feat(vfx #C.1.5b): SetupPartTransforms helper for per-part anchor transforms
Computes Matrix4x4 per Setup part by walking PlacementFrames[Resting] → [Default] → first-available, matching SetupMesh.Flatten's priority. Foundation for #56 fix: ParticleHookSink will use these to apply each CreateParticleHook's PartIndex-relative offset to the right mesh part. 4 xUnit tests cover Resting-over-Default preference, Default fallback, empty-PlacementFrames returns empty, DefaultScale application. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
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tests/AcDream.Core.Tests/Meshing/SetupPartTransformsTests.cs
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tests/AcDream.Core.Tests/Meshing/SetupPartTransformsTests.cs
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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.Meshing;
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public class SetupPartTransformsTests
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{
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[Fact]
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public void Compute_PrefersRestingPlacement_OverDefault()
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{
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// Resting lifts part 1 by +Z=1; Default has zero lift on every part.
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// Compute must pick Resting (matches SetupMesh.Flatten priority).
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var setup = new Setup
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{
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Parts = { 0x01000100u, 0x01000101u },
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DefaultScale = { Vector3.One, Vector3.One },
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PlacementFrames =
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{
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[Placement.Resting] = new AnimationFrame(2)
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{
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Frames =
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{
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new Frame { Origin = Vector3.Zero, Orientation = Quaternion.Identity },
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new Frame { Origin = new Vector3(0, 0, 1f), Orientation = Quaternion.Identity },
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},
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},
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[Placement.Default] = new AnimationFrame(2)
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{
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Frames =
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{
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new Frame { Origin = Vector3.Zero, Orientation = Quaternion.Identity },
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new Frame { Origin = Vector3.Zero, Orientation = Quaternion.Identity },
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},
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},
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},
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};
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var transforms = SetupPartTransforms.Compute(setup);
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Assert.Equal(2, transforms.Count);
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var probe = Vector3.Transform(Vector3.Zero, transforms[1]);
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Assert.Equal(new Vector3(0, 0, 1f), probe);
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}
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[Fact]
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public void Compute_FallsBackToDefault_WhenRestingMissing()
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{
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var setup = new Setup
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{
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Parts = { 0x01000100u },
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DefaultScale = { Vector3.One },
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PlacementFrames =
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{
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[Placement.Default] = new AnimationFrame(1)
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{
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Frames =
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{
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new Frame { Origin = new Vector3(2f, 0, 0), Orientation = Quaternion.Identity },
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},
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},
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},
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};
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var transforms = SetupPartTransforms.Compute(setup);
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Assert.Single(transforms);
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var probe = Vector3.Transform(Vector3.Zero, transforms[0]);
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Assert.Equal(new Vector3(2f, 0, 0), probe);
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}
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[Fact]
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public void Compute_ReturnsEmpty_WhenNoPlacementFrames()
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{
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// Setup with parts but no PlacementFrames — caller's
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// ParticleHookSink falls back to Identity per part (pre-C.1.5b
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// behavior). Returning empty signals "no per-part data available".
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var setup = new Setup
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{
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Parts = { 0x01000100u, 0x01000101u },
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};
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var transforms = SetupPartTransforms.Compute(setup);
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Assert.Empty(transforms);
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}
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[Fact]
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public void Compute_AppliesDefaultScale_WhenPresent()
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{
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// DefaultScale = (2,2,2) on part 0. An input (1,1,1) should
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// come out (2,2,2) after the part transform — confirms the
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// CreateScale factor is present in the matrix.
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var setup = new Setup
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{
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Parts = { 0x01000100u },
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DefaultScale = { new Vector3(2f, 2f, 2f) },
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PlacementFrames =
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{
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[Placement.Resting] = new AnimationFrame(1)
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{
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Frames =
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{
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new Frame { Origin = Vector3.Zero, Orientation = Quaternion.Identity },
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},
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},
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},
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};
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var transforms = SetupPartTransforms.Compute(setup);
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Assert.Single(transforms);
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var probe = Vector3.Transform(new Vector3(1f, 1f, 1f), transforms[0]);
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Assert.Equal(new Vector3(2f, 2f, 2f), probe);
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}
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}
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