Humanoid bodies (Setup 0x02000001 + heritage variants) rendered visibly flat / bulky vs retail because we drew the base GfxObj id from Setup / AnimPartChange directly. Retail's CPhysicsPart::LoadGfxObjArray (0x0050DCF0) treats that base id as the entry point to a DIDDegrade table; close/player rendering uses Degrades[0].Id, which is the higher-detail mesh that carries bicep / deltoid / shoulder geometry. ACViewer also has this bug — it was the key signal it isn't acdream- specific. Both clients drew the LOD-3 base mesh (e.g. 14 verts / 17 polys for Aluvian Male upper arm 0x01000055), missing the close- detail variant (0x01001795: 32 verts / 60 polys). Adds GfxObjDegradeResolver that walks the table with safe fallbacks at every step. Wired in GameWindow after AnimPartChange application and before texture-change resolution so texture overrides match the resolved mesh's surfaces. Gated by ACDREAM_RETAIL_CLOSE_DEGRADES=1 and scoped to humanoid setups (34 parts with >=8 null-sentinel attachment slots) while the fix bakes — the change is harmless on non-humanoid setups (resolver falls back to base when no degrade table) but we hold the broader sweep until LOD distance plumbing lands. User confirmed visually 2026-05-06: bicep, deltoid, and back-muscle definition match retail. Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
182 lines
5.8 KiB
C#
182 lines
5.8 KiB
C#
using AcDream.Core.Meshing;
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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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namespace AcDream.Core.Tests.Meshing;
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/// <summary>
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/// Unit tests for <see cref="GfxObjDegradeResolver"/>. The resolver is
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/// the Issue #47 fix: route a base GfxObj id to its retail close-detail
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/// mesh via the DIDDegrade table's slot 0. Tests use the callback
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/// overload so we can stand up tiny in-memory fixtures without dragging
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/// in a real DatCollection.
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/// </summary>
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public class GfxObjDegradeResolverTests
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{
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/// <summary>
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/// When the base GfxObj has no degrade table (HasDIDDegrade flag
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/// clear), the resolver returns the base id unchanged.
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/// </summary>
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[Fact]
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public void NoDegradeTable_ReturnsBaseMesh()
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{
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const uint baseId = 0x01001212u;
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var baseGfx = new GfxObj { Flags = 0, DIDDegrade = 0 };
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var gfxObjs = new Dictionary<uint, GfxObj> { [baseId] = baseGfx };
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bool ok = GfxObjDegradeResolver.TryResolveCloseGfxObj(
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id => gfxObjs.GetValueOrDefault(id),
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_ => null,
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baseId,
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out uint resolvedId,
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out var resolvedGfx);
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Assert.True(ok);
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Assert.Equal(baseId, resolvedId);
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Assert.Same(baseGfx, resolvedGfx);
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}
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/// <summary>
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/// When the base GfxObj has a populated DIDDegrade table, the
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/// resolver returns Degrades[0].Id and its loaded GfxObj — the
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/// close-detail mesh retail draws for nearby objects.
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/// </summary>
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[Fact]
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public void ValidDegradeTable_ReturnsSlotZero()
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{
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const uint baseId = 0x01000055u; // low-detail Aluvian Male upper arm
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const uint degradeInfoId = 0x110006D0u;
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const uint closeId = 0x01001795u; // retail close-detail variant
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var baseGfx = new GfxObj
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{
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Flags = GfxObjFlags.HasDIDDegrade,
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DIDDegrade = degradeInfoId,
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};
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var closeGfx = new GfxObj { Flags = 0 };
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var degradeInfo = new GfxObjDegradeInfo
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{
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Degrades = { new GfxObjInfo { Id = closeId } },
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};
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var gfxObjs = new Dictionary<uint, GfxObj>
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{
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[baseId] = baseGfx,
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[closeId] = closeGfx,
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};
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var degradeInfos = new Dictionary<uint, GfxObjDegradeInfo>
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{
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[degradeInfoId] = degradeInfo,
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};
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bool ok = GfxObjDegradeResolver.TryResolveCloseGfxObj(
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id => gfxObjs.GetValueOrDefault(id),
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id => degradeInfos.GetValueOrDefault(id),
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baseId,
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out uint resolvedId,
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out var resolvedGfx);
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Assert.True(ok);
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Assert.Equal(closeId, resolvedId);
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Assert.Same(closeGfx, resolvedGfx);
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}
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/// <summary>
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/// If the degrade table references a GfxObj that isn't present in
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/// the dat (corrupt / partial dat), the resolver falls back to the
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/// base mesh rather than returning null. Better to render the
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/// low-detail variant than nothing at all.
