Idle animation loop: decomp re-read of gmCGAppearancePage::Update's trailing StartAnimation/StopAnimation gate (~0x0047EF01-0x0047EF12) plus the ctor evidence that m_bZoomedIn is a decompiler-elided bool (never explicitly set away from its zero default, unlike its two sibling bools) establishes that retail's chargen preview defaults to the idle loop PLAYING, not the frozen rest pose CC6a shipped as a deliberate simplification (TS-83) — the rest pose only appears once Zoom In fires. New Core primitive RetailAnimationCyclePlayback ports CPhysicsObj::set_sequence_animation's advance-with-wrap + lerp/slerp effect (the same algorithm LiveEntityAnimationPresenter's legacy NPC-idle branch already carries inline; not consolidated this round — out of blast radius for a preview-only feature, noted in the new type's own doc). New ChargenPreviewAnimator drives the per-tick swap; ChargenPreviewEntityBuilder gained TryBuildAnimated alongside the byte-behavior-unchanged TryBuild. Olthoi/OlthoiAcid use the SAME enum key for idle and rest DIDs (decomp-confirmed quirk). TS-83 retired in the register (§4 count 50->49). Rotation controller: ChargenPreviewRotationController ports Rotate/DoRotation (0x0047CB50/0x0047CA80) verbatim — toggle-to-stop, deltaDegrees = ((now-last)/RotationSecondsPerRevolution)*360, single-pass +-360 clamp (not a full modulo, matching retail's own tail), the -1.0 invalidation sentinel. Applies to the entity's heading via the existing MoveToMath.SetHeading port, not the camera, confirming CC6a's own note. Zoom tween: ChargenPreviewZoomController ports ZoomIn/ZoomOut/ DoZoomAnimation (0x0047CF00/0x0047D050/0x0047C960) — a LINEAR 0.6s tween (no easing curve in the decomp) between the already-recorded camera eye profiles, calling into the animator's zoom swap IMMEDIATELY at button-press time, matching retail's call order exactly. m_alternateSetupID (research correction): re-reading the decomp function-by-function found all five m_alternateSetupID write sites — including the two the CC6a review cited — belong to gmBarberUI (the post-creation barber shop), not gmCGAppearancePage, which has no m_pOption1Checkbox-equivalent field and never writes the field. For character creation the field is always INVALID_DID in retail. TryCompose still gained a real, decomp-cited alternateSetupIdOverride parameter (default no-op) implementing gmCG3DView::Update's generic override precedence, for a future non-chargen consumer. RetailHeldPose extraction: shared ResolvePoseDid/ComposePartTransform between RetailPaperdollPoseApplicator and ChargenPreviewEntityBuilder — a clean mechanical extraction, behavior-identical on the paperdoll side. Bookkeeping: CC6a ledger row now cites its real commit SHAs (55bfd9ca,1774d8b2); new CC6b-PRE ledger row records scope done + the page-mount half still owed. Tests: RetailAnimationCyclePlaybackTests (10, Core), ChargenAppearanceFactoryTests (+4), ChargenPreviewRotationControllerTests (9), ChargenPreviewZoomControllerTests (7), ChargenPreviewAnimatorTests (7, hand-built fixtures), ChargenPreviewEntityBuilderTests (+5, installed-DAT). Core.Tests 4786/1 skip, Content.Tests 147/0, App.Tests 5149/6 skips — zero failures, full solution Release build green. One pre-existing, unrelated flake noted: Core.Net.Tests' NakEmissionTests loss soak failed once in the full-suite run, passed 1/1 isolated. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
153 lines
5.9 KiB
C#
153 lines
5.9 KiB
C#
using System.Numerics;
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using AcDream.Core.Physics;
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using DatReaderWriter.DBObjs;
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using DatReaderWriter.Types;
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using Xunit;
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namespace AcDream.Core.Tests.Physics;
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/// <summary>
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/// <see cref="RetailAnimationCyclePlayback"/> is the shared advance-with-wrap
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/// + lerp/slerp primitive behind the chargen preview's idle loop
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/// (<c>ChargenPreviewAnimator</c>) — the SAME arithmetic
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/// <c>LiveEntityAnimationPresenter.Present</c>'s legacy (no-
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/// <see cref="AnimationSequencer"/>) branch already carries for NPC idle
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/// cycles, extracted here so a second, live-entity-free consumer (the
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/// chargen preview, which has no <c>LiveEntityRuntime</c> membership to hang
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/// a sequencer off of) doesn't retype the formula.
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/// </summary>
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public sealed class RetailAnimationCyclePlaybackTests
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{
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private static Animation MakeAnim(int numFrames, int numParts, 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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[Fact]
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public void Advance_WithinSpan_AddsElapsedTimesFramerate()
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{
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float result = RetailAnimationCyclePlayback.Advance(
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currFrame: 5f, lowFrame: 0, highFrame: 29, framerate: 30f, elapsedSeconds: 0.1f);
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Assert.Equal(8f, result, precision: 4); // 5 + 0.1*30 = 8.
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}
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[Fact]
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public void Advance_PastHighFrame_WrapsBackToLowFrame()
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{
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// 29-frame span (0..29 inclusive = 30 frames), advancing from frame
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// 28 by one second at 30fps overshoots by (28+30)-29 = 29, wrapping
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// to lowFrame + (29 % 30) = 29... use a case with a clean wrap.
