fix(animation): retain trailing PartArray poses
Port CPartArray::UpdateParts minimum-count behavior: preserve the prior visual and rigid transforms for setup parts absent from a short authored AnimFrame, including the initial hydrated rest pose. Co-Authored-By: OpenAI Codex <codex@openai.com>
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6 changed files with 326 additions and 59 deletions
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@ -253,6 +253,7 @@ public sealed class AnimationSequencer
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// consume the returned IReadOnlyList<PartTransform> synchronously within
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// the same loop iteration and never cache it across Advance() calls.
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private readonly PartTransform[] _partTransformScratch;
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private readonly PartTransformBuffer _partTransformView;
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// R1-P6: root motion flows through the Advance(dt, Frame) overload
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// (retail CSequence::update(Frame*), 0x00525b80) — the old adapter
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@ -279,6 +280,7 @@ public sealed class AnimationSequencer
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_mtable = motionTable;
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_loader = loader;
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_partTransformScratch = new PartTransform[_setup.Parts.Count];
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_partTransformView = new PartTransformBuffer(_partTransformScratch);
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_core = new CSequence(loader);
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_core.HookObj = new AdapterHookQueue(this);
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_table = new CMotionTable(motionTable);
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@ -714,25 +716,20 @@ public sealed class AnimationSequencer
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// instead of allocating a fresh PartTransform[partCount] every call.
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// Sized once in the constructor to _setup.Parts.Count, which never
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// changes, so partCount here always matches the buffer length.
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int authoredPartCount = Math.Min(partCount, f0Parts.Count);
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var result = _partTransformScratch;
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for (int i = 0; i < partCount; i++)
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for (int i = 0; i < authoredPartCount; i++)
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{
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if (i < f0Parts.Count)
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{
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var p0 = f0Parts[i];
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var p1 = i < f1Parts.Count ? f1Parts[i] : p0;
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var p0 = f0Parts[i];
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var p1 = i < f1Parts.Count ? f1Parts[i] : p0;
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result[i] = new PartTransform(
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Vector3.Lerp(p0.Origin, p1.Origin, t),
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SlerpRetailClient(p0.Orientation, p1.Orientation, t));
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}
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else
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{
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result[i] = new PartTransform(Vector3.Zero, Quaternion.Identity);
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}
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result[i] = new PartTransform(
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Vector3.Lerp(p0.Origin, p1.Origin, t),
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SlerpRetailClient(p0.Orientation, p1.Orientation, t));
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}
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return result;
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_partTransformView.SetCount(authoredPartCount);
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return _partTransformView;
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}
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private IReadOnlyList<PartTransform> BuildIdentityFrame(int partCount)
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@ -742,7 +739,36 @@ public sealed class AnimationSequencer
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var result = _partTransformScratch;
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for (int i = 0; i < partCount; i++)
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result[i] = new PartTransform(Vector3.Zero, Quaternion.Identity);
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return result;
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_partTransformView.SetCount(partCount);
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return _partTransformView;
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}
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/// <summary>
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/// Allocation-free view whose Count preserves the authored AnimFrame part
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/// count. Retail UpdateParts touches only that prefix and retains every
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/// trailing CPhysicsPart pose.
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/// </summary>
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private sealed class PartTransformBuffer : IReadOnlyList<PartTransform>
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{
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private readonly PartTransform[] _items;
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public PartTransformBuffer(PartTransform[] items) => _items = items;
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public int Count { get; private set; }
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public PartTransform this[int index] => index >= 0 && index < Count
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? _items[index]
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: throw new ArgumentOutOfRangeException(nameof(index));
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public void SetCount(int count) => Count = count;
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public IEnumerator<PartTransform> GetEnumerator()
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{
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for (int i = 0; i < Count; i++)
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yield return _items[i];
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}
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System.Collections.IEnumerator System.Collections.IEnumerable.GetEnumerator() =>
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GetEnumerator();
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}
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// R2-Q4: IsLocomotionCycleLowByte DELETED with Fix B - the cyclic-to-
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