Commit Graph

5 Commits

Author SHA1 Message Date
notevil
3aec681436 Phase 2.2 : fork mesh/transformer/ (vanilla PlayerModel → SkinnedMesh)
COPY verbatim EF + rewrite imports :
- rig/mesh/transformer/VanillaModelTransformer.java (~700 LOC)
  Transformer principal : bake PlayerModel vanilla / HumanoidModel → SkinnedMesh biped
  EF. Utilise les PartTransformer (HEAD/ARM/LEG/CHEST) avec AABB cover area.
- rig/mesh/transformer/HumanoidModelTransformer.java (~70 LOC)
  Base abstract commune aux transformers humanoïdes.
- rig/mesh/transformer/HumanoidModelBaker.java (~115 LOC)
  Entry point bake() + export JSON + registry MODEL_TRANSFORMERS.

L'ancienne stub de VanillaMeshPartDefinition (record 55 LOC) est remplacée par
la vraie record dans le fork — API identique (of(partName), of(partName, path,
invertedParentTransform, root)).

Ajouté mixin accessor :
- rig/mixin/client/MixinAgeableListModel.java (@Invoker pour headParts/bodyParts
  sur AgeableListModel).
- src/main/resources/tiedup-rig.mixins.json (nouveau mixin config, package
  com.tiedup.remake.rig.mixin).
- build.gradle : args '-mixin.config=tiedup-rig.mixins.json' dans client+server
  run configs.
- META-INF/mods.toml : [[mixins]] config="tiedup-rig.mixins.json"

Logger EpicFightMod.LOGGER → TiedUpRigConstants.LOGGER dans HumanoidModelBaker.
Packages correctement rewrités par scripts/rig-rewrite-imports.sh. Compile
BUILD SUCCESSFUL maintenu.
2026-04-22 20:59:32 +02:00
notevil
1cef57a472 Phase 0 : compile SUCCESS (464 -> 0 errors)
Core data model du rig EF extractible compile désormais cleanly.

Changements clé :

1. AccessTransformer wiring (-80 errors)
   - Copie EF accesstransformer.cfg dans resources/META-INF/
   - Uncomment accessTransformer = file(...) dans build.gradle
   - Débloque l'héritage des package-private RenderType.CompositeState +
     RenderType.CompositeRenderType + RenderType.OutlineProperty nécessaires
     à TiedUpRenderTypes.

2. Stubs compat rendering Phase 2
   - PatchedEntityRenderer<E,T,M,R> : type param 4 pour PrepareModelEvent
   - RenderItemBase : type marker pour PatchedRenderersEvent.RegisterItemRenderer
   - LayerUtil + LayerProvider : interface fonctionnelle 5-params pour RegisterResourceLayersEvent
   - PlayerPatch<T extends Player> : extends LivingEntityPatch
   - ToolHolderArmature interface : leftTool/rightTool/backToolJoint()

3. Stubs compat combat Phase 2+
   - AttackResult + ResultType enum : utilisé comme type pour StateFactor ATTACK_RESULT
   - TrailInfo record : stubbé avec playable=false → particle trail jamais émis
   - AttackAnimation.Phase.hand = InteractionHand.MAIN_HAND
   - AttackAnimation.JointColliderPair : stub pour instanceof check
   - AttackAnimation.getPhaseByTime(float) : retourne Phase neutre
   - ActionAnimation.correctRootJoint() : no-op Phase 0
   - ActionAnimation.BEGINNING_LOCATION + INITIAL_LOOK_VEC_DOT re-exposés comme AnimationVariables

4. Physics types alignés
   - InverseKinematicsProvider extends SimulationProvider<...>
   - InverseKinematicsSimulator implements PhysicsSimulator<Joint, ...>
   - InverseKinematicsObject implements SimulationObject<...>
   - InverseKinematicsBuilder extends SimulationObject.SimulationObjectBuilder
   - ik.bake() signature : (Object, Object, boolean, boolean) conforme StaticAnimation usage

5. Mesh/compute stubs
   - ComputeShaderSetup.TOTAL_POSES + TOTAL_NORMALS : OpenMatrix4f[MAX_JOINTS] pool
   - ComputeShaderSetup.MeshPartBuffer inner class + destroyBuffers()
   - ComputeShaderProvider.supportComputeShader() = false
   - VanillaModelTransformer.VanillaMeshPartDefinition record minimal
   - HumanoidMesh.getHumanoidArmorModel() : return null (armor rendering Phase 2)

