453 lines
20 KiB
Markdown
453 lines
20 KiB
Markdown
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# Design Document: Animation Playback
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## Overview
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This slice adds animation playback for imported GLB/GLTF model assets. The feature is deliberately narrow: detect available clips from existing metadata, add optional per-instance configuration fields, wire `playAnimation` and `stopAnimation` into the existing Trigger → Action → Target interaction system, drive playback in the runtime via three.js `AnimationMixer`, and persist everything through a schema version bump with migration.
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No timeline editor, no blend trees, no cross-fade authoring. The goal is a minimal, explicit, correct first pass that fits cleanly into the existing architecture.
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## Architecture
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The change touches five layers, each with a clear responsibility:
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```
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Document layer ModelInstance gains animationClipName + animationAutoplay
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InteractionAction gains PlayAnimationAction + StopAnimationAction
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Interaction layer interaction-links.ts gains two new factory functions and updated clone/equality
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Runtime build layer RuntimeModelInstance gains animationClipName + animationAutoplay
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buildRuntimeSceneFromDocument propagates the new fields
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Runtime host layer RuntimeHost gains AnimationMixer map, per-frame update, play/stop dispatch
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Serialization layer migrateSceneDocument bumps version to 12, reads new fields, migrates v11
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```
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The editor viewport does **not** play animations — only the runner does. The editor shows the model in its bind pose, consistent with the existing approach of keeping the viewport simple.
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## Components and Interfaces
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### 1. `ModelInstance` (src/assets/model-instances.ts)
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Add two optional fields:
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```typescript
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export interface ModelInstance {
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id: string;
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kind: "modelInstance";
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assetId: string;
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name?: string;
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position: Vec3;
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rotationDegrees: Vec3;
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scale: Vec3;
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animationClipName?: string; // NEW: name of the default clip to play
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animationAutoplay?: boolean; // NEW: whether to start playing on scene load
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}
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```
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Update `createModelInstance`, `cloneModelInstance`, and `areModelInstancesEqual` to handle the new fields. The factory accepts them as optional overrides; `cloneModelInstance` copies them; `areModelInstancesEqual` includes them in the comparison.
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### 2. `InteractionAction` (src/interactions/interaction-links.ts)
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Add two new action types to the discriminated union:
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```typescript
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export interface PlayAnimationAction {
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type: "playAnimation";
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targetModelInstanceId: string;
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clipName: string;
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}
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export interface StopAnimationAction {
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type: "stopAnimation";
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targetModelInstanceId: string;
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}
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export type InteractionAction =
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| TeleportPlayerAction
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| ToggleVisibilityAction
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| PlayAnimationAction
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| StopAnimationAction;
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```
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Add factory functions:
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```typescript
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export function createPlayAnimationInteractionLink(options: {
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id?: string;
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sourceEntityId: string;
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trigger?: InteractionTriggerKind;
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targetModelInstanceId: string;
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clipName: string;
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}): InteractionLink
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export function createStopAnimationInteractionLink(options: {
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id?: string;
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sourceEntityId: string;
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trigger?: InteractionTriggerKind;
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targetModelInstanceId: string;
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}): InteractionLink
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```
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Update `cloneAction`, `areInteractionLinksEqual`, and `cloneInteractionLink` to handle the new action types.
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### 3. `RuntimeModelInstance` (src/runtime-three/runtime-scene-build.ts)
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Add the animation fields to the runtime data type:
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```typescript
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export interface RuntimeModelInstance {
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instanceId: string;
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assetId: string;
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name?: string;
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position: Vec3;
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rotationDegrees: Vec3;
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scale: Vec3;
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animationClipName?: string; // NEW
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animationAutoplay?: boolean; // NEW
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}
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```
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Update `buildRuntimeModelInstance` to propagate the new fields from the document model instance.
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### 4. `RuntimeInteractionDispatcher` (src/runtime-three/runtime-interaction-system.ts)
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Extend the dispatcher interface:
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```typescript
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export interface RuntimeInteractionDispatcher {
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teleportPlayer(target: RuntimeTeleportTarget, link: InteractionLink): void;
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toggleBrushVisibility(brushId: string, visible: boolean | undefined, link: InteractionLink): void;
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playAnimation(instanceId: string, clipName: string, link: InteractionLink): void; // NEW
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stopAnimation(instanceId: string, link: InteractionLink): void; // NEW
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}
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```
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Update `RuntimeInteractionSystem.dispatchLinks` to handle the two new action types by calling the dispatcher methods.
