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:
Erik 2026-04-13 00:22:42 +02:00
parent 14569558fb
commit f48f2745c4
2 changed files with 1003 additions and 0 deletions

View file

@ -0,0 +1,440 @@
using System;
using System.Collections.Generic;
using System.Numerics;
using AcDream.Core.Physics;
using DatReaderWriter.DBObjs;
using DatReaderWriter.Enums;
using DatReaderWriter.Types;
using Xunit;
// Alias the DatReaderWriter enum so it doesn't clash with
// AcDream.Core.Physics.MotionCommand (which is a static class of uint constants).
using DRWMotionCommand = DatReaderWriter.Enums.MotionCommand;
namespace AcDream.Core.Tests.Physics;
// ─────────────────────────────────────────────────────────────────────────<E29480><E29480>───
// AnimationSequencerTests
//
// All tests run fully offline -- no DatCollection, no disk access.
// We build in-memory Setup / MotionTable / Animation fixtures that drive
// exactly the code paths we are testing.
//
// Covered:
// 1. SlerpRetailClient matches System.Numerics slerp for standard cases.
// 2. SlerpRetailClient handles dot < 0 (flips q2, takes shorter arc).
// 3. SlerpRetailClient falls back to linear for near-parallel quaternions.
// 4. Frame advancer wraps at HighFrame -> LowFrame (cycle loop).
// 5. Advance at dt=0 returns identity frame (no motion table loaded).
// 6. SetCycle transitions: link frames are prepended before the target cycle.
// 7. GetLink returns null when MotionTable has no link for the transition.
// 8. SetCycle with same motion twice is a no-op (fast path).
// 9. Reset clears all state.
// ─────────────────────────────────────────────────────────────────────────────
/// <summary>
/// In-memory IAnimationLoader test double. No filesystem access.
/// </summary>
file sealed class FakeLoader : IAnimationLoader
{
private readonly Dictionary<uint, Animation> _anims = new();
public void Register(uint id, Animation anim) => _anims[id] = anim;
public Animation? LoadAnimation(uint id) =>
_anims.TryGetValue(id, out var a) ? a : null;
}
/// <summary>
/// Helper to build minimal in-memory dat fixtures.
/// </summary>
file static class Fixtures
{
/// <summary>
/// Build an Animation with <paramref name="numFrames"/> identical frames,
/// each part having the supplied origin/orientation.
/// </summary>
public static Animation MakeAnim(int numFrames, int numParts,
Vector3 origin, Quaternion orientation)
{
var anim = new Animation();
for (int f = 0; f < numFrames; f++)
{
// AnimationFrame requires NumParts in its constructor.
var pf = new AnimationFrame((uint)numParts);
for (int p = 0; p < numParts; p++)
pf.Frames.Add(new Frame { Origin = origin, Orientation = orientation });
anim.PartFrames.Add(pf);
}
return anim;
}
/// <summary>
/// Build a two-frame animation: frame 0 has one origin/rotation, frame 1 another.
/// Used to exercise slerp blending.
/// </summary>
public static Animation MakeTwoFrameAnim(
int numParts,
Vector3 fromOrigin, Quaternion fromRot,
Vector3 toOrigin, Quaternion toRot)
{
var anim = new Animation();
var pf0 = new AnimationFrame((uint)numParts);
var pf1 = new AnimationFrame((uint)numParts);
for (int p = 0; p < numParts; p++)
{
pf0.Frames.Add(new Frame { Origin = fromOrigin, Orientation = fromRot });
pf1.Frames.Add(new Frame { Origin = toOrigin, Orientation = toRot });
}
anim.PartFrames.Add(pf0);
anim.PartFrames.Add(pf1);
return anim;
}
/// <summary>
/// Build a minimal Setup with <paramref name="numParts"/> parts,
/// each with a DefaultScale of (1,1,1).
