layout: restructure into src/ tests/ android/ scripts/ tools/
- extension/src/{port,platform,codepage} -> src/; native_render -> src/host
(+ dxt, shaders/); libgr2 -> src/gr2; extension/third_party -> third_party
- extension/tests -> tests/port, libgr2/tests -> tests/gr2
- android-native -> android (build.sh, push-client.sh moved in)
- script -> scripts; tools/40250 -> tools/server; oracle -> tools/granny-oracle;
perf tools -> tools/perf
- all build trees under build/ (native, release, android, port-gate)
- xrender:: CMake aliases -> mt::; port-map ledger impl paths rewritten
No code changes. ctest 15/15, port_gate macos+android PASS, port_map check 0 errors.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
This commit is contained in:
co-authored by
Claude Opus 5.5
parent
70710477cf
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a46093104c
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# oracle dump 二进制格式
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> `oracle.c`(`oracle dump`)产出。libgr2 侧对拍读取器(`tools/oracle_diff/`)必须与本文件一致。
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> `oracle dump` 把**层① 世界矩阵**和**mesh N 蒙皮顶点**写进**同一个文件**:先文件头,
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> 再 `kind=1` 段,紧接着 `kind=3` 段(`--mesh` 未命中时 `vertex_count=0`)。全部小端。
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## 文件头(所有 dump 共用)
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```
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magic "XORC" 4B
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version u32 1
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kind u32 1=层① 2=层② 3=蒙皮顶点 1
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coord u32 坐标约定编码: 1
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bit0 手系 (0=左手 1=右手)
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bit1 单位 (0=原始 1=米)
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bit2 根变换已 apply
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granny_ver char[16] 选定 granny2.dll 版本串
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model_path len-prefixed str
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anim_path len-prefixed str
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t f32 采样时刻
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```
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## kind=1/2 段(骨骼世界矩阵,紧跟文件头)
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```
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bone_count u32
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matrices f32[bone_count][16] GrannyGetWorldPose4x4Array 直出(骨骼空间→世界),行主序 Granny 原生
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```
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> ⚠ 不是 `GrannyGetWorldPoseComposite4x4Array` —— 那个返回 `InverseWorld4x4·world` = **蒙皮矩阵**(bind pose 时 ≈ I)。
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> `GrannyBuildWorldPose` 的 `Offset4x4` 传的是 model 的 `InitialPlacement`(`GrannyGetModelInitialPlacement4x4`),
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> 与 libgr2 `skeleton.initial_placement` 一致;不传的话非单位 IP 的模型(如 assassin 双 root)会差一个平移。
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## kind=3 段(mesh N 蒙皮顶点,紧跟 kind=1 段)
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```
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vertex_count u32 (--mesh 未命中 → 0,无后续)
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positions f32[vertex_count][3] GrannyDeformVertices(PositionNormal) 后的位置
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```
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## 坐标约定
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**M0/oracle 全程 raw**:`coord` = 手系按选定 DLL 实际输出、单位=原始、根变换未 apply。
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libgr2 的 `gr2::Mat4` 声明同一约定(见 `docs/steps/M0-gr2-reader.md` 「约定」)。
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basis fix / 单位缩放是 M1 渲染时才做的事,不进 dump。
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