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benilla-octo/crates/benilla-formats/tests/m2_portrait_camera.rs
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SamandClaude Fable 5 6b980b9efb the player build: one binary that carries its content
- a player build ships beside the dev one — dev chords and probe surfaces go dark, and a gate enforces what a player can still reach, by medium not by module
- the binary carries its own shaders and its shipped UI, finds the WoW folder by itself, and keeps its local state in one benilla-config folder
- the glue screens get a capture shutter, and the engine stops depending on the protocol crate

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-11 18:18:02 +07:00

146 lines
5.7 KiB
Rust

//! M2 portrait-camera parse — byte-level check against real character/creature models. Pins the
//! vanilla camera record stride (`0x7c`) + the `cameraLookup[0]` selection (wow-re
//! `system/ui/scratch/portrait-render.md` §4: the unit-frame portrait renders through exactly this
//! authored camera). Skips when the client isn't present.
use benilla_formats::{parse_m2_portrait_camera, Chain};
#[test]
fn character_and_creature_portrait_cameras_parse_sane() {
let data = benilla_formats::wow_data_or_skip!();
let reader = Chain::open(&data).expect("open vanilla patch chain");
for path in [
"Character\\Human\\Male\\HumanMale.m2",
"Creature\\Wolf\\Wolf.m2",
"Creature\\Rabbit\\Rabbit.m2",
] {
let bytes = reader.read(path).expect("read model");
let cam = parse_m2_portrait_camera(&bytes)
.unwrap_or_else(|| panic!("{path}: no portrait camera"));
eprintln!("{path}: {cam:?}");
// Structural sanity that a garbled stride/offset could not land on: a usable perspective
// (fov in a plausible authored range, near < far), the camera off the target, and the rig
// in front of the model (WoW models author facing +X; a portrait camera sits +X of its
// subject looking back).
assert!(
cam.fov > 0.1 && cam.fov < 1.6,
"{path}: fov {} outside plausible authored range",
cam.fov
);
assert!(
cam.near_clip > 0.0 && cam.near_clip < cam.far_clip,
"{path}: bad clip planes {} .. {}",
cam.near_clip,
cam.far_clip
);
let dx = cam.position[0] - cam.target[0];
assert!(
dx > 0.1,
"{path}: camera not in front of the model (Δx {dx})"
);
}
// Numeric regression pin — HumanMale's authored rig (fov exactly π/4; eye head-height, in
// front and off to the model's right — why the ref portrait faces viewer-left; target on the
// head center). A wrong stride or a swapped base/track offset cannot land on all nine.
let bytes = reader
.read("Character\\Human\\Male\\HumanMale.m2")
.expect("read HumanMale.m2");
let cam = parse_m2_portrait_camera(&bytes).expect("HumanMale portrait camera");
let close = |a: f32, b: f32| (a - b).abs() < 1e-3;
assert!(
close(cam.fov, std::f32::consts::FRAC_PI_4),
"fov {}",
cam.fov
);
for (got, want) in cam
.position
.iter()
.zip([0.6335, -0.3879, 1.8867])
.chain(cam.target.iter().zip([0.0627, 0.0343, 1.8636]))
{
assert!(close(*got, want), "eye/target drifted: {got} vs {want}");
}
assert!(close(cam.roll, 0.0), "roll {}", cam.roll);
}
#[test]
fn too_short_yields_no_camera() {
// No MD20 camera array header → None, no panic.
assert!(parse_m2_portrait_camera(&[0u8; 16]).is_none());
}
/// **The model-frame pane camera** — raw `cameras[1]`, the rig a 1.12 `<PlayerModel>` widget renders
/// through (wow-re `system/ui/scratch/modelframe-camera-law.md`: `0x505b30` → the chooser `0x505890`
/// takes a literal index 1, NOT `cameraLookup`; decision 1089).
///
/// Byte-level regression pin against the numbers the RE reports, read here independently through our
/// own parser — the two agreeing is the cross-check. The universal clips (`near = 8/36`,
/// `far = 1000/36`) come along because a wrong stride would land on neither.
#[test]
fn pane_cameras_match_the_authored_records() {
let data = benilla_formats::wow_data_or_skip!();
let reader = Chain::open(&data).expect("open vanilla patch chain");
let close = |a: f32, b: f32| (a - b).abs() < 1e-3;
for (path, eye, target, fov) in [
(
"Character\\Human\\Male\\HumanMale.m2",
[3.6585_f32, 0.0338, 0.9227],
[-0.3644_f32, 0.0291, 0.9873],
0.97991_f32,
),
(
"Character\\Tauren\\Male\\TaurenMale.m2",
[4.4317, -0.0213, 1.0861],
[0.2520, -0.0210, 1.0086],
0.87991,
),
(
"Creature\\Boar\\Boar.m2",
[4.8611, 0.0, 1.8056],
[-0.1389, 0.0, 0.9722],
0.76101,
),
] {
let bytes = reader.read(path).expect("read model");
let cam = benilla_formats::parse_m2_camera(&bytes, 1)
.unwrap_or_else(|| panic!("{path}: no cameras[1]"));
eprintln!("{path}: {cam:?}");
assert!(close(cam.fov, fov), "{path}: fov {} vs {fov}", cam.fov);
assert!(
close(cam.near_clip, 8.0 / 36.0),
"{path}: near {}",
cam.near_clip
);
assert!(
close(cam.far_clip, 1000.0 / 36.0),
"{path}: far {}",
cam.far_clip
);
for (got, want) in cam
.position
.iter()
.zip(eye)
.chain(cam.target.iter().zip(target))
{
assert!(close(*got, want), "{path}: eye/target {got} vs {want}");
}
assert!(close(cam.roll, 0.0), "{path}: roll {}", cam.roll);
}
// The standoff is AUTHORED per model, which is the whole point: nothing normalizes a pane, so a
// gnome's camera sits ~2.2yd out and a boar's ~4.9. If these ever converged, some engine-side
// fit would have crept back in.
let x = |path: &str| {
let bytes = reader.read(path).expect("read model");
benilla_formats::parse_m2_camera(&bytes, 1)
.unwrap_or_else(|| panic!("{path}: no cameras[1]"))
.position[0]
};
let gnome = x("Character\\Gnome\\Female\\GnomeFemale.m2");
let tauren = x("Character\\Tauren\\Male\\TaurenMale.m2");
assert!(
gnome < 2.5 && tauren > 4.0,
"authored standoffs collapsed: gnome {gnome}, tauren {tauren}"
);
}