diff --git a/ParkanPlayground/Msh0x01.cs b/ParkanPlayground/Msh0x01.cs
index 94f1c66..cc04085 100644
--- a/ParkanPlayground/Msh0x01.cs
+++ b/ParkanPlayground/Msh0x01.cs
@@ -11,9 +11,9 @@ namespace ParkanPlayground;
public static class Msh0x01
{
public const int NormalElementSize = 0x26;
- public const int LodCount = 3;
- public const int GroupCount = 5;
- public const int SlotCount = LodCount * GroupCount;
+ public const int StateCount = 3;
+ public const int MaxLodCount = 5;
+ public const int SlotCount = StateCount * MaxLodCount;
public static Msh0x01Component ReadComponent(FileStream mshFs, NResArchive archive)
{
@@ -75,7 +75,7 @@ public static class Msh0x01
ParentIndexOrLink: BinaryPrimitives.ReadUInt16LittleEndian(elementSpan.Slice(0x02, 2)),
AnimMapStart0x13: BinaryPrimitives.ReadUInt16LittleEndian(elementSpan.Slice(0x04, 2)),
FallbackKey0x08: BinaryPrimitives.ReadUInt16LittleEndian(elementSpan.Slice(0x06, 2)),
- Msh02SlotIndicesByLodAndGroup: slotIndices));
+ Msh02SlotIndicesByStateAndLOD: slotIndices));
}
return new Msh0x01Component(entry.ElementSize, nodes);
@@ -97,7 +97,7 @@ public static class Msh0x01
/// [0x02..0x04] Parent node index. 0xFFFF обычно значит root/no parent.
/// [0x04..0x06] Начало блока в MSH 0x13 animation map или 0xFFFF.
/// [0x06..0x08] Fallback key / index в MSH 0x08.
- ///
+ ///
/// [0x08..0x26] Индексы geometry slot в MSH 0x02.
/// Формула: slot = lod * 5 + group. 0xFFFF значит отсутствует.
///
@@ -107,19 +107,31 @@ public static class Msh0x01
ushort ParentIndexOrLink,
ushort AnimMapStart0x13,
ushort FallbackKey0x08,
- ushort[] Msh02SlotIndicesByLodAndGroup)
+ ushort[] Msh02SlotIndicesByStateAndLOD)
{
public bool IsRoot => ParentIndexOrLink == ushort.MaxValue;
public int ParentIndexOrMinusOne =>
ParentIndexOrLink == ushort.MaxValue ? -1 : ParentIndexOrLink;
- public ushort ResolveSlotIndex(int lod, int group = 0)
+ public ushort ResolveSlotIndex(int state, int lod = 0)
{
- var index = lod * GroupCount + group;
+
+ // MODEL_STATE_DEFAULT -1
+ // MODEL_STATE_REGULAR 0
+ // MODEL_STATE_COLLAPSED 1
+ // _MODEL_STATE_UNKNOWN_2 2
+
+ // LOD_LEVEL_MAX_0 0
+ // LOD_LEVEL_MINUS_1 1
+ // LOD_LEVEL_MINUS_2 2
+ // LOD_LEVEL_MINUS_3 3
+ // LOD_LEVEL_MINUS_4 4
+
+ var index = state * MaxLodCount + lod;
- return index >= 0 && index < Msh02SlotIndicesByLodAndGroup.Length
- ? Msh02SlotIndicesByLodAndGroup[index]
+ return index >= 0 && index < Msh02SlotIndicesByStateAndLOD.Length
+ ? Msh02SlotIndicesByStateAndLOD[index]
: ushort.MaxValue;
}
@@ -130,7 +142,7 @@ public static class Msh0x01
{
var count = 0;
- for (var lod = 0; lod < LodCount; lod++)
+ for (var lod = 0; lod < StateCount; lod++)
{
if (!HasGeometrySlot(lod, group))
{
@@ -154,27 +166,26 @@ public enum NodeFlags : ushort
/// Still uncertain. In recursive bounds/intersection paths this can suppress/alter child recursion.
/// Seen as child_node.flags & 0x04.
///
- UnknownSkipChild0x04 = 0x0004,
+ MSH01_BOUNDS_MODE0_STOP = 0x0004,
///
/// Stops recursive traversal into children for bounds/render/intersection helpers.
///
- StopChildTraversal = 0x0010,
+ MSH01_STOP_CHILD_BOUNDS_TRAVERSAL = 0x0010,
///
- /// Special render-group-4 mode bit. In render group 4, selects alternate piece render mode.
- /// Earlier also seen in special render/clip behavior.
