test(N.4): conformance tests for mesh extraction + setup flatten
Mesh extraction (4 tests): quad output, double-sided via Stippling.Both, double-sided via SidesType=Clockwise (AC's NoNeg-clear convention), NoPos-only emission. Pins GfxObjMesh.Build's behavior. Setup flatten (5 tests): identity (no frames), Default frame, Resting beats Default, motion override beats Resting, DefaultScale per part. Pins SetupMesh.Flatten's placement-frame fallback chain. These run BEFORE substitution per N.1/N.3 pattern — they prove equivalence, not test the substitution. Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
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using System.Numerics;
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using AcDream.Core.Meshing;
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using DatReaderWriter.DBObjs;
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using DatReaderWriter.Enums;
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using DatReaderWriter.Lib;
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using DatReaderWriter.Types;
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namespace AcDream.Core.Tests.Rendering.Wb;
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/// <summary>
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/// Conformance: our <see cref="GfxObjMesh.Build"/> must produce the same
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/// vertex-array + index-array output as WB's <c>ObjectMeshManager</c>
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/// would for the same input GfxObj. We don't invoke WB's full pipeline
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/// (it requires a GL context); instead we re-implement the WB algorithm
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/// inline against the same source code we ported from, then compare.
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///
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/// <para>
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/// If this test fails, either our port has drifted or the WB code has
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/// changed upstream — investigate which, do not "fix" the test.
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/// </para>
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/// </summary>
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public sealed class MeshExtractionConformanceTests
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{
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[Fact]
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public void Build_QuadGfxObj_ProducesExpectedVerticesAndIndices()
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{
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var gfxObj = MakeUnitQuadGfxObj();
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var ours = GfxObjMesh.Build(gfxObj, dats: null);
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Assert.Single(ours);
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var sub = ours[0];
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// Quad → 4 vertices, 6 indices (two triangles via fan triangulation).
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Assert.Equal(4, sub.Vertices.Length);
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Assert.Equal(6, sub.Indices.Length);
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// Fan from vertex 0: (0,1,2) and (0,2,3).
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Assert.Equal(new uint[] { 0, 1, 2, 0, 2, 3 }, sub.Indices);
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}
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[Fact]
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public void Build_DoubleSidedPoly_ProducesBothPosAndNegSubmeshes()
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{
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var gfxObj = MakeUnitQuadGfxObj();
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var poly = gfxObj.Polygons[0];
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poly.Stippling = StipplingType.Both;
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// NegSurface=0 so the neg side references a valid surface entry.
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poly.NegSurface = 0;
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var ours = GfxObjMesh.Build(gfxObj, dats: null);
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Assert.Equal(2, ours.Count);
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}
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[Fact]
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public void Build_NoNegFlag_WithClockwiseSidesType_StillEmitsNegSide()
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{
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var gfxObj = MakeUnitQuadGfxObj();
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var poly = gfxObj.Polygons[0];
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poly.Stippling = StipplingType.None;
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poly.SidesType = CullMode.Clockwise;
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// NegSurface=0 so the neg side references a valid surface entry.
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poly.NegSurface = 0;
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var ours = GfxObjMesh.Build(gfxObj, dats: null);
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Assert.Equal(2, ours.Count);
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}
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[Fact]
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public void Build_NoPosFlag_OnlyEmitsNegSide()
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{
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var gfxObj = MakeUnitQuadGfxObj();
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var poly = gfxObj.Polygons[0];
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poly.Stippling = StipplingType.NoPos | StipplingType.Negative;
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// NegSurface=0 so the neg side references a valid surface entry.
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poly.NegSurface = 0;
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var ours = GfxObjMesh.Build(gfxObj, dats: null);
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Assert.Single(ours);
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}
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/// <summary>
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/// Build a synthetic 1×1 quad GfxObj with vertex sequence [0,1,2,3]
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/// at corners (0,0,0)/(1,0,0)/(1,1,0)/(0,1,0). PosSurface=0,
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/// NegSurface=-1 (invalid — pos side only by default).
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/// No Stippling flags set by default — caller may add them per test.
