* chore(ci): add clang-format gate, CODEOWNERS and agent collaboration rules * refactor(modules): clear remaining back-edges and split the largest TUs Three known dependency back-edges are gone (module_depgraph.py KNOWN_BACK_EDGES is now empty; --check passes with 0 violations, 0 cycles): - window -> graphics: window queries the new IWindowSurfaceHost capability (common/WindowSurfaceHost.h) instead of holding a Graphics pointer; Window::setGraphics was removed and all call sites updated. - window -> image: Window::setIcon was replaced by setIconRGBA(const uint8_t*, w, h); the window no longer decodes ImageData. - scene -> graphics: pickScreenAt / collectFrustumIdsAt implementations moved to graphics/ScenePicking.cpp (graphics -> scene is a legal downward edge); scene now depends only on spatial. TU splits (pure moves, verified identical method sets and brace balance): - vulkan/Graphics.cpp (5118 lines) -> Graphics.cpp (lifecycle), GraphicsPipeline, Graphics2D, Graphics3D, GraphicsMesh + shared GraphicsInternal.h. - scene/Scene.cpp -> Scene.cpp (script layer / host lifecycle / serialization) + SceneNodes.cpp + shared SceneInternal.h. Verified with a real build (MSVC 19.51, prebuilt third-party): full build green; window.* and Scene.* suites pass, including scene picking/culling and GPU cases. * refactor(graphics): narrow Graphics interfaces and clear public-header leaks Step 4 — interface segregation: - New lean interfaces: IGraphics2D, IGraphics3D, IResourceFactory, IPostFX (pure virtuals, forward-declared types only; graphics/Color.h extracted from Canvas.h so modules that only need the color type stop pulling Canvas.h). - Graphics now implements all four facets; consumers can depend on the narrow interface they use instead of the 129-method god class. - Migrated voxel (VoxelWorld::drawVisible -> IGraphics3D*) and model3d (ModelRenderer::buildRenderable(s) -> IResourceFactory&). - Graphics.h slims from 24 sub-header includes to a handful of small type headers + forward declarations; the destructor moved out-of-line so unique_ptr effect members are destroyed where types are complete. Step 5 — header leaks (module_depgraph.py '*' marks: 14 -> 7): - map/TileLayer.h, particles/ParticleEmitter.h, avatar/AvatarInstance.h, animation/SpineAnim.h, map/TileSystem.h, model3d/ModelData.h, model3d/ModelRenderer.h, audio/Audio.h + Source.h, image/ImageData.h + Image.h, dialogue/Dialogue.h, procgen Palette/OutputSpec/TextureRecipe/ PbrMaterial -> forward declarations, includes moved to .cpp. - voxel/VoxelWorld.h: terrain sampler Pimpl'd (unique_ptr + out-of-line destructor), removing the procgen header dependency. - gpgpu/vulkan backend headers stop pulling graphics/vulkan/Graphics.h. - Remaining '*' marks are deliberate: tiny POD/enum headers (GridConfig, MapObject, BlendMode, Color), an internal backend header (GraphicsInternal.h -> filesystem), and lean interface references. Verified with a full clean build (MSVC) and tests: window/Scene/voxel/ RenderSystem/Quad/shader/TextureSampler/resourceLifetime pass; broad suite only shows the pre-existing PHYSFS-init filesystem-environment failures. * feat(resources): revive ResourceManager as unified IAssetReloader-backed cache * fix(resources): leak ResourceManager singleton to avoid exit-time teardown crashes Cached CPU resources may own third-party handles (FreeType faces, Assimp scenes, image decode handlers) whose libraries are torn down at process exit in an unspecified TU order; destroying cached entries from the singleton destructor can segfault at exit (seen on CI Windows in model3d.materialApi.objMtl). Keep the singleton alive until OS reclaim; explicit unload()/clear() still release entries during the run. * refactor(devtools): consume business modules through capability interfaces DevTools / cmdline no longer include business-module headers, so trimming scene / physics / procgen / particles / audio / ui / graphics no longer requires disabling devtools, and devtools can be switched off with -DEVENGINE_MODULE_DEVTOOLS=OFF. New capability interfaces in common/: - ISceneQuery (scene) - host/node inspection + mutation + transform sync - IRenderCapture (graphics) - render status, PNG capture, camera control, visible-entity snapshot, entity-ID mask, G-buffer PNGs - IPhysicsQuery (physics) - 2D world lifecycle + ray casts - IProcgenQuery (procgen) - recipe listing, map/mesh generation - IParticlesQuery (particles) - emitter status + one-shot emit - IAudioQuery (audio) - volume / stop-all - IEditorHost (ui) - declarative editor host (used by cmdline too) Providers register in their module constructors. DevTools rewires McpServer (render/scene/procgen/physics/particles/audio/host tools), SceneInspect (now delegates to ISceneQuery + IRenderCapture) and RenderVision (uses IRenderCapture::capturePngDataUrl); cmdline/Mcp.cpp uses IEditorHost. manifest: devtools DEPS graphics scene physics procgen particles audio ui image event filesystem -> event; cmdline DEPS filesystem ui -> filesystem. Verified: full build green; devtools.mcp.* tests pass; broad suite shows only the pre-existing PHYSFS-init filesystem-environment failures. * style: apply clang-format to changed lines after dev merge * fix(webgpu): include RenderControl/TextureSampler explicitly after Graphics.h slimming * fix(webgpu): provide newFont/print stubs to satisfy IGraphics2D/IResourceFactory vtables * fix(common): make ProcgenQuery.h self-sufficient (cstdint/utility for GCC)
602 lines
19 KiB
C++
602 lines
19 KiB
C++
#include "zeroerr/assert.h"
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#include "zeroerr/unittest.h"
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#include "particles/Particles.h"
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#include "particles/ParticleEmitter.h"
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#include "particles/ParticleSystem.h"
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#include "animation/Animation.h"
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#include "animation/AnimClip.h"
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#include "animation/AnimImporter.h"
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#include "animation/AnimPose.h"
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#include "animation/AnimSkeleton.h"
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#include "animation/AnimSkin.h"
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#include "animation/SpineAnim.h"
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#include "animation/SpineSkeleton.h"