/// </summary>
public static Setup MakeSetup(int numParts)
{
var setup = new Setup();
for (int i = 0; i < numParts; i++)
{
setup.Parts.Add(0x01000000u + (uint)i); // synthetic GfxObj ids
setup.DefaultScale.Add(Vector3.One);
}
return setup;
}
/// <summary>
/// Build a MotionTable with one cycle (style+motion) pointing to the
/// given animation id, and optionally a link from (style, fromMotion)
/// to (toMotion) pointing to <paramref name="linkAnimId"/>.
/// </summary>
public static MotionTable MakeMtable(
uint style, uint motion, uint cycleAnimId,
uint fromMotion = 0, uint toMotion = 0, uint linkAnimId = 0)
{
var mt = new MotionTable();
mt.DefaultStyle = (DRWMotionCommand)style;
mt.StyleDefaults[(DRWMotionCommand)style] = (DRWMotionCommand)motion;
int cycleKey = (int)((style << 16) | (motion & 0xFFFFFFu));
mt.Cycles[cycleKey] = MakeMotionData(cycleAnimId, framerate: 30f);
if (fromMotion != 0 && toMotion != 0 && linkAnimId != 0)
{
int linkOuter = (int)((style << 16) | (fromMotion & 0xFFFFFFu));
var cmd = new MotionCommandData();
cmd.MotionData[(int)toMotion] = MakeMotionData(linkAnimId, framerate: 30f);
mt.Links[linkOuter] = cmd;
}
return mt;
}
private static MotionData MakeMotionData(uint animId, float framerate)
{
var md = new MotionData();
// QualifiedDataId<T> has an implicit conversion from uint.
QualifiedDataId<Animation> qid = animId;
md.Anims.Add(new AnimData
{
AnimId = qid,
LowFrame = 0,
HighFrame = -1, // sentinel -> resolve to numFrames-1
Framerate = framerate,
});
return md;
}
}
public sealed class AnimationSequencerTests
{
// ── SlerpRetailClient ────────────────────────────────────────────────────
[Theory]
[InlineData(0f)]
[InlineData(0.25f)]
[InlineData(0.5f)]
[InlineData(0.75f)]
[InlineData(1f)]
public void SlerpRetailClient_MatchesNumerics_ForOrthogonalQuats(float t)
{
// Two quaternions 90 degrees apart (rotation around Z axis: 0 and 90 deg).
var q1 = Quaternion.CreateFromAxisAngle(Vector3.UnitZ, 0f);
var q2 = Quaternion.CreateFromAxisAngle(Vector3.UnitZ, MathF.PI / 2f);
var got = AnimationSequencer.SlerpRetailClient(q1, q2, t);
var expected = Quaternion.Slerp(q1, q2, t);
Assert.Equal(expected.X, got.X, 4);
Assert.Equal(expected.Y, got.Y, 4);
Assert.Equal(expected.Z, got.Z, 4);
Assert.Equal(expected.W, got.W, 4);
}
[Fact]
public void SlerpRetailClient_HandlesNegativeDot_TakesShortArc()
{
// q2 is the antipodal of q1 (dot -> -1).
var q1 = Quaternion.CreateFromAxisAngle(Vector3.UnitZ, 0.1f);
var q2 = new Quaternion(-q1.X, -q1.Y, -q1.Z, -q1.W); // antipode
// At t=0 the result should be non-NaN (the sign-flip gives a valid quat).
var got = AnimationSequencer.SlerpRetailClient(q1, q2, 0f);
Assert.False(float.IsNaN(got.X));
Assert.False(float.IsNaN(got.W));
}
[Fact]
public void SlerpRetailClient_NearParallel_LinearFallback()
{
// Two identical quaternions -> dot = 1 -> linear fallback path.
