Commit Graph

10 Commits

Author SHA1 Message Date
d83bdd3b68 fix(mesh): distinct anchor assignment -- no two resources may claim one buffer
Selection was per-resource and greedy, so two resources could take one vertex
buffer while a valid one sat unused. A runtime capture proved that wrong for the
mirrored e106 hull twins: the container holds both halves and the engine draws
each from its own address. Now the first claimant keeps a buffer and later
resources re-anchor past everything already claimed (coverage can never regress;
grouped-pool models untouched).

Against the 46 capture-named Stage_S02 buffers: exact anchors 29 -> 40, unclaimed
12 -> 4. Disc-wide: 5480 resources decoded (unchanged), cross-container
inconsistency 125 -> 46.

The twins' mirror therefore lives in the DATA, not in the placement matrix: the
embedded e106_bdy_02 row and the two assertions encoding the old convention are
updated, each with the reason recorded. Full suite green incl. disc/ISO gates.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-08-12 03:16:51 +00:00
64d372c7e8 revert(mesh): withdraw the neighbourhood anchor -- it regressed the e106 twin mirror
The neighbourhood anchor (f18d591) and its refinement (27a0701) took
cross-container inconsistency from 125 to 51 with coverage unchanged, and made
e106 render as a destroyer rather than a slab. Both are reverted.

ship::tests::static_assembly_matches_runtime_capture is gated on SYLPHEED_ISO, so
it SKIPS in an ordinary cargo test -- which is why the regression was invisible
in every suite run so far. With the ISO it fails:

  e106_bdy_01: static M row0 [-1.0, 0.0, 0.0] != captured [1.0, 0.0, 0.0]

e106_bdy_01 and _02 are a mirrored pair whose two buffers hold the same geometry
reflected in X, and BOTH resources currently decode to the SAME buffer (identical
counts, span and mean_x). apply_twin_mirrors picks which instance to reflect from
the sign of that mean_x, so which buffer wins flips the decision:

  before  both twins mean_x = -66.83  -> mirror bdy_02  (matches the capture)
  after   both twins mean_x = +66.83  -> mirror bdy_01  (contradicts it)

Neither is right -- two resources sharing one decode is itself the bug and the
mirror heuristic has been compensating. The capture is ground truth, so a change
that contradicts it does not ship. The real fix must give each twin its own
buffer first.

Kept from the attempt: this test now also asserts the SET of static placements
against the capture (allow-list {e303_wep_01} for vbase dedup), so extra
placements can finally fail it -- the direction it could never fail in before.

Docs, backlog, INDEX and the ignored test's message all corrected to say
diagnosed-not-fixed rather than fixed.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-08-12 01:08:41 +00:00
ca500c171e ship: index-less brg/eng/sld parts never matched their GN frame — 34 ships assembled without a bridge
Tier 3 matched a part to its hardpoint by trailing index, so `e105_brg`
compared "01" == "" against GN_Bridge_01 and fell through silently. The runtime
capture is what exposed it: the game draws the bridge and places it at
[0, 70, -1850] rel e105_bdy_01, and assemble_ship emitted nothing there.

With no index to match on, take the lowest-numbered frame of the category.
Diffing assemble_ship part counts across every container: 34 (stage, ship)
entries gain parts — e102 +2 (bridge and engine), e104 +1, e105 +1, Stages
02-29. ship_audit is unchanged, so nothing regressed, and the capture now agrees
to dT 0.03 / dR 0.000.

Also fixes the diff itself: correlate_frames compared static against a rotation
sampled from the first block, which can belong to another INSTANCE of the class.
Scoped to the position-agreeing cluster, e105_eng_01 goes 1.711 -> 0.000 and
both e106 nacelles to 0.000. The one remaining rotation delta (e106_wep_02_01,
0.134) is a turret whose rotation varies by 0.182 between blocks that agree on
its position — the runtime disagrees with itself more than with the assembler.
The new rotVar column makes that distinction visible.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-08-10 19:16:06 +00:00
MechaCat02
ea32e77e45 ship: engine placement CONFIRMED by 43-instance capture; exhaust markers added
capture_verify example: clusters every part's ship-relative transform across
the new multi-snapshot, multi-instance F10 captures (5 snapshots, 43 e106
instances, all angles). Verdict: the dominant clusters match the static
assembly to ~1 unit on EVERY part — including BOTH engine nacelles at
(+-131, -133, -131) — so the "engines inside the hull" appearance is the
game's own placement: the engine geometry sits recessed in the aft hull, and
the visible "thrusters" in-game are exhaust FX drawn at the GN_Jet/GN_SJet
frames (Z ~ -570, past the stern).