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### 5. `RuntimeHost` (src/runtime-three/runtime-host.ts)
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This is where the three.js `AnimationMixer` lifecycle lives.
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**New private state:**
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```typescript
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private readonly animationMixers = new Map<string, AnimationMixer>();
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// instanceId -> { mixer, clips[] } for looking up clips by name at dispatch time
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private readonly instanceAnimationClips = new Map<string, AnimationClip[]>();
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```
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**`rebuildModelInstances` changes:**
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After creating the render group for each model instance, check whether the loaded GLTF asset has animations. If it does, create an `AnimationMixer` targeting the render group and store it. If `animationAutoplay` is `true` and `animationClipName` is set, find the clip by name and call `mixer.clipAction(clip).play()`.
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```typescript
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// Pseudocode for the new section inside rebuildModelInstances:
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const gltf = this.loadedGltfAssets[modelInstance.assetId]; // see note below
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if (gltf && gltf.animations.length > 0) {
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const mixer = new AnimationMixer(renderGroup);
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this.animationMixers.set(modelInstance.instanceId, mixer);
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this.instanceAnimationClips.set(modelInstance.instanceId, gltf.animations);
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if (modelInstance.animationAutoplay && modelInstance.animationClipName) {
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const clip = AnimationClip.findByName(gltf.animations, modelInstance.animationClipName);
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if (clip) {
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mixer.clipAction(clip).play();
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}
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}
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}
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```
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**Note on animation clip access:** The `LoadedModelAsset` currently stores only the `template: Group` (the cloned scene). The raw `AnimationClip[]` array from the GLTF parse result is not currently retained. We need to store the clips alongside the template. The `LoadedModelAsset` interface gains an `animations: AnimationClip[]` field:
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```typescript
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export interface LoadedModelAsset {
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assetId: string;
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storageKey: string;
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metadata: ModelAssetMetadata;
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template: Group;
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animations: AnimationClip[]; // NEW: raw clips from the GLTF parse result
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}
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```
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`createLoadedModelAsset` and `extractModelAssetMetadata` callers in `gltf-model-import.ts` are updated to populate this field from `gltf.animations`.
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**`clearModelInstances` changes:**
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Stop and dispose all mixers before clearing the render objects:
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```typescript
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for (const mixer of this.animationMixers.values()) {
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mixer.stopAllAction();
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}
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this.animationMixers.clear();
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this.instanceAnimationClips.clear();
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```
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**`render` loop changes:**
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After `this.activeController?.update(dt)`, tick all active mixers:
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```typescript
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for (const mixer of this.animationMixers.values()) {
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mixer.update(dt);
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}
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```
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**New private methods:**
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```typescript
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private applyPlayAnimationAction(instanceId: string, clipName: string): void {
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const mixer = this.animationMixers.get(instanceId);
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const clips = this.instanceAnimationClips.get(instanceId);
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if (!mixer || !clips) {
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console.warn(`playAnimation: no mixer for instance ${instanceId}`);
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return;
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}
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const clip = AnimationClip.findByName(clips, clipName);
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if (!clip) {
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console.warn(`playAnimation: clip "${clipName}" not found on instance ${instanceId}`);
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return;
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}
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mixer.stopAllAction();
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mixer.clipAction(clip).play();
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}
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private applyStopAnimationAction(instanceId: string): void {
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const mixer = this.animationMixers.get(instanceId);
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if (!mixer) {
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console.warn(`stopAnimation: no mixer for instance ${instanceId}`);
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return;
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}
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mixer.stopAllAction();
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}
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```
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**`createInteractionDispatcher` changes:**
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Add the two new methods to the returned dispatcher object.
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### 6. `migrateSceneDocument` (src/document/migrate-scene-document.ts)
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- Bump `SCENE_DOCUMENT_VERSION` to `12` in `scene-document.ts`.
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- Add a `ANIMATION_PLAYBACK_SCENE_DOCUMENT_VERSION = 12` constant.
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- In `readModelInstance`, read `animationClipName` and `animationAutoplay` as optional fields:
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- `animationClipName`: `expectOptionalString` then normalize (trim, empty → undefined)
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- `animationAutoplay`: optional boolean, default `undefined`
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- In `readInteractionAction`, add cases for `"playAnimation"` and `"stopAnimation"`.