var q = Quaternion.CreateFromAxisAngle(Vector3.UnitY, 0.3f);
var got = AnimationSequencer.SlerpRetailClient(q, q, 0.5f);
Assert.Equal(q.X, got.X, 4);
Assert.Equal(q.Y, got.Y, 4);
Assert.Equal(q.Z, got.Z, 4);
Assert.Equal(q.W, got.W, 4);
}
// ── SetCycle / frame advance ────────────────────────────────────────<E29480><E29480>────
[Fact]
public void Advance_NoCycleSet_ReturnsIdentityTransforms()
{
var setup = Fixtures.MakeSetup(3);
var mt = new MotionTable();
var loader = new FakeLoader();
var seq = new AnimationSequencer(setup, mt, loader);
var transforms = seq.Advance(0.033f);
Assert.Equal(3, transforms.Count);
foreach (var tr in transforms)
{
Assert.Equal(Vector3.Zero, tr.Origin);
Assert.Equal(Quaternion.Identity, tr.Orientation);
}
}
[Fact]
public void SetCycle_LoadsAnimation_AdvanceReturnsBoundedTransforms()
{
const uint Style = 0x003Du; // NonCombat
const uint Motion = 0x0003u; // Ready
const uint AnimId = 0x03000001u;
var origin = new Vector3(1f, 0f, 0f);
var rot = Quaternion.CreateFromAxisAngle(Vector3.UnitZ, 0.5f);
var anim = Fixtures.MakeTwoFrameAnim(2, origin, rot, origin * 2, rot);
var setup = Fixtures.MakeSetup(2);
var mt = Fixtures.MakeMtable(Style, Motion, AnimId);
var loader = new FakeLoader();
loader.Register(AnimId, anim);
var seq = new AnimationSequencer(setup, mt, loader);
seq.SetCycle(Style, Motion);
// Very small dt -> should be near the first frame's rotation.
var transforms = seq.Advance(0.001f);
Assert.Equal(2, transforms.Count);
// Orientation should be close to rot (first frame), not identity.
Assert.True(Math.Abs(transforms[0].Orientation.Z - rot.Z) < 0.1f,
$"Expected orientation near {rot.Z} but got {transforms[0].Orientation.Z}");
}
[Fact]
public void Advance_FrameWrapsAtHighFrame()
{
const uint Style = 0x003Du;
const uint Motion = 0x0003u;
const uint AnimId = 0x03000002u;
// 4-frame animation; framerate=10fps, one full loop = 0.4s.
var anim = Fixtures.MakeAnim(4, 1, Vector3.Zero, Quaternion.Identity);
var setup = Fixtures.MakeSetup(1);
var mt = new MotionTable();
mt.DefaultStyle = (DRWMotionCommand)Style;
mt.StyleDefaults[(DRWMotionCommand)Style] = (DRWMotionCommand)Motion;
int cycleKey = (int)((Style << 16) | (Motion & 0xFFFFFFu));
mt.Cycles[cycleKey] = new MotionData();
QualifiedDataId<Animation> qid = AnimId;
mt.Cycles[cycleKey].Anims.Add(new AnimData
{
AnimId = qid,
LowFrame = 0,
HighFrame = 3,
Framerate = 10f,
});
var loader = new FakeLoader();
loader.Register(AnimId, anim);
var seq = new AnimationSequencer(setup, mt, loader);
seq.SetCycle(Style, Motion);
// Advance one full loop + a bit: 0.5s at 10fps = 5 frames.
// After wrapping this should still return a valid transform.
seq.Advance(0.5f);
var transforms = seq.Advance(0.01f);
Assert.Single(transforms);
// No exception = pass; the wrap produced a valid (non-crash) frame.
}
[Fact]
public void SetCycle_WithTransitionLink_PrependLinkFrames()
{
// Two animations: link (2 frames at Y=1) and cycle (4 frames at X=1).
const uint Style = 0x003Du;
const uint IdleMotion = 0x0003u;
const uint WalkMotion = 0x0005u;
const uint CycleAnim = 0x03000010u;
const uint LinkAnim = 0x03000011u;
var cycleAnim = Fixtures.MakeAnim(4, 1, new Vector3(1, 0, 0), Quaternion.Identity);
var linkAnim = Fixtures.MakeAnim(2, 1, new Vector3(0, 1, 0), Quaternion.Identity);
var setup = Fixtures.MakeSetup(1);
// MotionTable: link Idle->Walk = 2-frame transition anim.
var mt = Fixtures.MakeMtable(
style: Style,
motion: WalkMotion,
cycleAnimId: CycleAnim,
fromMotion: IdleMotion,
toMotion: WalkMotion,
linkAnimId: LinkAnim);
var loader = new FakeLoader();
loader.Register(CycleAnim, cycleAnim);
loader.Register(LinkAnim, linkAnim);
var seq = new AnimationSequencer(setup, mt, loader);
// Prime the sequencer as if it was already playing IdleMotion.
