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// Copyright 2025-2026 肖其顿 (XIAO QI DUN)
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//
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// Licensed under the Apache License, Version 2.0 (the "License");
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// you may not use this file except in compliance with the License.
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// You may obtain a copy of the License at
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//
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// http://www.apache.org/licenses/LICENSE-2.0
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//
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// Unless required by applicable law or agreed to in writing, software
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// distributed under the License is distributed on an "AS IS" BASIS,
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// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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// See the License for the specific language governing permissions and
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// limitations under the License.
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package threed
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import (
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"fmt"
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)
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// U3DNodeState 按名称覆盖节点,未指定透明度或可见性时沿父路径继承
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// Opacity范围为0到1,采用标准透明混合;Matrix为相对父节点的列式仿射矩阵
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// 显式Opacity覆盖材质和纹理合成的透明度,之后仍应用视图附加透明度
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// 未匹配的名称不影响场景,Matrix和Motion均为空时保留每条父路径的原始变换
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// Motion以指定轨道替换节点变换,与Matrix互斥,不驱动骨架;显式变换优先于动画修饰器
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// Bones覆盖动画求值后的指定骨骼姿态,未指定项沿用当前局部变换,不修改共享几何
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type U3DNodeState struct {
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Name string
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Opacity *float64
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Visible *bool
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Matrix *[16]float64
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Motion *U3DTrackState
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Bones []U3DBoneState
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}
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// nodeStates 建立有预算限制的覆盖索引,重复名称整体替换而不合并字段
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// 入参: groups 按优先级递增排列的节点覆盖分组
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// 返回: error 数值、预算或取消错误
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func (r *Renderer) nodeStates(groups ...[]U3DNodeState) error {
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var count uint64
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for _, states := range groups {
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if uint64(len(states)) > ^uint64(0)-count {
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return fmt.Errorf("U3D node state count exceeds limit")
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}
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count += uint64(len(states))
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}
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if count == 0 {
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return nil
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}
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if err := r.Reserve(count, 160); err != nil {
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return err
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}
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r.states = make(map[string]U3DNodeState, int(count))
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for _, states := range groups {
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for i, state := range states {
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if i%256 == 0 {
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if err := r.ctx.Err(); err != nil {
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return err
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}
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}
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r.states[state.Name] = state
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}
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}
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var samples map[U3DTrackState]*[16]float64
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defer func() {
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if samples != nil {
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r.remaining += 1024 + uint64(len(samples))*192
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}
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}()
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for name, state := range r.states {
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if err := r.ctx.Err(); err != nil {
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return err
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}
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if state.Opacity != nil && (!finite(*state.Opacity) || *state.Opacity < 0 || *state.Opacity > 1) {
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return fmt.Errorf("invalid U3D node opacity")
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}
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if state.Matrix != nil && !u3dMatrix(*state.Matrix).valid() {
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return fmt.Errorf("invalid U3D node matrix")
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}
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if state.Motion != nil {
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if state.Matrix != nil || !finite(state.Motion.Time) {
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return fmt.Errorf("invalid U3D node motion state")
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}
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if samples == nil {
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if err := r.Reserve(1, 1024); err != nil {
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return err
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}
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samples = make(map[U3DTrackState]*[16]float64)
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}
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matrix := samples[*state.Motion]
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if matrix == nil {
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if err := r.Reserve(1, 320); err != nil {
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return err
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}
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value, err := r.trackMatrix(*state.Motion)
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if err != nil {
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return err
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}
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matrix = &value
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samples[*state.Motion] = matrix
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}
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state.Matrix = matrix
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r.states[name] = state
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}
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}
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return nil
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}
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// modelVisibility 在节点覆盖生效时恢复隐藏模型,保留原有正反面选择
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// 入参: node 模型节点
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// 返回: uint32 可见面标志
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func (instance u3dInstance) modelVisibility(node *U3DNode) uint32 {
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if instance.visibility == 0 {
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return 0
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}
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if instance.visibility == 1 && node.Visibility == 0 {
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return 3
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}
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return node.Visibility
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}
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