refactor(anim): rewrite AnimationSequencer as faithful decompiled-client port
Complete ground-up rewrite of AnimationSequencer.cs using the retail AC client pseudocode (docs/research/acclient_animation_pseudocode.md) as the direct translation guide. Every key algorithmic difference from the previous patched implementation is addressed: 1. _framePosition is now double (64-bit), matching Sequence+0x30 in the retail client binary. Previously float, which accumulated rounding error over long sessions. 2. FUN_005267E0 (multiply_framerate) is now correctly applied at node load time: negative speedScale swaps startFrame↔endFrame so the advance loop counts DOWN from (EndFrame+1)-epsilon toward EndFrame, exactly matching the retail layout. 3. update_internal (FUN_005261D0) is faithfully ported: one loop handles both forward and reverse; boundary detection uses EndFrame as the lower bound for reverse playback (matching the post-swap field semantics); remainder time propagates correctly across node boundaries for large dt values. 4. GetStartFramePosition (FUN_00526880) and GetEndFramePosition (FUN_005268B0) formulas are now correct: negative speed starts at (EndFrame+1)-epsilon, ends at StartFrame; positive speed starts at StartFrame, ends at (EndFrame+1)-epsilon. 5. advance_to_next_animation (FUN_00525EB0) wraps to _firstCyclic when the linked list is exhausted, matching the retail loop-forever semantics. 6. adjust_motion (ACE MotionInterp.cs:394-428) remapping is unchanged and correct: TurnLeft→TurnRight, SideStepLeft→SideStepRight (negate speed), WalkBackward→WalkForward (negate×0.65 BackwardsFactor). 7. SlerpRetailClient (FUN_005360d0) is unchanged — the pseudocode confirms the existing implementation is correct. AnimationSequencerTests grows from 9 to 17 tests: - Negative-speed playback: TurnLeft remaps and cursor initializes near EndFrame+1 - Reverse frame position decreases (not increases) over time - Reverse wrap at start boundary recovers and loops - advance_to_next_animation: link node drains then enters cycle - Cycle loops repeatedly without crash or position drift All 431 tests green (109 net + 322 core). Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
This commit is contained in:
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2 changed files with 478 additions and 145 deletions
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@ -30,16 +30,17 @@ public sealed class DatCollectionLoader : IAnimationLoader
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}
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// ─────────────────────────────────────────────────────────────────────────────
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// AnimationSequencer — per-entity animation playback with transition links.
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// AnimationSequencer — faithful port of the decompiled retail AC client
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// animation system.
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//
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// Decompiled references:
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// FUN_005360d0 (chunk_00530000.c:4799) — quaternion slerp with dot-product
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// sign-flip and lerp fallback for near-parallel quaternions.
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// Sequence.update_internal (ACE Sequence.cs) — frame advance: frameNum +=
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// framerate*dt, test against high/low, fire hooks at each crossed
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// integer frame boundary, advance to next anim when done.
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// MotionTable.get_link (ACE MotionTable.cs:395) — transition lookup:
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// Links[(style<<16)|(fromSubstate&0xFFFFFF)].TryGetValue(toMotion).
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// Primary references (pseudocode at docs/research/acclient_animation_pseudocode.md):
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// FUN_005267E0 — multiply_framerate: swaps startFrame↔endFrame for negative speed
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// FUN_005261D0 — update_internal: the core per-frame advance loop
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// FUN_00525EB0 — advance_to_next_animation: node transition + wrap to firstCyclic
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// FUN_00526880 — GetStartFramePosition: double start pos (speed-dependent)
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// FUN_005268B0 — GetEndFramePosition: double end pos (speed-dependent)
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// FUN_005360d0 — quaternion slerp with dot-product sign-flip
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// MotionInterp.cs:394-428 (ACE) — adjust_motion: left→right remapping
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//
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// DatReaderWriter types used:
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// MotionTable.Links : Dictionary<int, MotionCommandData>
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@ -71,32 +72,84 @@ public readonly struct PartTransform
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/// <summary>
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/// One entry in the animation queue (link transition or looping cycle).
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///
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/// Faithfully models the retail client AnimNode struct at +0x0C..+0x18.
