feat(anim): AnimationSequencer with transition links + retail slerp
Port the animation playback engine from the decompiled retail client
into AcDream.Core.Physics.AnimationSequencer.
## What this adds
**AnimationSequencer** (src/AcDream.Core/Physics/AnimationSequencer.cs):
- Frame advancer: `frameNum += framerate * dt`, bounds-checks against
AnimData.HighFrame/LowFrame (with sentinel resolution for HighFrame=-1),
wraps at cycle boundaries. Matches ACE's `Sequence.update_internal`.
- Quaternion slerp (`SlerpRetailClient`): ported from decompiled
`FUN_005360d0` (chunk_00530000.c:4799-4846):
1. dot-product sign-flip to take the shorter arc
2. fallback to linear blend when 1-dot <= 1e-4 (near-parallel)
3. sin-based slerp for all other cases
4. validate weights lie in [0,1] before using sin result (retail
client validation step that guards degenerate inputs)
- Transition link resolution: `GetLink(style, fromMotion, toMotion)`
mirrors ACE's `MotionTable.get_link` positive-speed path.
DatReaderWriter layout: `Links[style<<16|(from&0xFFFFFF)]` is a
`MotionCommandData` whose `.MotionData[toMotion]` is the transition
`MotionData`. Link frames are prepended before the cyclic tail, so
idle->walk plays the short transition clip then loops the walk cycle.
- `IAnimationLoader` / `DatCollectionLoader`: thin abstraction so the
sequencer is testable offline without opening dat files.
- Public API: `SetCycle(style, motion, speedMod)` + `Advance(dt)`
returning `IReadOnlyList<PartTransform>` (Origin+Orientation per part).
**AnimationSequencerTests** (tests/...Physics/AnimationSequencerTests.cs):
14 tests, all offline, covering slerp math, frame wrap, transition link
prepend, no-link direct switch, same-motion fast path, reset.
317 tests green, 0 warnings.
Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
This commit is contained in:
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tests/AcDream.Core.Tests/Physics/AnimationSequencerTests.cs
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tests/AcDream.Core.Tests/Physics/AnimationSequencerTests.cs
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using System;
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using System.Collections.Generic;
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using System.Numerics;
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using AcDream.Core.Physics;
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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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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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namespace AcDream.Core.Tests.Physics;
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// ─────────────────────────────────────────────────────────────────────────<E29480><E29480>───
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// AnimationSequencerTests
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//
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// All tests run fully offline -- no DatCollection, no disk access.
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// We build in-memory Setup / MotionTable / Animation fixtures that drive
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// exactly the code paths we are testing.
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//
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// Covered:
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// 1. SlerpRetailClient matches System.Numerics slerp for standard cases.
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// 2. SlerpRetailClient handles dot < 0 (flips q2, takes shorter arc).
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// 3. SlerpRetailClient falls back to linear for near-parallel quaternions.
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// 4. Frame advancer wraps at HighFrame -> LowFrame (cycle loop).
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// 5. Advance at dt=0 returns identity frame (no motion table loaded).
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// 6. SetCycle transitions: link frames are prepended before the target cycle.
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// 7. GetLink returns null when MotionTable has no link for the transition.
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// 8. SetCycle with same motion twice is a no-op (fast path).
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// 9. Reset clears all state.
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// ─────────────────────────────────────────────────────────────────────────────
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/// <summary>
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/// In-memory IAnimationLoader test double. No filesystem access.
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/// </summary>
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file sealed class FakeLoader : IAnimationLoader
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{
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private readonly Dictionary<uint, Animation> _anims = new();
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public void Register(uint id, Animation anim) => _anims[id] = anim;
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public Animation? LoadAnimation(uint id) =>
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_anims.TryGetValue(id, out var a) ? a : null;
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}
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/// <summary>
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/// Helper to build minimal in-memory dat fixtures.
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/// </summary>
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file static class Fixtures
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{
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/// <summary>
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/// Build an Animation with <paramref name="numFrames"/> identical frames,
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/// each part having the supplied origin/orientation.
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/// </summary>
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public static Animation MakeAnim(int numFrames, int numParts,
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Vector3 origin, Quaternion orientation)
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{
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var anim = new Animation();
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for (int f = 0; f < numFrames; f++)
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{
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// AnimationFrame requires NumParts in its constructor.
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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 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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}
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/// <summary>
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/// Build a two-frame animation: frame 0 has one origin/rotation, frame 1 another.
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/// Used to exercise slerp blending.
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/// </summary>
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public static Animation MakeTwoFrameAnim(
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int numParts,
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Vector3 fromOrigin, Quaternion fromRot,
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Vector3 toOrigin, Quaternion toRot)
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{
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var anim = new Animation();
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var pf0 = new AnimationFrame((uint)numParts);
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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 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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return anim;
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}
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/// <summary>
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/// Build a minimal Setup with <paramref name="numParts"/> parts,
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/// each with a DefaultScale of (1,1,1).