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#include "animation/SpineSkeletonData.h"
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#include "ik/Skeleton2D.h"
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#include "ik/Skeleton3D.h"
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#include "ik/Solver2D.h"
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#include "filesystem/Filesystem.h"
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#include "model3d/Model3D.h"
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#include "model3d/ModelData.h"
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#include <cmath>
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#include <filesystem>
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#include <memory>
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#include <string>
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using namespace eve::particles;
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using namespace eve::animation;
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using namespace eve::ik;
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#ifndef M_PI
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#define M_PI 3.14159265358979323846
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#endif
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namespace {
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#include "PathBesideSource.h"
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EVE_DEFINE_PATH_BESIDE_SOURCE()
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bool fileExists(const std::string &path) { return std::filesystem::is_regular_file(path); }
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std::string cesiumManDir() {
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return pathBesideThisSource("assets/skinned/cesium_man/glTF");
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}
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bool ensureSkinnedAssets() {
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const std::string gltf = cesiumManDir() + "/CesiumMan.gltf";
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if (fileExists(gltf)) return true;
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std::printf("particles.attach_more: missing %s\n", gltf.c_str());
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return false;
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}
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eve::model3d::ModelData *loadCesiumMan(const char *fsIdentity) {
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const std::string dir = cesiumManDir();
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auto *fs = eve::filesystem::Filesystem::create();
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REQUIRE(fs->setIdentity(fsIdentity, true));
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REQUIRE(fs->setupWriteDirectory());
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fs->allowMountingForPath(dir);
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REQUIRE(fs->mount(dir, "", false));
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auto *mod = eve::model3d::Model3D::create();
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return mod->newModelDataFromFile("CesiumMan.gltf");
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}
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int findFirstSkinnedMesh(const eve::model3d::ModelData *model) {
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for (int i = 0; i < model->getMeshCount(); ++i) {
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if (model->hasBones(i)) return i;
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}
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return -1;
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}
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const char *kSpineJson = R"JSON({
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"skeleton": { "spine": "4.1.00" },
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"bones": [
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{ "name": "root" },
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{ "name": "arm", "parent": "root", "x": 20 },
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{ "name": "hand", "parent": "arm", "x": 20 }
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],
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"slots": [ { "name": "arm", "bone": "arm", "attachment": "arm" } ],
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"skins": [ { "name": "default", "attachments": {
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"arm": { "arm": { "width": 10, "height": 10 } }
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}} ],
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"animations": {
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"spin": {
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"bones": {
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"arm": {
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"rotate": [
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{ "time": 0, "value": 0 },
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{ "time": 0.5, "value": 90 }
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]
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}
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}
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}
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}
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})JSON";
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} // namespace
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TEST_CASE("particles.attach.emitterLifeExpiresWhileAttached") {
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std::unique_ptr<Skeleton2D> sk(new Skeleton2D());
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sk->initStraightPose(10.f, 20.f);
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auto *mod = Particles::create();
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ParticleEmitter *e = mod->newEmitter(64);
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e->setParticleLifetime(5.f, 5.f);
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e->setSpeed(0.f, 0.f);
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e->setEmissionRate(200.f);
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e->setEmitterLifetime(0.05f);
