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
// Sequence.cs:262-270 (ACE) — execute_hooks (Both or matching direction fires)
// Sequence.cs:351-443 (ACE) — update_internal with per-frame hook dispatch
//
// DatReaderWriter types used:
// MotionTable.Links : Dictionary
// key = (style << 16) | (fromSubstate & 0xFFFFFF)
// MotionCommandData.MotionData : Dictionary
// key = target motion (int cast of MotionCommand)
// MotionData.Anims : List
// MotionData.Velocity / MotionData.Omega : Vector3 (world-space physics)
// MotionData.Flags : MotionDataFlags (HasVelocity=0x01, HasOmega=0x02)
// AnimData.AnimId : QualifiedDataId
// Animation.PartFrames : List
// Animation.PosFrames : List (root motion, present if Flags & PosFrames)
// Animation.Flags : AnimationFlags (PosFrames = 0x01)
// AnimationFrame.Frames : List
// AnimationFrame.Hooks : 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.
/// Carries the parent 's
/// Velocity and Omega fields so per-tick physics deltas can be surfaced
/// while this node is current (ACE Sequence.Velocity / Omega equivalent
/// for the single-active-MotionData case).
///
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 bool HasPosFrames; // mirror of Anim.Flags & AnimationFlags.PosFrames
// Carried from the source MotionData (one MotionData may produce N nodes;
// each carries the same vel/omega, and when the node becomes current the
// sequencer surfaces these values).
public Vector3 Velocity; // meters/sec, world-space
public Vector3 Omega; // radians/sec per axis
public AnimNode(
Animation anim,
double framerate,
int startFrame,
int endFrame,
bool isLooping,
bool hasPosFrames,
Vector3 velocity,
Vector3 omega)
{
Anim = anim;
Framerate = framerate;
StartFrame = startFrame;
EndFrame = endFrame;
IsLooping = isLooping;
HasPosFrames = hasPosFrames;
Velocity = velocity;
Omega = omega;
}
// ── FUN_005267E0 — multiply_framerate ─────────────────────────────────
// Scales this node's framerate by a factor. Used by
// AnimationSequencer.MultiplyCyclicFramerate to retarget an already-queued
// cyclic animation at a new playback speed without restarting.
//
// Retail's implementation additionally swapped StartFrame↔EndFrame for a
// negative factor (so the forward-playback advance loop could traverse
// either direction), but acdream's AnimNode keeps StartFrame ≤ EndFrame
// as an invariant and encodes direction purely via Framerate's sign — the
// Advance loop then checks against StartFrame as the lower bound for
// negative delta. So here we only scale.
//
// Mirrors ACE AnimSequenceNode.multiply_framerate / Sequence.cs L277-L287
// modulo the swap difference. Valid because the callers we care about
// (ForwardSpeed updates from UpdateMotion) only ever pass positive factors.
public void MultiplyFramerate(double factor)
{
Framerate *= factor;
}
// ── 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.
///
/// -
/// When a node's frames are exhausted, advance_to_next_animation
/// wraps to _firstCyclic (the looping tail of the queue).
///
/// -
/// Every integer frame boundary crossed in a tick fires the hooks at
/// that frame whose matches the playback
/// direction (or Both). Mirrors ACE Sequence.execute_hooks.
///
///
///
///
///
/// Usage pattern:
///
/// var seq = new AnimationSequencer(setup, motionTable, dats);
/// seq.SetCycle(style, motion, speedMod);
/// // each frame:
/// var transforms = seq.Advance(dt);
/// var hooks = seq.ConsumePendingHooks(); // fire audio / VFX / damage
/// var root = seq.ConsumeRootMotionDelta(); // add to AFrame if desired
///
///
///
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; }
///
/// Speed multiplier currently applied to the cyclic tail. Starts at 1.0
/// and is updated by when the same motion is
/// re-issued with a different speed (which triggers
/// instead of a cycle restart).
///
public float CurrentSpeedMod { get; private set; } = 1f;
///
/// Sequence-wide velocity mirror of ACE's Sequence.Velocity field.
/// Updated each time a MotionData is appended or combined — reflects the
/// MOST RECENT MotionData's velocity × speedMod, matching
/// Sequence.SetVelocity semantics (ACE Sequence.cs L127-L130,
/// MotionTable.add_motion L358-L370).
///
///
/// Crucially this is **not** per-node: while a link animation plays, the
/// surfaced velocity is still the cycle's velocity (the cycle was added
/// last, so SetVelocity's latest call wins). Remote entity dead-reckoning
/// reads this to integrate position without gapping during stance
/// transitions.
///
///
public Vector3 CurrentVelocity { get; private set; }
///
/// Sequence-wide omega, matching 's semantics.
///
public Vector3 CurrentOmega { get; private set; }
// Diagnostics
public int QueueCount => _queue.Count;
public bool HasCurrentNode => _currNode != null;
///
/// Diagnostic snapshot of _currNode's identity + frame state, for
/// the per-tick CURRNODE log line in GameWindow.TickAnimations.
/// Lets the caller see whether the actual node being read by Advance /
/// BuildBlendedFrame is what SetCycle was supposed to leave it on.
/// AnimRefHash uses object-identity hashing on the Animation reference
/// so different Walk vs Run anim resources can be distinguished even
/// without exposing the full Animation type.
