fix(core): resolve AnimData HighFrame=-1 sentinel before filtering cycles
Diagnostic spawn dump revealed the player character arrives with `low=0 high=-1 framerate=30.00 partFrames=33`. The -1 is ACViewer's "play the whole animation" sentinel (see references/ACViewer/.../Physics/Animation/AnimSequenceNode.cs:96-113 set_animation_id). My Phase 6.1 code used the raw int values, so the downstream registration filter evaluated `HighFrame(-1) > LowFrame(0)` as false and threw away every animated entity whose AnimData used the sentinel — which, from the live dump, appears to be basically all of them. MotionResolver.GetIdleCycle now does the same four-step clamp ACViewer does: -1 HighFrame → NumFrames-1, clamp LowFrame and HighFrame to NumFrames-1, and collapse to LowFrame if LowFrame > HighFrame. The IdleCycle carried up to GameWindow is always in terms of real frame indices the playback loop can step through. Static poses (framerate==0 or single frame after resolution) still skip registration correctly. 168 tests green. Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
This commit is contained in:
parent
5253c7bfe8
commit
49c1a9d29e
2 changed files with 50 additions and 1 deletions
|
|
@ -946,6 +946,23 @@ public sealed class GameWindow : IDisposable
|
|||
else if (idleCycle.Animation.PartFrames.Count <= 1)
|
||||
_liveAnimRejectPartFrames++;
|
||||
|
||||
// Per-entity dump for the first N spawns so we can see actual
|
||||
// AnimData values for live creatures and compare against retail.
|
||||
if (_liveSpawnReceived <= 30)
|
||||
{
|
||||
if (idleCycle is not null)
|
||||
Console.WriteLine($"live: SPAWN[{_liveSpawnReceived}] name='{spawn.Name ?? "?"}' " +
|
||||
$"setup=0x{spawn.SetupTableId:X8} mt=0x{(spawn.MotionTableId ?? 0):X8} " +
|
||||
$"cycle: anim=0x{(uint)idleCycle.Animation.Id:X8} " +
|
||||
$"low={idleCycle.LowFrame} high={idleCycle.HighFrame} " +
|
||||
$"framerate={idleCycle.Framerate:F2} partFrames={idleCycle.Animation.PartFrames.Count} " +
|
||||
$"numParts={idleCycle.Animation.NumParts}");
|
||||
else
|
||||
Console.WriteLine($"live: SPAWN[{_liveSpawnReceived}] name='{spawn.Name ?? "?"}' " +
|
||||
$"setup=0x{spawn.SetupTableId:X8} mt=0x{(spawn.MotionTableId ?? 0):X8} " +
|
||||
$"cycle=null (no motion table / resolver failed)");
|
||||
}
|
||||
|
||||
if (idleCycle is not null && idleCycle.Framerate != 0f
|
||||
&& idleCycle.HighFrame > idleCycle.LowFrame
|
||||
&& idleCycle.Animation.PartFrames.Count > 1)
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue