feat(runtime): use mission placement in render snapshots
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@@ -32,7 +32,7 @@ use fparkan_render::{
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use fparkan_render_vulkan::VulkanPlanningBackend;
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use fparkan_runtime::{
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create, frame, load_mission, loaded_mission_assets, EngineConfig, EngineMode, EngineServices,
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MissionAssets, MissionRequest,
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MissionAssets, MissionObjectDraft, MissionRequest,
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};
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use fparkan_vfs::DirectoryVfs;
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use fparkan_world::WorldSnapshot;
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@@ -85,7 +85,9 @@ fn run(args: &[String]) -> Result<String, String> {
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last_tick = result.snapshot.tick.0;
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last_hash = result.snapshot.hash.0;
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let mission_assets = loaded_mission_assets(&engine);
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let commands = render_snapshot_commands_with_assets(&result.snapshot, mission_assets)
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let mission_drafts = fparkan_runtime::loaded_mission_object_drafts(&engine);
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let commands =
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render_snapshot_commands_with_assets(&result.snapshot, mission_assets, mission_drafts)
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.map_err(|err| format!("render snapshot: {err}"))?;
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last_draw_count = commands
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.commands
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@@ -114,20 +116,22 @@ fn run(args: &[String]) -> Result<String, String> {
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#[cfg(test)]
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fn render_snapshot_commands(snapshot: &WorldSnapshot) -> Result<RenderCommandList, String> {
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render_snapshot_commands_with_assets(snapshot, None)
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render_snapshot_commands_with_assets(snapshot, None, None)
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}
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fn render_snapshot_commands_with_assets(
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snapshot: &WorldSnapshot,
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mission_assets: Option<&MissionAssets>,
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mission_drafts: Option<&[MissionObjectDraft]>,
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) -> Result<RenderCommandList, String> {
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let render_snapshot = render_snapshot_with_assets(snapshot, mission_assets);
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let render_snapshot = render_snapshot_with_assets(snapshot, mission_assets, mission_drafts);
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build_commands(&render_snapshot, RenderProfile::default()).map_err(|err| err.to_string())
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}
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fn render_snapshot_with_assets(
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snapshot: &WorldSnapshot,
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mission_assets: Option<&MissionAssets>,
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mission_drafts: Option<&[MissionObjectDraft]>,
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) -> RenderSnapshot {
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let mut draws = Vec::with_capacity(snapshot.objects.len());
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for (index, handle) in snapshot.objects.iter().enumerate() {
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@@ -168,7 +172,12 @@ fn render_snapshot_with_assets(
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material_slots: vec![material],
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material_index: 0,
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pipeline_state: fparkan_render::LegacyPipelineState::default(),
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transform: identity_transform(index_to_f32(index)),
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transform: mission_drafts
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.and_then(|drafts| drafts.get(index))
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.map_or_else(
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|| identity_transform(index_to_f32(index)),
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mission_position_scale_transform,
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),
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range: IndexRange { start: 0, count: 3 },
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stable_order,
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});
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@@ -180,6 +189,27 @@ fn render_snapshot_with_assets(
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}
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}
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fn mission_position_scale_transform(draft: &MissionObjectDraft) -> [f32; 16] {
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[
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draft.scale[0],
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0.0,
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0.0,
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draft.position[0],
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0.0,
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draft.scale[1],
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0.0,
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draft.position[1],
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0.0,
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0.0,
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draft.scale[2],
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draft.position[2],
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0.0,
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0.0,
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0.0,
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1.0,
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]
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}
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fn identity_transform(x: f32) -> [f32; 16] {
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[
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1.0, 0.0, 0.0, x, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0,
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@@ -362,7 +392,7 @@ mod tests {
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object_visuals: vec![vec![AssetId::new(101), AssetId::new(102)]],
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..MissionAssets::default()
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};
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let commands = render_snapshot_commands_with_assets(&snapshot, Some(&assets))?;
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let commands = render_snapshot_commands_with_assets(&snapshot, Some(&assets), None)?;
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let draws: Vec<_> = commands
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.commands
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.iter()
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@@ -380,6 +410,24 @@ mod tests {
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Ok(())
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}
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#[test]
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fn render_snapshot_uses_mission_position_and_scale_without_interpreting_orientation() {
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let draft = MissionObjectDraft {
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original_id: None,
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resource_name_raw: Vec::new(),
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identity_or_clan_raw: 0,
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position: [10.0, 20.0, 30.0],
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orientation_raw: [1.0, 2.0, 3.0],
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scale: [2.0, 3.0, 4.0],
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visual_ids: Vec::new(),
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properties: Vec::new(),
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};
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assert_eq!(
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mission_position_scale_transform(&draft),
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[2.0, 0.0, 0.0, 10.0, 0.0, 3.0, 0.0, 20.0, 0.0, 0.0, 4.0, 30.0, 0.0, 0.0, 0.0, 1.0,]
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);
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}
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fn prepared_visual(id: u64, material: u64) -> PreparedVisual {
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PreparedVisual {
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id: AssetId::new(id),
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@@ -916,6 +916,15 @@ prepared visual сохраняет один compatibility fallback draw. Это
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multi-component prototype graph для будущего real Vulkan renderer, однако
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текущий game app всё ещё использует planning backend и triangle ranges.
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### Mission position/scale render bridge
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`fparkan-game` now maps preserved TMA position and non-uniform scale into each
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backend-neutral draw matrix instead of diagnostic index placement. Raw
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orientation deliberately remains uninterpreted: the original Euler order and
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matrix convention are not yet proven. This preserves authored values without
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inventing transform math; the app still uses planning backend and triangle
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ranges, so it is not a full renderer claim.
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`Land.msh` использует отдельный geometry-only bridge: validated `TerrainFace28`
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сохраняет source triangle order, а его positions и packed UV0 попадают в тот же
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static vertex/index upload path. Для текущего диагностического viewer XZ bounds
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