refactor(M03): extract M2 placement transform resolver
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@@ -27,6 +27,9 @@ const TERRAIN_CHUNK_GEOMETRY_QUEUE_PLANNER_SCRIPT := preload(
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const M2_UNIQUE_PLACEMENT_REGISTRY_SCRIPT := preload(
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"res://src/render/m2/m2_unique_placement_registry.gd"
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)
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const M2_PLACEMENT_TRANSFORM_RESOLVER_SCRIPT := preload(
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"res://src/render/m2/m2_placement_transform_resolver.gd"
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)
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const STREAMING_TARGET_PLANNER_SCRIPT := preload("res://src/render/streaming/streaming_target_planner.gd")
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const STREAMING_TARGET_POLICY_SCRIPT := preload("res://src/render/streaming/streaming_target_policy.gd")
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const RENDER_BUDGET_SCHEDULER_SCRIPT := preload("res://src/render/streaming/render_budget_scheduler.gd")
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@@ -39,8 +42,6 @@ const RENDER_GROUND_QUERY_RAY_HEIGHT_UNITS := 5000.0
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const TILE_SIZE := COORDINATE_MAPPER_SCRIPT.ADT_TILE_SIZE_YARDS
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const CHUNK_SIZE := COORDINATE_MAPPER_SCRIPT.ADT_CHUNK_SIZE_YARDS
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const ADT_CLIFFROCK_WORLD_YAW_OFFSET := PI
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const ADT_WATERFALL_WORLD_YAW_OFFSET := PI * 0.5
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const QUALITY_CUSTOM := "Custom"
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const QUALITY_PERFORMANCE := "Performance"
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const QUALITY_BALANCED := "Balanced"
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@@ -213,6 +214,7 @@ var _m2_build_queue: Array = []
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var _m2_unique_placement_registry := (
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M2_UNIQUE_PLACEMENT_REGISTRY_SCRIPT.new()
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)
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var _m2_placement_transform_resolver := M2_PLACEMENT_TRANSFORM_RESOLVER_SCRIPT.new()
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var _m2_mesh_cache: Dictionary = {}
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var _m2_mesh_load_requests: Dictionary = {}
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var _m2_mesh_finalize_queue: Array = []
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@@ -3978,86 +3980,6 @@ func _rebuild_cached_wmo_material(material: Material) -> Material:
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return WMO_BUILDER_SCRIPT._build_material(mat_def, textures, extracted_dir)
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func _adt_m2_placement_basis(rot: Vector3, rel_path: String = "") -> Basis:
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if not _is_waterfall_m2_path(rel_path):
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return _adt_m2_regular_placement_basis(rot, rel_path)
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# ADTLoader stores MDDF yaw as raw_yaw - 90 degrees for historical Godot
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# facing alignment. In our tile-positive ADT world, waterfall models need a
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# world-space +90 degree yaw to anchor their top to the source pool. Twist
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# the sheet around its own local fall axis afterwards, so the anchor stays in
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# place but the alpha plane is not rendered edge-on.
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var basis := Basis.from_euler(rot)
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return (
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Basis(Vector3.UP, ADT_WATERFALL_WORLD_YAW_OFFSET)
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* basis
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* Basis(_waterfall_local_fall_axis(rel_path), _waterfall_sheet_twist(rel_path))
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)
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func _adt_m2_regular_placement_basis(rot: Vector3, rel_path: String = "") -> Basis:
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if not _is_elwynn_cliffrock_m2_path(rel_path):
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return Basis.from_euler(rot)
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# Elwynn cliff rock M2s are open-backed shell meshes. Plain Godot Euler
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# points their hollow side out of the cliff at waterfall placements. Keep the
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# correction model-specific so normal props retain the native ADT rotation.