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e->attachToSkeleton2D(sk.get(), 0);
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e->start();
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CHECK(e->isActive());
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ParticleSimSystem::update(0.06f);
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CHECK(!e->isActive());
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const int n = e->getCount();
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CHECK_GE(n, 1);
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// Further updates while attached must not spawn more after life ends.
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sk->setPosition(0, 99.f, 99.f);
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sk->forwardKinematics();
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ParticleSimSystem::update(0.1f);
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CHECK_EQ(e->getCount(), n);
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// Attach sync still updates origin even when inactive.
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CHECK(std::fabs(e->getX() - sk->getX(0)) < 1e-2f);
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e->detach();
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}
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TEST_CASE("particles.attach.bufferCapUnderRateOnBone") {
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std::unique_ptr<Skeleton2D> sk(new Skeleton2D());
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sk->initStraightPose(0.f, 0.f);
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auto *mod = Particles::create();
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ParticleEmitter *e = mod->newEmitter(8);
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e->setParticleLifetime(10.f, 10.f);
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e->setSpeed(0.f, 0.f);
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e->setEmissionRate(1000.f);
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e->attachToSkeleton2D(sk.get(), 0);
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e->start();
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ParticleSimSystem::update(1.f);
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CHECK_EQ(e->getCount(), 8);
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CHECK_EQ(e->getBufferSize(), 8);
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e->detach();
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}
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TEST_CASE("particles.attach.rebindDifferentBone") {
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std::unique_ptr<Skeleton2D> sk(new Skeleton2D());
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int mid = sk->createBone(0, 25.f);
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int tip = sk->createBone(mid, 25.f);
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sk->initStraightPose(0.f, 0.f);
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auto *mod = Particles::create();
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ParticleEmitter *e = mod->newEmitter(4);
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e->attachToSkeleton2D(sk.get(), mid);
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CHECK_EQ(e->getAttachBone(), mid);
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CHECK(std::fabs(e->getX() - sk->getX(mid)) < 1e-2f);
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e->attachToSkeleton2D(sk.get(), tip);
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CHECK_EQ(e->getAttachBone(), tip);
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CHECK_EQ(e->getAttachKind(), std::string("ik2d"));
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CHECK(std::fabs(e->getX() - sk->getX(tip)) < 1e-2f);
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CHECK(std::fabs(e->getX() - sk->getX(mid)) > 1.f);
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e->detach();
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}
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TEST_CASE("particles.attach.zeroAndNegativeScale") {
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std::unique_ptr<AnimSkeleton> sk(new AnimSkeleton());
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const int root = sk->addBone("root", -1);
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std::unique_ptr<AnimPose> pose(new AnimPose());
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sk->applyBindPose(pose.get());
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pose->setLocalPosition(root, 2.f, 3.f, 0.f);
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pose->computeWorld(sk.get());
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auto *mod = Particles::create();
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ParticleEmitter *e = mod->newEmitter(4);
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e->attachToBone(pose.get(), root);
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e->setAttachScale(0.f);
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CHECK(std::fabs(e->getX()) < 1e-4f);
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CHECK(std::fabs(e->getY()) < 1e-4f);
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e->setAttachScale(-2.f);
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CHECK(std::fabs(e->getX() - (-4.f)) < 1e-3f);
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CHECK(std::fabs(e->getY() - (-6.f)) < 1e-3f);
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e->detach();
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}
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TEST_CASE("particles.attach.stopStartPreservesAttach") {
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std::unique_ptr<Skeleton3D> sk(new Skeleton3D());
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sk->initStraightPose(1.f, 2.f, 3.f);
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auto *mod = Particles::create();
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ParticleEmitter *e = mod->newEmitter(16);
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e->setParticleLifetime(2.f, 2.f);
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e->setSpeed(0.f, 0.f);
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e->setEmissionRate(80.f);
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e->setAttachPlane("xy");
