using System;
using System.Collections.Generic;
using System.Numerics;
using DatReaderWriter;
using DatReaderWriter.DBObjs;
using DatReaderWriter.Enums;
using DatReaderWriter.Types;
namespace AcDream.Core.Physics;
///
/// Minimal interface for resolving Animation objects by id.
/// Abstracted so the sequencer can be unit-tested without a real DatCollection.
///
public interface IAnimationLoader
{
/// Load an Animation by its dat id, or return null.
Animation? LoadAnimation(uint id);
}
///
/// Production implementation of backed by
/// a .
///
public sealed class DatCollectionLoader : IAnimationLoader
{
private readonly DatCollection _dats;
public DatCollectionLoader(DatCollection dats) => _dats = dats;
public Animation? LoadAnimation(uint id) => _dats.Get(id);
}
// ─────────────────────────────────────────────────────────────────────────────
// AnimationSequencer — faithful port of the decompiled retail AC client
// animation system.
//
// Primary references (pseudocode at docs/research/acclient_animation_pseudocode.md):
// FUN_005267E0 — multiply_framerate: swaps startFrame↔endFrame for negative speed
// FUN_005261D0 — update_internal: the core per-frame advance loop
// FUN_00525EB0 — advance_to_next_animation: node transition + wrap to firstCyclic
// FUN_00526880 — GetStartFramePosition: double start pos (speed-dependent)
// FUN_005268B0 — GetEndFramePosition: double end pos (speed-dependent)
// FUN_005360d0 — quaternion slerp with dot-product sign-flip
// MotionInterp.cs:394-428 (ACE) — adjust_motion: left→right remapping
//
// DatReaderWriter types used:
// MotionTable.Links : Dictionary
// key = (style << 16) | (fromSubstate & 0xFFFFFF)
// MotionCommandData.MotionData : Dictionary
// key = target motion (int cast of MotionCommand)
// MotionData.Anims : List
// AnimData.AnimId : QualifiedDataId
// Animation.PartFrames : List
// AnimationFrame.Frames : List
// Frame.Origin : Vector3, Frame.Orientation : Quaternion
// ─────────────────────────────────────────────────────────────────────────────
///
/// Per-part world-local transform produced by .
/// Caller (e.g. GameWindow.TickAnimations) consumes this to rebuild MeshRefs.
///
public readonly struct PartTransform
{
public readonly Vector3 Origin;
public readonly Quaternion Orientation;
public PartTransform(Vector3 origin, Quaternion orientation)
{
Origin = origin;
Orientation = orientation;
}
}
///
/// One entry in the animation queue (link transition or looping cycle).
///
/// Faithfully models the retail client AnimNode struct at +0x0C..+0x18.
/// When speedScale < 0, startFrame and endFrame are swapped at construction
/// time (FUN_005267E0 / multiply_framerate) so the advance loop always has:
/// forward: startFrame ≤ endFrame (framePosition counts up)
/// reverse: startFrame ≥ endFrame (framePosition counts down)
///
internal sealed class AnimNode
{
public Animation Anim;
public double Framerate; // signed; negative means reverse playback
public int StartFrame; // inclusive start frame (post-swap for negative speed)
public int EndFrame; // inclusive end frame (post-swap for negative speed)
public bool IsLooping; // true only for the tail cyclic node
public AnimNode(Animation anim, double framerate, int startFrame, int endFrame, bool isLooping)
{
Anim = anim;
Framerate = framerate;
StartFrame = startFrame;
EndFrame = endFrame;
IsLooping = isLooping;
}
// ── FUN_00526880 — GetStartFramePosition ──────────────────────────────
// Returns the initial framePosition cursor for this node.
// speedScale >= 0 → (double)startFrame
// speedScale < 0 → (double)(endFrame + 1) - EPSILON
// EPSILON = _DAT_007c92b4 (a tiny float just below the boundary)
public double GetStartFramePosition()
{
if (Framerate >= 0.0)
return (double)StartFrame;
else
return (double)(EndFrame + 1) - FrameEpsilon;
}
// ── FUN_005268B0 — GetEndFramePosition ───────────────────────────────
// Returns where the cursor sits when this node is exhausted.