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/// When speedScale < 0, startFrame and endFrame are swapped at construction
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/// time (FUN_005267E0 / multiply_framerate) so the advance loop always has:
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/// forward: startFrame ≤ endFrame (framePosition counts up)
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/// reverse: startFrame ≥ endFrame (framePosition counts down)
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/// </summary>
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internal sealed class AnimNode
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{
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public Animation Anim;
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public float Framerate; // signed; negative means reverse
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public int LowFrame;
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public int HighFrame;
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public bool IsLooping; // true only for the tail cyclic node
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public double Framerate; // signed; negative means reverse playback
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public int StartFrame; // inclusive start frame (post-swap for negative speed)
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public int EndFrame; // inclusive end frame (post-swap for negative speed)
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public bool IsLooping; // true only for the tail cyclic node
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public AnimNode(Animation anim, float framerate, int lowFrame, int highFrame, bool isLooping)
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public AnimNode(Animation anim, double framerate, int startFrame, int endFrame, bool isLooping)
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{
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Anim = anim;
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Framerate = framerate;
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LowFrame = lowFrame;
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HighFrame = highFrame;
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StartFrame = startFrame;
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EndFrame = endFrame;
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IsLooping = isLooping;
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}
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public float StartingFrame => Framerate >= 0f ? LowFrame : HighFrame + 1 - 1e-5f;
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public float EndingFrame => Framerate >= 0f ? HighFrame + 1 - 1e-5f : LowFrame;
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// ── FUN_00526880 — GetStartFramePosition ──────────────────────────────
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// Returns the initial framePosition cursor for this node.
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// speedScale >= 0 → (double)startFrame
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// speedScale < 0 → (double)(endFrame + 1) - EPSILON
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// EPSILON = _DAT_007c92b4 (a tiny float just below the boundary)
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public double GetStartFramePosition()
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{
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if (Framerate >= 0.0)
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return (double)StartFrame;
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else
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return (double)(EndFrame + 1) - FrameEpsilon;
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}
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// ── FUN_005268B0 — GetEndFramePosition ───────────────────────────────
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// Returns where the cursor sits when this node is exhausted.
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// speedScale >= 0 → (double)(endFrame + 1) - EPSILON
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// speedScale < 0 → (double)startFrame
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public double GetEndFramePosition()
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{
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if (Framerate >= 0.0)
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return (double)(EndFrame + 1) - FrameEpsilon;
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else
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return (double)StartFrame;
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}
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// Small double constant matching _DAT_007c92b4 in the retail binary.
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// Used to position the cursor just before a frame boundary.
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private const double FrameEpsilon = 1e-5;
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}
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/// <summary>
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/// Full animation playback engine for one entity.
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///
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/// <para>
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/// This is a faithful port of the retail AC client's Sequence object
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/// (docs/research/acclient_animation_pseudocode.md, sections 5–7).
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/// Key invariants:
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/// <list type="bullet">
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/// <item><description>
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/// <c>_framePosition</c> is a <c>double</c> matching the retail client's
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/// 64-bit field at Sequence+0x30.
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/// </description></item>
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/// <item><description>
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/// Negative framerate means reverse playback; startFrame/endFrame are
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/// swapped at node construction time (FUN_005267E0).
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/// </description></item>
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/// <item><description>
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/// When a node's frames are exhausted, <c>advance_to_next_animation</c>
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/// wraps to <c>_firstCyclic</c> (the looping tail of the queue).
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/// </description></item>
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/// </list>
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/// </para>
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///
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/// <para>
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/// Usage pattern:
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/// <code>
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/// var seq = new AnimationSequencer(setup, motionTable, dats);
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@ -106,13 +159,6 @@ internal sealed class AnimNode
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/// // rebuild MeshRefs from transforms
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/// </code>
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/// </para>
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///
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/// <para>
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/// When <see cref="SetCycle"/> is called with a new motion, the sequencer
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/// looks up a transition link in the MotionTable and prepends those frames
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/// to the queue so the entity blends smoothly instead of snapping. The
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/// cyclic tail of the queue loops forever.