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e->setAttachScale(1.f);
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e->attachToSkeleton3D(sk.get(), 0);
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e->start();
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ParticleSimSystem::update(0.05f);
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CHECK_GE(e->getCount(), 3);
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e->stop();
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CHECK(e->isStopped());
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CHECK(e->isAttached());
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const int n = e->getCount();
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ParticleSimSystem::update(0.05f);
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CHECK_EQ(e->getCount(), n);
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e->start();
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ParticleSimSystem::update(0.05f);
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CHECK_GT(e->getCount(), n);
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CHECK_EQ(e->getAttachKind(), std::string("ik3d"));
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e->detach();
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}
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TEST_CASE("particles.attach.emissionAreaAroundBone") {
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std::unique_ptr<Skeleton2D> sk(new Skeleton2D());
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sk->initStraightPose(100.f, 100.f);
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auto *mod = Particles::create();
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ParticleEmitter *e = mod->newEmitter(64);
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e->setParticleLifetime(2.f, 2.f);
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e->setSpeed(0.f, 0.f);
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e->setEmissionArea("rect", 10.f, 5.f);
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e->attachToSkeleton2D(sk.get(), 0);
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e->emit(40);
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float minX = 1e9f, maxX = -1e9f, minY = 1e9f, maxY = -1e9f;
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for (int i = 0; i < e->getCount(); ++i) {
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const auto &p = e->sim()->particles[size_t(i)];
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minX = std::min(minX, p.x);
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maxX = std::max(maxX, p.x);
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minY = std::min(minY, p.y);
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maxY = std::max(maxY, p.y);
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CHECK(p.x >= 90.f - 1e-2f);
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CHECK(p.x <= 110.f + 1e-2f);
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CHECK(p.y >= 95.f - 1e-2f);
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CHECK(p.y <= 105.f + 1e-2f);
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}
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CHECK_GT(maxX - minX, 5.f);
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CHECK_GT(maxY - minY, 2.f);
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e->detach();
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}
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TEST_CASE("particles.attach.followRotationAffectsSpawnVelocity") {
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std::unique_ptr<AnimSkeleton> sk(new AnimSkeleton());
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const int root = sk->addBone("root", -1);
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std::unique_ptr<AnimPose> pose(new AnimPose());
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sk->applyBindPose(pose.get());
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// 90° Z: +X → +Y
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const float half = 0.70710678f;
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pose->setLocalRotation(root, 0.f, 0.f, half, half);
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pose->computeWorld(sk.get());
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auto *mod = Particles::create();
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ParticleEmitter *e = mod->newEmitter(16);
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e->setParticleLifetime(2.f, 2.f);
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e->setSpeed(10.f, 10.f);
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e->setSpread(0.f);
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e->setFollowBoneRotation(true);
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e->attachToBone(pose.get(), root);
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e->emit(1);
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CHECK_EQ(e->getCount(), 1);
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const auto &p = e->sim()->particles[0];
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// Direction ≈ π/2 → velocity mostly +Y
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CHECK(std::fabs(p.vx) < 1.f);
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CHECK(p.vy > 8.f);
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e->detach();
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}
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TEST_CASE("particles.attach.radialForceUsesMovingOrigin") {
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std::unique_ptr<Skeleton2D> sk(new Skeleton2D());
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sk->initStraightPose(0.f, 0.f);
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auto *mod = Particles::create();
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ParticleEmitter *e = mod->newEmitter(8);
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e->setParticleLifetime(5.f, 5.f);
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e->setSpeed(0.f, 0.f);
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e->setRadialAcceleration(20.f, 20.f);
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e->attachToSkeleton2D(sk.get(), 0);
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e->emit(1);
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// Place particle away from origin manually.