// speedScale >= 0 → (double)(endFrame + 1) - EPSILON
// speedScale < 0 → (double)startFrame
public double GetEndFramePosition()
{
if (Framerate >= 0.0)
return (double)(EndFrame + 1) - FrameEpsilon;
else
return (double)StartFrame;
}
// Small double constant matching _DAT_007c92b4 in the retail binary.
// Used to position the cursor just before a frame boundary.
private const double FrameEpsilon = 1e-5;
}
///
/// Full animation playback engine for one entity.
///
///
/// This is a faithful port of the retail AC client's Sequence object
/// (docs/research/acclient_animation_pseudocode.md, sections 5–7).
/// Key invariants:
///
/// -
/// _framePosition is a double matching the retail client's
/// 64-bit field at Sequence+0x30.
///
/// -
/// Negative framerate means reverse playback; startFrame/endFrame are
/// swapped at node construction time (FUN_005267E0).
///
/// -
/// When a node's frames are exhausted, advance_to_next_animation
/// wraps to _firstCyclic (the looping tail of the queue).
///
///
///
///
///
/// Usage pattern:
///
/// var seq = new AnimationSequencer(setup, motionTable, dats);
/// seq.SetCycle(style, motion, speedMod);
/// // each frame:
/// var transforms = seq.Advance(dt);
/// // rebuild MeshRefs from transforms
///
///
///
public sealed class AnimationSequencer
{
// ── Public state ─────────────────────────────────────────────────────────
/// Current style (stance) command.
public uint CurrentStyle { get; private set; }
/// Current cyclic motion command.
public uint CurrentMotion { get; private set; }
// ── Private state ────────────────────────────────────────────────────────
private readonly Setup _setup;
private readonly MotionTable _mtable;
private readonly IAnimationLoader _loader;
// Animation queue: non-looping link frames followed by the looping cycle.
private readonly LinkedList _queue = new();
private LinkedListNode? _currNode;
private LinkedListNode? _firstCyclic;
// 64-bit fractional frame position — matches Sequence+0x30 in the retail client.
// Named _framePosition to distinguish it from the old float _frameNum.
private double _framePosition;
private const double FrameEpsilon = 1e-5;
private const double RateEpsilon = 1e-6;
// ── Constructor ──────────────────────────────────────────────────────────
///
/// Create a sequencer for one entity.
///
/// Entity's Setup dat (for part count / default scale).
/// Loaded MotionTable dat for this entity.
///
/// Animation loader. Use for production,
/// or inject a test double in unit tests.
///
public AnimationSequencer(Setup setup, MotionTable motionTable, IAnimationLoader loader)
{
ArgumentNullException.ThrowIfNull(setup);
ArgumentNullException.ThrowIfNull(motionTable);
ArgumentNullException.ThrowIfNull(loader);
_setup = setup;
_mtable = motionTable;
_loader = loader;
}
// ── Public API ───────────────────────────────────────────────────────────
///
/// Switch to a new cyclic motion, prepending any transition link frames
/// so the switch is smooth. If the motion table has no link for the
/// (currentStyle, currentMotion) → newMotion transition, the cycle
/// switches immediately.
///
///
/// Implements adjust_motion (ACE MotionInterp.cs:394-428): the AC
/// MotionTable has NO cycles for TurnLeft, SideStepLeft, or WalkBackward.
/// These are played as their right-side / forward equivalents with a
/// negated framerate so the animation runs in reverse.
///
///
/// MotionCommand style / stance (e.g. NonCombat 0x003D0000).
/// Target motion command (e.g. WalkForward 0x45000005).