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/// </summary>
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public static Setup MakeSetup(int numParts)
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{
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var setup = new Setup();
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for (int i = 0; i < numParts; i++)
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{
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setup.Parts.Add(0x01000000u + (uint)i); // synthetic GfxObj ids
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setup.DefaultScale.Add(Vector3.One);
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}
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return setup;
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}
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/// <summary>
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/// Build a MotionTable with one cycle (style+motion) pointing to the
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/// given animation id, and optionally a link from (style, fromMotion)
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/// to (toMotion) pointing to <paramref name="linkAnimId"/>.
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/// </summary>
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public static MotionTable MakeMtable(
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uint style, uint motion, uint cycleAnimId,
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uint fromMotion = 0, uint toMotion = 0, uint linkAnimId = 0)
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{
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var mt = new MotionTable();
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mt.DefaultStyle = (DRWMotionCommand)style;
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mt.StyleDefaults[(DRWMotionCommand)style] = (DRWMotionCommand)motion;
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int cycleKey = (int)((style << 16) | (motion & 0xFFFFFFu));
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mt.Cycles[cycleKey] = MakeMotionData(cycleAnimId, framerate: 30f);
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if (fromMotion != 0 && toMotion != 0 && linkAnimId != 0)
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{
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int linkOuter = (int)((style << 16) | (fromMotion & 0xFFFFFFu));
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var cmd = new MotionCommandData();
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cmd.MotionData[(int)toMotion] = MakeMotionData(linkAnimId, framerate: 30f);
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mt.Links[linkOuter] = cmd;
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}
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return mt;
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}
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private static MotionData MakeMotionData(uint animId, float framerate)
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{
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var md = new MotionData();
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// QualifiedDataId<T> has an implicit conversion from uint.
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QualifiedDataId<Animation> qid = animId;
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md.Anims.Add(new AnimData
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{
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AnimId = qid,
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LowFrame = 0,
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HighFrame = -1, // sentinel -> resolve to numFrames-1
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Framerate = framerate,
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});
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return md;
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}
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}
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public sealed class AnimationSequencerTests
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{
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// ── SlerpRetailClient ────────────────────────────────────────────────────
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[Theory]
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[InlineData(0f)]
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[InlineData(0.25f)]
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[InlineData(0.5f)]
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[InlineData(0.75f)]
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[InlineData(1f)]
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public void SlerpRetailClient_MatchesNumerics_ForOrthogonalQuats(float t)
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{
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// Two quaternions 90 degrees apart (rotation around Z axis: 0 and 90 deg).
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var q1 = Quaternion.CreateFromAxisAngle(Vector3.UnitZ, 0f);
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var q2 = Quaternion.CreateFromAxisAngle(Vector3.UnitZ, MathF.PI / 2f);
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var got = AnimationSequencer.SlerpRetailClient(q1, q2, t);
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var expected = Quaternion.Slerp(q1, q2, t);
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Assert.Equal(expected.X, got.X, 4);
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Assert.Equal(expected.Y, got.Y, 4);
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Assert.Equal(expected.Z, got.Z, 4);
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Assert.Equal(expected.W, got.W, 4);
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}
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[Fact]
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public void SlerpRetailClient_HandlesNegativeDot_TakesShortArc()
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{
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// q2 is the antipodal of q1 (dot -> -1).
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var q1 = Quaternion.CreateFromAxisAngle(Vector3.UnitZ, 0.1f);
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var q2 = new Quaternion(-q1.X, -q1.Y, -q1.Z, -q1.W); // antipode
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// At t=0 the result should be non-NaN (the sign-flip gives a valid quat).
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var got = AnimationSequencer.SlerpRetailClient(q1, q2, 0f);
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Assert.False(float.IsNaN(got.X));
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Assert.False(float.IsNaN(got.W));
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}
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[Fact]
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public void SlerpRetailClient_NearParallel_LinearFallback()
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{
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// Two identical quaternions -> dot = 1 -> linear fallback path.