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float result = RetailAnimationCyclePlayback.Advance(
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currFrame: 25f, lowFrame: 0, highFrame: 29, framerate: 30f, elapsedSeconds: 0.2f);
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// 25 + 6 = 31, over highFrame(29) by span+1=30: over = 31-0 = 31,
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// wrapped = 0 + (31 % 30) = 1.
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Assert.Equal(1f, result, precision: 4);
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}
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[Fact]
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public void Advance_BelowLowFrame_ClampsToLowFrame()
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{
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float result = RetailAnimationCyclePlayback.Advance(
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currFrame: -5f, lowFrame: 0, highFrame: 29, framerate: 30f, elapsedSeconds: 0.05f);
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// -5 + 1.5 = -3.5, still below lowFrame(0) -> clamp.
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Assert.Equal(0f, result);
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}
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[Theory]
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[InlineData(0, 0)] // degenerate span (highFrame == lowFrame).
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[InlineData(0, -1)] // inverted span.
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public void Advance_DegenerateSpan_ReturnsCurrFrameUnchanged(int lowFrame, int highFrame)
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{
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float result = RetailAnimationCyclePlayback.Advance(
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currFrame: 3f, lowFrame, highFrame, framerate: 30f, elapsedSeconds: 1f);
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Assert.Equal(3f, result);
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}
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[Fact]
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public void Advance_NonPositiveFramerateOrElapsed_ReturnsCurrFrameUnchanged()
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{
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Assert.Equal(3f, RetailAnimationCyclePlayback.Advance(3f, 0, 29, framerate: 0f, elapsedSeconds: 1f));
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Assert.Equal(3f, RetailAnimationCyclePlayback.Advance(3f, 0, 29, framerate: 30f, elapsedSeconds: 0f));
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Assert.Equal(3f, RetailAnimationCyclePlayback.Advance(3f, 0, 29, framerate: 30f, elapsedSeconds: -1f));
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}
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[Fact]
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public void TryInterpolatePart_ExactFrame_ReturnsThatFramesPose()
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{
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Animation anim = MakeAnim(3, 2, new Vector3(1f, 2f, 3f), Quaternion.Identity);
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bool ok = RetailAnimationCyclePlayback.TryInterpolatePart(
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anim, currFrame: 1f, lowFrame: 0, highFrame: 2, partIndex: 0,
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out Vector3 origin, out Quaternion orientation);
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Assert.True(ok);
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Assert.Equal(new Vector3(1f, 2f, 3f), origin);
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Assert.Equal(Quaternion.Identity, orientation);
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}
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[Fact]
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public void TryInterpolatePart_BetweenFrames_LerpsOriginHalfway()
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{
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var anim = new Animation();
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var pf0 = new AnimationFrame(1);
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pf0.Frames.Add(new Frame { Origin = Vector3.Zero, Orientation = Quaternion.Identity });
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var pf1 = new AnimationFrame(1);
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pf1.Frames.Add(new Frame { Origin = new Vector3(10f, 0f, 0f), Orientation = Quaternion.Identity });
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anim.PartFrames.Add(pf0);
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anim.PartFrames.Add(pf1);
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bool ok = RetailAnimationCyclePlayback.TryInterpolatePart(
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anim, currFrame: 0.5f, lowFrame: 0, highFrame: 1, partIndex: 0,
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out Vector3 origin, out _);
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Assert.True(ok);
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Assert.Equal(new Vector3(5f, 0f, 0f), origin);
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}
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[Fact]
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public void TryInterpolatePart_AtHighFrame_WrapsNextFrameToLowFrame()
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{
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var anim = new Animation();
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var pf0 = new AnimationFrame(1);
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pf0.Frames.Add(new Frame { Origin = new Vector3(1f, 0f, 0f), Orientation = Quaternion.Identity });
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var pf1 = new AnimationFrame(1);
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pf1.Frames.Add(new Frame { Origin = new Vector3(2f, 0f, 0f), Orientation = Quaternion.Identity });
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anim.PartFrames.Add(pf0);
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anim.PartFrames.Add(pf1);
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// currFrame exactly at highFrame(1): frameIndex=1, nextIndex would be
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// 2 which is > highFrame -> wraps to lowFrame(0). t=0 so origin==frame[1].
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bool ok = RetailAnimationCyclePlayback.TryInterpolatePart(
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anim, currFrame: 1f, lowFrame: 0, highFrame: 1, partIndex: 0,
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out Vector3 origin, out _);
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Assert.True(ok);
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Assert.Equal(new Vector3(2f, 0f, 0f), origin);
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}
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[Fact]
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public void TryInterpolatePart_PartIndexOutOfRange_ReturnsFalse()
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{
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Animation anim = MakeAnim(2, 1, Vector3.Zero, Quaternion.Identity);
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bool ok = RetailAnimationCyclePlayback.TryInterpolatePart(
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anim, currFrame: 0f, lowFrame: 0, highFrame: 1, partIndex: 5,
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out Vector3 origin, out Quaternion orientation);
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Assert.False(ok);
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Assert.Equal(default(Vector3), origin);
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Assert.Equal(default(Quaternion), orientation);
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}
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}
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