade table is present, otherwise the
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/// base id and base GfxObj.
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/// </summary>
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/// <param name="getGfxObj">
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/// Lookup for a GfxObj by id. May return null when not found.
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/// </param>
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/// <param name="getDegradeInfo">
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/// Lookup for a GfxObjDegradeInfo by id. May return null.
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/// </param>
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/// <param name="gfxObjId">Base GfxObj id (post-AnimPartChange).</param>
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/// <param name="resolvedId">
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/// The id to actually render. Same as <paramref name="gfxObjId"/>
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/// when no degrade table exists; <c>Degrades[0].Id</c> when it does.
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/// </param>
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/// <param name="resolvedGfxObj">
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/// The loaded GfxObj for <paramref name="resolvedId"/>, cached so
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/// callers don't have to re-read.
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/// </param>
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/// <returns>
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/// <c>true</c> if a usable GfxObj was resolved (either base or
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/// degrade slot 0 loaded). <c>false</c> only when the base GfxObj
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/// itself was missing — caller should drop this part.
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/// </returns>
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public static bool TryResolveCloseGfxObj(
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Func<uint, GfxObj?> getGfxObj,
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Func<uint, GfxObjDegradeInfo?> getDegradeInfo,
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uint gfxObjId,
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out uint resolvedId,
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out GfxObj? resolvedGfxObj)
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{
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var gfxObj = getGfxObj(gfxObjId);
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if (gfxObj is null)
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{
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resolvedId = gfxObjId;
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resolvedGfxObj = null;
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return false;
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}
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// Default: base mesh stays selected unless the degrade table
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// resolves cleanly. Every fallback below leaves these set.
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resolvedId = gfxObjId;
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resolvedGfxObj = gfxObj;
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if (!gfxObj.Flags.HasFlag(GfxObjFlags.HasDIDDegrade) || gfxObj.DIDDegrade == 0)
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return true;
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var degradeInfo = getDegradeInfo(gfxObj.DIDDegrade);
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if (degradeInfo is null || degradeInfo.Degrades.Count == 0)
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return true;
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uint closeId = (uint)degradeInfo.Degrades[0].Id;
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if (closeId == 0)
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return true;
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var closeGfxObj = getGfxObj(closeId);
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if (closeGfxObj is null)
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return true;
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resolvedId = closeId;
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resolvedGfxObj = closeGfxObj;
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return true;
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}
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}
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