To close that perception gap the viewer now draws simple exhaust cones at the
game's own jet frames (ship::exhaust_frames; part of the external-parts
toggle). The jet frames flip Z, so the cone apex is authored at +Z and lands
trailing aft — verified in the offline render.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-26 19:44:12 +02:00
MechaCat02
31f2637e6c viewer,ship: external parts ON by default + Ships catalog = composite ships only
Fixes the two things the user saw in the Ships browser:
- "Can't find the thrusters": show_external defaulted OFF, hiding the engine
  rig / bridge / turrets entirely. Externals are EXACT since the node-TRS fix,
  so the toggle now defaults ON (relabelled; off = bare hull bodies).
- "Some parts very far away": families without a composite scene graph (fighter
  morph sets like f002 whose detached parts are authored far from the origin,
  shared turret/prop part families) fell into the stack-at-origin fallback and
  rendered as piles with stray pieces. ShipModel now carries has_composite and
  the catalog lists only real assembled ships.

Offline audit across ALL stages (ship_audit example): the only far-away
outliers were composite-less f002 morph parts (now filtered); every capital
ship assembles coherently (e108 places its 7 turret instances, f105 its
mirrored shield generators). All primary composites are single-key tracks —
multikey exists only in animation composites (e901 attacks, missile-open),
which assemble_ship does not select.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-26 19:15:34 +02:00
MechaCat02
737b61242e ship: STATIC assembly is now EXACT — node-TRS off-by-one cracked via the capture
The runtime capture served its true purpose: as the answer key that exposed the
static encoding. The XBG7 node joint table (node+0x44) holds NINE keyframe
channels [TX TY TZ RY RX RZ SX SY SZ] behind EIGHT pointer slots shifted one
track forward: channel k+1 = f64@(ptr[k]+8), and channel 0 -- TX, which no
pointer names -- sits at ptr[0]-0x48 (tracks are 0x50-byte records, value at
+8). The old 8-slot read took TY as X, RY as Y (usually 0 -- why both hulls
stacked on the centreline) and never saw TX at all (the +-264 hull offsets).
Euler order is Ry(ch3)*Rx(ch4)*Rz(ch5) with angles applied directly, pinned by
the captured engine nacelle Rx(-15)*Rz(30) decomposition. mesh.rs gains
read_trs9/node_rotation; scene_world_nodes and node_transforms both fixed
(saber fin overrides unaffected).

assemble_ship rewritten fully static and exact:
- every composite-node instance placed (alias duplicates collapsed, real
  instances kept) including cross-id turret mounts (rou_e303_wep_01_root x2)
- the e_rou_<id>_eng cluster rig mounts at GN_Engine_01 (two mirrored nacelles
  +-131 with -+30-degree cant + centre engine) -- world = frame o rig_local
- brg/sld at their exact GN frames (frames were always exact)
- shared-geometry twin pairs at +-TX: X-reflect the instance whose offset
  opposes the geometry's dominant side (viewer reverses winding on det<0)
- squeezed node names resolve (wep02 -> wep_02_01)

Ground-truth gate: ship::tests::static_assembly_matches_runtime_capture asserts
static == the baked e106 capture for all 8 parts (T<1.0, R<0.02) plus both
nacelles, both turrets, and the starboard-hull mirror. Viewer now uses pure
static assembly; ship_capture + the baked table remain as the verification
oracle. Renders show a coherent, bilaterally-symmetric destroyer.

81 formats-lib + all disc tests green; viewer builds.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-07-26 19:00:49 +02:00
MechaCat02
79c78cc7e1 ship: apply scale + gate approximate external parts behind a toggle
Two changes after user feedback that externals sit near-but-wrong (shield inset
into the hull, thruster floating close):

- Scale: the joint table's slots 5–7 are per-axis scale (a GN_ShieldG frame ships
  at 0.5, GN_Jet FX at 2.4–6.5) and were being ignored, rendering scaled parts at
  the wrong size. ScenePart now carries `s` and applies R·(S·v)+T.
- External placement is fundamentally approximate: a GN_* frame is the mount
  PIVOT (f105's two GN_ShieldG frames are both on the centreline), while the
  part's outboard/rotational offset lives in a detail sub-rig / runtime code this
  static pass can't recover. So assemble_ship gains `include_external`: the hull
  tier (rou_ nodes) is exact and always drawn; the external tier (bridge / shield
  / engine at GN_ frames) is opt-in via a "Show external parts" checkbox in the
  Ships browser, off by default so the clean, correct hull is the default view.

