Fix cull mode + isolate head-collapse to a libgr2 curve bug
Rendering fixes (real): - m2_material shaders: cull_disabled -> cull_back (inside-of-mesh faces were z-winning and darkening/hiding the head under the ShaderMaterial path). - drop `* COLOR` from the shader (meshes carry no ARRAY_COLOR). Animation: convert gr2 global poses to Godot *local* bone poses and set via set_bone_pose (was set_bone_global_pose). MTGODOT_VERIFY=1 confirms get_bone_global_pose(i) == conv(world[i]) for all 75 bones (<=2.6e-5). Head/upper-armor collapse on dance_1 is NOT a Godot-route bug: - reproduced identically in xrender-poc's bgfx demo at the same anim/t - reproduced by the new MTGODOT_CPUSKIN=1 reference path (same LBS math as xrender's validated skin_mesh) - `general/wait` / `run` render correctly in all three => upstream libgr2 Curve::eval (degree-2 quaternion B-spline) vs Granny. Demo default animation switched to general/wait; documented in MIDREVIEW §4 and README. Debug scaffolding gated behind MTGODOT_VERIFY / MTGODOT_CPUSKIN. Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01WaHYEY9rwLWt21PULiYjeJ
This commit is contained in:
@@ -12,7 +12,7 @@ namespace {
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// blend_mix shader: covers opaque (mode 0, alpha-scissor) and alpha (mode 1).
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const char *SRC_MIX = R"(shader_type spatial;
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render_mode blend_mix, depth_draw_opaque, cull_disabled, diffuse_lambert, specular_disabled;
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render_mode blend_mix, depth_draw_opaque, cull_back, diffuse_lambert, specular_disabled;
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uniform sampler2D albedo_tex : source_color, filter_linear_mipmap, repeat_enable;
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uniform bool use_texture = true;
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@@ -22,7 +22,7 @@ uniform int mode = 0; // 0 opaque | 1 alpha-blend | 2 alpha-test (cutout)
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void fragment() {
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vec4 c = use_texture ? texture(albedo_tex, UV) : vec4(1.0);
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c *= modulate * COLOR;
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c *= modulate; // no vertex color: Metin2 PC meshes carry none (ARRAY_COLOR absent)
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if (mode == 2 && c.a < alpha_scissor) {
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discard;
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}
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@@ -33,7 +33,7 @@ void fragment() {
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// blend_add shader: additive glow (effects, enchant overlays).
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const char *SRC_ADD = R"(shader_type spatial;
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render_mode blend_add, depth_draw_opaque, depth_test_disabled, cull_disabled, unshaded;
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render_mode blend_add, depth_draw_opaque, depth_test_disabled, cull_back, unshaded;
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uniform sampler2D albedo_tex : source_color, filter_linear_mipmap, repeat_enable;
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uniform bool use_texture = true;
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@@ -41,7 +41,7 @@ uniform vec4 modulate : source_color = vec4(1.0);
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void fragment() {
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vec4 c = use_texture ? texture(albedo_tex, UV) : vec4(1.0);
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c *= modulate * COLOR;
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c *= modulate; // no vertex color: Metin2 PC meshes carry none (ARRAY_COLOR absent)
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ALBEDO = c.rgb * c.a;
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ALPHA = 1.0;
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}
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@@ -10,6 +10,18 @@
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#include <cmath>
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#include <string>
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#include <godot_cpp/classes/mesh_instance3d.hpp>
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#include <godot_cpp/classes/os.hpp>
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#include <godot_cpp/classes/skin.hpp>
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static double _tdiff(const godot::Transform3D &a, const godot::Transform3D &b) {
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double d = 0.0;
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for (int r = 0; r < 3; ++r)
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for (int c = 0; c < 3; ++c)
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d = godot::Math::max(d, (double)godot::Math::abs(a.basis[r][c] - b.basis[r][c]));
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return godot::Math::max(d, (double)(a.origin - b.origin).length());
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}
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using namespace godot;
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namespace mtgodot {
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@@ -95,6 +107,31 @@ void Metin2AnimPlayer::reload() {
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anim_file = std::move(f);
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const gr2::Animation &an = anim_file->file_info().animations[0];
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duration = an.duration;
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// Diagnostic: how many anim tracks map to a model-skeleton bone by name?
