Implement playable Mac client and rendering validation
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@@ -45,12 +45,17 @@ struct TriGroup {
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};
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struct Mesh {
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struct BoneBounds {
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float min[3] = {}, max[3] = {};
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bool valid = false;
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};
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std::string name;
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VertexKind kind = VertexKind::Unknown;
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std::vector<Vertex> vertices;
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std::vector<uint32_t> indices; // 三角形列表
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std::vector<TriGroup> tri_groups;
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std::vector<int32_t> bone_bindings; // mesh 局部骨骼槽 → skeleton 骨骼索引
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std::vector<BoneBounds> bone_bounds; // Parallel source BoneBindings OBBMin/OBBMax.
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uint32_t source_bone_weight_slots = 0; // 顶点类型声明值;审计 >4/8 权重
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uint32_t source_bone_index_slots = 0; // packed UInt32 记为 4
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// 与 granny_mesh.MaterialBindings 平行:每项 = 解析出的漫反射贴图文件名
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