// test/render/impostor-bounds-models.test.js — GitHub #542 on the three reported models (野鬃 char_496_wildmn, 浊心斯卡蒂 // char_1012_skadi2, 隐现 char_498_inside), read by @pixi-spine/runtime-3.8 and played by its real Spine and AnimationState // inside the real SpineActor (headless, as test/render/eyemask.test.js): every pose a unit of them plays — each clip of // its roles at 30 Hz, measured with Spine's own vertex math (RegionAttachment.computeWorldVertices with the region offsets // pixi-spine never computes, MeshAttachment.computeWorldVertices) — lies inside the impostor box UnitView._impBox builds // from the clip bounds of render/spine.js, except the clips the box leaves to a direct draw (`over`); the old rule (the // pose shown first + a margin) cut 野鬃's idle flag and 浊心斯卡蒂's S3 flight when that pose was the setup pose. The box // leaves the setup pose out: a model built while stunned (no stun clip) shows its clip's first frame instead — 隐现's // Back model, whose setup pose stands 900 units right of its feet. // The skeletons are not in the repository (public/assets: `npm run assets`): without them these tests skip. // Run: node --test test/render/impostor-bounds-models.test.js import { test, describe, before } from 'node:test'; import assert from 'node:assert/strict'; import { existsSync, readFileSync } from 'node:fs'; import path from 'node:path'; import { createRequire } from 'node:module'; import { fileURLToPath } from 'node:url'; const ROOT = path.resolve(path.dirname(fileURLToPath(import.meta.url)), '../..'); const require = createRequire(path.join(ROOT, 'package.json')); const ASSETS = JSON.parse(readFileSync(path.join(ROOT, 'data/assets.json'), 'utf8')); const dirOf = (id, side = 'front') => path.join(ROOT, 'public', 'assets', 'spine', 'op', id, side); const have = (id, side = 'front') => existsSync(path.join(dirOf(id, side), `${id}.skel`)) && existsSync(path.join(dirOf(id, side), `${id}.atlas`)); const MODELS = ['char_496_wildmn', 'char_1012_skadi2', 'char_498_inside']; let spine, units, rt, base, core; before(async () => { class HeadlessCanvas { constructor() { this.width = 16; this.height = 16; } getContext(kind) { return kind === '2d' ? { fillStyle: '', fillRect() {}, clearRect() {}, drawImage() {} } : null; } } globalThis.HTMLCanvasElement ??= HeadlessCanvas; globalThis.document ??= { createElement: () => new HeadlessCanvas() }; rt = require('@pixi-spine/runtime-3.8'); base = require('@pixi-spine/base'); core = require('@pixi/core'); globalThis.PIXI = { spine: { Spine: rt.Spine } }; spine = await import('../../public/js/render/spine.js'); units = await import('../../public/js/render/units.js'); }); const cache = new Map(); function skeletonData(id, side = 'front') { const key = `${id}:${side}`; if (!cache.has(key)) { const dir = dirOf(id, side); const atlas = new base.TextureAtlas(readFileSync(path.join(dir, `${id}.atlas`), 'utf8'), (line, cb) => cb(new core.BaseTexture(null, { width: 1024, height: 1024 }))); cache.set(key, new rt.SkeletonBinary(new rt.AtlasAttachmentLoader(atlas)).readSkeletonData(new Uint8Array(readFileSync(path.join(dir, `${id}.skel`))))); } return cache.get(key); } const measured = new Set(); /** * A real actor of `id` and the impostor box its battle view builds (UnitView._impBox on a stand-in view): the first actor * of a skeleton waits for its clips to be sampled (stepClipBounds, once per frame); later ones share the result. */ function unit(id, side = 'front') { const a = new spine.SpineActor(skeletonData(id, side), ASSETS.chars[id].spine[side]); const view = Object.assign(Object.create(units.UnitView.prototype), { actor: a, lodIdle: false, info: { spine: id, defId: id } }); const t0 = performance.now(); let box = view._impBox(); if (!measured.has(`${id}:${side}`)) assert.equal(box, null, 'measured over the next frames, not at once'); measured.add(`${id}:${side}`); let frames = 0; while (!box) { spine.stepClipBounds(); frames++; box = view._impBox(); } return { a, view, box, frames, ms: performance.now() - t0 }; } const V = new Float32Array(1 << 14); /** The skeleton's drawn geometry now (Spine's own vertex math; slots drawn at alpha 0 skipped), as [x0, y0, x1, y1]. */ function drawn(skel) { const r = [Infinity, Infinity, -Infinity, -Infinity]; for (const slot of skel.drawOrder) { const att = slot.getAttachment(); if (!att || !slot.bone.active || slot.color.a * att.color.a <= 0.004) continue; let n = 0; if (att instanceof rt.RegionAttachment) { if (!att.offsetDone) { att.updateOffset(); att.offsetDone = true; } att.computeWorldVertices(slot.bone, V, 0, 2); n = 8; } else if (att instanceof rt.MeshAttachment) { n = att.worldVerticesLength; att.computeWorldVertices(slot, 0, n, V, 0, 2); } for (let k = 0; k < n; k += 2) { r[0] = Math.min(r[0], V[k]); r[2] = Math.max(r[2], V[k]); r[1] = Math.min(r[1], V[k + 1]); r[3] = Math.max(r[3], V[k + 