Computes Matrix4x4 per Setup part by walking PlacementFrames[Resting] → [Default] → first-available, matching SetupMesh.Flatten's priority. Foundation for #56 fix: ParticleHookSink will use these to apply each CreateParticleHook's PartIndex-relative offset to the right mesh part. 4 xUnit tests cover Resting-over-Default preference, Default fallback, empty-PlacementFrames returns empty, DefaultScale application. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
118 lines
3.8 KiB
C#
118 lines
3.8 KiB
C#
using System.Numerics;
|
|
using AcDream.Core.Meshing;
|
|
using DatReaderWriter.DBObjs;
|
|
using DatReaderWriter.Enums;
|
|
using DatReaderWriter.Types;
|
|
|
|
namespace AcDream.Core.Tests.Meshing;
|
|
|
|
public class SetupPartTransformsTests
|
|
{
|
|
[Fact]
|
|
public void Compute_PrefersRestingPlacement_OverDefault()
|
|
{
|
|
// Resting lifts part 1 by +Z=1; Default has zero lift on every part.
|
|
// Compute must pick Resting (matches SetupMesh.Flatten priority).
|
|
var setup = new Setup
|
|
{
|
|
Parts = { 0x01000100u, 0x01000101u },
|
|
DefaultScale = { Vector3.One, Vector3.One },
|
|
PlacementFrames =
|
|
{
|
|
[Placement.Resting] = new AnimationFrame(2)
|
|
{
|
|
Frames =
|
|
{
|
|
new Frame { Origin = Vector3.Zero, Orientation = Quaternion.Identity },
|
|
new Frame { Origin = new Vector3(0, 0, 1f), Orientation = Quaternion.Identity },
|
|
},
|
|
},
|
|
[Placement.Default] = new AnimationFrame(2)
|
|
{
|
|
Frames =
|
|
{
|
|
new Frame { Origin = Vector3.Zero, Orientation = Quaternion.Identity },
|
|
new Frame { Origin = Vector3.Zero, Orientation = Quaternion.Identity },
|
|
},
|
|
},
|
|
},
|
|
};
|
|
|
|
var transforms = SetupPartTransforms.Compute(setup);
|
|
|
|
Assert.Equal(2, transforms.Count);
|
|
var probe = Vector3.Transform(Vector3.Zero, transforms[1]);
|
|
Assert.Equal(new Vector3(0, 0, 1f), probe);
|
|
}
|
|
|
|
[Fact]
|
|
public void Compute_FallsBackToDefault_WhenRestingMissing()
|
|
{
|
|
var setup = new Setup
|
|
{
|
|
Parts = { 0x01000100u },
|
|
DefaultScale = { Vector3.One },
|
|
PlacementFrames =
|
|
{
|
|
[Placement.Default] = new AnimationFrame(1)
|
|
{
|
|
Frames =
|
|
{
|
|
new Frame { Origin = new Vector3(2f, 0, 0), Orientation = Quaternion.Identity },
|
|
},
|
|
},
|
|
},
|
|
};
|
|
|
|
var transforms = SetupPartTransforms.Compute(setup);
|
|
|
|
Assert.Single(transforms);
|
|
var probe = Vector3.Transform(Vector3.Zero, transforms[0]);
|
|
Assert.Equal(new Vector3(2f, 0, 0), probe);
|
|
}
|
|
|
|
[Fact]
|
|
public void Compute_ReturnsEmpty_WhenNoPlacementFrames()
|
|
{
|
|
// Setup with parts but no PlacementFrames — caller's
|
|
// ParticleHookSink falls back to Identity per part (pre-C.1.5b
|
|
// behavior). Returning empty signals "no per-part data available".
|
|
var setup = new Setup
|
|
{
|
|
Parts = { 0x01000100u, 0x01000101u },
|
|
};
|
|
|
|
var transforms = SetupPartTransforms.Compute(setup);
|
|
|
|
Assert.Empty(transforms);
|
|
}
|
|
|
|
[Fact]
|
|
public void Compute_AppliesDefaultScale_WhenPresent()
|
|
{
|
|
// DefaultScale = (2,2,2) on part 0. An input (1,1,1) should
|
|
// come out (2,2,2) after the part transform — confirms the
|
|
// CreateScale factor is present in the matrix.
|
|
var setup = new Setup
|
|
{
|
|
Parts = { 0x01000100u },
|
|
DefaultScale = { new Vector3(2f, 2f, 2f) },
|
|
PlacementFrames =
|
|
{
|
|
[Placement.Resting] = new AnimationFrame(1)
|
|
{
|
|
Frames =
|
|
{
|
|
new Frame { Origin = Vector3.Zero, Orientation = Quaternion.Identity },
|
|
},
|
|
},
|
|
},
|
|
};
|
|
|
|
var transforms = SetupPartTransforms.Compute(setup);
|
|
|
|
Assert.Single(transforms);
|
|
var probe = Vector3.Transform(new Vector3(1f, 1f, 1f), transforms[0]);
|
|
Assert.Equal(new Vector3(2f, 2f, 2f), probe);
|
|
}
|
|
}
|