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e->sim()->particles[0].x = 10.f;
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e->sim()->particles[0].y = 0.f;
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ParticleSimSystem::update(0.1f);
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// Radial push away from Config origin (0,0) → +vx
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CHECK(e->sim()->particles[0].vx > 0.f);
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// Move bone far to the right; radial origin follows → pull/push relative to new origin.
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sk->setPosition(0, 100.f, 0.f);
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sk->forwardKinematics();
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e->sim()->particles[0].vx = 0.f;
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e->sim()->particles[0].vy = 0.f;
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e->sim()->particles[0].x = 10.f; // left of new origin 100
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e->sim()->particles[0].y = 0.f;
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ParticleSimSystem::update(0.1f);
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// Away from origin at 100: particle at 10 → direction -X → negative vx
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CHECK(e->sim()->particles[0].vx < 0.f);
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e->detach();
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}
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TEST_CASE("particles.attach.getAttachBoneAfterDetach") {
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std::unique_ptr<Skeleton2D> sk(new Skeleton2D());
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sk->initStraightPose(0.f, 0.f);
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auto *mod = Particles::create();
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ParticleEmitter *e = mod->newEmitter(2);
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e->attachToSkeleton2D(sk.get(), 0);
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CHECK_EQ(e->getAttachBone(), 0);
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e->detach();
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CHECK_EQ(e->getAttachBone(), -1);
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CHECK_EQ(e->getAttachKind(), std::string("none"));
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}
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TEST_CASE("particles.attach.stableWhenPoseUnchanged") {
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std::unique_ptr<AnimSkeleton> sk(new AnimSkeleton());
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const int root = sk->addBone("root", -1);
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std::unique_ptr<AnimPose> pose(new AnimPose());
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sk->applyBindPose(pose.get());
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pose->setLocalPosition(root, 5.f, 6.f, 7.f);
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pose->computeWorld(sk.get());
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auto *mod = Particles::create();
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ParticleEmitter *e = mod->newEmitter(4);
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e->setAttachPlane("xz");
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e->setAttachScale(1.f);
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e->attachToBone(pose.get(), root);
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const float x0 = e->getX();
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const float y0 = e->getY();
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for (int i = 0; i < 10; ++i) ParticleSimSystem::update(0.016f);
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CHECK(std::fabs(e->getX() - x0) < 1e-5f);
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CHECK(std::fabs(e->getY() - y0) < 1e-5f);
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// xz of (5,6,7) → (5,7)
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CHECK(std::fabs(x0 - 5.f) < 1e-3f);
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CHECK(std::fabs(y0 - 7.f) < 1e-3f);
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e->detach();
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}
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TEST_CASE("particles.attach.spineRotatedParentOffset") {
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auto *animMod = Animation::create();