/// Speed multiplier applied to framerates (1.0 = normal).
public void SetCycle(uint style, uint motion, float speedMod = 1f)
{
// ── adjust_motion: remap left→right / backward→forward variants ───
// ACE MotionInterp.cs:394-428. The MotionTable never stores TurnLeft,
// SideStepLeft, or WalkBackward cycles; the client plays the mirror
// animation with a negated speed so it runs backward.
uint adjustedMotion = motion;
float adjustedSpeed = speedMod;
switch (motion & 0xFFFFu)
{
case 0x000E: // TurnLeft → TurnRight (negate speed)
adjustedMotion = (motion & 0xFFFF0000u) | 0x000Du;
adjustedSpeed = -speedMod;
break;
case 0x0010: // SideStepLeft → SideStepRight (negate speed)
adjustedMotion = (motion & 0xFFFF0000u) | 0x000Fu;
adjustedSpeed = -speedMod;
break;
case 0x0006: // WalkBackward → WalkForward (negate + BackwardsFactor)
adjustedMotion = (motion & 0xFFFF0000u) | 0x0005u;
adjustedSpeed = -speedMod * 0.65f; // BackwardsFactor from ACE
break;
}
// Fast-path: already playing this exact motion at the same speed.
if (CurrentStyle == style && CurrentMotion == motion
&& _firstCyclic != null && _queue.Count > 0)
return;
// Resolve transition link (currentSubstate → adjustedMotion).
MotionData? linkData = CurrentMotion != 0
? GetLink(style, CurrentMotion, adjustedMotion)
: null;
// Resolve target cycle using the ADJUSTED motion (TurnRight not TurnLeft).
int cycleKey = (int)(((style & 0xFFFFu) << 16) | (adjustedMotion & 0xFFFFFFu));
_mtable.Cycles.TryGetValue(cycleKey, out var cycleData);
// Clear the old cyclic tail; keep any non-cyclic head that hasn't
// been played yet (ACE behaviour: non-cyclic anims drain naturally).
ClearCyclicTail();
// Enqueue link frames (with adjusted speed for left→right remapping).
if (linkData is { Anims.Count: > 0 })
EnqueueMotionData(linkData, adjustedSpeed, isLooping: false);
// Enqueue new cycle.
if (cycleData is { Anims.Count: > 0 })
{
EnqueueMotionData(cycleData, adjustedSpeed, isLooping: true);
}
else if (_queue.Count == 0)
{
// No cycle and no link — nothing to play; reset fully.
_currNode = null;
_firstCyclic = null;
_framePosition = 0.0;
CurrentStyle = style;
CurrentMotion = motion;
return;
}
// Mark the first cyclic node (the looping tail after all link frames).
_firstCyclic = null;
for (var n = _queue.First; n != null; n = n.Next)
{
if (n.Value.IsLooping)
{
_firstCyclic = n;
break;
}
}
// If we have no current anim, start at the beginning of the queue.
if (_currNode == null)
{
_currNode = _queue.First;
_framePosition = _currNode?.Value.GetStartFramePosition() ?? 0.0;
}
CurrentStyle = style;
CurrentMotion = motion;
}
///
/// Advance the animation by seconds and return the
/// per-part transforms for the current blended keyframe.
///
///
/// Implements Sequence::update_internal (FUN_005261D0) in a
/// simplified form: no frame-trigger events (PhysicsObject not modelled
/// here), but correct boundary detection, remainder propagation, and
/// advance_to_next_animation wrapping.
///
///
///
/// The slerp algorithm mirrors the decompiled retail client's
/// FUN_005360d0 (chunk_00530000.c:4799).
///
///
/// Elapsed time in seconds since the last call.
///
/// One per part in the Setup, in part order.
/// If no animation is loaded, all parts get identity transforms.