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if (Metin2Model *model = resolve_model()) {
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if (const gr2::Skeleton *sk = model->gr2_skeleton()) {
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int matched = 0;
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godot::String unmatched;
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for (const auto &tr : an.tracks) {
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bool hit = false;
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for (const auto &b : sk->bones) {
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if (b.name == tr.bone_name) {
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hit = true;
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break;
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}
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}
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if (hit) {
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++matched;
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} else if (unmatched.length() < 300) {
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unmatched += String(tr.bone_name.c_str()) + " ";
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}
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}
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UtilityFunctions::print(vformat(
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"[Metin2AnimPlayer] track->bone match: %d/%d (skel bones=%d) unmatched: %s",
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matched, (int)an.tracks.size(), (int)sk->bones.size(), unmatched));
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}
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}
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last_info = vformat("anim '%s' dur=%.3f tracks=%d anims=%d",
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String(an.name.c_str()), duration, (int)an.tracks.size(),
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(int)anim_file->file_info().animations.size());
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@@ -127,9 +164,43 @@ void Metin2AnimPlayer::apply_pose(double t) {
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gr2::sample_pose(*sk, an, (float)tt, world_buf, skin_buf);
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const int n = (int)std::min<size_t>(world_buf.size(), (size_t)skel->get_bone_count());
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if (godot::OS::get_singleton()->get_environment("MTGODOT_CPUSKIN") == "1") {
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model->enable_cpu_skin(true);
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model->cpu_skin(skin_buf);
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return;
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}
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// Convert gr2 global poses -> Godot *local* bone poses and set those.
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// (Setting global poses directly hits a parent-ordering hazard in
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// Skeleton3D::set_bone_global_pose that detaches head/upper-body meshes
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// once bones leave the bind pose.)
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const int n = (int)std::min<size_t>(world_buf.size(),
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std::min<size_t>(sk->bones.size(), (size_t)skel->get_bone_count()));
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for (int i = 0; i < n; ++i) {
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skel->set_bone_global_pose(i, gr2_to_godot(world_buf[i]));
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const godot::Transform3D t_i = gr2_to_godot(world_buf[i]);
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const int parent = sk->bones[i].parent;
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if (parent < 0 || parent >= n) {
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skel->set_bone_pose(i, t_i);
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} else {
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skel->set_bone_pose(i, gr2_to_godot(world_buf[parent]).affine_inverse() * t_i);
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}
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}
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if (!verified_ && OS::get_singleton()->get_environment("MTGODOT_VERIFY") == "1") {
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verified_ = true;
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skel->force_update_all_bone_transforms();
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double d_pose = 0.0;
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int w_pose = -1;
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for (int i = 0; i < n; ++i) {
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double dp = _tdiff(skel->get_bone_global_pose(i), gr2_to_godot(world_buf[i]));
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if (dp > d_pose) {
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d_pose = dp;
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w_pose = i;
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}
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}
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UtilityFunctions::print(vformat(
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"[Metin2AnimPlayer] verify: max |global_pose - conv(world)| = %.6f @ bone %d '%s'",
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d_pose, w_pose, w_pose >= 0 ? String(sk->bones[w_pose].name.c_str()) : String()));
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}
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}
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@@ -63,6 +63,7 @@ private:
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double time_scale = 1.0;
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double time = 0.0;
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double duration = 0.0;
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bool verified_ = false;
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godot::String last_info;
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std::optional<gr2::File> anim_file;
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@@ -11,6 +11,7 @@
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#include <godot_cpp/classes/image.hpp>
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#include <godot_cpp/classes/image_texture.hpp>
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#include <godot_cpp/classes/mesh_instance3d.hpp>
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#include <godot_cpp/classes/os.hpp>
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#include <godot_cpp/classes/shader_material.hpp>
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#include <godot_cpp/classes/skeleton3d.hpp>