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std::unique_ptr<SpineSkeletonData> data(animMod->newSpineSkeletonDataFromJson(kSpineJson));
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std::unique_ptr<SpineSkeleton> spine(animMod->newSpineSkeleton(data.get()));
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std::unique_ptr<SpineAnim> anim(animMod->newSpineAnim(spine.get()));
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REQUIRE(anim->play("spin"));
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anim->setTime(0.5f);
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anim->apply();
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const int hand = data->findBone("hand");
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auto *mod = Particles::create();
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ParticleEmitter *e = mod->newEmitter(4);
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e->setAttachOffset(0.f, 5.f, 0.f);
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e->attachToSpineBone(spine.get(), hand);
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float a, b, c, d;
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spine->getBoneWorldMatrix(hand, a, b, c, d);
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const float ex = spine->getBoneWorldX(hand) + b * 5.f;
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const float ey = spine->getBoneWorldY(hand) + d * 5.f;
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CHECK(std::fabs(e->getX() - ex) < 1e-2f);
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CHECK(std::fabs(e->getY() - ey) < 1e-2f);
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e->detach();
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}
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TEST_CASE("particles.attach.ik2dSolverStepTracksTip") {
|
|
std::unique_ptr<Skeleton2D> sk(new Skeleton2D());
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|
int b1 = sk->createBone(0, 40.f);
|
|
int tip = sk->createBone(b1, 40.f);
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|
sk->initStraightPose(0.f, 0.f);
|
|
|
|
std::unique_ptr<Solver2D> solver(new Solver2D());
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|
solver->setMaxIterations(4);
|
|
solver->setForce(0.5f);
|
|
solver->addTarget(tip, 50.f, 30.f, 1.f);
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|
|
|
auto *mod = Particles::create();
|
|
ParticleEmitter *e = mod->newEmitter(8);
|
|
e->attachToSkeleton2D(sk.get(), tip);
|
|
|
|
float prev = e->getX() + e->getY();
|
|
int moved = 0;
|
|
for (int i = 0; i < 8; ++i) {
|
|
solver->step(sk.get(), 1.f);
|
|
ParticleSimSystem::update(0.016f);
|
|
const float cur = e->getX() + e->getY();
|
|
if (std::fabs(cur - prev) > 0.1f) ++moved;
|
|
prev = cur;
|
|
CHECK(std::fabs(e->getX() - sk->getX(tip)) < 1e-2f);
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|
CHECK(std::fabs(e->getY() - sk->getY(tip)) < 1e-2f);
|
|
}
|
|
CHECK_GE(moved, 1);
|
|
e->detach();
|
|
}
|
|
|
|
TEST_CASE("particles.attach.ik3dOffsetAlongBoneProjected") {
|
|
std::unique_ptr<Skeleton3D> sk(new Skeleton3D());
|
|
int tip = sk->createBone(0, 1.f);
|
|
sk->initStraightPose(0.f, 0.f, 0.f);
|
|
// tip at (1,0,0), orientation +X
|
|
|
|
auto *mod = Particles::create();
|
|
ParticleEmitter *e = mod->newEmitter(4);
|
|
e->setAttachPlane("xy");
|
|
e->setAttachScale(1.f);
|
|
e->setAttachOffset(2.f, 0.f, 0.f); // +2 along bone → world (3,0,0)
|
|
e->attachToSkeleton3D(sk.get(), tip);
|
|
CHECK(std::fabs(e->getX() - 3.f) < 1e-2f);
|
|
CHECK(std::fabs(e->getY() - 0.f) < 1e-2f);
|
|
e->detach();
|
|
}
|
|
|
|
TEST_CASE("particles.attach.animByNameAfterDetach") {
|
|
std::unique_ptr<AnimSkeleton> sk(new AnimSkeleton());
|
|
sk->addBone("Hips", -1);
|
|
const int head = sk->addBone("Head", 0);
|
|
sk->setBindPosition(head, 0.f, 2.f, 0.f);
|
|
std::unique_ptr<AnimPose> pose(new AnimPose());
|
|
sk->applyBindPose(pose.get());
|
|
pose->computeWorld(sk.get());
|
|
|
|
auto *mod = Particles::create();
|
|
ParticleEmitter *e = mod->newEmitter(4);
|
|
e->attachToBoneByName(pose.get(), sk.get(), "Head");
|
|
CHECK(e->isAttached());
|
|
e->detach();
|
|
e->attachToBoneByName(pose.get(), sk.get(), "Head");
|
|
CHECK(e->isAttached());
|
|
CHECK_EQ(e->getAttachBone(), head);
|
|
CHECK(std::fabs(e->getY() - 2.f) < 1e-3f);
|
|
e->detach();
|
|
}
|
|
|
|
TEST_CASE("particles.attach.presetStillWorksWhenAttached") {
|
|
std::unique_ptr<Skeleton2D> sk(new Skeleton2D());
|
|
sk->initStraightPose(40.f, 50.f);
|
|
|
|
auto *mod = Particles::create();
|
|
ParticleEmitter *e = mod->newEmitter(32);
|
|
e->attachToSkeleton2D(sk.get(), 0);
|
|
e->applyPreset("spark");
|
|
// Preset must not clear attach.