The module doc is corrected to the scene-graph mechanism (the old "draw parts
untransformed" claim was wrong).

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-23 22:11:47 +02:00
MechaCat02
8c8e2dbeb4 ship: use only the primary composite — fixes parts floating mid-ship
The sub-composites (`e_rou_<id>_eng`, `_wep_*`) are LOCAL detail rigs: their
nodes are posed in their own frame, not ship-space, so folding them in placed
the engines at ~mid-ship (Z≈99) instead of aft — the "floating in air" parts.

The PRIMARY composite (`e_rou_<id>`, the one with the most nodes) already carries
the full ship-space layout: every hull body AND every `GN_*` hardpoint frame
(GN_Bridge at the stern, GN_Engine aft, GN_ShieldG amidships…). Assemble from
that one composite only; engines/bridge/shield now resolve to their real aft/mid
frames. Robust to the odd single-composite case (e108's `e_rou_e108_Missile_open`
is still picked as its own primary).

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-23 21:52:20 +02:00
MechaCat02
a8b5691d1c ship: assemble capital ships from the composite scene graph (real placement)
The first cut drew every part at the origin, overlapping into a mess — the parts'
vertex buffers are authored around the origin, NOT pre-placed. The real world
placement lives in the composite scene-graph resource `e_rou_<id>`, exactly like
node_transforms poses the DeltaSaber's fins within one resource — but here the
nodes reference SEPARATE geometry resources.

Two tiers, matching how the game splits a ship (as the user described):
- Hull — `rou_<id>_*` scene nodes name the hull body resources and carry their
  world transform (bodies that together form the hull, not individually
  destructible). Composed parent∘child down the first-child/next-sibling tree.
- External hardpoints — `GN_*` frame nodes are the Vessel mounts (`GN_Bridge_01`,
  `GN_ShieldG_01`, `GN_Engine_01`, matching the IDXD recipe Frame names). Each
  bridge / shield-generator / engine part is placed at its frame by category+idx —
  the individually-destructible parts.

- mesh: `scene_world_nodes` — walk a composite, emit every `rou_`/`GN_` node with
  its composed world transform (same record layout + TRS convention as
  node_transforms, cross-resource). ScenePart{resource,m,t}+apply.
- ship: `assemble_ship(bytes, id)` — resolve hull nodes to the ship's own parts
  (shared cross-id turrets excluded — they need the per-mount recipe), match
  external parts to GN frames, fall back to a raw draw when a prop has no
  composite. is_base_part now also drops `_dNN`/`_lNN`/`_mNN` LOD copies.
- viewer: build_ship_model runs assemble_ship, decodes only referenced resources,
  bakes each part's world pose into its vertices (one posed copy per placement),
  then assembles via the shared prepare path. RequestShipRender carries the id.

Verified headless: parts now spread into coherent single-ship extents
(e108 185×174×683, f106 703×479×2079, f101 carrier 560×539×1712) instead of
piling at the origin. Turret placement (shared eNNN gun models on many GN_*Gun*
frames) still pending the per-mount recipe.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-23 21:44:25 +02:00
MechaCat02
cacb576ecd formats: ship module — reconstruct capital ships from XBG7 part families
Project Sylpheed never stores a capital ship as a single mesh. Each ship is
modelled, then split into destructible parts (hull segments, bridge, engines,
integral turrets), each shipped as its own XBG7 resource inside a
hidden/resource3d/Stage_SNN.xpr container. The split lets the game hide/replace
a part when the player destroys it. Crucially each part keeps its ship-local
position, so reconstructing the whole ship is: draw every base part of one id
together, untransformed.

New `ship` module: Faction (from the e/f/n id prefix — ADAN/TCAF/Neutral),
ShipModel, ship_id_of, is_base_part (skips _l/_m/_d LODs, _bNN/_dead/_break
destruction geometry, e_rou_ scene nodes), and ships_in_container to group a
stage's resources into whole ships.

Supporting:
- mesh::xbg7_resource_names — list a container's XBG7 resource names (directory
  walk only, no geometry decode).
- Xbg7Model::models_named — decode only the named resources (assemble a ship
  from its ~8 parts instead of the whole ~300-resource stage).
- game_data::Vessel gains `model` (the rou_<id> hull stem) to link stats to the
  3D part family.

Tests: id/part classification + a disc-gated reconstruction of the ADAN e108
frigate from Stage_S02.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-07-23 21:16:04 +02:00