///
public (int AnimRefHash, bool IsLooping, double Framerate, int StartFrame, int EndFrame, double FramePosition, int QueueCount) CurrentNodeDiag
{
get
{
if (_currNode is null)
return (0, false, 0.0, 0, 0, 0.0, _queue.Count);
var n = _currNode.Value;
int hash = System.Runtime.CompilerServices.RuntimeHelpers.GetHashCode(n.Anim);
return (hash, n.IsLooping, n.Framerate, n.StartFrame, n.EndFrame, _framePosition, _queue.Count);
}
}
///
/// Diagnostic: the AnimRefHash for the FIRST cyclic node in the queue
/// (i.e., what SetCycle is trying to land us on for a locomotion cycle).
/// Compare against 's AnimRefHash to see
/// whether _currNode is actually pointing at the new cycle or
/// something stale.
///
public int FirstCyclicAnimRefHash =>
_firstCyclic is null
? 0
: System.Runtime.CompilerServices.RuntimeHelpers.GetHashCode(_firstCyclic.Value.Anim);
// ── 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;
// Hooks pending dispatch. Accumulated during Advance; drained via
// ConsumePendingHooks.
private readonly List _pendingHooks = new();
// Root motion (PosFrames) delta accumulated during Advance. Drained via
// ConsumeRootMotionDelta. Matches the retail client's AFrame.Combine /
// AFrame.Subtract chain in Sequence.update_internal.
private Vector3 _rootMotionPos;
private Quaternion _rootMotionRot = Quaternion.Identity;
private const double FrameEpsilon = 1e-5;
private const double RateEpsilon = 1e-6;
// ── Diagnostics (Commit A 2026-05-03) ───────────────────────────────────
// Throttle clock for the [SCFAST] / [SCFULL] / [SCNULLFALLBACK] log lines
// emitted from SetCycle. Gated on env var ACDREAM_REMOTE_VEL_DIAG=1; reads
// the env var inline rather than caching so a launch can be re-toggled
// without restarting. 0.5s per sequencer instance keeps logs readable
// while still capturing meaningful state changes.
private double _lastSetCycleDiagTime;
// ── 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).
/// K-fix18 (2026-04-26): when true, do
/// NOT enqueue the transition-link frames between the previous and
/// new cycle. Used when the caller wants the new cycle to engage
/// instantly — e.g. swapping to Falling on a jump start, where the
/// RunForward→Falling link is a short "stop running" pose that
/// makes the jump look delayed (legs stand still for ~100 ms while
/// the link drains, then fold into Falling). Defaults to false to
/// preserve normal smooth transitions for everything else.
///
/// Check whether the underlying MotionTable contains a cycle for the
/// given (style, motion) pair. Useful for callers that want to fall
/// back to a known-good motion (e.g. WalkForward →
/// Ready) instead of triggering 's
/// unconditional ClearCyclicTail path on a missing cycle —
/// which leaves the body without any animation tail and snaps every
/// part to the setup-default offset (visible as "torso on the
/// ground" since most creatures' setup-default has limbs at the
/// torso origin).
///
public bool HasCycle(uint style, uint motion)
{
// adjust_motion remapping (mirrors the head of SetCycle):
// TurnLeft, SideStepLeft, WalkBackward map to their right/forward
// mirror cycles.
uint adjustedMotion = motion;
switch (motion & 0xFFFFu)
{
case 0x000E: adjustedMotion = (motion & 0xFFFF0000u) | 0x000Du; break;
case 0x0010: adjustedMotion = (motion & 0xFFFF0000u) | 0x000Fu; break;
case 0x0006: adjustedMotion = (motion & 0xFFFF0000u) | 0x0005u; break;
}
int cycleKey = (int)(((style & 0xFFFFu) << 16) | (adjustedMotion & 0xFFFFFFu));
return _mtable.Cycles.ContainsKey(cycleKey);
}
public void SetCycle(uint style, uint motion, float speedMod = 1f, bool skipTransitionLink = false)
{
// ── 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.
//
// Retail (ACE MotionTable.cs:132-139): when motion == current and
// sign(speedMod) matches, DON'T restart the cycle — just rescale the
// in-flight cyclic-tail's framerate via multiply_cyclic_animation_framerate.
// This keeps the run/walk loop smooth when a new UpdateMotion arrives
// with a different ForwardSpeed (e.g. when the server broadcasts a
// player's updated RunRate mid-step).
//
// **Sign-flip case (2026-05-02):** when the server sends adjust_motion'd
// backward walk as `WalkForward + speed=-N`, motion stays 0x45000005
// but speedMod sign flips. We MUST do a full cycle restart in that case
// so the new (negative) framerate takes effect; otherwise the cycle
// keeps playing forward with the old positive framerate and the
// observer sees the player walking forward despite the negative speed.
if (CurrentStyle == style && CurrentMotion == motion
&& _firstCyclic != null && _queue.Count > 0
&& MathF.Sign(speedMod) == MathF.Sign(CurrentSpeedMod))
{
if (MathF.Abs(speedMod - CurrentSpeedMod) > 1e-4f
&& MathF.Abs(CurrentSpeedMod) > 1e-6f)
{
MultiplyCyclicFramerate(speedMod / CurrentSpeedMod);
CurrentSpeedMod = speedMod;
}
// D3 (Commit A 2026-05-03): SCFAST — proves whether the fast-path
// is firing instead of the full rebuild. Throttled to 0.5s per
// instance (re-throttled after A.1 unthrottled experiment).