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- Add a migration branch for `source.version === LOCAL_LIGHTS_AND_SKYBOX_SCENE_DOCUMENT_VERSION` (v11) that reads the existing fields and produces a v12 document with `animationClipName: undefined` and `animationAutoplay: undefined` on all model instances, and no animation interaction links.
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### 7. Inspector UI (src/app/App.tsx)
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In the model instance inspector section (where position/rotation/scale are shown), add an animation sub-section that is conditionally rendered when `selectedModelAssetRecord?.metadata.animationNames.length > 0`:
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```tsx
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{selectedModelAssetRecord && selectedModelAssetRecord.metadata.animationNames.length > 0 && (
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<div className="inspector-section">
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<label>Animation Clip</label>
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<select
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value={selectedModelInstance.animationClipName ?? ""}
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onChange={(e) => {
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const clipName = e.target.value || undefined;
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store.dispatch(createUpsertModelInstanceCommand({
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modelInstance: { ...selectedModelInstance, animationClipName: clipName }
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}));
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}}
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>
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<option value="">— none —</option>
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{selectedModelAssetRecord.metadata.animationNames.map((name) => (
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<option key={name} value={name}>{name}</option>
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))}
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</select>
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<label>
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<input
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type="checkbox"
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checked={selectedModelInstance.animationAutoplay ?? false}
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onChange={(e) => {
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store.dispatch(createUpsertModelInstanceCommand({
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modelInstance: { ...selectedModelInstance, animationAutoplay: e.target.checked }
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}));
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}}
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/>
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Autoplay on scene load
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</label>
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</div>
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)}
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```
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### 8. Interaction Link UI (src/app/App.tsx)
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In the interaction link authoring section, extend the action type `<select>` to include `"playAnimation"` and `"stopAnimation"`. When either is selected, show a model instance picker (using `modelInstanceDisplayList`). For `playAnimation`, also show a clip name input (a `<select>` populated from the chosen model instance's asset's `animationNames`, or a text input if the asset is not loaded).
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The existing `getInteractionActionLabel` helper is extended to return human-readable labels for the new action types.
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## Data Models
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### Document-level changes
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```typescript
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// ModelInstance gains:
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animationClipName?: string;
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animationAutoplay?: boolean;
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// InteractionAction gains two new members:
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| { type: "playAnimation"; targetModelInstanceId: string; clipName: string }
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| { type: "stopAnimation"; targetModelInstanceId: string }
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```
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### Runtime-level changes
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```typescript
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// RuntimeModelInstance gains:
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animationClipName?: string;
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animationAutoplay?: boolean;
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// LoadedModelAsset gains:
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animations: AnimationClip[];
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```
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### Schema version
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`SCENE_DOCUMENT_VERSION` advances from `11` to `12`.
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## Correctness Properties
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*A property is a characteristic or behavior that should hold true across all valid executions of a system — essentially, a formal statement about what the system should do. Properties serve as the bridge between human-readable specifications and machine-verifiable correctness guarantees.*
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### Property 1: Animation names are sorted and deduplicated
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*For any* set of animation clip names extracted from a GLTF file, `collectAnimationNames` should return an array where every name appears exactly once and the array is in lexicographic order.
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**Validates: Requirements 1.3**
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### Property 2: ModelInstance clone round-trip
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*For any* `ModelInstance` (including those with `animationClipName` and `animationAutoplay` set), `cloneModelInstance` should produce a value that is deeply equal to the original as determined by `areModelInstancesEqual`.
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**Validates: Requirements 2.8, 2.9**
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### Property 3: ModelInstance equality distinguishes animation fields
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*For any* two `ModelInstance` values that differ only in `animationClipName` or `animationAutoplay`, `areModelInstancesEqual` should return `false`.
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**Validates: Requirements 2.9**
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### Property 4: Autoplay starts the named clip on scene load
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*For any* runtime scene containing a model instance with `animationAutoplay: true` and a valid `animationClipName`, after `RuntimeHost.loadScene` the `AnimationMixer` for that instance should have an active `AnimationAction` for the named clip.
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**Validates: Requirements 2.5, 5.4**
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### Property 5: playAnimation action starts the named clip
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*For any* model instance present in the runtime scene with a loaded asset containing at least one clip, dispatching a `playAnimation` action with a valid `clipName` should result in the mixer for that instance having an active action for that clip.