///
public IReadOnlyList Advance(float dt)
{
int partCount = _setup.Parts.Count;
if (_currNode == null || dt <= 0f)
return BuildIdentityFrame(partCount);
// ── update_internal (FUN_005261D0) ───────────────────────────────
// Loop because a large dt can exhaust multiple nodes sequentially.
double timeRemaining = (double)dt;
while (timeRemaining > 0.0 && _currNode != null)
{
var curr = _currNode.Value;
double rate = curr.Framerate; // signed (negative = reverse)
double delta = rate * timeRemaining;
if (Math.Abs(delta) < RateEpsilon)
break; // rate ≈ 0 — nothing to do
double newPos = _framePosition + delta;
bool wrapped = false;
double overflow = 0.0;
if (delta > 0.0)
{
// ── FORWARD PLAYBACK ──────────────────────────────────────
// End boundary = endFrame + 1. Pseudocode: floor(newPos) > maxFrame.
double maxBoundary = (double)(curr.EndFrame + 1);
if (newPos >= maxBoundary - FrameEpsilon)
{
// How much time spilled past the boundary?
overflow = (newPos - maxBoundary) / rate;
if (overflow < 0.0) overflow = 0.0;
_framePosition = maxBoundary - FrameEpsilon; // clamp to last valid pos
wrapped = true;
}
else
{
_framePosition = newPos;
}
}
else
{
// ── REVERSE PLAYBACK ─────────────────────────────────────
// After FUN_005267E0 swaps low↔high for negative speed:
// StartFrame = high (e.g. 3), EndFrame = low (e.g. 0)
// GetStartFramePosition placed cursor at (EndFrame+1)-eps ≈ 0.99999.
// The cursor counts DOWN toward EndFrame. Boundary = EndFrame.
double minBoundary = (double)curr.EndFrame;
if (newPos <= minBoundary)
{
// How much time spilled past the lower boundary?
overflow = (newPos - minBoundary) / rate;
if (overflow < 0.0) overflow = 0.0;
_framePosition = minBoundary; // clamp to lower boundary
wrapped = true;
}
else
{
_framePosition = newPos;
}
}
if (!wrapped)
break; // consumed all dt without hitting boundary — done
// ── advance_to_next_animation (FUN_00525EB0) ─────────────────
AdvanceToNextAnimation();
timeRemaining = overflow; // continue with leftover time
}
return BuildBlendedFrame();
}
///
/// Reset the sequencer to an unplaying state without clearing the
/// motion table reference.
///
public void Reset()
{
_queue.Clear();
_currNode = null;
_firstCyclic = null;
_framePosition = 0.0;
CurrentStyle = 0;
CurrentMotion = 0;
}
// ── Private helpers ──────────────────────────────────────────────────────
///
/// Look up the transition MotionData for going from
/// to within .
///
/// Port of ACE's MotionTable.get_link:
/// 1. Try Links[(style<<16)|(fromMotion&0xFFFFFF)][toMotion]
/// 2. Fallback: try Links[style<<16][toMotion]
///
/// DatReaderWriter encodes Links as Dictionary<int, MotionCommandData>
/// where MotionCommandData.MotionData is Dictionary<int, MotionData>.
///
private MotionData? GetLink(uint style, uint fromMotion, uint toMotion)
{
int outerKey1 = (int)((style << 16) | (fromMotion & 0xFFFFFFu));
if (_mtable.Links.TryGetValue(outerKey1, out var cmd1))
{
if (cmd1.MotionData.TryGetValue((int)toMotion, out var result1))
return result1;
}
// Fallback: style-level catch-all.
int outerKey2 = (int)(style << 16);
if (_mtable.Links.TryGetValue(outerKey2, out var cmd2))
{
if (cmd2.MotionData.TryGetValue((int)toMotion, out var result2))
return result2;
}
return null;
}
///
/// Load an Animation from the dat by its
/// and resolve the sentinel frame bounds (HighFrame == -1 means "all frames").
///
/// Implements FUN_005267E0 (multiply_framerate): when
/// fr < 0, startFrame and endFrame are swapped so the advance
/// loop's boundary logic works uniformly for both directions.