if (System.Environment.GetEnvironmentVariable("ACDREAM_REMOTE_VEL_DIAG") == "1")
{
double nowSec = (System.DateTime.UtcNow - System.DateTime.UnixEpoch).TotalSeconds;
if (nowSec - _lastSetCycleDiagTime > 0.5)
{
System.Console.WriteLine(
$"[SCFAST] motion=0x{motion:X8} speedMod={speedMod:F3} "
+ $"oldSpeedMod={CurrentSpeedMod:F3} "
+ $"qCount={_queue.Count} "
+ $"currNodeIsCyclic={(_currNode == _firstCyclic)}");
_lastSetCycleDiagTime = nowSec;
}
}
return;
}
// Resolve transition link (currentSubstate → adjustedMotion). Pass
// both speeds — GetLink switches lookup branches based on sign.
// CurrentSpeedMod defaults to 1.0 (positive) on a fresh sequencer,
// so a Ready → WalkBackward transition correctly enters GetLink's
// negative-speed (reversed-key) branch.
// K-fix18: when the caller asked to skip the transition link
// (instant-engage cases like Falling on jump start), force
// linkData to null so only the cycle gets enqueued.
MotionData? linkData = (skipTransitionLink || CurrentMotion == 0)
? null
: GetLink(style, CurrentMotion, CurrentSpeedMod, adjustedMotion, adjustedSpeed);
// 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();
// K-fix18: when the caller asked for instant-engage, ALSO drain
// any in-flight non-cyclic transition frames from the previous
// cycle. Without this, the old RunForward → ??? link would
// continue draining for ~100 ms before the new Falling cycle
// starts, defeating the "skip the link" intent.
if (skipTransitionLink)
{
_queue.Clear();
_currNode = null;
_firstCyclic = null;
_framePosition = 0.0;
}
// Clear sequence-wide physics before the rebuild. Retail's
// GetObjectSequence calls sequence.clear_physics() before each
// add_motion chain (MotionTable.cs L100-L101, L152-L153).
ClearPhysics();
// Snapshot the queue tail BEFORE appending new motion data so we
// can locate the first newly-added node afterward and force
// _currNode onto it. Without this, _currNode can stay pointing
// into stale non-cyclic head frames left over from the previous
// cycle (typically a Walk_link or Ready_link's tail), and the
// visible animation continues playing those stale frames before
// the queue advances naturally to the new cycle. For remote
// entities receiving many bundled UMs over time, this stale-head
// build-up was the root cause of "transitions between cycles
// don't visibly switch the leg pose" even though SetCycle's
// CurrentMotion/CurrentSpeedMod were updated correctly. Local
// player avoided the bug because PlayerMovementController fires
// SetCycle in a tight per-input loop that keeps the queue clean.
var preEnqueueTail = _queue.Last;
// 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;
}
}
// Force _currNode onto the FIRST NEWLY-ENQUEUED node so the
// visible animation switches to the new cycle/link immediately
// instead of finishing whatever stale head frames were sitting
// at the front of the queue. preEnqueueTail.Next is the first
// newly-added node; if preEnqueueTail was null (queue was empty
// before enqueue), the first new node is _queue.First.
var firstNew = preEnqueueTail is null ? _queue.First : preEnqueueTail.Next;
// #39 Fix B (2026-05-06): for direct cyclic-locomotion →
// cyclic-locomotion transitions (Walk↔Run on Shift toggle,
// W↔S direct flip, A↔D, Forward↔Strafe), land _currNode on
// the new CYCLE (_firstCyclic), NOT on the link (firstNew),
// and remove the just-enqueued link from the queue.
//
// Why: the transition link's drain time (~100–300 ms at
// Framerate 30 × link runSpeed) gets restarted before it can
// end if the user toggles Shift faster than that. _currNode
// sits on a fresh link every UM and Advance never reaches
// the cycle. User observes "blips forward in walking
// animation" — what they're seeing is the link's
// interpolation pose, never the new cycle.
//
// Conditional on BOTH old AND new being locomotion cycles to
// avoid regressing the cases where the link IS the right
// animation:
// - Idle (Ready) → any cycle: link is the wind-up pose
// - Falling → Ready: landing animation
// - Ready → Sitting/Crouching: pose-change links
// - Combat substates (attack/parry/ready transitions)
// Commit c06b6c5 (reverted in a2ae2ae) demonstrated that
// unconditionally skipping the link breaks all of these.
//
// Retail reference: cdb live trace 2026-05-03 of a Walk→Run
// direct transition logged
// add_to_queue(45000005, looping=1) walk
// add_to_queue(44000007, looping=1) run
// with truncate_animation_list never firing — i.e. retail
// appends the new cycle directly without a separate link
// enqueue or visible link pose for cyclic→cyclic. Our
// structural mismatch was always enqueueing link+cycle and
// forcing _currNode onto the link; this fix matches retail's
// observed semantics for the locomotion subset.
bool prevIsLocomotion = IsLocomotionCycleLowByte(CurrentMotion & 0xFFu);
bool newIsLocomotion = IsLocomotionCycleLowByte(motion & 0xFFu);
if (prevIsLocomotion && newIsLocomotion && _firstCyclic is not null)
{
// Drop the just-enqueued link node (firstNew) from the
// queue if it's distinct from the cycle — nothing should
// ever play it, and leaving stale non-cyclic nodes ahead
// of _currNode contributes to the unbounded queue growth
// observed in [SCFULL] (qCount climbing past 49 over
// ~30 transitions).
if (firstNew is not null && firstNew != _firstCyclic)
{
_queue.Remove(firstNew);
}
_currNode = _firstCyclic;
_framePosition = _firstCyclic.Value.GetStartFramePosition();
}
else if (firstNew is not null)
{
_currNode = firstNew;
_framePosition = _currNode.Value.GetStartFramePosition();
}
else if (_currNode == null)
{
// Defensive fallback: nothing newly added AND no current node.