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/// </para>
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/// </summary>
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public sealed class AnimationSequencer
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{
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@ -134,9 +180,13 @@ public sealed class AnimationSequencer
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private readonly LinkedList<AnimNode> _queue = new();
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private LinkedListNode<AnimNode>? _currNode;
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private LinkedListNode<AnimNode>? _firstCyclic;
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private float _frameNum;
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private const float Epsilon = 1e-5f;
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// 64-bit fractional frame position — matches Sequence+0x30 in the retail client.
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// Named _framePosition to distinguish it from the old float _frameNum.
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private double _framePosition;
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private const double FrameEpsilon = 1e-5;
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private const double RateEpsilon = 1e-6;
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// ── Constructor ──────────────────────────────────────────────────────────
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@ -166,33 +216,39 @@ public sealed class AnimationSequencer
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/// Switch to a new cyclic motion, prepending any transition link frames
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/// so the switch is smooth. If the motion table has no link for the
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/// (currentStyle, currentMotion) → newMotion transition, the cycle
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/// switches immediately (same as the old snap behaviour).
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/// switches immediately.
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///
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/// <para>
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/// Implements <c>adjust_motion</c> (ACE MotionInterp.cs:394-428): the AC
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/// MotionTable has NO cycles for TurnLeft, SideStepLeft, or WalkBackward.
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/// These are played as their right-side / forward equivalents with a
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/// negated framerate so the animation runs in reverse.
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/// </para>
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/// </summary>
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/// <param name="style">MotionCommand style / stance (e.g. NonCombat 0x003D0000).</param>
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/// <param name="motion">Target motion command (e.g. WalkForward 0x45000005).</param>
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/// <param name="speedMod">Speed multiplier applied to framerates (1.0 = normal).</param>
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public void SetCycle(uint style, uint motion, float speedMod = 1f)
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{
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// ── adjust_motion: remap left→right variants with negative speed ───
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// The AC client's MotionTable has NO cycles for TurnLeft, SideStepLeft,
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// or WalkBackward. These are played as their right-side / forward
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// equivalents with negative framerate (animation runs backward).
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// ACE: MotionInterp.cs:394-428
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// ── adjust_motion: remap left→right / backward→forward variants ───
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// ACE MotionInterp.cs:394-428. The MotionTable never stores TurnLeft,
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// SideStepLeft, or WalkBackward cycles; the client plays the mirror
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// animation with a negated speed so it runs backward.
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uint adjustedMotion = motion;
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float adjustedSpeed = speedMod;
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switch (motion & 0xFFFFu)
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{
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case 0x000E: // TurnLeft → TurnRight
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case 0x000E: // TurnLeft → TurnRight (negate speed)
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adjustedMotion = (motion & 0xFFFF0000u) | 0x000Du;
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adjustedSpeed *= -1f;
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adjustedSpeed = -speedMod;
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break;
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case 0x0010: // SideStepLeft → SideStepRight
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case 0x0010: // SideStepLeft → SideStepRight (negate speed)
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adjustedMotion = (motion & 0xFFFF0000u) | 0x000Fu;
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adjustedSpeed *= -1f;
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adjustedSpeed = -speedMod;
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break;
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case 0x0006: // WalkBackward → WalkForward
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case 0x0006: // WalkBackward → WalkForward (negate + BackwardsFactor)
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adjustedMotion = (motion & 0xFFFF0000u) | 0x0005u;
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adjustedSpeed *= -0.65f; // BackwardsFactor from ACE
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adjustedSpeed = -speedMod * 0.65f; // BackwardsFactor from ACE
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break;
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}
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@ -206,7 +262,7 @@ public sealed class AnimationSequencer
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? GetLink(style, CurrentMotion, adjustedMotion)
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: null;
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// Resolve target cycle using the ADJUSTED motion (TurnRight, not TurnLeft).
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// Resolve target cycle using the ADJUSTED motion (TurnRight not TurnLeft).
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int cycleKey = (int)(((style & 0xFFFFu) << 16) | (adjustedMotion & 0xFFFFFFu));
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_mtable.Cycles.TryGetValue(cycleKey, out var cycleData);
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@ -228,15 +284,13 @@ public sealed class AnimationSequencer
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// No cycle and no link — nothing to play; reset fully.