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return (
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Basis(Vector3.UP, rot.y + ADT_CLIFFROCK_WORLD_YAW_OFFSET)
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* Basis(Vector3.BACK, rot.x)
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* Basis(Vector3.RIGHT, -rot.z)
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)
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func _adt_m2_placement_origin_offset(rot: Vector3, rel_path: String, scale_value: float) -> Vector3:
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if not _is_waterfall_m2_path(rel_path):
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return Vector3.ZERO
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var twist := _waterfall_sheet_twist(rel_path)
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if is_zero_approx(twist):
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return Vector3.ZERO
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var anchor := _waterfall_sheet_twist_anchor(rel_path)
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if anchor == Vector3.ZERO:
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return Vector3.ZERO
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var base := Basis(Vector3.UP, ADT_WATERFALL_WORLD_YAW_OFFSET) * Basis.from_euler(rot)
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var twisted := base * Basis(_waterfall_local_fall_axis(rel_path), twist)
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return (base * anchor - twisted * anchor) * maxf(scale_value, 0.0001)
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func _is_waterfall_m2_path(rel_path: String) -> bool:
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var name := rel_path.replace("\\", "/").to_lower().get_file().get_basename()
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return name == "newwaterfall" or name == "elwynntallwaterfall01"
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func _is_elwynn_cliffrock_m2_path(rel_path: String) -> bool:
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var name := rel_path.replace("\\", "/").to_lower().get_file().get_basename()
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return name == "elwynncliffrock01" or name == "elwynncliffrock02"
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func _waterfall_local_fall_axis(rel_path: String) -> Vector3:
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var normalized := rel_path.replace("\\", "/").to_lower()
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if normalized.ends_with("newwaterfall.m2") or normalized.ends_with("newwaterfall.mdx"):
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return Vector3(-0.138742, 0.990329, 0.0).normalized()
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if normalized.ends_with("elwynntallwaterfall01.m2") or normalized.ends_with("elwynntallwaterfall01.mdx"):
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return Vector3(-0.068962, 0.997619, 0.0).normalized()
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return Vector3.UP
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func _waterfall_sheet_twist(rel_path: String) -> float:
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var normalized := rel_path.replace("\\", "/").to_lower()
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if normalized.ends_with("newwaterfall.m2") or normalized.ends_with("newwaterfall.mdx"):
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return PI * 0.5
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if normalized.ends_with("elwynntallwaterfall01.m2") or normalized.ends_with("elwynntallwaterfall01.mdx"):
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return -PI * 0.5
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return 0.0
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func _waterfall_sheet_twist_anchor(rel_path: String) -> Vector3:
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var normalized := rel_path.replace("\\", "/").to_lower()
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if normalized.ends_with("elwynntallwaterfall01.m2") or normalized.ends_with("elwynntallwaterfall01.mdx"):
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return Vector3(-2.667799, 89.62273, 0.00129)
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return Vector3.ZERO
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func _cancel_wmo_build_job(tile_key: String) -> void:
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if _wmo_build_jobs.has(tile_key):
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_wmo_build_jobs.erase(tile_key)
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@@ -4216,8 +4138,12 @@ func _group_tile_m2_task(
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var pos: Vector3 = world_pos - tile_origin
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var rot: Vector3 = placement.get("rot", Vector3.ZERO)
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var scale_value: float = float(placement.get("scale", 1.0))
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var basis := _adt_m2_placement_basis(rot, normalized)
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var offset := _adt_m2_placement_origin_offset(rot, normalized, scale_value)
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var basis: Basis = _m2_placement_transform_resolver.resolve_basis(rot, normalized)
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var offset: Vector3 = _m2_placement_transform_resolver.resolve_origin_offset(
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rot,
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normalized,
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scale_value
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)
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var xform := Transform3D(basis.scaled(Vector3.ONE * maxf(scale_value, 0.0001)), pos + offset)
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if not groups.has(normalized):
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@@ -4905,8 +4831,18 @@ func _build_tile_m2_placeholders(tile_root: Node3D, tile_origin: Vector3, m2_nam
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var local_pos: Vector3 = placement.get("pos", Vector3.ZERO) - tile_origin
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var rot: Vector3 = placement.get("rot", Vector3.ZERO)
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var scale_value: float = float(placement.get("scale", 1.0))
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var xform_basis := _adt_m2_placement_basis(rot, rel_path).scaled(Vector3.ONE * maxf(scale_value, 0.01))
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var xf := Transform3D(xform_basis, local_pos + _adt_m2_placement_origin_offset(rot, rel_path, scale_value))
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var xform_basis := _m2_placement_transform_resolver.resolve_basis(
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rot,
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rel_path
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).scaled(Vector3.ONE * maxf(scale_value, 0.01))
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var xf := Transform3D(
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xform_basis,
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local_pos + _m2_placement_transform_resolver.resolve_origin_offset(
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rot,
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rel_path,
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scale_value
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)
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)
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if is_tree:
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tree_transforms.append(xf)
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else:
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@@ -4956,8 +4892,16 @@ func _instantiate_m2(rel_path: String, placement: Dictionary, tile_origin: Vecto
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var rot: Vector3 = placement.get("rot", Vector3.ZERO)
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var scale_value: float = float(placement.get("scale", 1.0))
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node.transform = Transform3D(
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_adt_m2_placement_basis(rot, rel_path).scaled(Vector3.ONE * maxf(scale_value, 0.0001)),
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local_pos + _adt_m2_placement_origin_offset(rot, rel_path, scale_value))
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_m2_placement_transform_resolver.resolve_basis(
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rot,
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rel_path
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).scaled(Vector3.ONE * maxf(scale_value, 0.0001)),
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local_pos + _m2_placement_transform_resolver.resolve_origin_offset(
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rot,
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rel_path,
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scale_value
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)
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)
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return node
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