acdream/src/AcDream.Core/Meshing/EquippedChildAttachment.cs

205 lines
7.6 KiB
C#

using System.Numerics;
using AcDream.Core.World;
using DatReaderWriter.DBObjs;
using DatReaderWriter.Enums;
using DatReaderWriter.Types;
namespace AcDream.Core.Meshing;
/// <summary>Final child root and indexed part poses in the parent-root frame.</summary>
public readonly record struct EquippedChildPose(
Matrix4x4 RootLocal,
Matrix4x4[] PartLocal,
MeshRef[] AttachedParts);
/// <summary>
/// Retail held-object transform composition. A weapon is a separate child
/// physics object: the parent's <see cref="Setup.HoldingLocations"/> selects
/// a hand part and a frame relative to it, while the child's placement frame
/// poses the weapon's own setup parts.
///
/// Sources: <c>CPhysicsObj::add_child @ 0x0050F870</c>,
/// <c>CPhysicsObj::UpdateChild @ 0x00512D50</c>,
/// <c>CPartArray::SetPlacementFrame @ 0x005193D0</c>, and
/// <c>Frame::combine @ 0x005122E0</c>.
/// </summary>
public static class EquippedChildAttachment
{
public static bool TryCompose(
Setup parentSetup,
IReadOnlyList<MeshRef> currentParentPose,
Setup childSetup,
ParentLocation parentLocation,
Placement placement,
IReadOnlyList<MeshRef> childPartTemplate,
float childScale,
out IReadOnlyList<MeshRef> attachedParts)
{
bool composed = TryComposePose(
parentSetup,
currentParentPose,
childSetup,
parentLocation,
placement,
childPartTemplate,
childScale,
out EquippedChildPose pose);
attachedParts = composed ? pose.AttachedParts : Array.Empty<MeshRef>();
return composed;
}
public static bool TryComposePose(
Setup parentSetup,
IReadOnlyList<MeshRef> currentParentPose,
Setup childSetup,
ParentLocation parentLocation,
Placement placement,
IReadOnlyList<MeshRef> childPartTemplate,
float childScale,
out EquippedChildPose pose)
{
ArgumentNullException.ThrowIfNull(currentParentPose);
var parentParts = new Matrix4x4[currentParentPose.Count];
for (int i = 0; i < parentParts.Length; i++)
parentParts[i] = currentParentPose[i].PartTransform;
return TryComposePose(
parentSetup,
parentParts,
childSetup,
parentLocation,
placement,
childPartTemplate,
childScale,
out pose);
}
/// <summary>
/// Compose from the parent's indexed final animation poses. The renderer
/// exposes these independently of drawable MeshRefs so a hidden or missing
/// visual part cannot shift the retail holding-location index.
/// </summary>
public static bool TryComposePose(
Setup parentSetup,
IReadOnlyList<Matrix4x4> currentParentPose,
Setup childSetup,
ParentLocation parentLocation,
Placement placement,
IReadOnlyList<MeshRef> childPartTemplate,
float childScale,
out EquippedChildPose pose)
{
return TryComposePoseInto(
parentSetup,
currentParentPose,
parentPartAvailability: null,
childSetup,
parentLocation,
placement,
childPartTemplate,
childScale,
partPoseBuffer: null,
attachedPartBuffer: null,
out pose);
}
/// <summary>
/// Allocation-free update path for an already realized child. Buffers are
/// reused by the App-layer attachment owner after their first composition.
/// </summary>
public static bool TryComposePoseInto(
Setup parentSetup,
IReadOnlyList<Matrix4x4> currentParentPose,
IReadOnlyList<bool>? parentPartAvailability,
Setup childSetup,
ParentLocation parentLocation,
Placement placement,
IReadOnlyList<MeshRef> childPartTemplate,
float childScale,
Matrix4x4[]? partPoseBuffer,
MeshRef[]? attachedPartBuffer,
out EquippedChildPose pose)
{
ArgumentNullException.ThrowIfNull(parentSetup);
ArgumentNullException.ThrowIfNull(currentParentPose);
ArgumentNullException.ThrowIfNull(childSetup);
ArgumentNullException.ThrowIfNull(childPartTemplate);
if (!parentSetup.HoldingLocations.TryGetValue(parentLocation, out LocationType? holding))
{
pose = new EquippedChildPose(
Matrix4x4.Identity,
Array.Empty<Matrix4x4>(),
Array.Empty<MeshRef>());
return false;
}
Matrix4x4 parentPart;
if (holding.PartId >= 0 && holding.PartId < currentParentPose.Count)
{
if (parentPartAvailability is not null
&& (holding.PartId >= parentPartAvailability.Count
|| !parentPartAvailability[(int)holding.PartId]))
{
pose = default;
return false;
}
parentPart = currentParentPose[(int)holding.PartId];
}
else
{
// Retail CPhysicsObj::UpdateChild (0x00512D50) uses the parent
// root for every part number >= num_parts. This includes the
// canonical 0xFFFFFFFF root sentinel and malformed positives.
parentPart = Matrix4x4.Identity;
}
Matrix4x4 holdingFrame = ToMatrix(holding.Frame);
Matrix4x4 childRoot = holdingFrame * parentPart;
// Retail CPartArray::SetPlacementFrame falls back specifically to
// placement 0 (Default), then installs null if Default is absent.
AnimationFrame? placementFrame = null;
if (!childSetup.PlacementFrames.TryGetValue(placement, out placementFrame))
childSetup.PlacementFrames.TryGetValue(Placement.Default, out placementFrame);
int partCount = Math.Min(childSetup.Parts.Count, childPartTemplate.Count);
MeshRef[] result = attachedPartBuffer is { Length: var attachedLength }
&& attachedLength == partCount
? attachedPartBuffer
: new MeshRef[partCount];
Matrix4x4[] childPartPoses = partPoseBuffer is { Length: var poseLength }
&& poseLength == partCount
? partPoseBuffer
: new Matrix4x4[partCount];
for (int i = 0; i < partCount; i++)
{
Frame partFrame = placementFrame is not null && i < placementFrame.Frames.Count
? placementFrame.Frames[i]
: new Frame { Orientation = Quaternion.Identity };
Vector3 defaultScale = i < childSetup.DefaultScale.Count
? childSetup.DefaultScale[i]
: Vector3.One;
Matrix4x4 visualChildPart = Matrix4x4.CreateScale(defaultScale)
* ToMatrix(partFrame);
if (childScale != 1.0f)
visualChildPart *= Matrix4x4.CreateScale(childScale);
Matrix4x4 rigidChildPart = Matrix4x4.CreateFromQuaternion(partFrame.Orientation)
* Matrix4x4.CreateTranslation(partFrame.Origin * childScale);
childPartPoses[i] = rigidChildPart;
MeshRef template = childPartTemplate[i];
result[i] = new MeshRef(template.GfxObjId, visualChildPart * childRoot)
{
SurfaceOverrides = template.SurfaceOverrides,
};
}
pose = new EquippedChildPose(childRoot, childPartPoses, result);
return true;
}
private static Matrix4x4 ToMatrix(Frame frame) =>
Matrix4x4.CreateFromQuaternion(frame.Orientation)
* Matrix4x4.CreateTranslation(frame.Origin);
}