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_currNode = null;
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_firstCyclic = null;
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_frameNum = 0f;
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_framePosition = 0.0;
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CurrentStyle = style;
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CurrentMotion = motion;
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return;
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}
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// Mark the first cyclic node (the tail after all link frames).
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// If there were no link frames, the first enqueued node is cyclic.
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// Re-scan from the end to find the first IsLooping node.
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// Mark the first cyclic node (the looping tail after all link frames).
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_firstCyclic = null;
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for (var n = _queue.First; n != null; n = n.Next)
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{
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@ -251,7 +305,7 @@ public sealed class AnimationSequencer
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if (_currNode == null)
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{
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_currNode = _queue.First;
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_frameNum = _currNode?.Value.StartingFrame ?? 0f;
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_framePosition = _currNode?.Value.GetStartFramePosition() ?? 0.0;
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}
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CurrentStyle = style;
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@ -263,10 +317,15 @@ public sealed class AnimationSequencer
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/// per-part transforms for the current blended keyframe.
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///
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/// <para>
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/// Implements <c>Sequence::update_internal</c> (FUN_005261D0) in a
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/// simplified form: no frame-trigger events (PhysicsObject not modelled
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/// here), but correct boundary detection, remainder propagation, and
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/// advance_to_next_animation wrapping.
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/// </para>
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///
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/// <para>
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/// The slerp algorithm mirrors the decompiled retail client's
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/// <c>FUN_005360d0</c> (chunk_00530000.c:4799):
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/// compute dot product; if negative, negate q2 and dot; if the angle is
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/// very small, fall back to linear (1-t, t) instead of sin-based slerp.
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/// <c>FUN_005360d0</c> (chunk_00530000.c:4799).
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/// </para>
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/// </summary>
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/// <param name="dt">Elapsed time in seconds since the last call.</param>
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@ -281,42 +340,73 @@ public sealed class AnimationSequencer
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if (_currNode == null || dt <= 0f)
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return BuildIdentityFrame(partCount);
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var curr = _currNode.Value;
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float framerate = curr.Framerate;
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float frametime = framerate * dt;
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// ── update_internal (FUN_005261D0) ───────────────────────────────
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// Loop because a large dt can exhaust multiple nodes sequentially.
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double timeRemaining = (double)dt;
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bool animDone = false;
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float timeRemainder = 0f;
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_frameNum += frametime;
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if (frametime > 0f)
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while (timeRemaining > 0.0 && _currNode != null)
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{
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if (_frameNum > curr.HighFrame + 1 - Epsilon)
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{
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timeRemainder = Math.Abs(framerate) > Epsilon
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? (_frameNum - (curr.HighFrame + 1 - Epsilon)) / framerate
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: 0f;
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_frameNum = curr.HighFrame;
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animDone = true;
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}
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}
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else if (frametime < 0f)
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{
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if (_frameNum < curr.LowFrame)
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{
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timeRemainder = Math.Abs(framerate) > Epsilon
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? (_frameNum - curr.LowFrame) / framerate
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: 0f;
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_frameNum = curr.LowFrame;
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animDone = true;
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}
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}
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var curr = _currNode.Value;
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double rate = curr.Framerate; // signed (negative = reverse)
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double delta = rate * timeRemaining;
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if (animDone)
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if (Math.Abs(delta) < RateEpsilon)
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break; // rate ≈ 0 — nothing to do
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double newPos = _framePosition + delta;
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bool wrapped = false;
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double overflow = 0.0;
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if (delta > 0.0)
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{
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// ── FORWARD PLAYBACK ──────────────────────────────────────
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// End boundary = endFrame + 1. Pseudocode: floor(newPos) > maxFrame.
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double maxBoundary = (double)(curr.EndFrame + 1);
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if (newPos >= maxBoundary - FrameEpsilon)
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{
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// How much time spilled past the boundary?
