Networked client on the existing Godot 4.7 + libgr2 renderer:
- net: m2dev wire protocol (libsodium KX + XChaCha20), auth/select/game
phases, EntityStore world model, ~all GC/CG headers. char create/delete,
private shop / mall / cube, SHOP_GC_START_EX, guild, party (+ CG_PARTY_SET_STATE),
quests, dragon soul, refine, safebox, exchange.
- UI: in-game windows migrated 1:1 from the reference uiscript/root .py —
char status (/stat), inventory+equipment, select-item ([SELECT_ITEM] quest
token), system-option + game-option + ESC system menu, private-shop 39-grid,
party info board, shop tabs, atlas, minimap, quickbar, chat, …
- EterGrnLib polish: GR2 material blend/two-sided, LOD crossfade, motion-event
dispatch, contact shadow, ray-AABB picking, weapon grip pre-transform.
Portable asset IO (A1) — all extension/libgr2/formats/mtproto reads routed
through godot::FileAccess (res:// PCK works on iOS/Android); standalone-lib
*_path() kept for the non-Godot CTests. AssetResolver + PropertyRegistry
switched to a baked index (bake_asset_index.gd) instead of std::filesystem.
Mobile builds: build-{android,ios}.sh, export-android.sh, pack-assets.sh,
gen-debug-keystore.sh. Assets ship as a zip mounted at runtime by
project/asset_pack.gd (adb push now; HTTP download is a drop-in later).
ctest 10/10, 34 GDScript suites, macOS/iOS/Android all build.
Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_013EJxkHiNKS4kybHS3XKyAJ
35 lines
1.4 KiB
C++
35 lines
1.4 KiB
C++
#pragma once
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#include <godot_cpp/classes/array_mesh.hpp>
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#include <godot_cpp/classes/ref.hpp>
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#include <godot_cpp/variant/string.hpp>
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#include <string>
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namespace fmt {
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struct AssetResolver;
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}
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// W4/R2 —— `.spt` 几何尚未跨平台读取(见 formats/spt.h),运行时使用 tree proxy:
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// 确定性枝干 + 多组交叉叶簇,并优先采用 .spt 指向的真实 bark/composite DDS。
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// 一份共享 mesh / treefile,逐实例只由 MultiMesh 承载原 AreaData 位置。
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namespace mtgodot {
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// species_hint = treefile 名(判针叶/阔叶)。height_m ≈ 期望树高(米)。
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godot::Ref<godot::ArrayMesh> build_placeholder_tree(const godot::String &species_hint,
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float height_m = 12.0f);
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// R2 tree proxy:保留无专有运行时的限制,但从 .spt 嗅探真实树皮和 composite atlas,
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// 用确定性的枝干/叶簇 mesh 近似 SpeedTree 的 branch/frond/leaf 分层。结果按 treefile 缓存,
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// 可安全用于每树种一个 MultiMesh。若资源解析失败,自动退回纯程序化材质。
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godot::Ref<godot::ArrayMesh> get_tree_proxy_mesh(const std::string &treefile,
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const fmt::AssetResolver &resolver, float height_m = 12.0f);
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// 从 treefile 名猜是否针叶(cedar / cypress / pine / fir / spruce…)。
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bool species_is_conifer(const godot::String &species_hint);
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// 退出时清 shader、DDS 和 treefile->mesh 缓存。
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void cleanup_tree_shader();
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} // namespace mtgodot
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