|
|
CHECK(e->isAttached());
|
|
CHECK(std::fabs(e->getX() - 40.f) < 1e-2f);
|
|
e->start();
|
|
ParticleSimSystem::update(0.05f);
|
|
CHECK_GE(e->getCount(), 1);
|
|
e->detach();
|
|
}
|
|
|
|
TEST_CASE("particles.attach.emitZeroAndNegativeNoOp") {
|
|
std::unique_ptr<Skeleton2D> sk(new Skeleton2D());
|
|
sk->initStraightPose(0.f, 0.f);
|
|
auto *mod = Particles::create();
|
|
ParticleEmitter *e = mod->newEmitter(8);
|
|
e->attachToSkeleton2D(sk.get(), 0);
|
|
e->emit(0);
|
|
e->emit(-5);
|
|
CHECK_EQ(e->getCount(), 0);
|
|
e->detach();
|
|
}
|
|
|
|
TEST_CASE("particles.skin.planeXzYzCesiumMan") {
|
|
if (!ensureSkinnedAssets()) return;
|
|
|
|
eve::ref<eve::model3d::ModelData> model(
|
|
loadCesiumMan("ev_ut_particles_skin_planes"));
|
|
REQUIRE(model.get() != nullptr);
|
|
const int meshIndex = findFirstSkinnedMesh(model.get());
|
|
REQUIRE(meshIndex >= 0);
|
|
std::unique_ptr<AnimSkeleton> skeleton(AnimImporter::loadSkeletonFromModel(model.get()));
|
|
std::unique_ptr<AnimSkin> skin(AnimSkin::fromModel(model.get(), meshIndex, skeleton.get()));
|
|
std::unique_ptr<AnimPose> pose(new AnimPose());
|
|
skeleton->applyBindPose(pose.get());
|
|
pose->computeWorld(skeleton.get());
|
|
REQUIRE(skin->updateSkinnedPositions(pose.get()));
|
|
|
|
auto *mod = Particles::create();
|
|
ParticleEmitter *e = mod->newEmitter(64);
|
|
e->setParticleLifetime(1.f, 1.f);
|
|
e->setSpeed(0.f, 0.f);
|
|
e->setSkinScale(10.f);
|
|
e->setSkinSource(skin.get(), pose.get());
|
|
|
|
e->setSkinPlane("xz");
|
|
e->emitFromSkin(32);
|
|
CHECK_EQ(e->getCount(), 32);
|
|
float spreadXZ = 0.f;
|
|
{
|
|
float minX = e->sim()->particles[0].x, maxX = minX;
|
|
float minY = e->sim()->particles[0].y, maxY = minY;
|
|
for (int i = 0; i < e->getCount(); ++i) {
|
|
const auto &p = e->sim()->particles[size_t(i)];
|
|
minX = std::min(minX, p.x);
|
|
maxX = std::max(maxX, p.x);
|
|
minY = std::min(minY, p.y);
|
|
maxY = std::max(maxY, p.y);
|
|
}
|
|
spreadXZ = (maxX - minX) + (maxY - minY);
|
|
}
|
|
CHECK_GT(spreadXZ, 0.5f);
|
|
|
|
e->reset();
|
|
e->setSkinPlane("yz");
|
|
e->emitFromSkin(32);
|
|
CHECK_EQ(e->getCount(), 32);
|
|
float spreadYZ = 0.f;
|
|
{
|
|
float minX = e->sim()->particles[0].x, maxX = minX;
|
|
float minY = e->sim()->particles[0].y, maxY = minY;
|
|
for (int i = 0; i < e->getCount(); ++i) {
|
|
const auto &p = e->sim()->particles[size_t(i)];
|
|
minX = std::min(minX, p.x);
|
|
maxX = std::max(maxX, p.x);
|
|
minY = std::min(minY, p.y);
|
|
maxY = std::max(maxY, p.y);
|
|
}
|
|
spreadYZ = (maxX - minX) + (maxY - minY);
|
|
}
|
|
CHECK_GT(spreadYZ, 0.5f);
|
|
e->clearSkinSource();
|
|
e->detach();
|
|
}
|
|
|
|
TEST_CASE("particles.skin.clearRestoresBoneOriginSpawn") {
|
|
if (!ensureSkinnedAssets()) return;