_currNode = _queue.First;
_framePosition = _currNode?.Value.GetStartFramePosition() ?? 0.0;
// D4 (Commit A 2026-05-03): SCNULLFALLBACK — proves whether the
// null-data fallback is being hit. If this fires during a
// Walk→Run transition for the watched remote, H4 (MotionTable
// GetLink/GetCycle returns null for the remote's setup) is the
// bug. linkData/cycleData null almost certainly means a
// MotionTable lookup gap for that style+motion combo.
if (System.Environment.GetEnvironmentVariable("ACDREAM_REMOTE_VEL_DIAG") == "1")
{
System.Console.WriteLine(
$"[SCNULLFALLBACK] motion=0x{motion:X8} adjustedMotion=0x{adjustedMotion:X8} "
+ $"linkNull={(linkData is null)} cycleNull={(cycleData is null)} "
+ $"qCount={_queue.Count}");
}
}
// D3 (Commit A 2026-05-03): SCFULL — counterpart to SCFAST. Fires on
// the full-rebuild SetCycle path. Throttled to 0.5s per instance.
// Logs prev CurrentMotion so the line shows the transition directly
// (e.g. "Run → Ready" = cycle just got reset).
if (System.Environment.GetEnvironmentVariable("ACDREAM_REMOTE_VEL_DIAG") == "1")
{
double nowSec = (System.DateTime.UtcNow - System.DateTime.UnixEpoch).TotalSeconds;
if (nowSec - _lastSetCycleDiagTime > 0.5)
{
System.Console.WriteLine(
$"[SCFULL] prev=0x{CurrentMotion:X8} -> motion=0x{motion:X8} adjustedMotion=0x{adjustedMotion:X8} "
+ $"speedMod={speedMod:F3} "
+ $"qCount={_queue.Count} "
+ $"firstNewNull={(firstNew is null)} "
+ $"currNodeIsCyclic={(_currNode == _firstCyclic)} "
+ $"firstCyclicNull={(_firstCyclic is null)}");
_lastSetCycleDiagTime = nowSec;
}
}
CurrentStyle = style;
CurrentMotion = motion;
CurrentSpeedMod = speedMod;
// ── Synthesize CurrentVelocity for locomotion cycles ──────────────
// The Humanoid motion table ships every locomotion MotionData with
// Flags=0x00 (no HasVelocity), so EnqueueMotionData leaves
// CurrentVelocity at Vector3.Zero. That matches the literal retail
// dat, but retail's body physics uses CMotionInterp::get_state_velocity
// (FUN_00528960) which returns RunAnimSpeed × ForwardSpeed for
// RunForward, independent of the dat's HasVelocity flag. The dat
// velocity is a separate additive source (kick-off velocity, flying
// creatures, etc) not the primary locomotion drive.
//
// For our sequencer's to be usable by
// consumers (local-player get_state_velocity via Option B, remote
// dead-reckoning in GameWindow) it must carry the retail-constant
// locomotion value when the dat is silent. Synthesize it here,
// post-EnqueueMotionData, only when the cycle is a locomotion cycle
// AND the dat didn't populate it.
//
// Constants match etc —
// decompiled from _DAT_007c96e0/e4/e8. The velocity is body-local
// (+Y = forward, +X = right); consumers rotate into world space via
// the owning entity's orientation.
// For known locomotion cycles, ALWAYS overwrite CurrentVelocity with
// the synthesized value — even if the transition link set
// CurrentVelocity from its own HasVelocity flag. The link's velocity
// is for the brief transition (e.g. small stride into run-pose); the
// cycle's intended steady-state velocity is what consumers (remote
// body translation in GameWindow.TickAnimations env-var path) need.
// Without this, walking-to-running transitions left CurrentVelocity
// at the link's slow pace, and the user reported "it just blips
// forward walking" until another motion command (turn, etc) forced
// a re-synth. The gate that previously read
// `if (CurrentVelocity.LengthSquared() < 1e-9f)` allowed dat-baked
// velocity to win over synthesis — which is correct for non-
// locomotion (e.g. flying creatures with HasVelocity) but wrong for
// Humanoid run/walk/strafe where the dat is silent and the link
// velocity is the only thing setting it.
