Refactor V2 animation, furniture, and GLTF rendering

Broad consolidation of the V2 bondage-item, furniture-entity, and
client-side GLTF pipeline.

Parsing and rendering
  - Shared GLB parsing helpers consolidated into GlbParserUtils
    (accessor reads, weight normalization, joint-index clamping,
    coordinate-space conversion, animation parse, primitive loop).
  - Grow-on-demand Matrix4f[] scratch pool in GltfSkinningEngine and
    GltfLiveBoneReader — removes per-frame joint-matrix allocation
    from the render hot path.
  - emitVertex helper dedups three parallel loops in GltfMeshRenderer.
  - TintColorResolver.resolve has a zero-alloc path when the item
    declares no tint channels.
  - itemAnimCache bounded to 256 entries (access-order LRU) with
    atomic get-or-compute under the map's monitor.

Animation correctness
  - First-in-joint-order wins when body and torso both map to the
    same PlayerAnimator slot; duplicate writes log a single WARN.
  - Multi-item composites honor the FullX / FullHeadX opt-in that
    the single-item path already recognized.
  - Seat transforms converted to Minecraft model-def space so
    asymmetric furniture renders passengers at the correct offset.
  - GlbValidator: IBM count / type / presence, JOINTS_0 presence,
    animation channel target validation, multi-skin support.

Furniture correctness and anti-exploit
  - Seat assignment synced via SynchedEntityData (server is
    authoritative; eliminates client-server divergence on multi-seat).
  - Force-mount authorization requires same dimension and a free
    seat; cross-dimension distance checks rejected.
  - Reconnection on login checks for seat takeover before re-mount
    and force-loads the target chunk for cross-dimension cases.
  - tiedup_furniture_lockpick_ctx carries a session UUID nonce so
    stale context can't misroute a body-item lockpick.
  - tiedup_locked_furniture survives death without keepInventory
    (Forge 1.20.1 does not auto-copy persistent data on respawn).

Lifecycle and memory
  - EntityCleanupHandler fans EntityLeaveLevelEvent out to every
    per-entity state map on the client.
  - DogPoseRenderHandler re-keyed by UUID (stable across dimension
    change; entity int ids are recycled).
  - PetBedRenderHandler, PlayerArmHideEventHandler, and
    HeldItemHideHandler use receiveCanceled + sentinel sets so
    Pre-time mutations are restored even when a downstream handler
    cancels the render.

Tests
  - JUnit harness with 76+ tests across GlbParserUtils, GltfPoseConverter,
    FurnitureSeatGeometry, and FurnitureAuthPredicate.
This commit is contained in:
NotEvil
2026-04-18 17:34:03 +02:00
parent 17815873ac
commit 355e2936c9
63 changed files with 4965 additions and 2226 deletions