|
|
|
|
eve::ref<eve::model3d::ModelData> model(
|
|
loadCesiumMan("ev_ut_particles_skin_clear"));
|
|
const int meshIndex = findFirstSkinnedMesh(model.get());
|
|
REQUIRE(meshIndex >= 0);
|
|
std::unique_ptr<AnimSkeleton> skeleton(AnimImporter::loadSkeletonFromModel(model.get()));
|
|
std::unique_ptr<AnimSkin> skin(AnimSkin::fromModel(model.get(), meshIndex, skeleton.get()));
|
|
std::unique_ptr<AnimPose> pose(new AnimPose());
|
|
skeleton->applyBindPose(pose.get());
|
|
pose->setLocalPosition(0, 1.f, 2.f, 0.f);
|
|
pose->computeWorld(skeleton.get());
|
|
|
|
auto *mod = Particles::create();
|
|
ParticleEmitter *e = mod->newEmitter(32);
|
|
e->setParticleLifetime(1.f, 1.f);
|
|
e->setSpeed(0.f, 0.f);
|
|
e->setAttachScale(1.f);
|
|
e->attachToBone(pose.get(), 0);
|
|
e->setSkinScale(1.f);
|
|
e->setSkinSource(skin.get(), pose.get());
|
|
CHECK(e->hasSkinSource());
|
|
CHECK(e->isAttached());
|
|
|
|
e->clearSkinSource();
|
|
CHECK(!e->hasSkinSource());
|
|
CHECK(e->isAttached());
|
|
e->emit(4);
|
|
CHECK_EQ(e->getCount(), 4);
|
|
for (int i = 0; i < 4; ++i) {
|
|
CHECK(std::fabs(e->sim()->particles[size_t(i)].x - e->getX()) < 1e-2f);
|
|
CHECK(std::fabs(e->sim()->particles[size_t(i)].y - e->getY()) < 1e-2f);
|
|
}
|
|
e->detach();
|
|
}
|
|
|
|
TEST_CASE("particles.attach.manualSyncAttachWithoutSim") {
|
|
std::unique_ptr<Skeleton2D> sk(new Skeleton2D());
|
|
sk->initStraightPose(1.f, 2.f);
|
|
auto *mod = Particles::create();
|
|
ParticleEmitter *e = mod->newEmitter(2);
|
|
e->attachToSkeleton2D(sk.get(), 0);
|
|
sk->setPosition(0, 8.f, 9.f);
|
|
sk->forwardKinematics();
|
|
// Without ParticleSimSystem — only manual sync.
|
|
e->syncAttach();
|
|
CHECK(std::fabs(e->getX() - 8.f) < 1e-2f);
|
|
CHECK(std::fabs(e->getY() - 9.f) < 1e-2f);
|
|
e->detach();
|
|
}
|
|
|
|
TEST_CASE("particles.attach.followRotationToggleResyncs") {
|
|
std::unique_ptr<AnimSkeleton> sk(new AnimSkeleton());
|
|
const int root = sk->addBone("root", -1);
|
|
std::unique_ptr<AnimPose> pose(new AnimPose());
|
|
sk->applyBindPose(pose.get());
|
|
const float half = 0.70710678f;
|
|
pose->setLocalRotation(root, 0.f, 0.f, half, half);
|
|
pose->computeWorld(sk.get());
|
|
|
|
auto *mod = Particles::create();
|
|
ParticleEmitter *e = mod->newEmitter(2);
|
|
e->setDirection(0.1f);
|
|
e->setFollowBoneRotation(false);
|
|
e->attachToBone(pose.get(), root);
|
|
CHECK(std::fabs(e->getDirection() - 0.1f) < 1e-4f);
|
|
|
|
e->setFollowBoneRotation(true); // triggers syncAttach
|
|
CHECK(std::fabs(e->getDirection() - float(M_PI * 0.5)) < 0.05f);
|
|
|
|
e->setFollowBoneRotation(false);
|
|
e->setDirection(0.3f);
|
|
e->syncAttach();
|
|
CHECK(std::fabs(e->getDirection() - 0.3f) < 1e-4f);
|
|
e->detach();
|
|
}
|