refactor(physics #145): Slice 1 — rename Frame->CellFrame to avoid DatReaderWriter.Types.Frame collision
The new value type collided with DatReaderWriter.Types.Frame (used in physics-adjacent code like ShadowShapeBuilder), which the structural fix (per-file using-aliases across 6 files) would have re-incurred in every later physics slice. Renamed the TYPE to CellFrame; the Position.Frame MEMBER keeps retail's name. Restored the 5 alias-only files to their pre-Slice-1 state; synced spec + plan. Core 1522 passed / 0 failed. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
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8 changed files with 51 additions and 47 deletions
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@ -10,7 +10,6 @@ using Xunit;
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// Alias the DatReaderWriter enum so it doesn't clash with
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// AcDream.Core.Physics.MotionCommand (which is a static class of uint constants).
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using DRWMotionCommand = DatReaderWriter.Enums.MotionCommand;
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using DatFrame = DatReaderWriter.Types.Frame;
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namespace AcDream.Core.Tests.Physics;
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@ -66,7 +65,7 @@ file static class Fixtures
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{
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var pf = new AnimationFrame((uint)numParts);
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for (int p = 0; p < numParts; p++)
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pf.Frames.Add(new DatFrame { Origin = origin, Orientation = orientation });
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pf.Frames.Add(new Frame { Origin = origin, Orientation = orientation });
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anim.PartFrames.Add(pf);
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}
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return anim;
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@ -87,8 +86,8 @@ file static class Fixtures
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var pf1 = new AnimationFrame((uint)numParts);
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for (int p = 0; p < numParts; p++)
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{
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pf0.Frames.Add(new DatFrame { Origin = fromOrigin, Orientation = fromRot });
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pf1.Frames.Add(new DatFrame { Origin = toOrigin, Orientation = toRot });
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pf0.Frames.Add(new Frame { Origin = fromOrigin, Orientation = fromRot });
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pf1.Frames.Add(new Frame { Origin = toOrigin, Orientation = toRot });
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}
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anim.PartFrames.Add(pf0);
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anim.PartFrames.Add(pf1);
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@ -397,7 +396,7 @@ public sealed class AnimationSequencerTests
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{
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var pf = new AnimationFrame(1);
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float y = 10f - 5f * f; // 10, 5, 0
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pf.Frames.Add(new DatFrame { Origin = new Vector3(0, y, 0), Orientation = Quaternion.Identity });
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pf.Frames.Add(new Frame { Origin = new Vector3(0, y, 0), Orientation = Quaternion.Identity });
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linkAnim.PartFrames.Add(pf);
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}
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@ -594,7 +593,7 @@ public sealed class AnimationSequencerTests
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for (int f = 0; f < 4; f++)
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{
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var pf = new AnimationFrame(1);
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pf.Frames.Add(new DatFrame { Origin = new Vector3(0, 0, f), Orientation = Quaternion.Identity });
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pf.Frames.Add(new Frame { Origin = new Vector3(0, 0, f), Orientation = Quaternion.Identity });
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anim.PartFrames.Add(pf);
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}
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@ -1007,7 +1006,7 @@ public sealed class AnimationSequencerTests
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anim.Flags = AnimationFlags.PosFrames;
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for (int f = 0; f < 4; f++)
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{
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anim.PosFrames.Add(new DatFrame
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anim.PosFrames.Add(new Frame
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{
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Origin = new Vector3(1f, 0f, 0f),
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Orientation = Quaternion.Identity,
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@ -1154,7 +1153,7 @@ public sealed class AnimationSequencerTests
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for (int f = 0; f < 10; f++)
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{
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var pf = new AnimationFrame(1);
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pf.Frames.Add(new DatFrame { Origin = new Vector3(0, 0, f), Orientation = Quaternion.Identity });
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pf.Frames.Add(new Frame { Origin = new Vector3(0, 0, f), Orientation = Quaternion.Identity });
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anim.PartFrames.Add(pf);
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}
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@ -1205,7 +1204,7 @@ public sealed class AnimationSequencerTests
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for (int f = 0; f < 10; f++)
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{
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var pf = new AnimationFrame(1);
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pf.Frames.Add(new DatFrame { Origin = new Vector3(0, 0, f), Orientation = Quaternion.Identity });
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pf.Frames.Add(new Frame { Origin = new Vector3(0, 0, f), Orientation = Quaternion.Identity });
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anim.PartFrames.Add(pf);
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}
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