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**Validates: Requirements 3.2, 5.5**
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### Property 6: stopAnimation action halts playback
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*For any* model instance that has an active animation, dispatching a `stopAnimation` action should result in the mixer having no active actions.
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**Validates: Requirements 4.2**
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### Property 7: Mixer count matches animated instance count
|
|||
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|
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|
|
*For any* runtime scene with N model instances that have loaded assets with at least one animation clip, after `loadScene` the `RuntimeHost` should have exactly N active `AnimationMixer` instances.
|
|||
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|
|||
|
|
**Validates: Requirements 5.1**
|
|||
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|
|||
|
|
### Property 8: Mixer cleanup on scene reload
|
|||
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|
|||
|
|
*For any* sequence of `loadScene` calls, after each call the set of active mixers should correspond exactly to the model instances in the most recently loaded scene (no stale mixers from previous scenes).
|
|||
|
|
|
|||
|
|
**Validates: Requirements 5.3**
|
|||
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|
|||
|
|
### Property 9: playAnimation factory validates non-empty fields
|
|||
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|
|||
|
|
*For any* call to `createPlayAnimationInteractionLink` where `sourceEntityId`, `targetModelInstanceId`, or `clipName` is an empty string, the function should throw an error.
|
|||
|
|
|
|||
|
|
**Validates: Requirements 3.5**
|
|||
|
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|
|||
|
|
### Property 10: stopAnimation factory validates non-empty fields
|
|||
|
|
|
|||
|
|
*For any* call to `createStopAnimationInteractionLink` where `sourceEntityId` or `targetModelInstanceId` is an empty string, the function should throw an error.
|
|||
|
|
|
|||
|
|
**Validates: Requirements 4.5**
|
|||
|
|
|
|||
|
|
### Property 11: v11 → v12 migration preserves all existing data
|
|||
|
|
|
|||
|
|
*For any* valid v11 document, migrating to v12 should produce a document where all brushes, model instances (with `animationClipName: undefined`, `animationAutoplay: undefined`), entities, and interaction links are identical to the source, and the version is 12.
|
|||
|
|
|
|||
|
|
**Validates: Requirements 8.2**
|
|||
|
|
|
|||
|
|
### Property 12: Serialization round-trip for v12 documents
|
|||
|
|
|
|||
|
|
*For any* valid v12 `SceneDocument` containing animation fields (including `playAnimation` and `stopAnimation` interaction links), `parseSceneDocumentJson(serializeSceneDocument(doc))` should produce a document deeply equal to the original.
|
|||
|
|
|
|||
|
|
**Validates: Requirements 8.3, 8.4, 8.6**
|
|||
|
|
|
|||
|
|
## Error Handling
|
|||
|
|
|
|||
|
|
- **Missing clip name at dispatch**: `applyPlayAnimationAction` logs a `console.warn` and returns without throwing. The scene continues running.
|
|||
|
|
- **Missing model instance at dispatch**: Both `applyPlayAnimationAction` and `applyStopAnimationAction` log a `console.warn` and return.
|
|||
|
|
- **Stop with no active animation**: `mixer.stopAllAction()` is idempotent — calling it when nothing is playing is safe.
|
|||
|
|
- **Migration of unknown action types**: `readInteractionAction` already throws on unknown `type` values. The new cases are added to the switch; unknown types remain an error.
|
|||
|
|
- **Empty `clipName` in persisted document**: `migrateSceneDocument` rejects a v12 document where a `playAnimation` action has an empty `clipName` string (after trimming).
|
|||
|
|
- **Asset not loaded at scene build time**: If `loadedModelAssets` does not contain the asset for a model instance, no mixer is created. The model renders as a placeholder (existing behavior). No animation plays.