{
float yvel = 0f;
float xvel = 0f;
uint low = motion & 0xFFu;
bool isLocomotion = false;
switch (low)
{
case 0x05: // WalkForward
yvel = WalkAnimSpeed * adjustedSpeed;
isLocomotion = true;
break;
case 0x06: // WalkBackward — adjust_motion remapped to WalkForward
// with speedMod *= -0.65f.
yvel = WalkAnimSpeed * adjustedSpeed;
isLocomotion = true;
break;
case 0x07: // RunForward
yvel = RunAnimSpeed * adjustedSpeed;
isLocomotion = true;
break;
case 0x0F: // SideStepRight
xvel = SidestepAnimSpeed * adjustedSpeed;
isLocomotion = true;
break;
case 0x10: // SideStepLeft — remapped to SideStepRight with
// negated speed; same handling as backward walk.
xvel = SidestepAnimSpeed * adjustedSpeed;
isLocomotion = true;
break;
}
if (isLocomotion)
CurrentVelocity = new Vector3(xvel, yvel, 0f);
}
// ── Synthesize CurrentOmega for turn cycles ───────────────────────
// Same story as velocity synthesis above: Humanoid turn MotionData
// often ships without HasOmega. Retail clients turn the body via
// the baked omega, but if the dat is silent we fall back to the
// retail turn-rate constant. Decompile references:
// FUN_00529210 apply_current_movement (writes Omega)
// chunk_00520000.c TurnRate globals (~π/2 rad/s for speed=1)
// The ACE port uses `omega.z = ±(π/2) × turnSpeed` for right/left
// turns (holtburger confirms the same via motion_resolution.rs).
if (CurrentOmega.LengthSquared() < 1e-9f)
{
float zomega = 0f;
uint low = motion & 0xFFu;
switch (low)
{
case 0x0D: // TurnRight — clockwise from above = -Z in right-handed.
zomega = -(MathF.PI / 2f) * adjustedSpeed;
break;
case 0x0E: // TurnLeft — counter-clockwise = +Z.
// adjust_motion above ALREADY remapped 0x0E → 0x0D
// with adjustedSpeed = -speedMod, so the same
// formula as 0x0D applied to the negated speed
// produces the correct +Z (CCW) result. Using a
// different sign here would double-negate and
// animate a left turn as a right turn — that was
// the bug observed before this fix (commit follows).
zomega = -(MathF.PI / 2f) * adjustedSpeed;
break;
}
if (zomega != 0f)
CurrentOmega = new Vector3(0f, 0f, zomega);
}
}
// Retail locomotion constants — mirror of MotionInterpreter.RunAnimSpeed
// etc. Kept here to keep AnimationSequencer self-contained for the
// synthesize-velocity path above. Values decompiled from _DAT_007c96e0/e4/e8.
private const float WalkAnimSpeed = 3.12f;
private const float RunAnimSpeed = 4.0f;
private const float SidestepAnimSpeed = 1.25f;
///
/// Scale every cyclic node's framerate by , mirroring
/// ACE's Sequence.multiply_cyclic_animation_framerate
/// (references/ACE/Source/ACE.Server/Physics/Animation/Sequence.cs L277-L287,
/// retail decompile FUN_00525CE0). Walks _firstCyclic through
/// the tail of the queue and calls
/// on each. The non-cyclic head (link frames) is untouched — those drain
/// at their original framerate, which matches retail: the sequencer
/// "catches up" the transition before applying the new run speed.
///
///
/// Called from when the same (style, motion) pair
/// is re-issued with a different speedMod — for instance, when a remote
/// player's ForwardSpeed changes mid-run. Does NOT restart the animation,
/// so footsteps keep planting where they are.
///
///
/// Framerate multiplier (newSpeed / oldSpeed).
public void MultiplyCyclicFramerate(float factor)
{
if (_firstCyclic == null) return;
if (factor < 0f || float.IsNaN(factor) || float.IsInfinity(factor))
return;
for (var node = _firstCyclic; node != null; node = node.Next)
{
node.Value.MultiplyFramerate((double)factor);
}
// Sequence-wide velocity/omega scale too. Retail's flow is
// subtract_motion(oldSpeed) + combine_motion(newSpeed) in
// MotionTable.change_cycle_speed (MotionTable.cs L372-L379), which
// algebraically equals scaling by newSpeed/oldSpeed — exactly
// what the factor represents here.
CurrentVelocity *= factor;
CurrentOmega *= factor;
}
///
/// Advance the animation by seconds and return the
/// per-part transforms for the current blended keyframe.
///
///
/// Implements Sequence::update_internal (FUN_005261D0 / ACE
/// Sequence.cs:351-443): walks every integer frame boundary crossed in
/// this tick, calls execute_hooks for each with the playback
/// direction, and accumulates root
/// motion into the pending delta. Hooks fire only once per crossing
/// regardless of framerate scaling.
///
///
///
/// Crossing semantics (forward): as floor(framePos) increments
/// from i to i+1, hooks attached to frame i with
/// direction Forward or Both fire. Reverse: as
/// floor(framePos) decrements from i to i-1,
/// hooks with direction Backward or Both fire on frame
/// i.
///
///
/// 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 / ACE Sequence.update_internal) ─
// Loop because a large dt can exhaust multiple nodes sequentially.
double timeRemaining = (double)dt;
int safety = 64; // cap in case of a degenerate motion table
while (timeRemaining > 0.0 && _currNode != null && safety-- > 0)
{
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
// lastFrame = floor(_framePosition) BEFORE advance (ACE pattern).
int lastFrame = (int)Math.Floor(_framePosition);
double newPos = _framePosition + delta;
bool wrapped = false;
double overflow = 0.0;
if (delta > 0.0)
{
// ── FORWARD PLAYBACK ──────────────────────────────────────
double maxBoundary = (double)(curr.EndFrame + 1);
if (newPos >= maxBoundary - FrameEpsilon)
{
// Time spilled past the boundary.