View File

@@ -0,0 +1,147 @@
package com.tiedup.remake.client.gltf;
import static org.junit.jupiter.api.Assertions.assertEquals;
import org.joml.Quaternionf;
import org.joml.Vector3f;
import org.junit.jupiter.api.DisplayName;
import org.junit.jupiter.api.Nested;
import org.junit.jupiter.api.Test;
/**
* Unit tests for {@link GltfPoseConverter#computeEndTick}.
*
* <p>This is the public entry point that controls how many ticks a GLB animation
* occupies on the PlayerAnimator timeline. The P0-01 fix replaced a hardcoded
* {@code endTick = 1} (which silently froze every animation to frame 0) with a
* timestamp-derived computation. These tests pin down that behavior so a future
* refactor can't silently re-introduce the bug.</p>
*
* <p>Full end-to-end tests (keyframe emission into a {@code KeyframeAnimation}
* builder, multi-item composite, selective-part enabling) require instantiating
* a complete {@code GltfData} and the PlayerAnimator library — deferred to a
* GameTest or a later harness upgrade.</p>
*/
class GltfPoseConverterTest {
private static final int TICKS_PER_SECOND = 20;
private static GltfData.AnimationClip clip(float... timestamps) {
int n = timestamps.length;
Quaternionf[][] rotations = new Quaternionf[1][n];
Vector3f[][] translations = new Vector3f[1][n];
for (int i = 0; i < n; i++) {
rotations[0][i] = new Quaternionf(); // identity
translations[0][i] = new Vector3f();
}
return new GltfData.AnimationClip(timestamps, rotations, translations, n);
}
@Nested
@DisplayName("computeEndTick — timestamp → tick conversion")
class ComputeEndTickTests {
@Test
@DisplayName("null clip returns 1 (minimum valid endTick)")
void nullClipReturnsOne() {
assertEquals(1, GltfPoseConverter.computeEndTick(null));
}
@Test
@DisplayName("zero-frame clip returns 1")
void zeroFrameReturnsOne() {
GltfData.AnimationClip c = new GltfData.AnimationClip(
new float[0],
new Quaternionf[0][],
null,
0
);
assertEquals(1, GltfPoseConverter.computeEndTick(c));
}
@Test
@DisplayName("single-frame clip at t=0 returns 1")
void singleFrameAtZero() {
assertEquals(1, GltfPoseConverter.computeEndTick(clip(0.0f)));
}
@Test
@DisplayName("3 frames at 0/0.5/1.0s returns 20 ticks")
void threeFramesOneSecondSpan() {
// Last timestamp 1.0s → 1.0 * 20 = 20 ticks.
assertEquals(20, GltfPoseConverter.computeEndTick(clip(0f, 0.5f, 1.0f)));
}
@Test
@DisplayName("baseline normalization: timestamps 0.5/1.0/1.5s → endTick 20 (span 1s)")
void baselineNormalizesToSpan() {
// If baseline wasn't subtracted, this would return round(1.5*20)=30.
// With baseline=0.5, endTick = round((1.5-0.5)*20) = 20.
assertEquals(
20,
GltfPoseConverter.computeEndTick(clip(0.5f, 1.0f, 1.5f))
);
}
@Test
@DisplayName("single-frame clip at t=3.0 still returns 1 (baseline collapses to zero)")
void singleFrameAtLargeTime() {
// times[0] = 3.0, baseline = 3.0, (3.0 - 3.0) * 20 = 0, clamped to 1.
assertEquals(1, GltfPoseConverter.computeEndTick(clip(3.0f)));
}
@Test
@DisplayName("long clip: 2.5s span returns 50 ticks")
void longClipTwoAndHalfSeconds() {
GltfData.AnimationClip c = clip(0f, 0.5f, 1.0f, 1.5f, 2.0f, 2.5f);
assertEquals(50, GltfPoseConverter.computeEndTick(c));
}
@Test
@DisplayName("rounding: last timestamp 0.025s (< 0.5 tick) still yields at least 1 tick")
void subTickTimestampClampsToOne() {
// round(0.025 * 20) = round(0.5) = 0 or 1 depending on rounding mode.
// Math.round(float) returns (int)Math.floor(x+0.5) = 1 here.
// But even if it were 0, the Math.max(1, ...) clamp should protect us.
int endTick = GltfPoseConverter.computeEndTick(clip(0f, 0.025f));
assertEquals(
1,
endTick,
"Very short spans must collapse to endTick=1, not 0 (would break PlayerAnimator)"
);
}
@Test
@DisplayName("high-FPS source preserves total span: 60 frames over 2s → 40 ticks")
void highFpsPreservesSpan() {
// 60 evenly-spaced frames from 0.0 to 2.0s.
float[] times = new float[60];
for (int i = 0; i < 60; i++) {
times[i] = i * (2.0f / 59.0f);
}
GltfData.AnimationClip c = clip(times);
assertEquals(
Math.round(2.0f * TICKS_PER_SECOND),
GltfPoseConverter.computeEndTick(c)
);
}
@Test
@DisplayName("timestamps array longer than frameCount: uses min(len-1, frameCount-1)")
void timestampsLongerThanFrameCount() {
// frameCount=3 means only the first 3 timestamps matter even if array is longer.
Quaternionf[][] rotations = new Quaternionf[1][3];
rotations[0][0] = new Quaternionf();
rotations[0][1] = new Quaternionf();
rotations[0][2] = new Quaternionf();
GltfData.AnimationClip c = new GltfData.AnimationClip(
new float[] { 0f, 0.5f, 1.0f, 99.0f, 99.0f }, // 5 timestamps
rotations,
null,
3 // but only 3 active frames
);
// Last valid index = min(5-1, 3-1) = 2 → times[2] = 1.0 → 20 ticks.
assertEquals(20, GltfPoseConverter.computeEndTick(c));
}
}
}