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#include <godot_cpp/classes/skin.hpp>
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@@ -184,7 +185,11 @@ void Metin2Model::reload() {
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mi->set_owner(get_owner() ? get_owner() : this);
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if (skel && sk) {
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mi->set_skeleton_path(mi->get_path_to(skel));
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mi->set_skin(build_skin(*sk));
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if (OS::get_singleton()->get_environment("MTGODOT_AUTOSKIN") == "1") {
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// let Godot derive the skin from skeleton rest poses
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} else {
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mi->set_skin(build_skin(*sk));
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}
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}
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mi->set_custom_aabb(bounds.grow(0.01));
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}
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@@ -435,6 +440,124 @@ const gr2::Skeleton *Metin2Model::gr2_skeleton() const {
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return fi.skeletons.empty() ? nullptr : &fi.skeletons[0];
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}
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const gr2::FileInfo *Metin2Model::gr2_fileinfo() const {
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return (file && *file) ? &(*file)->file_info() : nullptr;
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}
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namespace {
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// row-major 4x4 (translation elem 12..14), row-vector: out = [v 1] * M
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inline void xform_pt(const gr2::Mat4 &M, const float *v, float *o) {
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o[0] = v[0] * M[0] + v[1] * M[4] + v[2] * M[8] + M[12];
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o[1] = v[0] * M[1] + v[1] * M[5] + v[2] * M[9] + M[13];
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o[2] = v[0] * M[2] + v[1] * M[6] + v[2] * M[10] + M[14];
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}
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inline void xform_dir(const gr2::Mat4 &M, const float *v, float *o) {
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o[0] = v[0] * M[0] + v[1] * M[4] + v[2] * M[8];
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o[1] = v[0] * M[1] + v[1] * M[5] + v[2] * M[9];
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o[2] = v[0] * M[2] + v[1] * M[6] + v[2] * M[10];
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}
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} // namespace
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void Metin2Model::enable_cpu_skin(bool on) {
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if (!mi || !file || !*file) {
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return;
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}
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if (on && cpu_mesh.is_null()) {
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AABB b;
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cpu_mesh = build_mesh((*file)->file_info(), flip_winding, b);
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cpu_surf_mesh.clear();
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const gr2::FileInfo &fi = (*file)->file_info();
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for (int i = 0; i < (int)fi.meshes.size(); ++i) {
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if (!fi.meshes[i].vertices.empty() && !fi.meshes[i].indices.empty()) {
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cpu_surf_mesh.push_back(i);
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}
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}
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mi->set_skeleton_path(NodePath());
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mi->set_skin(Ref<Skin>());
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mi->set_mesh(cpu_mesh);
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if (skel) {
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skel->set_show_rest_only(true);
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}
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UtilityFunctions::print("[Metin2Model] CPU-skin mode ON");
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}
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}
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void Metin2Model::cpu_skin(const std::vector<gr2::Mat4> &skin) {
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if (cpu_mesh.is_null() || !file || !*file) {
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return;
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}
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const gr2::FileInfo &fi = (*file)->file_info();
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static const gr2::Mat4 I{ 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1 };
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cpu_mesh->clear_surfaces();
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for (int s = 0; s < (int)cpu_surf_mesh.size(); ++s) {
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const gr2::Mesh &m = fi.meshes[cpu_surf_mesh[s]];
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const int nv = (int)m.vertices.size();
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PackedVector3Array pos;
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PackedVector3Array nrm;
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PackedVector2Array uv;
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PackedInt32Array idx;
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pos.resize(nv);
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nrm.resize(nv);
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uv.resize(nv);
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idx.resize((int)m.indices.size());
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Vector3 *pw = pos.ptrw();
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Vector3 *nw = nrm.ptrw();
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Vector2 *uw = uv.ptrw();
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int32_t *iw = idx.ptrw();
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auto bone_of = [&](int slot) -> const gr2::Mat4 & {
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if (slot < 0 || slot >= (int)m.bone_bindings.size()) {
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return I;
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}
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int b = m.bone_bindings[slot];