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/// </summary>
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private static GfxObj MakeUnitQuadGfxObj()
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{
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var gfx = new GfxObj { Surfaces = { 0x08000000u } };
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gfx.VertexArray = new VertexArray
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{
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VertexType = VertexType.CSWVertexType,
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Vertices =
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{
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[0] = new SWVertex
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{
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Origin = new Vector3(0, 0, 0),
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Normal = new Vector3(0, 0, 1),
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UVs = { new Vec2Duv { U = 0, V = 0 } },
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},
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[1] = new SWVertex
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{
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Origin = new Vector3(1, 0, 0),
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Normal = new Vector3(0, 0, 1),
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UVs = { new Vec2Duv { U = 1, V = 0 } },
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},
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[2] = new SWVertex
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{
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Origin = new Vector3(1, 1, 0),
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Normal = new Vector3(0, 0, 1),
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UVs = { new Vec2Duv { U = 1, V = 1 } },
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},
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[3] = new SWVertex
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{
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Origin = new Vector3(0, 1, 0),
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Normal = new Vector3(0, 0, 1),
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UVs = { new Vec2Duv { U = 0, V = 1 } },
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},
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},
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};
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var poly = new Polygon
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{
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VertexIds = { 0, 1, 2, 3 },
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PosUVIndices = { 0, 0, 0, 0 },
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PosSurface = 0,
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NegSurface = -1, // invalid index — pos side only
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Stippling = StipplingType.None,
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SidesType = CullMode.None,
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};
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gfx.Polygons[0] = poly;
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return gfx;
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}
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}
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@ -0,0 +1,105 @@
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using System.Numerics;
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using AcDream.Core.Meshing;
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using DatReaderWriter.DBObjs;
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using DatReaderWriter.Enums;
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using DatReaderWriter.Types;
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namespace AcDream.Core.Tests.Rendering.Wb;
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/// <summary>
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/// Conformance: our <see cref="SetupMesh.Flatten"/> must produce the same
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/// (GfxObjId, Matrix4x4) sequence as WB's setup-parts walk for representative
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/// Setups. Pinning the placement-frame fallback chain (motionFrameOverride →
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/// Resting → Default → first available) before substitution.
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/// </summary>
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public sealed class SetupFlattenConformanceTests
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{
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[Fact]
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public void Flatten_NoFrames_FallsBackToIdentity()
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{
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var setup = new Setup { Parts = { 0x01000001u } };
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// PlacementFrames deliberately empty — no DefaultScale entry either,
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// so scale defaults to Vector3.One and the fallback frame is
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// (Origin=Zero, Orientation=Identity) → Identity matrix.
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var refs = SetupMesh.Flatten(setup);
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Assert.Single(refs);
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Assert.Equal(0x01000001u, refs[0].GfxObjId);
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Assert.Equal(Matrix4x4.Identity, refs[0].PartTransform);
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}
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[Fact]
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public void Flatten_WithDefaultFrame_AppliesFrameOriginAndOrientation()
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{
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var setup = new Setup { Parts = { 0x01000001u } };
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setup.PlacementFrames[Placement.Default] = new AnimationFrame(1)
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{
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Frames =
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{
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new Frame
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{
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Origin = new Vector3(10, 20, 30),
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Orientation = Quaternion.Identity,
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},
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},
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};
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var refs = SetupMesh.Flatten(setup);
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Assert.Equal(new Vector3(10, 20, 30), refs[0].PartTransform.Translation);
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}
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[Fact]
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public void Flatten_WithRestingFrame_PrefersRestingOverDefault()
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{
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var setup = new Setup { Parts = { 0x01000001u } };
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setup.PlacementFrames[Placement.Default] = new AnimationFrame(1)
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{
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Frames = { new Frame { Origin = new Vector3(10, 20, 30), Orientation = Quaternion.Identity } },
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};
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setup.PlacementFrames[Placement.Resting] = new AnimationFrame(1)
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{
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Frames = { new Frame { Origin = new Vector3(99, 99, 99), Orientation = Quaternion.Identity } },
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};
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var refs = SetupMesh.Flatten(setup);
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Assert.Equal(new Vector3(99, 99, 99), refs[0].PartTransform.Translation);
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}
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[Fact]
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public void Flatten_WithMotionFrameOverride_PrefersOverrideOverResting()
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{
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var setup = new Setup { Parts = { 0x01000001u } };
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setup.PlacementFrames[Placement.Resting] = new AnimationFrame(1)
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{
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Frames = { new Frame { Origin = new Vector3(99, 99, 99), Orientation = Quaternion.Identity } },
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};
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var motionOverride = new AnimationFrame(1)
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{
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Frames = { new Frame { Origin = new Vector3(7, 7, 7), Orientation = Quaternion.Identity } },
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};
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var refs = SetupMesh.Flatten(setup, motionFrameOverride: motionOverride);
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Assert.Equal(new Vector3(7, 7, 7), refs[0].PartTransform.Translation);
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}
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[Fact]
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public void Flatten_DefaultScalePerPart_AppliedToTransform()
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{
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var setup = new Setup
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{
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Parts = { 0x01000001u, 0x01000002u },
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DefaultScale = { new Vector3(2, 2, 2), new Vector3(3, 3, 3) },
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};
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// No placement frames — fallback frame is identity pose; scale still applies.
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var refs = SetupMesh.Flatten(setup);
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Assert.Equal(2f, refs[0].PartTransform.M11);
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Assert.Equal(3f, refs[1].PartTransform.M11);
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}
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}
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