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var q = Quaternion.CreateFromAxisAngle(Vector3.UnitY, 0.3f);
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var got = AnimationSequencer.SlerpRetailClient(q, q, 0.5f);
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Assert.Equal(q.X, got.X, 4);
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Assert.Equal(q.Y, got.Y, 4);
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Assert.Equal(q.Z, got.Z, 4);
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Assert.Equal(q.W, got.W, 4);
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}
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// ── SetCycle / frame advance ────────────────────────────────────────<E29480><E29480>────
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[Fact]
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public void Advance_NoCycleSet_ReturnsIdentityTransforms()
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{
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var setup = Fixtures.MakeSetup(3);
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var mt = new MotionTable();
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var loader = new FakeLoader();
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var seq = new AnimationSequencer(setup, mt, loader);
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var transforms = seq.Advance(0.033f);
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Assert.Equal(3, transforms.Count);
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foreach (var tr in transforms)
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{
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Assert.Equal(Vector3.Zero, tr.Origin);
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Assert.Equal(Quaternion.Identity, tr.Orientation);
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}
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}
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[Fact]
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public void SetCycle_LoadsAnimation_AdvanceReturnsBoundedTransforms()
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{
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const uint Style = 0x003Du; // NonCombat
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const uint Motion = 0x0003u; // Ready
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const uint AnimId = 0x03000001u;
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var origin = new Vector3(1f, 0f, 0f);
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var rot = Quaternion.CreateFromAxisAngle(Vector3.UnitZ, 0.5f);
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var anim = Fixtures.MakeTwoFrameAnim(2, origin, rot, origin * 2, rot);
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var setup = Fixtures.MakeSetup(2);
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var mt = Fixtures.MakeMtable(Style, Motion, AnimId);
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var loader = new FakeLoader();
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loader.Register(AnimId, anim);
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var seq = new AnimationSequencer(setup, mt, loader);
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seq.SetCycle(Style, Motion);
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// Very small dt -> should be near the first frame's rotation.
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var transforms = seq.Advance(0.001f);
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Assert.Equal(2, transforms.Count);
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// Orientation should be close to rot (first frame), not identity.
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Assert.True(Math.Abs(transforms[0].Orientation.Z - rot.Z) < 0.1f,
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$"Expected orientation near {rot.Z} but got {transforms[0].Orientation.Z}");
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}
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[Fact]
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public void Advance_FrameWrapsAtHighFrame()
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{
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const uint Style = 0x003Du;
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const uint Motion = 0x0003u;
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const uint AnimId = 0x03000002u;
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// 4-frame animation; framerate=10fps, one full loop = 0.4s.
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var anim = Fixtures.MakeAnim(4, 1, Vector3.Zero, Quaternion.Identity);
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var setup = Fixtures.MakeSetup(1);
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var mt = new MotionTable();
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mt.DefaultStyle = (DRWMotionCommand)Style;
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mt.StyleDefaults[(DRWMotionCommand)Style] = (DRWMotionCommand)Motion;
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int cycleKey = (int)((Style << 16) | (Motion & 0xFFFFFFu));
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mt.Cycles[cycleKey] = new MotionData();
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QualifiedDataId<Animation> qid = AnimId;
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mt.Cycles[cycleKey].Anims.Add(new AnimData
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{
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AnimId = qid,
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LowFrame = 0,
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HighFrame = 3,
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Framerate = 10f,
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});
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var loader = new FakeLoader();
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loader.Register(AnimId, anim);
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var seq = new AnimationSequencer(setup, mt, loader);
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seq.SetCycle(Style, Motion);
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// Advance one full loop + a bit: 0.5s at 10fps = 5 frames.
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// After wrapping this should still return a valid transform.
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seq.Advance(0.5f);
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var transforms = seq.Advance(0.01f);
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Assert.Single(transforms);
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// No exception = pass; the wrap produced a valid (non-crash) frame.
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}
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[Fact]
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public void SetCycle_WithTransitionLink_PrependLinkFrames()
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{
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// Two animations: link (2 frames at Y=1) and cycle (4 frames at X=1).
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const uint Style = 0x003Du;
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const uint IdleMotion = 0x0003u;
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const uint WalkMotion = 0x0005u;
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const uint CycleAnim = 0x03000010u;
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const uint LinkAnim = 0x03000011u;
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var cycleAnim = Fixtures.MakeAnim(4, 1, new Vector3(1, 0, 0), Quaternion.Identity);
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var linkAnim = Fixtures.MakeAnim(2, 1, new Vector3(0, 1, 0), Quaternion.Identity);
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var setup = Fixtures.MakeSetup(1);
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// MotionTable: link Idle->Walk = 2-frame transition anim.
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var mt = Fixtures.MakeMtable(
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style: Style,
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motion: WalkMotion,
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cycleAnimId: CycleAnim,
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fromMotion: IdleMotion,
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toMotion: WalkMotion,
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linkAnimId: LinkAnim);
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var loader = new FakeLoader();
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loader.Register(CycleAnim, cycleAnim);
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loader.Register(LinkAnim, linkAnim);
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var seq = new AnimationSequencer(setup, mt, loader);
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// Prime the sequencer as if it was already playing IdleMotion.
