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Implement M2 texture animation (UV scrolling) for fountain water
Parse M2TextureTransform entries and texture transform lookups from the M2 binary, then apply per-batch UV offsets in the vertex shader using the existing animation time base and global sequence durations.
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4 changed files with 83 additions and 1 deletions
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@ -109,6 +109,13 @@ struct M2Batch {
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uint16_t submeshLevel = 0; // Submesh level (0=base, 1+=LOD/alternate mesh)
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};
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// Texture transform (UV animation) data
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struct M2TextureTransform {
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M2AnimationTrack translation; // UV translation keyframes
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M2AnimationTrack rotation; // UV rotation keyframes (quat)
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M2AnimationTrack scale; // UV scale keyframes
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};
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// Attachment point (bone-anchored position for weapons, effects, etc.)
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struct M2Attachment {
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uint32_t id; // 0=Head, 1=RightHand, 2=LeftHand, etc.
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@ -139,6 +146,10 @@ struct M2Model {
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std::vector<M2Texture> textures;
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std::vector<uint16_t> textureLookup; // Batch texture index lookup
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// Texture transforms (UV animation)
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std::vector<M2TextureTransform> textureTransforms;
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std::vector<uint16_t> textureTransformLookup;
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// Attachment points (for weapon/effect anchoring)
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std::vector<M2Attachment> attachments;
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std::vector<uint16_t> attachmentLookup; // attachment ID → index
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