6. Fixes typage / API
   - TiedUpRenderTypes.prefix("x").toString() x15 : ResourceLocation -> String
   - AnimationManager Logger : log4j -> slf4j
   - TiedUpRigConstants.logAndStacktraceIfDevSide 4-arg overload + Throwable instead of RuntimeException
   - LivingEntityPatch.getReach(InteractionHand) overload
   - StaticAnimation(boolean, String, AssetAccessor) 3-arg overload

Result : compileJava -> BUILD SUCCESSFUL
Prochain jalon : runClient + verify rig se charge sans crash.
2026-04-22 03:16:14 +02:00
NotEvil
355e2936c9 Refactor V2 animation, furniture, and GLTF rendering
Broad consolidation of the V2 bondage-item, furniture-entity, and
client-side GLTF pipeline.

Parsing and rendering
  - Shared GLB parsing helpers consolidated into GlbParserUtils
    (accessor reads, weight normalization, joint-index clamping,
    coordinate-space conversion, animation parse, primitive loop).
  - Grow-on-demand Matrix4f[] scratch pool in GltfSkinningEngine and
    GltfLiveBoneReader — removes per-frame joint-matrix allocation
    from the render hot path.
  - emitVertex helper dedups three parallel loops in GltfMeshRenderer.
  - TintColorResolver.resolve has a zero-alloc path when the item
    declares no tint channels.
  - itemAnimCache bounded to 256 entries (access-order LRU) with
    atomic get-or-compute under the map's monitor.

Animation correctness
  - First-in-joint-order wins when body and torso both map to the
    same PlayerAnimator slot; duplicate writes log a single WARN.
  - Multi-item composites honor the FullX / FullHeadX opt-in that
    the single-item path already recognized.
  - Seat transforms converted to Minecraft model-def space so
    asymmetric furniture renders passengers at the correct offset.
  - GlbValidator: IBM count / type / presence, JOINTS_0 presence,
    animation channel target validation, multi-skin support.

Furniture correctness and anti-exploit
  - Seat assignment synced via SynchedEntityData (server is
    authoritative; eliminates client-server divergence on multi-seat).
  - Force-mount authorization requires same dimension and a free
    seat; cross-dimension distance checks rejected.
  - Reconnection on login checks for seat takeover before re-mount
    and force-loads the target chunk for cross-dimension cases.
  - tiedup_furniture_lockpick_ctx carries a session UUID nonce so
    stale context can't misroute a body-item lockpick.
  - tiedup_locked_furniture survives death without keepInventory
    (Forge 1.20.1 does not auto-copy persistent data on respawn).

Lifecycle and memory
  - EntityCleanupHandler fans EntityLeaveLevelEvent out to every
    per-entity state map on the client.
  - DogPoseRenderHandler re-keyed by UUID (stable across dimension
    change; entity int ids are recycled).
  - PetBedRenderHandler, PlayerArmHideEventHandler, and
    HeldItemHideHandler use receiveCanceled + sentinel sets so
    Pre-time mutations are restored even when a downstream handler
    cancels the render.

Tests
  - JUnit harness with 76+ tests across GlbParserUtils, GltfPoseConverter,
    FurnitureSeatGeometry, and FurnitureAuthPredicate.
2026-04-18 17:34:03 +02:00
NotEvil
371a138b71 fix(P1+P2): swarm review — UX fixes + V1 dead code cleanup
P1 — UX visible:
- Add 4 missing translations (leather_mittens, ball_gag_3d, taser, debug_wand)
- Fix earplugs resistance bucket: "blindfold" → "earplug"
- Split mixin config: core (require=1) + compat MCA (require=0)
- Bump PROTOCOL_VERSION from "1" to "2"
- Add debug_wand item model (no texture — debug only)
- Fix 3 display_name inconsistencies (chain, vine_seed, shock_collar_auto)

P2 — Dead code cleanup:
- Delete IHas3DModelConfig + Model3DConfig (zero imports)
- Remove MovementStyleResolver.resolveV1Fallback() + V1Fallback record + V1 constants
- Remove AnimationTickHandler V1 fallback block + buildAnimationId()
- Document PlayerEquipment.equipInRegion() bypass as intentional (force-equip paths)
2026-04-16 10:58:44 +02:00
NotEvil
f6466360b6 Clean repo for open source release
Remove build artifacts, dev tool configs, unused dependencies,
and third-party source dumps. Add proper README, update .gitignore,
clean up Makefile.
2026-04-12 00:51:22 +02:00