render: extract native M2 animation resource observer

This commit is contained in:
2026-07-18 10:55:47 +04:00
parent d22a9cd743
commit 1cb0101a73
18 changed files with 932 additions and 104 deletions
@@ -0,0 +1,113 @@
class_name M2NativeAnimationResourceObserver
extends RefCounted
## Resolves the existing native GryphonRoost animated M2 prototype path.
const M2_NATIVE_ANIMATED_BUILDER_SCRIPT := preload(
"res://addons/mpq_extractor/loaders/m2_native_animated_builder.gd"
)
var _native_animated_builder: Object
func _init(native_animated_builder: Object = M2_NATIVE_ANIMATED_BUILDER_SCRIPT) -> void:
_native_animated_builder = native_animated_builder
## Returns whether the normalized path uses the historical native animation path.
func is_native_animation_candidate(normalized_relative_path: String) -> bool:
return normalized_relative_path.to_lower().contains("gryphonroost")
## Returns the exact cached or newly adopted native animated prototype.
## Rejected native candidates are marked static-only for the renderer session.
func observe(
normalized_relative_path: String,
extracted_directory: String,
raw_model_repository: RefCounted,
prototype_cache_state: RefCounted,
debug_logging_enabled: bool = false
) -> Node3D:
if (
normalized_relative_path.is_empty()
or not is_native_animation_candidate(normalized_relative_path)
or raw_model_repository == null
or prototype_cache_state == null
):
return null
var cached_prototype := prototype_cache_state.call(
"find_animated_prototype",
normalized_relative_path
) as Node3D
if cached_prototype != null:
return cached_prototype
if bool(prototype_cache_state.call(
"is_animation_static",
normalized_relative_path
)):
return null
var animated_model_data: Dictionary = raw_model_repository.call(
"load_animated_model_data",
extracted_directory,
normalized_relative_path
)
var animated_surfaces: Array = animated_model_data.get(
"animated_surfaces",
[]
)
if animated_model_data.is_empty() or animated_surfaces.is_empty():
prototype_cache_state.call(
"mark_animation_static",
normalized_relative_path
)
return null
var prototype := build_animated_prototype(
animated_model_data,
extracted_directory
)
if prototype == null or prototype.get_child_count() <= 0:
prototype_cache_state.call(
"mark_animation_static",
normalized_relative_path
)
return null
prototype = prototype_cache_state.call(
"adopt_animated_prototype",
normalized_relative_path,
prototype
) as Node3D
if debug_logging_enabled:
print(
(
"M2_NATIVE_ANIM_CACHE path=%s surfaces=%d bones=%d "
+ "anim_id=%d seq=%d score=%d length=%.2f"
)
% [
normalized_relative_path,
animated_surfaces.size(),
(animated_model_data.get("bones", []) as Array).size(),
int(animated_model_data.get("animation_id", -1)),
int(animated_model_data.get("animation_sequence_index", -1)),
int(animated_model_data.get("animation_activity_score", 0)),
float(animated_model_data.get("animation_length", 0.0)),
]
)
return prototype
## Builds one prototype through the exact native animated builder dependency.
func build_animated_prototype(
animated_model_data: Dictionary,
extracted_directory: String
) -> Node3D:
if _native_animated_builder == null:
return null
return _native_animated_builder.call(
"build",
animated_model_data,
extracted_directory
) as Node3D
@@ -0,0 +1 @@
uid://bc3kgi23usncx