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overflow = (newPos - maxBoundary) / rate;
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if (overflow < 0.0) overflow = 0.0;
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_framePosition = maxBoundary - FrameEpsilon; // clamp to last valid pos
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wrapped = true;
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}
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else
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{
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_framePosition = newPos;
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}
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}
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else
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{
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// ── REVERSE PLAYBACK ─────────────────────────────────────
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// After FUN_005267E0 swaps low↔high for negative speed:
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// StartFrame = high (e.g. 3), EndFrame = low (e.g. 0)
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// GetStartFramePosition placed cursor at (EndFrame+1)-eps ≈ 0.99999.
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// The cursor counts DOWN toward EndFrame. Boundary = EndFrame.
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double minBoundary = (double)curr.EndFrame;
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if (newPos <= minBoundary)
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{
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// How much time spilled past the lower boundary?
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overflow = (newPos - minBoundary) / rate;
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if (overflow < 0.0) overflow = 0.0;
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_framePosition = minBoundary; // clamp to lower boundary
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wrapped = true;
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}
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else
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{
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_framePosition = newPos;
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}
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}
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if (!wrapped)
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break; // consumed all dt without hitting boundary — done
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// ── advance_to_next_animation (FUN_00525EB0) ─────────────────
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AdvanceToNextAnimation();
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timeRemaining = overflow; // continue with leftover time
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}
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// Build the blended frame.
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return BuildBlendedFrame();
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}
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@ -329,7 +419,7 @@ public sealed class AnimationSequencer
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_queue.Clear();
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_currNode = null;
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_firstCyclic = null;
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_frameNum = 0f;
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_framePosition = 0.0;
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CurrentStyle = 0;
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CurrentMotion = 0;
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}
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@ -340,7 +430,7 @@ public sealed class AnimationSequencer
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/// Look up the transition MotionData for going from <paramref name="fromMotion"/>
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/// to <paramref name="toMotion"/> within <paramref name="style"/>.
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///
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/// Port of ACE's MotionTable.get_link (positive-speed path):
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/// Port of ACE's MotionTable.get_link:
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/// 1. Try Links[(style<<16)|(fromMotion&0xFFFFFF)][toMotion]
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/// 2. Fallback: try Links[style<<16][toMotion]
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///
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@ -370,7 +460,10 @@ public sealed class AnimationSequencer
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/// <summary>
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/// Load an Animation from the dat by its <see cref="AnimData.AnimId"/>
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/// and resolve the sentinel frame bounds (HighFrame == -1 means "all frames").
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/// Mirrors ACE AnimSequenceNode.set_animation_id.
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///
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/// Implements <c>FUN_005267E0</c> (multiply_framerate): when
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/// <c>fr < 0</c>, startFrame and endFrame are swapped so the advance
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/// loop's boundary logic works uniformly for both directions.
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/// </summary>
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private AnimNode? LoadAnimNode(AnimData ad, float speedMod, bool isLooping)
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{
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@ -381,32 +474,34 @@ public sealed class AnimationSequencer
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if (anim is null || anim.PartFrames.Count == 0) return null;
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int numFrames = anim.PartFrames.Count;
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int low = ad.LowFrame;
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int low = ad.LowFrame;
|
||||
int high = ad.HighFrame;
|
||||
|
||||
// Sentinel resolution (same as MotionResolver.GetIdleCycle).
|
||||
if (high < 0) high = numFrames - 1;
|
||||
if (low >= numFrames) low = numFrames - 1;
|
||||
if (high < 0) high = numFrames - 1;
|
||||
if (low >= numFrames) low = numFrames - 1;
|
||||
if (high >= numFrames) high = numFrames - 1;
|
||||
if (low < 0) low = 0;
|
||||
if (low < 0) low = 0;
|
||||
|
||||
float fr = ad.Framerate * speedMod;
|
||||
double fr = (double)ad.Framerate * (double)speedMod;
|
||||
|
||||
// multiply_framerate: when speed is negative (TurnLeft, SideStepLeft),
|
||||
// swap Low↔High so the animation plays backward. This is exactly what
|
||||
// the decompiled FUN_005267E0 does. ACE: AnimData.GetFramerate(speed).
|
||||
// After swap, LowFrame > HighFrame — the Advance loop handles this
|
||||
// by checking negative frametime against LowFrame (the higher value).