///
private AnimNode? LoadAnimNode(AnimData ad, float speedMod, bool isLooping)
{
uint animId = (uint)ad.AnimId;
if (animId == 0) return null;
var anim = _loader.LoadAnimation(animId);
if (anim is null || anim.PartFrames.Count == 0) return null;
int numFrames = anim.PartFrames.Count;
int low = ad.LowFrame;
int high = ad.HighFrame;
// Sentinel resolution (same as MotionResolver.GetIdleCycle).
if (high < 0) high = numFrames - 1;
if (low >= numFrames) low = numFrames - 1;
if (high >= numFrames) high = numFrames - 1;
if (low < 0) low = 0;
double fr = (double)ad.Framerate * (double)speedMod;
// ── FUN_005267E0 multiply_framerate ──────────────────────────────
// When speed is negative (TurnLeft→TurnRight, SideStepLeft→SideStepRight),
// swap Low↔High so the advance loop counts DOWN from the swapped EndFrame
// toward the swapped StartFrame. The pseudocode says:
// if speedScale < 0: swap startFrame ↔ endFrame
if (fr < 0.0)
{
(low, high) = (high, low);
// After swap: StartFrame > EndFrame (the loop detects delta < 0 and
// uses StartFrame as the lower boundary to count down toward).
}
else
{
if (low > high) high = low; // clamp for positive-speed case only
}
return new AnimNode(anim, fr, startFrame: low, endFrame: high, isLooping);
}
///
/// Append all AnimData entries from to the
/// queue. Each AnimData becomes one AnimNode.
///
private void EnqueueMotionData(MotionData motionData, float speedMod, bool isLooping)
{
for (int i = 0; i < motionData.Anims.Count; i++)
{
bool nodeCycling = isLooping && (i == motionData.Anims.Count - 1);
var node = LoadAnimNode(motionData.Anims[i], speedMod, nodeCycling);
if (node != null)
_queue.AddLast(node);
}
}
///
/// Remove all cyclic (looping) nodes from the tail of the queue starting
/// from . Non-cyclic link frames remain so they
/// can drain naturally.
///
private void ClearCyclicTail()
{
if (_firstCyclic == null) return;
var node = _firstCyclic;
while (node != null)
{
var next = node.Next;
// If the active node is being removed, jump it to the preceding
// non-cyclic node (or reset if there is none).
if (_currNode == node)
{
_currNode = node.Previous;
if (_currNode != null)
_framePosition = _currNode.Value.GetEndFramePosition();
else
_framePosition = 0.0;
}
_queue.Remove(node);
node = next;
}
_firstCyclic = null;
}
///
/// Move to the next node in the queue, or wrap
/// back to when the queue is exhausted.
///
/// Implements FUN_00525EB0 (Sequence::advance_to_next_animation).
/// The retail client walks a doubly-linked list; we mirror that with
/// LinkedList.Next plus the _firstCyclic wrap sentinel.
///
private void AdvanceToNextAnimation()
{
if (_currNode == null) return;
LinkedListNode? next = _currNode.Next;
if (next != null)
{
_currNode = next;
}
else if (_firstCyclic != null)
{
// Wrap to first cyclic node — this is the loop that keeps idle/walk
// animations playing forever.
_currNode = _firstCyclic;
}
// else: end of a finite non-looping sequence; stay on last node.
if (_currNode != null)
_framePosition = _currNode.Value.GetStartFramePosition();
}
///
/// Build the per-part blended transform from the current animation frame.
/// Blends between floor(_framePosition) and floor(_framePosition)+1 using
/// the fractional part of _framePosition.
///
/// Uses the retail-client slerp () for
/// quaternion interpolation and linear lerp for position.