|
|||
|
|
|
|||
|
|
## Testing Strategy
|
|||
|
|
|
|||
|
|
### Unit tests (Vitest)
|
|||
|
|
|
|||
|
|
Unit tests cover specific examples, edge cases, and pure-function correctness:
|
|||
|
|
|
|||
|
|
- `collectAnimationNames` with zero clips, one clip, multiple clips with duplicates, clips with blank names
|
|||
|
|
- `createModelInstance` with and without animation fields
|
|||
|
|
- `cloneModelInstance` preserves animation fields
|
|||
|
|
- `areModelInstancesEqual` returns false when animation fields differ
|
|||
|
|
- `createPlayAnimationInteractionLink` throws on empty `sourceEntityId`, `targetModelInstanceId`, or `clipName`
|
|||
|
|
- `createStopAnimationInteractionLink` throws on empty `sourceEntityId` or `targetModelInstanceId`
|
|||
|
|
- `migrateSceneDocument` v11 → v12: model instances get `undefined` animation fields
|
|||
|
|
- `migrateSceneDocument` v12 with `playAnimation` link: reads correctly
|
|||
|
|
- `migrateSceneDocument` v12 with empty `clipName`: throws
|
|||
|
|
- `parseSceneDocumentJson(serializeSceneDocument(doc))` round-trip for a v12 document with animation fields
|
|||
|
|
|
|||
|
|
### Property-based tests (fast-check, Vitest)
|
|||
|
|
|
|||
|
|
Property tests use `fast-check` to generate random inputs and verify universal properties. Each test runs a minimum of 100 iterations.
|
|||
|
|
|
|||
|
|
- **Property 1**: Generate random string arrays → `collectAnimationNames` output is sorted and deduplicated
|
|||
|
|
- `Feature: animation-playback, Property 1: animation names are sorted and deduplicated`
|
|||
|
|
- **Property 2**: Generate random `ModelInstance` values with optional animation fields → `cloneModelInstance` produces an equal value
|
|||
|
|
- `Feature: animation-playback, Property 2: ModelInstance clone round-trip`
|
|||
|
|
- **Property 3**: Generate pairs of `ModelInstance` values differing only in animation fields → `areModelInstancesEqual` returns false
|
|||
|
|
- `Feature: animation-playback, Property 3: ModelInstance equality distinguishes animation fields`
|
|||
|
|
- **Property 9**: Generate empty-string variants of factory arguments → `createPlayAnimationInteractionLink` throws
|
|||
|
|
- `Feature: animation-playback, Property 9: playAnimation factory validates non-empty fields`
|
|||
|
|
- **Property 10**: Generate empty-string variants of factory arguments → `createStopAnimationInteractionLink` throws
|
|||
|
|
- `Feature: animation-playback, Property 10: stopAnimation factory validates non-empty fields`
|
|||
|
|
- **Property 11**: Generate random v11 documents → migration produces valid v12 documents with animation fields defaulted
|
|||
|
|
- `Feature: animation-playback, Property 11: v11 to v12 migration preserves all existing data`
|
|||
|
|
- **Property 12**: Generate random v12 documents with animation fields → round-trip serialization produces equal documents
|
|||
|
|
- `Feature: animation-playback, Property 12: serialization round-trip for v12 documents`
|
|||
|
|
|
|||
|
|
Runtime properties (4–8) require a headless `RuntimeHost` instance (`enableRendering: false`). These are integration-level unit tests rather than pure property tests, but they verify universal behaviors:
|
|||
|
|
|
|||
|
|
- **Property 4**: For any scene with autoplay model instances, after `loadScene` the mixer has an active action
|
|||
|
|
- **Property 5**: For any valid `playAnimation` dispatch, the mixer has an active action for the named clip
|
|||
|
|
- **Property 6**: For any active animation, after `stopAnimation` dispatch the mixer has no active actions
|
|||
|
|
- **Property 7**: Mixer count equals animated instance count after `loadScene`
|
|||
|
|
- **Property 8**: After a second `loadScene`, no stale mixers from the first scene remain
|
|||
|
|
|
|||
|
|
### Manual / e2e verification
|
|||
|
|
|
|||
|
|
Use a small animated GLB fixture (e.g., a box with a simple rotation animation) to verify:
|
|||
|
|
|
|||
|
|
1. Import the fixture — `animationNames` appears in the asset panel
|
|||
|
|
2. Place the model instance — animation section appears in the inspector
|
|||
|
|
3. Select a clip and enable autoplay — entering play mode shows the animation running
|
|||
|
|
4. Wire a trigger volume → `playAnimation` → the model instance — entering the volume starts the animation
|
|||
|
|
5. Wire a second trigger volume → `stopAnimation` → the model instance — entering the second volume stops it
|
|||
|
|
6. Save and reload — animation settings survive the round-trip
|