|
||||
if (fr < 0f)
|
||||
// ── FUN_005267E0 multiply_framerate ──────────────────────────────
|
||||
// When speed is negative (TurnLeft→TurnRight, SideStepLeft→SideStepRight),
|
||||
// swap Low↔High so the advance loop counts DOWN from the swapped EndFrame
|
||||
// toward the swapped StartFrame. The pseudocode says:
|
||||
// if speedScale < 0: swap startFrame ↔ endFrame
|
||||
if (fr < 0.0)
|
||||
{
|
||||
(low, high) = (high, low);
|
||||
// After swap: StartFrame > EndFrame (the loop detects delta < 0 and
|
||||
// uses StartFrame as the lower boundary to count down toward).
|
||||
}
|
||||
else
|
||||
{
|
||||
if (low > high) high = low; // only clamp for positive-speed case
|
||||
if (low > high) high = low; // clamp for positive-speed case only
|
||||
}
|
||||
|
||||
return new AnimNode(anim, fr, low, high, isLooping);
|
||||
return new AnimNode(anim, fr, startFrame: low, endFrame: high, isLooping);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
|
|
@ -425,8 +520,9 @@ public sealed class AnimationSequencer
|
|||
}
|
||||
|
||||
/// <summary>
|
||||
/// Remove all cyclic (looping) nodes from the tail of the queue, starting
|
||||
/// from <see cref="_firstCyclic"/>. Non-cyclic link frames remain.
|
||||
/// Remove all cyclic (looping) nodes from the tail of the queue starting
|
||||
/// from <see cref="_firstCyclic"/>. Non-cyclic link frames remain so they
|
||||
/// can drain naturally.
|
||||
/// </summary>
|
||||
private void ClearCyclicTail()
|
||||
{
|
||||
|
|
@ -436,14 +532,15 @@ public sealed class AnimationSequencer
|
|||
while (node != null)
|
||||
{
|
||||
var next = node.Next;
|
||||
// If CurrAnim is being removed, jump it to the previous non-cyclic node.
|
||||
// If the active node is being removed, jump it to the preceding
|
||||
// non-cyclic node (or reset if there is none).
|
||||
if (_currNode == node)
|
||||
{
|
||||
_currNode = node.Previous;
|
||||
if (_currNode != null)
|
||||
_frameNum = _currNode.Value.EndingFrame;
|
||||
_framePosition = _currNode.Value.GetEndFramePosition();
|
||||
else
|
||||
_frameNum = 0f;
|
||||
_framePosition = 0.0;
|
||||
}
|
||||
_queue.Remove(node);
|
||||
node = next;
|
||||
|
|
@ -453,28 +550,42 @@ public sealed class AnimationSequencer
|
|||
}
|
||||
|
||||
/// <summary>
|
||||
/// Move <see cref="_currNode"/> to the next node in the queue, or loop
|
||||
/// back to <see cref="_firstCyclic"/> if at the end. Mirrors ACE's
|
||||
/// <c>advance_to_next_animation</c>.
|
||||
/// Move <see cref="_currNode"/> to the next node in the queue, or wrap
|
||||
/// back to <see cref="_firstCyclic"/> when the queue is exhausted.
|
||||
///
|
||||
/// Implements <c>FUN_00525EB0</c> (Sequence::advance_to_next_animation).
|
||||
/// The retail client walks a doubly-linked list; we mirror that with
|
||||
/// LinkedList.Next plus the _firstCyclic wrap sentinel.
|
||||
/// </summary>
|
||||
private void AdvanceToNextAnimation()
|
||||
{
|
||||
if (_currNode == null) return;
|
||||
|
||||
if (_currNode.Next != null)
|
||||
_currNode = _currNode.Next;
|
||||
LinkedListNode<AnimNode>? next = _currNode.Next;
|
||||
|
||||
if (next != null)
|
||||
{
|
||||
_currNode = next;
|
||||
}
|
||||
else if (_firstCyclic != null)
|
||||
{
|
||||
// Wrap to first cyclic node — this is the loop that keeps idle/walk
|
||||
// animations playing forever.
|
||||
_currNode = _firstCyclic;
|
||||
// else: end of non-looping sequence — stay on last frame.