1]); } } return r; } /** The pose `t` s into `clip`, played by the actor's own Spine (AnimationState, no mix), as drawn([x0, y0, x1, y1]). */ function drawnAt(a, clip, t) { const sp = a.spine; sp.state.clearTracks(); sp.skeleton.setToSetupPose(); const e = sp.state.setAnimation(0, clip, false); e.mixDuration = 0; sp.update(t); return drawn(sp.skeleton); } const rectOf = (b) => [b.x0, b.y0, b.x0 + b.w, b.y0 + b.h]; const past = (r, p) => Math.max(r[0] - p[0], p[2] - r[2], r[1] - p[1], p[3] - r[3]); /** The pre-#542 box: the bounds of the pose shown when the unit became an impostor + its margins. */ function oldBox(p) { const w = p[2] - p[0], h = p[3] - p[1]; const padX = Math.max(60, w * 0.3), padY = Math.max(50, h * 0.22); return [Math.min(p[0] - padX, -140), Math.min(p[1] - padY, -260), Math.max(p[2] + padX, 140), Math.max(p[3] + padY * 0.4, 30)]; } /** What a freshly built model shows before its first update: the setup pose. */ function setupDrawn(a) { const sp = a.spine; sp.state.clearTracks(); sp.skeleton.setToSetupPose(); sp.skeleton.updateWorldTransform(); return drawn(sp.skeleton); } describe('the reported operators: every pose they play fits their impostor box', { skip: !(MODELS.every((id) => have(id)) && have('char_498_inside', 'back')) && 'the operator skeletons are not in public/assets (npm run assets)' }, () => { test('野鬃 idling: the flag at 0.27 s of Idle is in the box — the old box from the setup pose cut it by 103 units', (t) => { const { a, box, frames, ms } = unit('char_496_wildmn'); t.diagnostic(`measured in ${frames} frames (${ms.toFixed(1)} ms with the box)`); const flag = drawnAt(a, 'Idle', 0.273); assert.ok(flag[0] < -420, `the flag reaches x ${flag[0].toFixed(0)}`); assert.ok(past(rectOf(box), flag) <= 0, `inside the box (${past(rectOf(box), flag).toFixed(1)})`); const before = past(oldBox(setupDrawn(a)), flag); assert.ok(before > 80, `the old box cut it by ${before.toFixed(0)} units`); assert.ok(box.over.has('Start'), 'its deploy drop (1700 units tall) is drawn directly instead'); }); test('浊心斯卡蒂 S3 (Skill_3_Begin, the flight): her head at 3.5 s is in the box — the old box cut it', () => { const { a, box } = unit('char_1012_skadi2'); const head = drawnAt(a, 'Skill_3_Begin', 3.527); assert.ok(head[1] < -680, `the hat reaches y ${head[1].toFixed(0)}`); assert.ok(past(rectOf(box), head) <= 0, 'inside the box'); assert.ok(past(oldBox(setupDrawn(a)), head) > 150, 'the old box cut it'); assert.ok(!box.over.has('Skill_3_Begin') && !box.over.has('Skill_3_Loop'), 'her skill plays as an impostor'); }); test('隐现 S2: the pistol with its silencer is in the box (her own box held it before too: the stray pixels came from neighbours)', () => { const { a, box } = unit('char_498_inside'); for (const [clip, at] of [['Skill_2_Begin', 0.658], ['Skill_2_Loop', 0.333], ['Attack_Begin', 0.1]]) { const p = drawnAt(a, clip, at); assert.ok(past(rectOf(box), p) <= 0, `${clip} at ${at} inside the box`); } assert.equal(box.over.size, 0, 'no clip of hers is drawn directly'); }); test('all three: every clip they play, at 30 Hz, inside the box unless left to a direct draw', (t) => { for (const id of MODELS) { const { a, view, box } = unit(id); const r = rectOf(box); let poses = 0, worst = -Infinity, at = ''; for (const name of view._clipNames().keys()) { if (box.over.has(name)) continue; const d = a.dur(name); for (let k = 0; k <= Math.ceil(d * 30); k++) { const time = Math.min(d, k / 30); const e = past(r, drawnAt(a, name, time)); poses++; if (e > worst) { worst = e; at = `${name} ${time.toFixed(2)} s`; } } } t.diagnostic(`${id}: ${poses} poses, closest to the edge ${(-worst).toFixed(1)} units inside (${at}); over: ${[...box.over].join(', ') || '—'}`); assert.ok(worst <= 0, `${id}: ${at} is ${worst.toFixed(1)} units past the box`); } }); test('隐现\'s Back model built while stunned (no stun clip): its Idle\'s first frame, inside the box — not its setup pose', () => { const { box } = unit('char_498_inside', 'back'); const r = rectOf(box); const setup = setupDrawn(unit('char_498_inside', 'back').a); assert.ok(setup[0] > 700, `the setup pose stands right of its feet (x ${setup[0].toFixed(0)}…${setup[2].toFixed(0)})`); assert.ok(past(r, setup) > 500, 'and lies outside the box: no model shows it'); const first = drawnAt(unit('char_498_inside', 'back').a, 'Idle', 0); const { a } = unit('char_498_inside', 'back'); // a model built for a stunned unit, before any update a.setBase('stun'); assert.equal(a.frozen, true, 'no stun clip: frozen'); a.update(1 / 60); const shown = drawn(a.spine.skeleton); for (let i = 0; i < 4; i++) assert.ok(Math.abs(shown[i] - first[i]) < 0.5, `the Idle clip's first frame (${shown.map(Math.round)} vs ${first.map(Math.round)})`); assert.ok(past(r, shown) <= 0, 'inside the box'); a.update(1 / 60); assert.deepEqual(drawn(a.spine.skeleton), shown, 'and held while stunned'); }); });