Implement playable Mac client and rendering validation
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@@ -130,6 +130,7 @@ public:
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// Deformed mesh bounds in this node's local GR2 coordinate frame. Unlike
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// MeshInstance3D::get_aabb(), this follows the GPU shader pose as well.
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godot::AABB get_visual_aabb();
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godot::Dictionary get_fly_target_bounds();
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// Parent-space Y adjustment that places the bind-pose model's lowest point
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// on the actor origin. GR2 is Z-up/cm; this is converted to Godot Y/metres.
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double get_ground_offset() const { return ground_offset; }
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@@ -187,6 +188,7 @@ private:
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godot::Ref<godot::ImageTexture> hair_tex; // resolved hair albedo (for GPU path)
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int gpu_base_surf = 0; // base surfaces before appended GPU hair
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void _load_hair();
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void _refresh_hair_mesh();
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void _build_gpu_mesh(); // base + remapped hair surfaces -> mi->mesh (GPU-skin path, §2.2)
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godot::String weapon_gr2; // attached weapon .gr2 (or "")
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@@ -244,6 +246,9 @@ private:
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bool gpu_visual_bounds_ready = false;
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bool have_visual_bounds = false;
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godot::AABB visual_bounds;
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std::vector<gr2::Mat4> current_world_pose;
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godot::AABB fly_target_bounds;
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bool fly_target_bounds_valid = false;
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std::vector<gr2::Mat4> current_skin;
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godot::Ref<godot::Image> bones_img; // RGBAF 3 x bone_count
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godot::Ref<godot::ImageTexture> bones_tex;
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