oh my god I had an enlightment

This commit is contained in:
bird_egop
2026-05-14 14:40:57 +03:00
parent aa02309f2d
commit 86d55a07e6
2 changed files with 109 additions and 18 deletions
+29 -18
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@@ -11,9 +11,9 @@ namespace ParkanPlayground;
public static class Msh0x01 public static class Msh0x01
{ {
public const int NormalElementSize = 0x26; public const int NormalElementSize = 0x26;
public const int LodCount = 3; public const int StateCount = 3;
public const int GroupCount = 5; public const int MaxLodCount = 5;
public const int SlotCount = LodCount * GroupCount; public const int SlotCount = StateCount * MaxLodCount;
public static Msh0x01Component ReadComponent(FileStream mshFs, NResArchive archive) public static Msh0x01Component ReadComponent(FileStream mshFs, NResArchive archive)
{ {
@@ -75,7 +75,7 @@ public static class Msh0x01
ParentIndexOrLink: BinaryPrimitives.ReadUInt16LittleEndian(elementSpan.Slice(0x02, 2)), ParentIndexOrLink: BinaryPrimitives.ReadUInt16LittleEndian(elementSpan.Slice(0x02, 2)),
AnimMapStart0x13: BinaryPrimitives.ReadUInt16LittleEndian(elementSpan.Slice(0x04, 2)), AnimMapStart0x13: BinaryPrimitives.ReadUInt16LittleEndian(elementSpan.Slice(0x04, 2)),
FallbackKey0x08: BinaryPrimitives.ReadUInt16LittleEndian(elementSpan.Slice(0x06, 2)), FallbackKey0x08: BinaryPrimitives.ReadUInt16LittleEndian(elementSpan.Slice(0x06, 2)),
Msh02SlotIndicesByLodAndGroup: slotIndices)); Msh02SlotIndicesByStateAndLOD: slotIndices));
} }
return new Msh0x01Component(entry.ElementSize, nodes); return new Msh0x01Component(entry.ElementSize, nodes);
@@ -97,7 +97,7 @@ public static class Msh0x01
/// <param name="ParentIndexOrLink">[0x02..0x04] Parent node index. 0xFFFF обычно значит root/no parent.</param> /// <param name="ParentIndexOrLink">[0x02..0x04] Parent node index. 0xFFFF обычно значит root/no parent.</param>
/// <param name="AnimMapStart0x13">[0x04..0x06] Начало блока в MSH 0x13 animation map или 0xFFFF.</param> /// <param name="AnimMapStart0x13">[0x04..0x06] Начало блока в MSH 0x13 animation map или 0xFFFF.</param>
/// <param name="FallbackKey0x08">[0x06..0x08] Fallback key / index в MSH 0x08.</param> /// <param name="FallbackKey0x08">[0x06..0x08] Fallback key / index в MSH 0x08.</param>
/// <param name="Msh02SlotIndicesByLodAndGroup"> /// <param name="Msh02SlotIndicesByStateAndLOD">
/// [0x08..0x26] Индексы geometry slot в MSH 0x02. /// [0x08..0x26] Индексы geometry slot в MSH 0x02.
/// Формула: slot = lod * 5 + group. 0xFFFF значит отсутствует. /// Формула: slot = lod * 5 + group. 0xFFFF значит отсутствует.
/// </param> /// </param>
@@ -107,19 +107,31 @@ public static class Msh0x01
ushort ParentIndexOrLink, ushort ParentIndexOrLink,
ushort AnimMapStart0x13, ushort AnimMapStart0x13,
ushort FallbackKey0x08, ushort FallbackKey0x08,
ushort[] Msh02SlotIndicesByLodAndGroup) ushort[] Msh02SlotIndicesByStateAndLOD)
{ {
public bool IsRoot => ParentIndexOrLink == ushort.MaxValue; public bool IsRoot => ParentIndexOrLink == ushort.MaxValue;
public int ParentIndexOrMinusOne => public int ParentIndexOrMinusOne =>
ParentIndexOrLink == ushort.MaxValue ? -1 : ParentIndexOrLink; 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;
return index >= 0 && index < Msh02SlotIndicesByLodAndGroup.Length // MODEL_STATE_DEFAULT -1
? Msh02SlotIndicesByLodAndGroup[index] // 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 < Msh02SlotIndicesByStateAndLOD.Length
? Msh02SlotIndicesByStateAndLOD[index]
: ushort.MaxValue; : ushort.MaxValue;
} }
@@ -130,7 +142,7 @@ public static class Msh0x01
{ {
var count = 0; var count = 0;
for (var lod = 0; lod < LodCount; lod++) for (var lod = 0; lod < StateCount; lod++)
{ {
if (!HasGeometrySlot(lod, group)) 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. /// Still uncertain. In recursive bounds/intersection paths this can suppress/alter child recursion.
/// Seen as child_node.flags &amp; 0x04. /// Seen as child_node.flags &amp; 0x04.
/// </summary> /// </summary>
UnknownSkipChild0x04 = 0x0004, MSH01_BOUNDS_MODE0_STOP = 0x0004,
/// <summary> /// <summary>
/// Stops recursive traversal into children for bounds/render/intersection helpers. /// Stops recursive traversal into children for bounds/render/intersection helpers.
/// </summary> /// </summary>
StopChildTraversal = 0x0010, MSH01_STOP_CHILD_BOUNDS_TRAVERSAL = 0x0010,
/// <summary> /// <summary>
/// Special render-group-4 mode bit. In render group 4, selects alternate piece render mode. /// Special lod-4 mode bit. In lod 4, selects alternate piece render mode.
/// Earlier also seen in special render/clip behavior.
/// </summary> /// </summary>
Group4AltRenderMode = 0x0020, MSH01_HAS_SPECIAL_LOD_4 = 0x0020,
/// <summary> /// <summary>
/// Exclude from shadow / no shadow. CAniMesh tracks has_any_shadow_casting_piece when this bit is absent. /// Exclude from shadow / no shadow. CAniMesh tracks has_any_shadow_casting_piece when this bit is absent.
/// </summary> /// </summary>
NoShadow = 0x0040, MSH01_NO_SHADOW = 0x0040,
/// <summary> /// <summary>
/// Used during attached MSH load: if parent/root description contains "central", piece gets hidden/excluded flag. /// Used during attached MSH load: if parent/root description contains "central", piece gets hidden/excluded flag.
/// Exact semantic name still provisional. /// Exact semantic name still provisional.
/// </summary> /// </summary>
CheckParentDescriptionCentral = 0x0800, MSH01_CHECK_PARENT_DESCRIPTION_CENTRAL = 0x0800,
} }
+80
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@@ -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.