acdream/tests/AcDream.App.Tests/Rendering/DollCameraTests.cs
Erik 8fa66c23d5 fix(D.2b): Slice 2 — retail-exact doll pose, camera + heading (visual gate)
The paperdoll doll now matches retail: correct held pose, framing, and
facing. Three decomp-sourced fixes closed the visual gate.

Pose: cdb-confirmed m_didAnimation = 0x030003C0 (gmPaperDollUI), played
once + HELD (set_sequence_animation framerate=0, RedressCreature
0x004a3c22). Dumping the dat showed the 29-frame anim has only two
distinct keyframes — frame 0 (transitional, bent arm) and frames 1..28
(byte-identical: the settled stance, arms down + leg back) — so
ApplyPaperdollPose applies the LAST frame statically (no looping).

Camera: ported verbatim from UIElement_Viewport::SetCamera (decomp
0x004a5a39). position (0.12,-2.4,0.88); direction (0,0,0) => IDENTITY
view frame => look straight down +Y, ZERO yaw; FOV pi/4 (CreatureMode
ctor default 0x004543cf); ambient 0.3. The prior hand-tune aimed the
camera at mid-body, adding a ~2deg yaw that turned the doll's face away
— full-body framing comes from eye-height + FOV, not aiming.

Heading: retail Frame::set_heading(h) (0x00535e40) builds facing
(sin h, cos h); System.Numerics CreateFromAxisAngle(+Z, +h) rotates the
body's default +Y forward to (-sin h, cos h) — the X-lean was MIRRORED
(~22deg), the real cause of the turned-away face. Negate the angle to
land on retail's facing.

Wrap-up: stripped the temporary O/P pose-frame stepper + Slice2
diagnostics; divergence register AP-66 reworded, AP-67 (RTT doll render
vs in-cell CreatureMode::Render) + AP-68 (per-race UpdateForRace
unimpl) added; DollCameraTests pinned to the retail values + a zero-yaw
guard. tools/cdb/paperdoll-pose.cdb = the pose-DID capture script.
Build + full suite green (Core 1579 / Core.Net 343 / App 597 / UI 425).

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-25 13:16:27 +02:00

41 lines
1.4 KiB
C#

using System.Numerics;
using AcDream.App.Rendering;
using Xunit;
namespace AcDream.App.Tests.Rendering;
public class DollCameraTests
{
[Fact]
public void Eye_position_is_retail_verbatim()
{
var cam = new DollCamera { Aspect = 100f / 214f };
Assert.True(Matrix4x4.Invert(cam.View, out var inv));
var eye = inv.Translation;
// Retail UIElement_Viewport::SetCamera position (decomp 0x004a5a51-0x004a5a61).
Assert.Equal(0.12f, eye.X, 3);
Assert.Equal(-2.4f, eye.Y, 3);
Assert.Equal(0.88f, eye.Z, 3);
}
[Fact]
public void Look_axis_is_pure_plus_y_zero_yaw()
{
// retail SetCameraDirection(0,0,0) ⇒ IDENTITY view frame ⇒ camera looks straight down +Y.
// System.Numerics CreateLookAt: forward = -(M13, M23, M33). Any yaw (Target.x≠Eye.x) would put a
// non-zero X here and turn the doll's face away — the bug this guards against.
var cam = new DollCamera { Aspect = 100f / 214f };
var forward = -new Vector3(cam.View.M13, cam.View.M23, cam.View.M33);
Assert.Equal(0f, forward.X, 4);
Assert.Equal(1f, forward.Y, 4);
Assert.Equal(0f, forward.Z, 4);
}
[Fact]
public void Projection_is_finite_and_uses_aspect()
{
var cam = new DollCamera { Aspect = 1.5f };
Assert.True(float.IsFinite(cam.Projection.M11));
Assert.NotEqual(0f, cam.Projection.M34); // perspective w = -z term
}
}