///
private IReadOnlyList BuildBlendedFrame()
{
int partCount = _setup.Parts.Count;
if (_currNode == null)
return BuildIdentityFrame(partCount);
var curr = _currNode.Value;
int numPartFrames = curr.Anim.PartFrames.Count;
// Clamp frameIndex to valid range.
int rangeLo = Math.Min(curr.StartFrame, curr.EndFrame);
int rangeHi = Math.Max(curr.StartFrame, curr.EndFrame);
rangeHi = Math.Min(rangeHi, numPartFrames - 1);
int frameIdx = (int)Math.Floor(_framePosition);
frameIdx = Math.Clamp(frameIdx, rangeLo, rangeHi);
// Next frame for interpolation: step in the playback direction.
int nextIdx;
if (curr.Framerate >= 0.0)
{
nextIdx = frameIdx + 1;
if (nextIdx > rangeHi || nextIdx >= numPartFrames)
nextIdx = rangeLo; // wrap forward
}
else
{
nextIdx = frameIdx - 1;
if (nextIdx < rangeLo)
nextIdx = rangeHi; // wrap backward
}
// Fractional blend weight (always in [0, 1]).
double rawT = _framePosition - Math.Floor(_framePosition);
float t = (float)Math.Clamp(rawT, 0.0, 1.0);
var f0Parts = curr.Anim.PartFrames[frameIdx].Frames;
var f1Parts = curr.Anim.PartFrames[nextIdx].Frames;
var result = new PartTransform[partCount];
for (int i = 0; i < partCount; i++)
{
if (i < f0Parts.Count)
{
var p0 = f0Parts[i];
var p1 = i < f1Parts.Count ? f1Parts[i] : p0;
result[i] = new PartTransform(
Vector3.Lerp(p0.Origin, p1.Origin, t),
SlerpRetailClient(p0.Orientation, p1.Orientation, t));
}
else
{
result[i] = new PartTransform(Vector3.Zero, Quaternion.Identity);
}
}
return result;
}
private static IReadOnlyList BuildIdentityFrame(int partCount)
{
var result = new PartTransform[partCount];
for (int i = 0; i < partCount; i++)
result[i] = new PartTransform(Vector3.Zero, Quaternion.Identity);
return result;
}
///
/// Quaternion slerp matching the retail client's FUN_005360d0
/// (chunk_00530000.c:4799-4846):
///
/// - Compute dot product of q1 and q2.
/// - If dot < 0, negate q2 (choose the shorter arc).
/// - If 1 - dot <= epsilon, fall back to (1-t)*q1 + t*q2 (linear).
/// - Otherwise slerp: omega = acos(dot), blend = sin(s*omega)/sin(omega).
/// - Validate result lies in [0,1]²; if not, fall back to linear.
///
/// The only difference from the standard formula is step 5: the retail
/// client validates that both blend weights are in [0,1] before using the
/// sin-based result; this handles degenerate inputs gracefully.
///
public static Quaternion SlerpRetailClient(Quaternion q1, Quaternion q2, float t)
{
float dot = q1.W * q2.W + q1.X * q2.X + q1.Y * q2.Y + q1.Z * q2.Z;
// Step 2: choose the shorter arc.
Quaternion q2s;
if (dot < 0f)
{
dot = -dot;
q2s = new Quaternion(-q2.X, -q2.Y, -q2.Z, -q2.W);
}
else
{
q2s = q2;
}
const float SlerpEpsilon = 1e-4f;
float w1, w2;
if (1f - dot <= SlerpEpsilon)
{
// Near-parallel: linear fallback (matches retail client's path).
w1 = 1f - t;
w2 = t;
}
else
{
float omega = MathF.Acos(dot);
float sinOmega = MathF.Sin(omega);
float invSin = 1f / sinOmega;
float candidate1 = MathF.Sin((1f - t) * omega) * invSin;
float candidate2 = MathF.Sin(t * omega) * invSin;
// Step 5: validate (retail client check: both weights in [0,1]).
if (candidate1 >= 0f && candidate1 <= 1f
&& candidate2 >= 0f && candidate2 <= 1f)
{
w1 = candidate1;
w2 = candidate2;
}
else
{
w1 = 1f - t;
w2 = t;
}
}
return new Quaternion(
w1 * q1.X + w2 * q2s.X,
w1 * q1.Y + w2 * q2s.Y,
w1 * q1.Z + w2 * q2s.Z,
w1 * q1.W + w2 * q2s.W);
}
}