Files
TiedUp-/src/test/java/com/tiedup/remake/v2/furniture/FurnitureSeatGeometryTest.java
NotEvil 355e2936c9 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.
2026-04-18 17:34:03 +02:00

96 lines
3.2 KiB
Java

package com.tiedup.remake.v2.furniture;
import static org.junit.jupiter.api.Assertions.assertEquals;
import net.minecraft.world.phys.Vec3;
import org.junit.jupiter.api.DisplayName;
import org.junit.jupiter.api.Nested;
import org.junit.jupiter.api.Test;
/**
* Tests for the server-side fallback seat-geometry math extracted from the
* three inlined {@code EntityFurniture} call sites.
*
* <p>The formulas themselves are trivial; these tests are a regression guard
* against someone "cleaning up" the right-axis expression and inverting a
* sign, or changing the seat-spacing convention (which is observable in
* gameplay — passengers shift left/right on asymmetric furniture).</p>
*/
class FurnitureSeatGeometryTest {
private static final double EPS = 1e-9;
@Nested
@DisplayName("rightAxis — entity-local right in world XZ")
class RightAxis {
@Test
@DisplayName("yaw=0 → right axis points to world -X (MC south-facing convention)")
void yawZero() {
Vec3 r = FurnitureSeatGeometry.rightAxis(0f);
assertEquals(-1.0, r.x, EPS);
assertEquals(0.0, r.y, EPS);
assertEquals(0.0, r.z, EPS);
}
@Test
@DisplayName("yaw=180 → right axis flips to +X")
void yaw180() {
Vec3 r = FurnitureSeatGeometry.rightAxis(180f);
assertEquals(1.0, r.x, EPS);
assertEquals(0.0, r.z, EPS);
}
@Test
@DisplayName("yaw=90 → right axis points to world -Z")
void yaw90() {
Vec3 r = FurnitureSeatGeometry.rightAxis(90f);
assertEquals(0.0, r.x, EPS);
assertEquals(-1.0, r.z, EPS);
}
@Test
@DisplayName("Y is always 0 (right axis is horizontal)")
void yIsAlwaysZero() {
for (float yaw = -360f; yaw <= 360f; yaw += 37f) {
assertEquals(0.0, FurnitureSeatGeometry.rightAxis(yaw).y, EPS);
}
}
}
@Nested
@DisplayName("seatOffset — even spacing around centre")
class SeatOffset {
@Test
@DisplayName("1 seat → always 0 (centered)")
void singleSeat() {
assertEquals(0.0, FurnitureSeatGeometry.seatOffset(0, 1), EPS);
}
@Test
@DisplayName("2 seats → -0.5, 0.5")
void twoSeats() {
assertEquals(-0.5, FurnitureSeatGeometry.seatOffset(0, 2), EPS);
assertEquals(0.5, FurnitureSeatGeometry.seatOffset(1, 2), EPS);
}
@Test
@DisplayName("3 seats → -1, 0, 1")
void threeSeats() {
assertEquals(-1.0, FurnitureSeatGeometry.seatOffset(0, 3), EPS);
assertEquals(0.0, FurnitureSeatGeometry.seatOffset(1, 3), EPS);
assertEquals(1.0, FurnitureSeatGeometry.seatOffset(2, 3), EPS);
}
@Test
@DisplayName("4 seats → -1.5, -0.5, 0.5, 1.5")
void fourSeats() {
assertEquals(-1.5, FurnitureSeatGeometry.seatOffset(0, 4), EPS);
assertEquals(-0.5, FurnitureSeatGeometry.seatOffset(1, 4), EPS);
assertEquals(0.5, FurnitureSeatGeometry.seatOffset(2, 4), EPS);
assertEquals(1.5, FurnitureSeatGeometry.seatOffset(3, 4), EPS);
}
}
}