overflow = (newPos - maxBoundary) / rate;
if (overflow < 0.0) overflow = 0.0;
_framePosition = maxBoundary - FrameEpsilon;
wrapped = true;
}
else
{
_framePosition = newPos;
}
// Walk every integer frame boundary crossed: apply posFrame
// delta and fire hooks with Forward direction.
while ((int)Math.Floor(_framePosition) > lastFrame)
{
ApplyPosFrame(curr, lastFrame, reverse: false);
ExecuteHooks(curr, lastFrame, AnimationHookDir.Forward);
lastFrame++;
}
}
else
{
// ── REVERSE PLAYBACK ─────────────────────────────────────
double minBoundary = (double)curr.StartFrame;
if (newPos <= minBoundary)
{
overflow = (newPos - minBoundary) / rate;
if (overflow < 0.0) overflow = 0.0;
_framePosition = minBoundary;
wrapped = true;
}
else
{
_framePosition = newPos;
}
// Walk every integer boundary crossed DOWN: subtract posFrame
// delta and fire hooks with Backward direction.
while ((int)Math.Floor(_framePosition) < lastFrame)
{
ApplyPosFrame(curr, lastFrame, reverse: true);
ExecuteHooks(curr, lastFrame, AnimationHookDir.Backward);
lastFrame--;
}
}
if (!wrapped)
break; // consumed all dt without hitting node boundary — done
// ── advance_to_next_animation (FUN_00525EB0) ─────────────────
// Fire AnimationDone for any drained link node before wrap.
if (_currNode != null && !_currNode.Value.IsLooping)
_pendingHooks.Add(AnimationDoneSentinel);
AdvanceToNextAnimation();
timeRemaining = overflow; // continue with leftover time
}
return BuildBlendedFrame();
}
///
/// Retrieve and clear the list of hooks that fired since the last call.
/// Empty when no frame boundary was crossed. Safe to call multiple
/// times per frame; second and subsequent calls return an empty list.
///
public IReadOnlyList ConsumePendingHooks()
{
if (_pendingHooks.Count == 0)
return Array.Empty();
var result = _pendingHooks.ToArray();
_pendingHooks.Clear();
return result;
}
///
/// Retrieve and clear the root-motion displacement accumulated from
/// during the last
/// calls. Returns (Zero, Identity) when no PosFrames exist on the
/// current animation. The caller should combine this with their AFrame
/// (object placement) to propagate root motion — e.g. baked-in footsteps
/// on a running animation.
///
public (Vector3 Position, Quaternion Rotation) ConsumeRootMotionDelta()
{
var result = (_rootMotionPos, _rootMotionRot);
_rootMotionPos = Vector3.Zero;
_rootMotionRot = Quaternion.Identity;
return result;
}
///
/// Play a one-shot action/modifier motion (Jump, emote, attack, etc.)
/// on top of the current cycle. The action frames are inserted in the
/// queue immediately before the looping cyclic tail; they drain once
/// and then the cycle resumes naturally.
///
///
/// Retail semantics: actions and modifiers live in
/// (a separate dict from
/// ) keyed by
/// (style << 16) | (motion & 0xFFFFFF). A motion like
/// Jump = 0x2500003b is a Modifier (class byte 0x25) not a
/// SubState — feeding it to silently fails the
/// cycle lookup. Routing through PlayAction instead resolves
/// from the Modifiers table and interleaves the action frames with
/// the ongoing cyclic motion.
///
///
///
/// If no entry is found in the Modifiers table for the requested
/// motion, this is a no-op.
///
///
/// Raw MotionCommand (e.g. 0x2500003b for Jump).
/// Speed multiplier for the action's framerate.
public void PlayAction(uint motionCommand, float speedMod = 1f)
{
// Resolve motion data. The lookup depends on the command's mask class:
//
// - Action (mask 0x10): stored in the Links dict as the transition
// FROM currentSubstate TO the action motion. Matches ACE
// MotionTable.GetObjectSequence @ line 189-207 (CommandMask.Action).
// - Modifier (mask 0x20): stored in the Modifiers dict, keyed by
// (style<<16) | (motion&0xFFFFFF) (or unstyled key). Matches ACE
// @ line 234-242 (CommandMask.Modifier).
//
// Jump (0x2500003B) has BOTH bits set (0x20|0x04|0x01) but ACE treats
// it via the Modifier path. FallDown (0x10000050) / Jumpup (0x1000004B)
// are pure Actions (mask 0x10) and live in Links.
//
// We try Links first (via GetLink, which reproduces ACE's get_link
// fallback chain). If that fails and the motion is a Modifier, fall
// through to the Modifiers dict.
const uint ActionMask = 0x10000000u;
const uint ModifierMask = 0x20000000u;
MotionData? data = null;
if ((motionCommand & ActionMask) != 0 && CurrentMotion != 0)
{
// Action: look up the transition link from current substate → action.
// Action overlays always play forward (positive speeds) — the
// action speed mod is the caller-supplied modifier, not part of
// the substate cycle's direction.
data = GetLink(CurrentStyle, CurrentMotion, /*substateSpeed:*/ 1f, motionCommand, /*speed:*/ 1f);
}
if (data is null && (motionCommand & ModifierMask) != 0)
{
uint styleKey = CurrentStyle << 16;
int keyStyled = (int)(styleKey | (motionCommand & 0xFFFFFFu));
int keyPlain = (int)(motionCommand & 0xFFFFFFu);
if (!_mtable.Modifiers.TryGetValue(keyStyled, out data))
_mtable.Modifiers.TryGetValue(keyPlain, out data);
}
if (data is null || data.Anims.Count == 0)
return;
// Build AnimNodes from the action's AnimData list. All non-looping —
// they drain once, then the queue falls through to _firstCyclic.
