Complete ground-up rewrite of AnimationSequencer.cs using the retail AC client pseudocode (docs/research/acclient_animation_pseudocode.md) as the direct translation guide. Every key algorithmic difference from the previous patched implementation is addressed: 1. _framePosition is now double (64-bit), matching Sequence+0x30 in the retail client binary. Previously float, which accumulated rounding error over long sessions. 2. FUN_005267E0 (multiply_framerate) is now correctly applied at node load time: negative speedScale swaps startFrame↔endFrame so the advance loop counts DOWN from (EndFrame+1)-epsilon toward EndFrame, exactly matching the retail layout. 3. update_internal (FUN_005261D0) is faithfully ported: one loop handles both forward and reverse; boundary detection uses EndFrame as the lower bound for reverse playback (matching the post-swap field semantics); remainder time propagates correctly across node boundaries for large dt values. 4. GetStartFramePosition (FUN_00526880) and GetEndFramePosition (FUN_005268B0) formulas are now correct: negative speed starts at (EndFrame+1)-epsilon, ends at StartFrame; positive speed starts at StartFrame, ends at (EndFrame+1)-epsilon. 5. advance_to_next_animation (FUN_00525EB0) wraps to _firstCyclic when the linked list is exhausted, matching the retail loop-forever semantics. 6. adjust_motion (ACE MotionInterp.cs:394-428) remapping is unchanged and correct: TurnLeft→TurnRight, SideStepLeft→SideStepRight (negate speed), WalkBackward→WalkForward (negate×0.65 BackwardsFactor). 7. SlerpRetailClient (FUN_005360d0) is unchanged — the pseudocode confirms the existing implementation is correct. AnimationSequencerTests grows from 9 to 17 tests: - Negative-speed playback: TurnLeft remaps and cursor initializes near EndFrame+1 - Reverse frame position decreases (not increases) over time - Reverse wrap at start boundary recovers and loops - advance_to_next_animation: link node drains then enters cycle - Cycle loops repeatedly without crash or position drift All 431 tests green (109 net + 322 core). Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
661 lines
25 KiB
C#
661 lines
25 KiB
C#
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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// ─────────────────────────────────────────────────────────────────────────────
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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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// 10. Negative-speed playback (TurnLeft → TurnRight with reversed animation).
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// 11. Boundary crossing: frame wraps correctly in reverse.
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// 12. advance_to_next_animation: transition link drains then wraps to cycle.
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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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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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float framerate = 30f)
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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);
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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);
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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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public static MotionData MakeMotionData(uint animId, float framerate)
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{
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var md = new MotionData();
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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 ─────────────────────────────────────────────
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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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double frameBefore = GetFramePosition(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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double frameAfter = GetFramePosition(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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// ── Negative-speed playback (TurnLeft → TurnRight reversed) ─────────────
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[Fact]
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public void SetCycle_TurnLeft_RemapsToTurnRightWithNegativeSpeed()
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{
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// TurnLeft (low nibble 0x000E) should remap to TurnRight (0x000D)
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// with negated speed, so the animation plays in reverse.
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// We verify this by checking CurrentMotion is still TurnLeft (the
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// original command), but the sequencer internally uses TurnRight's anim.
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const uint Style = 0x003Du; // NonCombat
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const uint TurnRight = 0x0045000Du; // bit pattern for TurnRight in NonCombat
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const uint TurnLeft = 0x0045000Eu; // bit pattern for TurnLeft
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const uint AnimId = 0x03000050u;
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// 4-frame animation; each frame has a distinct Z-origin so we can tell
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// which direction we're reading.
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var anim = new Animation();
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for (int f = 0; f < 4; f++)
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{
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var pf = new AnimationFrame(1);
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pf.Frames.Add(new Frame { Origin = new Vector3(0, 0, f), Orientation = Quaternion.Identity });
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anim.PartFrames.Add(pf);
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}
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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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// Register TurnRight cycle (adjusted motion, not TurnLeft).
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int cycleKey = (int)((Style << 16) | (TurnRight & 0xFFFFFFu));
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mt.Cycles[cycleKey] = Fixtures.MakeMotionData(AnimId, framerate: 10f);
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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);
|
||
seq.SetCycle(Style, TurnLeft, speedMod: 1f);
|
||
|
||
// CurrentMotion should record the original TurnLeft command.
|
||
Assert.Equal(TurnLeft, seq.CurrentMotion);
|
||
|
||
// After FUN_005267E0 (multiply_framerate) swaps low↔high for negative speed:
|
||
// StartFrame = 3 (was high), EndFrame = 0 (was low)
|
||
// GetStartFramePosition for negative speed = (EndFrame + 1) - EPSILON = (0+1) - eps ≈ 0.99999.