SetCurrentMotion(seq, Style, IdleMotion);
seq.SetCycle(Style, WalkMotion);
// At t~0 we should be reading the link anim (Y=1), not the cycle (X=1).
var transforms = seq.Advance(0.001f);
Assert.Single(transforms);
Assert.True(transforms[0].Origin.Y > transforms[0].Origin.X,
$"Expected link-anim Y({transforms[0].Origin.Y}) > cycle X({transforms[0].Origin.X})");
}
[Fact]
public void SetCycle_NoLinkInTable_DirectCycleSwitch()
{
const uint Style = 0x003Du;
const uint Motion = 0x0003u;
const uint AnimId = 0x03000020u;
var anim = Fixtures.MakeAnim(3, 1, new Vector3(5, 0, 0), Quaternion.Identity);
var setup = Fixtures.MakeSetup(1);
var mt = Fixtures.MakeMtable(Style, Motion, AnimId);
var loader = new FakeLoader();
loader.Register(AnimId, anim);
var seq = new AnimationSequencer(setup, mt, loader);
seq.SetCycle(Style, Motion); // no link registered -> direct cycle
var transforms = seq.Advance(0.001f);
Assert.Single(transforms);
// Should get cycle origin X~5 since there's no link.
Assert.True(transforms[0].Origin.X > 4f,
$"Expected cycle origin X~5 but got {transforms[0].Origin.X}");
}
[Fact]
public void SetCycle_SameMotionTwice_NoStateChange()
{
const uint Style = 0x003Du;
const uint Motion = 0x0003u;
const uint AnimId = 0x03000030u;
var anim = Fixtures.MakeAnim(4, 1, Vector3.Zero, Quaternion.Identity);
var setup = Fixtures.MakeSetup(1);
var mt = Fixtures.MakeMtable(Style, Motion, AnimId);
var loader = new FakeLoader();
loader.Register(AnimId, anim);
var seq = new AnimationSequencer(setup, mt, loader);
seq.SetCycle(Style, Motion);
// Advance a bit to move the frame counter.
seq.Advance(0.1f);
float frameBefore = GetFrameNum(seq);
// Call SetCycle again with identical args -- fast-path, no reset.
seq.SetCycle(Style, Motion);
float frameAfter = GetFrameNum(seq);
Assert.Equal(frameBefore, frameAfter);
}
[Fact]
public void Reset_ClearsAllState()
{
const uint Style = 0x003Du;
const uint Motion = 0x0003u;
const uint AnimId = 0x03000040u;
var anim = Fixtures.MakeAnim(4, 1, Vector3.One, Quaternion.Identity);
var setup = Fixtures.MakeSetup(1);
var mt = Fixtures.MakeMtable(Style, Motion, AnimId);
var loader = new FakeLoader();
loader.Register(AnimId, anim);
var seq = new AnimationSequencer(setup, mt, loader);
seq.SetCycle(Style, Motion);
seq.Advance(0.2f);
seq.Reset();
Assert.Equal(0u, seq.CurrentStyle);
Assert.Equal(0u, seq.CurrentMotion);
// After reset, Advance should return identity transforms.
var transforms = seq.Advance(0.033f);
foreach (var tr in transforms)
{
Assert.Equal(Vector3.Zero, tr.Origin);
Assert.Equal(Quaternion.Identity, tr.Orientation);
}
}
// ── Helpers ──────────────────────────────────────────────────────────────
/// <summary>Expose _frameNum via reflection (test-only).</summary>
private static float GetFrameNum(AnimationSequencer seq)
{
var field = typeof(AnimationSequencer)
.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);
}
}