Vector3 vel = data.Flags.HasFlag(MotionDataFlags.HasVelocity)
? data.Velocity * speedMod : Vector3.Zero;
Vector3 omg = data.Flags.HasFlag(MotionDataFlags.HasOmega)
? data.Omega * speedMod : Vector3.Zero;
var newNodes = new List(data.Anims.Count);
for (int i = 0; i < data.Anims.Count; i++)
{
var node = LoadAnimNode(data.Anims[i], speedMod, isLooping: false, vel, omg);
if (node != null) newNodes.Add(node);
}
if (newNodes.Count == 0) return;
// Insert before the cyclic tail (so the action plays, then cycle resumes).
// If there's no cyclic tail yet, append at the end.
LinkedListNode? firstInserted = null;
if (_firstCyclic != null)
{
foreach (var n in newNodes)
{
var inserted = _queue.AddBefore(_firstCyclic, n);
firstInserted ??= inserted;
}
}
else
{
foreach (var n in newNodes)
{
var inserted = _queue.AddLast(n);
firstInserted ??= inserted;
}
}
// If we're currently on the cyclic tail (or past where we inserted),
// jump the cursor back to the first newly-inserted action node so the
// action plays immediately instead of after the next cycle wrap.
bool cursorOnCyclic = _currNode != null && _currNode.Value.IsLooping;
if (cursorOnCyclic || _currNode == null)
{
_currNode = firstInserted;
if (_currNode != null)
_framePosition = _currNode.Value.GetStartFramePosition();
}
}
///
/// 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;
_pendingHooks.Clear();
_rootMotionPos = Vector3.Zero;
_rootMotionRot = Quaternion.Identity;
CurrentStyle = 0;
CurrentMotion = 0;
CurrentSpeedMod = 1f;
CurrentVelocity = Vector3.Zero;
CurrentOmega = Vector3.Zero;
}
// ── Private helpers ──────────────────────────────────────────────────────
// Sentinel hook fired when a non-cyclic link node drains naturally.
// Mirrors ACE's PhysicsObj.add_anim_hook(AnimationHook.AnimDoneHook).
private static readonly AnimationDoneHook AnimationDoneSentinel =
new() { Direction = AnimationHookDir.Both };
///
/// Look up the transition MotionData for going from
/// (current state, played at ) to
/// (new state, played at ).
///
///
/// Port of ACE's MotionTable.get_link (MotionTable.cs:395-426). The lookup
/// path differs by sign of the speeds — the retail/ACE mechanism is two
/// distinct branches:
///
/// - Both speeds positive (forward → forward, normal case):
/// Look up Links[(style<<16) | substate][motion] — the link FROM
/// substate TO motion. Played forward.
/// - Either speed negative (any direction reversal —
/// WalkBackward, SideStepLeft, TurnLeft): Look up the REVERSED key
/// Links[(style<<16) | motion][substate] — the link FROM motion TO
/// substate. Played in reverse, this anim visually transitions
/// substate → motion's pose, then the cycle continues from where it
/// left off. Without this branch, Ready→WalkBackward would queue the
/// "start walking forward" link played in reverse, which strands the
/// cursor at the wrong cycle frame and causes the user-visible
/// "left leg twitches forward two times" glitch on the X key.
///
///
///
/// DatReaderWriter encodes Links as Dictionary<int, MotionCommandData>
/// where MotionCommandData.MotionData is Dictionary<int, MotionData>.
///
private MotionData? GetLink(uint style, uint substate, float substateSpeed, uint motion, float speed)
{
if (speed < 0f || substateSpeed < 0f)
{
// Reversed-direction path: link FROM motion TO substate.
int reversedKey = (int)((style << 16) | (motion & 0xFFFFFFu));
if (_mtable.Links.TryGetValue(reversedKey, out var revLink)
&& revLink.MotionData.TryGetValue((int)substate, out var revResult))
{
return revResult;
}
// Style-defaults fallback per ACE MotionTable.cs:405-409.
if (_mtable.StyleDefaults.TryGetValue(
(DatReaderWriter.Enums.MotionCommand)style, out var defaultMotion))
{
int subKey = (int)((style << 16) | (substate & 0xFFFFFFu));
if (_mtable.Links.TryGetValue(subKey, out var subLink)
&& subLink.MotionData.TryGetValue((int)defaultMotion, out var subResult))
{
return subResult;
}
}
return null;
}
// Forward-direction path: link FROM substate TO motion (the original
// implementation pre-K-fix6).
int outerKey1 = (int)((style << 16) | (substate & 0xFFFFFFu));
if (_mtable.Links.TryGetValue(outerKey1, out var cmd1)
&& cmd1.MotionData.TryGetValue((int)motion, out var result1))
{
return result1;
}
// Fallback: style-level catch-all (ACE line 419-422).
int outerKey2 = (int)(style << 16);
if (_mtable.Links.TryGetValue(outerKey2, out var cmd2)
&& cmd2.MotionData.TryGetValue((int)motion, 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").