|
||
// The cursor starts just below frame 1 and counts DOWN toward EndFrame(=0).
|
||
double pos = GetFramePosition(seq);
|
||
Assert.True(pos > 0.9 && pos < 1.0,
|
||
$"Expected framePosition near 0.99999 (reverse start near EndFrame+1) but got {pos}");
|
||
}
|
||
|
||
[Fact]
|
||
public void Advance_NegativeSpeed_FramePositionDecreases()
|
||
{
|
||
// Verify that a cycle loaded with negative framerate counts downward.
|
||
const uint Style = 0x003Du;
|
||
const uint Motion = 0x0003u;
|
||
const uint AnimId = 0x03000060u;
|
||
|
||
var anim = Fixtures.MakeAnim(8, 1, Vector3.Zero, Quaternion.Identity);
|
||
var setup = Fixtures.MakeSetup(1);
|
||
var mt = new MotionTable();
|
||
mt.DefaultStyle = (DRWMotionCommand)Style;
|
||
|
||
// Register cycle with NEGATIVE framerate to simulate reverse playback.
|
||
int cycleKey = (int)((Style << 16) | (Motion & 0xFFFFFFu));
|
||
var md = new MotionData();
|
||
QualifiedDataId<Animation> qid = AnimId;
|
||
md.Anims.Add(new AnimData
|
||
{
|
||
AnimId = qid,
|
||
LowFrame = 0,
|
||
HighFrame = 7,
|
||
Framerate = -10f, // negative → reverse
|
||
});
|
||
mt.Cycles[cycleKey] = md;
|
||
|
||
var loader = new FakeLoader();
|
||
loader.Register(AnimId, anim);
|
||
|
||
var seq = new AnimationSequencer(setup, mt, loader);
|
||
seq.SetCycle(Style, Motion);
|
||
|
||
// For negative framerate: startFrame=7, endFrame=0 (swapped by multiply_framerate).
|
||
// GetStartFramePosition = (endFrame + 1) - EPSILON = 1 - eps (the swapped endFrame is 0).
|
||
// Wait — after swap: StartFrame=7, EndFrame=0.
|
||
// GetStartFramePosition for negative fr: (EndFrame + 1) - eps = (0 + 1) - eps ≈ 0.99999.
|
||
// Then Advance(0.05) at -10fps → delta = -10 * 0.05 = -0.5 → new pos ≈ 0.49999.
|
||
double posBefore = GetFramePosition(seq);
|
||
seq.Advance(0.05f);
|
||
double posAfter = GetFramePosition(seq);
|
||
|
||
Assert.True(posAfter < posBefore,
|
||
$"Expected framePosition to decrease (reverse) but went {posBefore} → {posAfter}");
|
||
}
|
||
|
||
[Fact]
|
||
public void Advance_NegativeSpeed_WrapsAtStartBoundary()
|
||
{
|
||
// A reverse-speed cycle should wrap (via advance_to_next_animation)
|
||
// when it reaches its StartFrame boundary, then loop back to the
|
||
// firstCyclic node's end position.
|
||
const uint Style = 0x003Du;
|
||
const uint Motion = 0x0003u;
|
||
const uint AnimId = 0x03000070u;
|
||
|
||
var anim = Fixtures.MakeAnim(4, 1, Vector3.Zero, Quaternion.Identity);
|
||
var setup = Fixtures.MakeSetup(1);
|
||
var mt = new MotionTable();
|
||
mt.DefaultStyle = (DRWMotionCommand)Style;
|
||
|
||
int cycleKey = (int)((Style << 16) | (Motion & 0xFFFFFFu));
|
||
var md = new MotionData();
|
||
QualifiedDataId<Animation> qid = AnimId;
|
||
md.Anims.Add(new AnimData
|
||
{
|
||
AnimId = qid,
|
||
LowFrame = 0,
|
||
HighFrame = 3,
|
||
Framerate = -10f,
|
||
});
|
||
mt.Cycles[cycleKey] = md;
|
||
|
||
var loader = new FakeLoader();
|
||
loader.Register(AnimId, anim);
|
||
|
||
var seq = new AnimationSequencer(setup, mt, loader);
|
||
seq.SetCycle(Style, Motion);
|
||
|
||
// Advance well past one full reverse loop (0.5s at 10fps = 5 frames).
|
||
// Should NOT throw or crash — wrap must produce a valid transform.
|
||
seq.Advance(0.5f);
|
||
var transforms = seq.Advance(0.01f);
|
||
|
||
Assert.Single(transforms);
|
||
// Verify the frame position is back within the valid range after wrapping.