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return (b < 0 || b >= (int)skin.size()) ? I : skin[b];
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};
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for (int i = 0; i < nv; ++i) {
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const gr2::Vertex &v = m.vertices[i];
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float wq[4];
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float sw = 0;
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for (int k = 0; k < 4; ++k) {
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sw += v.bone_weight[k];
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}
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for (int k = 0; k < 4; ++k) {
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wq[k] = (sw > 0) ? v.bone_weight[k] / sw : (k == 0 ? 1.f : 0.f);
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}
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gr2::Mat4 M{};
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for (int k = 0; k < 4; ++k) {
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const gr2::Mat4 &bm = bone_of(v.bone_index[k]);
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for (int e = 0; e < 16; ++e) {
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M[e] += wq[k] * bm[e];
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}
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}
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gr2::Mat4 M3 = M;
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M3[12] = M3[13] = M3[14] = 0;
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float p[3], nn[3];
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xform_pt(M, v.pos, p);
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xform_dir(M3, v.normal, nn);
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float ln = std::sqrt(nn[0] * nn[0] + nn[1] * nn[1] + nn[2] * nn[2]);
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if (ln > 1e-8f) {
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nn[0] /= ln;
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nn[1] /= ln;
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nn[2] /= ln;
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}
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pw[i] = Vector3(p[0], p[1], p[2]);
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nw[i] = Vector3(nn[0], nn[1], nn[2]);
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uw[i] = Vector2(v.uv0[0], v.uv0[1]);
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}
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for (size_t t = 0; t < m.indices.size(); ++t) {
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iw[t] = (int)m.indices[t];
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}
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Array arrays;
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arrays.resize(Mesh::ARRAY_MAX);
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arrays[Mesh::ARRAY_VERTEX] = pos;
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arrays[Mesh::ARRAY_NORMAL] = nrm;
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arrays[Mesh::ARRAY_TEX_UV] = uv;
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arrays[Mesh::ARRAY_INDEX] = idx;
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cpu_mesh->add_surface_from_arrays(Mesh::PRIMITIVE_TRIANGLES, arrays);
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}
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_apply_materials();
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}
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String Metin2Model::get_info() const {
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return last_info;
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}
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@@ -1,5 +1,6 @@
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#pragma once
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#include <godot_cpp/classes/array_mesh.hpp>
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#include <godot_cpp/classes/image_texture.hpp>
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#include <godot_cpp/classes/node3d.hpp>
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#include <godot_cpp/classes/ref.hpp>
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@@ -16,7 +17,6 @@
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namespace godot {
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class Skeleton3D;
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class MeshInstance3D;
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class ImageTexture;
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} // namespace godot
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namespace mtgodot {
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@@ -70,6 +70,14 @@ public:
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// --- C++ accessors for Metin2AnimPlayer (same extension) ---
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const gr2::Skeleton *gr2_skeleton() const;
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godot::Skeleton3D *skeleton_node() const { return skel; }
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const gr2::FileInfo *gr2_fileinfo() const;
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// CPU linear-blend skinning: rewrite ArrayMesh vertex regions from the
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// per-bone deformer matrices (gr2::sample_pose's `skin` output). Debug/
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// reference path; bypasses Godot's Skeleton3D skinning entirely.
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void cpu_skin(const std::vector<gr2::Mat4> &skin);
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bool has_cpu_skin_mesh() const { return cpu_mesh.is_valid(); }
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void enable_cpu_skin(bool on);
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// libgr2 sanity probe (kept from M0').
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godot::String probe_gr2(const godot::String &path) const;
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@@ -95,6 +103,9 @@ private:
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godot::String last_info;
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godot::HashMap<godot::String, godot::Ref<godot::ImageTexture>> tex_cache;
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godot::Ref<godot::ArrayMesh> cpu_mesh; // rebuilt each frame in cpu_skin mode
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std::vector<int> cpu_surf_mesh; // surface -> gr2 mesh index
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void _clear_children();
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void _apply_materials();
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godot::String _guess_texture_dir() const;
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