///
private AnimNode? LoadAnimNode(
AnimData ad,
float speedMod,
bool isLooping,
Vector3 velocity,
Vector3 omega)
{
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;
// Do NOT swap StartFrame↔EndFrame for negative speed.
// The Advance loop handles negative delta by checking against
// StartFrame as the lower boundary. GetStartFramePosition uses
// EndFrame (the HIGH value) to start the cursor near the top
// for reverse playback, so the cursor traverses all frames
// from high→low instead of being stuck in [0,1).
if (low > high) high = low;
bool hasPosFrames = anim.Flags.HasFlag(AnimationFlags.PosFrames)
&& anim.PosFrames.Count >= numFrames;
return new AnimNode(
anim,
fr,
startFrame: low,
endFrame: high,
isLooping,
hasPosFrames,
velocity,
omega);
}
///
/// Reset the sequence's Velocity + Omega (retail Sequence.clear_physics,
/// ACE Sequence.cs L256-L260). Called before a style-transition rebuild
/// in SetCycle so we don't inherit velocity from the previous cycle.
///
private void ClearPhysics()
{
CurrentVelocity = Vector3.Zero;
CurrentOmega = Vector3.Zero;
}
///
/// Append all AnimData entries from to the
/// queue. Each AnimData becomes one AnimNode. Velocity / Omega from the
/// MotionData are applied to every resulting node so they remain active
/// while the node is current.
///
private void EnqueueMotionData(MotionData motionData, float speedMod, bool isLooping)
{
Vector3 vel = motionData.Flags.HasFlag(MotionDataFlags.HasVelocity)
? motionData.Velocity * speedMod : Vector3.Zero;
Vector3 omg = motionData.Flags.HasFlag(MotionDataFlags.HasOmega)
? motionData.Omega * speedMod : Vector3.Zero;
// Sequence-wide velocity/omega update, matching ACE's
// MotionTable.add_motion (MotionTable.cs L358-L370): SetVelocity
// REPLACES the previous sequence velocity. When SetCycle enqueues
// link then cycle, the final CurrentVelocity is the cycle's — which
// is what dead-reckoning needs to read from the first frame of the
// link transition (the cycle velocity is already "queued up" even
// while a zero-velocity link plays visually).
//
// Only replace if HasVelocity (else we'd zero out a running cycle
// when a transient HasVelocity=0 modifier enqueues). Matches
// retail's conditional behavior: MotionData without HasVelocity
// doesn't touch the sequence velocity.
if (motionData.Flags.HasFlag(MotionDataFlags.HasVelocity))
CurrentVelocity = vel;
if (motionData.Flags.HasFlag(MotionDataFlags.HasOmega))
CurrentOmega = omg;
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, vel, omg);
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();
}
///
/// Dispatch any hooks on the given part frame whose direction matches
/// the playback direction (or Both). Mirrors ACE's
/// Sequence.execute_hooks (Sequence.cs:262).
///
private void ExecuteHooks(AnimNode node, int frameIndex, AnimationHookDir playbackDir)
{
if (frameIndex < 0 || frameIndex >= node.Anim.PartFrames.Count) return;
var frame = node.Anim.PartFrames[frameIndex];
if (frame.Hooks.Count == 0) return;
for (int i = 0; i < frame.Hooks.Count; i++)
{
var hook = frame.Hooks[i];
if (hook == null) continue;
// ACE: hook.Direction == Both || hook.Direction == playbackDir
if (hook.Direction == AnimationHookDir.Both
|| hook.Direction == playbackDir)
{
_pendingHooks.Add(hook);
}
}
}
///
/// Apply the (root motion) delta for
/// to the accumulated pending delta.
/// Mirrors ACE's AFrame.Combine (forward) / frame.Subtract
/// (backward) calls in update_internal.
///
private void ApplyPosFrame(AnimNode node, int frameIndex, bool reverse)
{
if (!node.HasPosFrames) return;
var posFrames = node.Anim.PosFrames;
if (frameIndex < 0 || frameIndex >= posFrames.Count) return;
var pf = posFrames[frameIndex];
if (!reverse)
{
// AFrame.Combine: position += rot.Rotate(pf.Origin); rot *= pf.Orientation
_rootMotionPos += Vector3.Transform(pf.Origin, _rootMotionRot);
_rootMotionRot = Quaternion.Normalize(_rootMotionRot * pf.Orientation);
}
else
{
// AFrame.Subtract: rot *= conj(pf.Orientation); position -= rot.Rotate(pf.Origin)
var invRot = Quaternion.Conjugate(pf.Orientation);
_rootMotionRot = Quaternion.Normalize(_rootMotionRot * invRot);
_rootMotionPos -= Vector3.Transform(pf.Origin, _rootMotionRot);
}
}
///
/// 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;
}
///
/// True if the given motion-low-byte names a locomotion cycle —
/// WalkForward (0x05), WalkBackward (0x06), RunForward (0x07),
/// SideStepRight (0x0F), or SideStepLeft (0x10).
/// Used by to recognise cyclic→cyclic
/// direct transitions and bypass the transition link in that case
/// (retail's observed add_to_queue semantics).
///
private static bool IsLocomotionCycleLowByte(uint lowByte)
{
return lowByte == 0x05u || lowByte == 0x06u || lowByte == 0x07u
|| lowByte == 0x0Fu || lowByte == 0x10u;
}
///
/// 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);
}
}