|
||
double pos = GetFramePosition(seq);
|
||
Assert.True(pos >= 0.0 && pos < 4.0,
|
||
$"Frame position {pos} out of range [0, 4) after reverse wrap");
|
||
}
|
||
|
||
// ── advance_to_next_animation: link drains then wraps to cycle ───────────
|
||
|
||
[Fact]
|
||
public void AdvanceToNextAnimation_LinkDrainsThenCycleLoops()
|
||
{
|
||
// Queue: [linkNode (2 frames, 10fps, non-looping)] → [cycleNode (4 frames, looping)]
|
||
// Advance enough to exhaust the link node, then verify we're in the cycle.
|
||
const uint Style = 0x003Du;
|
||
const uint IdleMotion = 0x0003u;
|
||
const uint WalkMotion = 0x0005u;
|
||
const uint CycleAnim = 0x03000080u;
|
||
const uint LinkAnim = 0x03000081u;
|
||
|
||
// Link anim: 2 frames, Y=5 (distinct marker).
|
||
var linkAnim = Fixtures.MakeAnim(2, 1, new Vector3(0, 5, 0), Quaternion.Identity);
|
||
// Cycle anim: 4 frames, X=9 (distinct marker).
|
||
var cycleAnim = Fixtures.MakeAnim(4, 1, new Vector3(9, 0, 0), Quaternion.Identity);
|
||
|
||
var setup = Fixtures.MakeSetup(1);
|
||
var mt = Fixtures.MakeMtable(
|
||
style: Style,
|
||
motion: WalkMotion,
|
||
cycleAnimId: CycleAnim,
|
||
fromMotion: IdleMotion,
|
||
toMotion: WalkMotion,
|
||
linkAnimId: LinkAnim,
|
||
framerate: 10f);
|
||
|
||
var loader = new FakeLoader();
|
||
loader.Register(CycleAnim, cycleAnim);
|
||
loader.Register(LinkAnim, linkAnim);
|
||
|
||
var seq = new AnimationSequencer(setup, mt, loader);
|
||
SetCurrentMotion(seq, Style, IdleMotion);
|
||
seq.SetCycle(Style, WalkMotion);
|
||
|
||
// Link node is 2 frames at 10fps → 0.2s to exhaust.
|
||
// Advance 0.25s so we're definitely past the link and into the cycle.
|
||
seq.Advance(0.25f);
|
||
|
||
var transforms = seq.Advance(0.001f);
|
||
|
||
// After draining the 2-frame link node, we should be in the cycle anim (X=9).
|
||
Assert.Single(transforms);
|
||
Assert.True(transforms[0].Origin.X > 8f,
|
||
$"Expected cycle anim origin X~9 but got {transforms[0].Origin.X} (link Y was 5)");
|
||
}
|
||
|
||
[Fact]
|
||
public void AdvanceToNextAnimation_CycleLoopsRepeatedly()
|
||
{
|
||
// Verify that a cycle keeps looping (multiple wraps don't crash or drift).
|
||
const uint Style = 0x003Du;
|
||
const uint Motion = 0x0003u;
|
||
const uint AnimId = 0x03000090u;
|
||
|
||
var anim = Fixtures.MakeAnim(4, 1, new Vector3(1, 0, 0), Quaternion.Identity);
|
||
var setup = Fixtures.MakeSetup(1);
|
||
var mt = Fixtures.MakeMtable(Style, Motion, AnimId, framerate: 10f);
|
||
var loader = new FakeLoader();
|
||
loader.Register(AnimId, anim);
|
||
|
||
var seq = new AnimationSequencer(setup, mt, loader);
|
||
seq.SetCycle(Style, Motion);
|
||
|
||
// Advance 5 full loops (4 frames × 10fps = 0.4s per loop → 2.0s total).
|
||
for (int i = 0; i < 10; i++)
|
||
seq.Advance(0.2f);
|
||
|
||
var transforms = seq.Advance(0.001f);
|
||
|
||
Assert.Single(transforms);
|
||
// Frame position must be in a valid range (not NaN, not out of bounds).
|
||
double pos = GetFramePosition(seq);
|
||
Assert.True(pos >= 0.0 && pos < 4.0,
|
||
$"Frame position {pos} out of range [0, 4) after 5 loops");
|
||
}
|
||
|
||
// ── Helpers ──────────────────────────────────────────────────────────────
|
||
|
||
/// <summary>Expose _framePosition (double) via reflection (test-only).</summary>
|
||
private static double GetFramePosition(AnimationSequencer seq)
|
||
{
|
||
var field = typeof(AnimationSequencer)
|
||
.GetField("_framePosition",
|
||
System.Reflection.BindingFlags.NonPublic |
|
||
System.Reflection.BindingFlags.Instance);
|
||
return field is null ? -1.0 : (double)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);
|
||
}
|
||
}
|