Files
mtgodot-poc/project/gpu_pose_bounds_test.gd
shenleiandClaude Opus 5 1933a5ceda fix(combat): 战斗逐项对齐 40250,修复移动 / 技能释放与武器挂点
- 连击类型由 combo_changed 驱动(SetComboSkillFlag,技能 122 等级)
- 命中判定改为 .msa 刀尖 Z 圆柱 vs .msm 防御球(hit_collision.gd 逐行移植)
- _register_hit 改为 map::insert 语义,修正命中上限
- 攻速同时缩放 GetAttackingElapsedTime 与攻击动作速率;按武器动作模式目录绑定攻击段
- 去掉本地连击超时,motion_bound 清命中表 / 连击段号
- __ProcessDataAttackSuccess:InsertDelay 硬直、physics_push.gd 击退 + GetBlendingPosition 同步、
  命中特效、__HitGood / __HitGreate / __HitStone 受击动作链与抖动(ui/hit_reaction.gd)
- ClassicSession::send_use_skill 不再夹带 CG_FLY_TARGETING
- mac 前进 / 后退方向与技能释放修复;武器按职业骨骼挂到手上
- 新增 hit_collision / physics_push / hit_view / net_world_push / weapon_attach 测试;
  gpu_pose_bounds / race_motion_assembly 适配 damage 随机变体
- 文档:CLIENT-GAP.md、CLIENT-GAP-FIX.md §3.5 / §3.7 与 C.5 增量 130

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01Ft3kXpNdLbKEfg5uDLfqVF
2026-09-12 13:15:28 +09:00

50 lines
1.9 KiB
GDScript

extends SceneTree
const PlayerView = preload("res://ui/player_view.gd")
var failures := 0
func _initialize() -> void:
call_deferred("run")
func run() -> void:
for race in 8:
var views: Array = []
for mode in ["0", "1"]:
OS.set_environment("MTGODOT_GPUSKIN", mode)
var pv := PlayerView.new()
root.add_child(pv)
if not pv.build(AssetRoot.path(), race):
printerr("FAIL: build race ", race)
quit(1)
return
pv.model.set("lod_enabled", false)
pv.anim.set_process(false)
pv.anim.set("blend_time", 0.0)
views.append(pv)
for motion in ["wait", "walk", "run", "attack", "damage", "dead"]:
for i in 2:
OS.set_environment("MTGODOT_GPUSKIN", str(i))
# damage has weighted variants (damage / damage_1, CRaceData::GetMotionKey);
# the same seed makes the CPU and GPU views pick the same clip.
seed(race)
views[i].set_anim_state(motion)
views[i].anim.set("loop", false)
for fraction in [0.0, 0.25, 0.5, 0.75, 1.0]:
for i in 2:
OS.set_environment("MTGODOT_GPUSKIN", str(i))
views[i].anim.set("time", float(views[i].anim.call("get_duration")) * fraction)
var cpu: MeshInstance3D = views[0].model.get_node("MeshInstance3D")
var gpu: MeshInstance3D = views[1].model.get_node("MeshInstance3D")
# Read the actual culling box without invoking get_visual_aabb(),
# which refreshes it on demand and would hide the stale-box bug.
var expected: AABB = cpu.get_aabb()
var actual: AABB = gpu.custom_aabb
if not actual.position.is_finite() or not actual.size.is_finite() or not actual.grow(0.02).encloses(expected):
failures += 1
printerr("FAIL: GPU culling excludes CPU pose: race=%d motion=%s time=%s" % [race, motion, fraction])
for pv in views:
pv.queue_free()
await process_frame
print("gpu_pose_bounds_test: failures=", failures, " (8 races x 6 motions x 5 samples)")
quit(0 if failures == 0 else 1)