+ /// Special lod-4 mode bit. In lod 4, selects alternate piece render mode.
///
- Group4AltRenderMode = 0x0020,
+ MSH01_HAS_SPECIAL_LOD_4 = 0x0020,
///
/// Exclude from shadow / no shadow. CAniMesh tracks has_any_shadow_casting_piece when this bit is absent.
///
- NoShadow = 0x0040,
+ MSH01_NO_SHADOW = 0x0040,
///
/// Used during attached MSH load: if parent/root description contains "central", piece gets hidden/excluded flag.
/// Exact semantic name still provisional.
///
- CheckParentDescriptionCentral = 0x0800,
+ MSH01_CHECK_PARENT_DESCRIPTION_CENTRAL = 0x0800,
}
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diff --git a/ParkanPlayground/README_MSH.md b/ParkanPlayground/README_MSH.md
new file mode 100644
index 0000000..8c53390
--- /dev/null
+++ b/ParkanPlayground/README_MSH.md
@@ -0,0 +1,80 @@
+Допустим, игровой объект — **танк/бот с башней, пушкой и ракетницей**.
+
+```text
+CAniMesh of TankObject
+│
+├─ load_id = 0: "tank_body.msh"
+│ source MSH 0x01 nodes:
+│
+│ node 0 -> piece[0] "body_root" parent = -1
+│ node 1 -> piece[1] "left_track" parent = piece[0]
+│ node 2 -> piece[2] "right_track" parent = piece[0]
+│ node 3 -> piece[3] "turret_socket" parent = piece[0]
+│ node 4 -> piece[4] "hatch" parent = piece[3]
+│
+│
+├─ load_id = 1: "turret.msh"
+│ attach_parent_absolute_piece_index = 3
+│
+│ node 0 -> skipped virtual attach root
+│ node 1 -> piece[5] "turret_base" parent = piece[3]
+│ node 2 -> piece[6] "turret_rotor" parent = piece[5]
+│ node 3 -> piece[7] "gun_socket" parent = piece[6]
+│ node 4 -> piece[8] "rocket_socket" parent = piece[6]
+│
+│
+├─ load_id = 2: "cannon.msh"
+│ attach_parent_absolute_piece_index = 7
+│
+│ node 0 -> skipped virtual attach root
+│ node 1 -> piece[9] "cannon_body" parent = piece[7]
+│ node 2 -> piece[10] "cannon_barrel" parent = piece[9]
+│ node 3 -> piece[11] "muzzle" parent = piece[10]
+│
+│
+└─ load_id = 3: "rocketlauncher.msh"
+ attach_parent_absolute_piece_index = 8
+
+ node 0 -> skipped virtual attach root
+ node 1 -> piece[12] "launcher_body" parent = piece[8]
+ node 2 -> piece[13] "left_rocket" parent = piece[12]
+ node 3 -> piece[14] "right_rocket" parent = piece[12]
+```
+
+Итоговая иерархия `pieces_vector` выглядит уже как одно дерево:
+
+```text
+piece[0] body_root load_id = 0
+├─ piece[1] left_track load_id = 0
+├─ piece[2] right_track load_id = 0
+└─ piece[3] turret_socket load_id = 0
+ ├─ piece[4] hatch load_id = 0
+ └─ piece[5] turret_base load_id = 1
+ └─ piece[6] turret_rotor load_id = 1
+ ├─ piece[7] gun_socket load_id = 1
+ │ └─ piece[9] cannon_body load_id = 2
+ │ └─ piece[10] cannon_barrel
+ │ └─ piece[11] muzzle
+ │
+ └─ piece[8] rocket_socket load_id = 1
+ └─ piece[12] launcher_body load_id = 3
+ ├─ piece[13] left_rocket
+ └─ piece[14] right_rocket
+```
+
+Ключевой момент:
+
+```text
+load_id группирует pieces по исходному .msh,
+а parent_piece_index строит единую иерархию внутри CAniMesh.
+```
+
+То есть после всех загрузок движок уже не обязан думать “это отдельная модель башни, это отдельная модель пушки”. Для поз, рендера и обхода геометрии это просто один `CAniMesh` с одним плоским массивом pieces и parent-связями между ними.
+
+## Вывод
+
+По сути получается, что .msh это набор деталей.
+CAniMesh всегда имеет 1 root модель и может иметь "приклееные" детали.
+При этом он самостоятельно выполняет перепривязку "приклееных" деталей.
+Например, если "приклеиваемая" модель имеет 2 детали с каким-то parent, то
+CAniMesh сдвинет их parent так, чтобы указывать в нужное место.
\ No newline at end of file