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SetCurrentMotion(seq, Style, IdleMotion);
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seq.SetCycle(Style, WalkMotion);
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// At t~0 we should be reading the link anim (Y=1), not the cycle (X=1).
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var transforms = seq.Advance(0.001f);
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Assert.Single(transforms);
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Assert.True(transforms[0].Origin.Y > transforms[0].Origin.X,
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$"Expected link-anim Y({transforms[0].Origin.Y}) > cycle X({transforms[0].Origin.X})");
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}
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[Fact]
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public void SetCycle_NoLinkInTable_DirectCycleSwitch()
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{
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const uint Style = 0x003Du;
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const uint Motion = 0x0003u;
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const uint AnimId = 0x03000020u;
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var anim = Fixtures.MakeAnim(3, 1, new Vector3(5, 0, 0), Quaternion.Identity);
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var setup = Fixtures.MakeSetup(1);
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var mt = Fixtures.MakeMtable(Style, Motion, AnimId);
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var loader = new FakeLoader();
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loader.Register(AnimId, anim);
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var seq = new AnimationSequencer(setup, mt, loader);
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seq.SetCycle(Style, Motion); // no link registered -> direct cycle
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var transforms = seq.Advance(0.001f);
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Assert.Single(transforms);
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// Should get cycle origin X~5 since there's no link.
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Assert.True(transforms[0].Origin.X > 4f,
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$"Expected cycle origin X~5 but got {transforms[0].Origin.X}");
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}
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[Fact]
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public void SetCycle_SameMotionTwice_NoStateChange()
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{
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const uint Style = 0x003Du;
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const uint Motion = 0x0003u;
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const uint AnimId = 0x03000030u;
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var anim = Fixtures.MakeAnim(4, 1, Vector3.Zero, Quaternion.Identity);
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var setup = Fixtures.MakeSetup(1);
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var mt = Fixtures.MakeMtable(Style, Motion, AnimId);
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var loader = new FakeLoader();
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loader.Register(AnimId, anim);
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var seq = new AnimationSequencer(setup, mt, loader);
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seq.SetCycle(Style, Motion);
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// Advance a bit to move the frame counter.
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seq.Advance(0.1f);
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float frameBefore = GetFrameNum(seq);
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// Call SetCycle again with identical args -- fast-path, no reset.
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seq.SetCycle(Style, Motion);
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float frameAfter = GetFrameNum(seq);
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Assert.Equal(frameBefore, frameAfter);
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}
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[Fact]
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public void Reset_ClearsAllState()
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{
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const uint Style = 0x003Du;
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const uint Motion = 0x0003u;
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const uint AnimId = 0x03000040u;
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var anim = Fixtures.MakeAnim(4, 1, Vector3.One, Quaternion.Identity);
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var setup = Fixtures.MakeSetup(1);
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var mt = Fixtures.MakeMtable(Style, Motion, AnimId);
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var loader = new FakeLoader();
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loader.Register(AnimId, anim);
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var seq = new AnimationSequencer(setup, mt, loader);
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seq.SetCycle(Style, Motion);
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seq.Advance(0.2f);
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seq.Reset();
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Assert.Equal(0u, seq.CurrentStyle);
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Assert.Equal(0u, seq.CurrentMotion);
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// After reset, Advance should return identity transforms.
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var transforms = seq.Advance(0.033f);
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foreach (var tr in transforms)
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{
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Assert.Equal(Vector3.Zero, tr.Origin);
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Assert.Equal(Quaternion.Identity, tr.Orientation);
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}
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}
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// ── Helpers ──────────────────────────────────────────────────────────────
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/// <summary>Expose _frameNum via reflection (test-only).</summary>
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private static float GetFrameNum(AnimationSequencer seq)
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{
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var field = typeof(AnimationSequencer)
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.GetField("_frameNum",
|
||||
System.Reflection.BindingFlags.NonPublic |
|
||||
System.Reflection.BindingFlags.Instance);
|
||||
return field is null ? -1f : (float)field.GetValue(seq)!;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Directly set CurrentStyle and CurrentMotion via reflection so the
|
||||
/// transition-link test can simulate "we were already playing IdleMotion".
|
||||
/// Both are auto-properties with private setters.
|
||||
/// </summary>
|
||||
private static void SetCurrentMotion(AnimationSequencer seq, uint style, uint motion)
|
||||
{
|
||||
var t = typeof(AnimationSequencer);
|
||||
t.GetProperty(nameof(AnimationSequencer.CurrentStyle))!
|
||||
.SetValue(seq, style);
|
||||
t.GetProperty(nameof(AnimationSequencer.CurrentMotion))!
|
||||
.SetValue(seq, motion);
|
||||
}
|
||||
}
|
||||
Loading…
Add table
Add a link
Reference in a new issue