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/// </summary>
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[Fact]
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public void MissingSlotZeroMesh_FallsBackToBase()
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{
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const uint baseId = 0x01000055u;
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const uint degradeInfoId = 0x110006D0u;
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const uint missingCloseId = 0xDEADBEEFu;
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var baseGfx = new GfxObj
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{
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Flags = GfxObjFlags.HasDIDDegrade,
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DIDDegrade = degradeInfoId,
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};
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var degradeInfo = new GfxObjDegradeInfo
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{
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Degrades = { new GfxObjInfo { Id = missingCloseId } },
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};
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var gfxObjs = new Dictionary<uint, GfxObj> { [baseId] = baseGfx };
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var degradeInfos = new Dictionary<uint, GfxObjDegradeInfo>
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{
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[degradeInfoId] = degradeInfo,
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};
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bool ok = GfxObjDegradeResolver.TryResolveCloseGfxObj(
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id => gfxObjs.GetValueOrDefault(id),
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id => degradeInfos.GetValueOrDefault(id),
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baseId,
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out uint resolvedId,
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out var resolvedGfx);
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Assert.True(ok);
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Assert.Equal(baseId, resolvedId);
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Assert.Same(baseGfx, resolvedGfx);
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}
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/// <summary>
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/// Empty Degrades list (table present but no entries) falls back
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/// to base. Mirrors retail's "no LOD entries → just draw the base"
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/// behavior.
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/// </summary>
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[Fact]
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public void EmptyDegradesList_FallsBackToBase()
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{
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const uint baseId = 0x01000055u;
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const uint degradeInfoId = 0x110006D0u;
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var baseGfx = new GfxObj
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{
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Flags = GfxObjFlags.HasDIDDegrade,
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DIDDegrade = degradeInfoId,
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};
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var degradeInfo = new GfxObjDegradeInfo(); // empty Degrades
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var gfxObjs = new Dictionary<uint, GfxObj> { [baseId] = baseGfx };
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var degradeInfos = new Dictionary<uint, GfxObjDegradeInfo>
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{
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[degradeInfoId] = degradeInfo,
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};
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bool ok = GfxObjDegradeResolver.TryResolveCloseGfxObj(
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id => gfxObjs.GetValueOrDefault(id),
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id => degradeInfos.GetValueOrDefault(id),
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baseId,
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out uint resolvedId,
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out var resolvedGfx);
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Assert.True(ok);
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Assert.Equal(baseId, resolvedId);
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Assert.Same(baseGfx, resolvedGfx);
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}
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/// <summary>
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/// When the base GfxObj itself is missing from the dat, the
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/// resolver returns false so the caller can drop the part rather
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/// than trying to render a null mesh.
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/// </summary>
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[Fact]
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public void MissingBaseGfxObj_ReturnsFalse()
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{
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const uint baseId = 0xDEADBEEFu;
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bool ok = GfxObjDegradeResolver.TryResolveCloseGfxObj(
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_ => null,
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_ => null,
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baseId,
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out uint resolvedId,
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out var resolvedGfx);
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Assert.False(ok);
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Assert.Equal(baseId, resolvedId);
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Assert.Null(resolvedGfx);
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}
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}
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