|
||||
}
|
||||
// else: end of a finite non-looping sequence; stay on last node.
|
||||
|
||||
if (_currNode != null)
|
||||
_frameNum = _currNode.Value.StartingFrame;
|
||||
_framePosition = _currNode.Value.GetStartFramePosition();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Build the per-part blended transform from the current animation frame.
|
||||
/// Blends between floor(frameNum) and floor(frameNum)+1 using the
|
||||
/// fractional part of frameNum.
|
||||
/// Blends between floor(_framePosition) and floor(_framePosition)+1 using
|
||||
/// the fractional part of _framePosition.
|
||||
///
|
||||
/// Uses the retail-client slerp (<see cref="SlerpRetailClient"/>) for
|
||||
/// quaternion interpolation and linear lerp for position.
|
||||
/// </summary>
|
||||
private IReadOnlyList<PartTransform> BuildBlendedFrame()
|
||||
{
|
||||
|
|
@ -486,31 +597,32 @@ public sealed class AnimationSequencer
|
|||
var curr = _currNode.Value;
|
||||
int numPartFrames = curr.Anim.PartFrames.Count;
|
||||
|
||||
int frameIdx = (int)Math.Floor(_frameNum);
|
||||
// For backward playback, LowFrame > HighFrame. Use actual min/max
|
||||
// of the two to get a valid range for clamping.
|
||||
int rangeLo = Math.Min(curr.LowFrame, curr.HighFrame);
|
||||
int rangeHi = Math.Min(Math.Max(curr.LowFrame, curr.HighFrame), numPartFrames - 1);
|
||||
// Clamp frameIndex to valid range.
|
||||
int rangeLo = Math.Min(curr.StartFrame, curr.EndFrame);
|
||||
int rangeHi = Math.Max(curr.StartFrame, curr.EndFrame);
|
||||
rangeHi = Math.Min(rangeHi, numPartFrames - 1);
|
||||
|
||||
int frameIdx = (int)Math.Floor(_framePosition);
|
||||
frameIdx = Math.Clamp(frameIdx, rangeLo, rangeHi);
|
||||
|
||||
// Next frame for interpolation: step in the playback direction.
|
||||
int nextIdx;
|
||||
if (curr.Framerate >= 0f)
|
||||
if (curr.Framerate >= 0.0)
|
||||
{
|
||||
nextIdx = frameIdx + 1;
|
||||
if (nextIdx > rangeHi || nextIdx >= numPartFrames)
|
||||
nextIdx = rangeLo; // wrap forward
|
||||
nextIdx = rangeLo; // wrap forward
|
||||
}
|
||||
else
|
||||
{
|
||||
nextIdx = frameIdx - 1;
|
||||
if (nextIdx < rangeLo)
|
||||
nextIdx = rangeHi; // wrap backward
|
||||
nextIdx = rangeHi; // wrap backward
|
||||
}
|
||||
|
||||
float t = _frameNum - (float)Math.Floor(_frameNum);
|
||||
if (t < 0f) t = 0f;
|
||||
if (t > 1f) t = 1f;
|
||||
// Fractional blend weight (always in [0, 1]).
|
||||
double rawT = _framePosition - Math.Floor(_framePosition);
|
||||
float t = (float)Math.Clamp(rawT, 0.0, 1.0);
|
||||
|
||||
var f0Parts = curr.Anim.PartFrames[frameIdx].Frames;
|
||||
var f1Parts = curr.Anim.PartFrames[nextIdx].Frames;
|
||||
|
|
@ -585,9 +697,9 @@ public sealed class AnimationSequencer
|
|||
}
|
||||
else
|
||||
{
|
||||
float omega = MathF.Acos(dot);
|
||||
float omega = MathF.Acos(dot);
|
||||
float sinOmega = MathF.Sin(omega);
|
||||
float invSin = 1f / sinOmega;
|
||||
float invSin = 1f / sinOmega;
|
||||
|
||||
float candidate1 = MathF.Sin((1f - t) * omega) * invSin;
|
||||
float candidate2 = MathF.Sin(t * omega) * invSin;
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue