feat(dashboard): assembled mesh route, icon parameter groups and preset samples, pose math in JS

GET /api/ugc/assembly converts the UGC server's assembled .nif for the 3D
view. The icon parameter list names each parameter's group; the kinds carry a
sample (a model, or the most used combination) to edit a preset on. The icon
preview is viewable as the /ugc page. ugc-pose-math.js mirrors UgcIconPose and
both are checked against one fixture (gtest and node).

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
This commit is contained in:
Aaron Kimbrell
2026-09-27 15:26:21 -05:00
parent a5deacfc54
commit 4f77b239e3
8 changed files with 376 additions and 26 deletions

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@@ -1,5 +1,6 @@
#include "UgcRoutes.h"
#include <algorithm>
#include <memory>
#include <set>
@@ -89,7 +90,8 @@ namespace {
}
// Web thread: a car or rocket's kind, from its first module's build type (ModuleComponent)
std::optional<std::string> ModularKind(const std::string& modules) {
std::optional<std::string> ModularKind(std::string modules) {
std::replace(modules.begin(), modules.end(), '-', '+'); // a combination's key too
const auto lots = UgcModularKey::Lots(modules);
if (lots.empty()) return std::nullopt;
auto query = CDClientDatabase::CreatePreppedStmt("SELECT m.buildType FROM ComponentsRegistry cr JOIN ModuleComponent m ON m.id = cr.component_id "
@@ -100,6 +102,33 @@ namespace {
return UgcIconParams::BuildKind(row.getIntField("buildType", 0));
}
// Web thread: each kind with something to edit its preset on: the newest made player model, the most used combination of each build type
nlohmann::json WithSamples(nlohmann::json kinds) {
std::map<std::string, std::pair<std::string, uint64_t>> best; // kind -> (combination, builds)
std::map<std::string, uint64_t> uses;
for (const auto& [ldf, count] : Database::Get()->GetModularBuildConfigCounts()) uses[UgcModularKey::Normalize(ldf)] += count;
for (const auto& [key, count] : uses) {
if (key.empty()) continue;
std::string modules = key;
std::replace(modules.begin(), modules.end(), '-', '+');
const auto kind = ModularKind(modules);
if (kind && count > best[*kind].second) best[*kind] = { key, count };
}
for (auto& entry : kinds) {
const auto kind = entry.value("kind", std::string());
if (kind == UgcIconParams::ModelKind()) {
const auto models = Database::Get()->GetUgcProcessList(IUgc::eProcessState::DONE, "", 0, 1);
entry["sample"] = models.empty() ? nlohmann::json(nullptr) : nlohmann::json(std::to_string(models.front().id));
} else if (const auto it = best.find(kind); it != best.end()) {
entry["sample"] = it->second.first;
entry["sampleBuilds"] = it->second.second;
} else {
entry["sample"] = nullptr;
}
}
return kinds;
}
// Web thread: the values stored for a target, or null
nlohmann::json StoredValues(const std::string& target) {
const auto stored = Database::Get()->GetUgcIconSettings(target);
@@ -293,15 +322,16 @@ namespace UgcRoutes {
});
Route(eHTTPMethod::GET, "/api/ugc/icon/params", Perm("properties_view"),
"What an icon's framing and light can be set to: {params: [{key, setting, label, unit, min, max, step, default, description}], kinds: [{kind, label}]} "
"(player models, and each car or rocket build type in the client's data)",
"What an icon's framing and light can be set to: {params: [{key, group, setting, label, unit, min, max, step, default, description}], kinds: [{kind, "
"label, buildType, sample}]} (player models, and each car or rocket build type in the client's data; sample: a model id or the most used module "
"combination of that kind, to edit its preset on)",
[](HTTPReply& reply, const HTTPContext&) {
nlohmann::json params = nlohmann::json::array();
for (const auto& param : UgcIconParams::List()) {
params.push_back({ { "key", param.key }, { "setting", param.setting }, { "label", param.label }, { "unit", param.unit }, { "min", param.min },
params.push_back({ { "key", param.key }, { "group", param.group }, { "setting", param.setting }, { "label", param.label }, { "unit", param.unit }, { "min", param.min },
{ "max", param.max }, { "step", param.step }, { "default", param.defaultValue }, { "description", param.description } });
}
JsonSuccess(reply, { { "params", params }, { "kinds", IconKinds() } });
JsonSuccess(reply, { { "params", params }, { "kinds", WithSamples(IconKinds()) } });
});
Route(eHTTPMethod::GET, "/api/ugc/icon/settings", Perm("properties_view"),
@@ -332,7 +362,35 @@ namespace UgcRoutes {
{ "own", target.empty() ? nlohmann::json(nullptr) : StoredValues(target) } });
});
Route(eHTTPMethod::POST, "/api/ugc/icon/preview", Perm("ugc_manage"),
Route(eHTTPMethod::GET, "/api/ugc/assembly", Perm("properties_view"),
"A car or rocket's modules put together as the icon renderer does (turned by its build type's AdditionalModelRotation), converted for the 3D "
"view (NifFile::Encode). Made by the UGC server on a worker and cached per combination. Query: ?modules=4713-4714-4715 (or an ldf_config)",
[](HTTPReply& reply, const HTTPContext& context) {
auto asked = QueryValue(context.queryString, "modules");
std::replace(asked.begin(), asked.end(), '-', '+');
const auto key = UgcModularKey::Normalize(asked);
if (key.empty()) return JsonError(reply, eHTTPStatusCode::BAD_REQUEST, "No modules");
const auto url = InternalUrl() + "/admin/assembly";
Workers::Reply(reply, context, false, [url, key, admin = AdminKey()](HTTPReply& out) {
std::string modules = key;
std::replace(modules.begin(), modules.end(), '-', '+');
const auto fetched = AdminPost(url, admin, nlohmann::json{ { "modules", modules } }.dump());
if (fetched->status == 0) return JsonError(out, eHTTPStatusCode::BAD_GATEWAY, "The UGC server doesn't answer at " + url + " (" + fetched->error + ")");
if (fetched->status != 200) {
const auto error = nlohmann::json::parse(fetched->body, nullptr, false);
return JsonError(out, eHTTPStatusCode::UNPROCESSABLE_ENTITY, error.is_object() ? error.value("error", fetched->body) : fetched->body);
}
std::string error;
const auto model = NifFile::Parse(fetched->body, 0, error);
if (!model) return JsonError(out, eHTTPStatusCode::UNPROCESSABLE_ENTITY, "The .nif can't be read: " + error);
out.status = eHTTPStatusCode::OK;
out.contentType = eContentType::APPLICATION_OCTET_STREAM;
out.message = NifFile::Encode(*model, std::vector<std::string>(model->meshes.size()));
out.headers.push_back("Cache-Control: private, max-age=60");
});
});
Route(eHTTPMethod::POST, "/api/ugc/icon/preview", Perm("properties_view"),
"An icon drawn by the UGC server with the given values, not stored (PNG). Body: {kind: model, id, values} or {kind: modular, modules, values}",
[](HTTPReply& reply, const HTTPContext& context) {
const auto body = ParseBody(context);

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@@ -0,0 +1,168 @@
/**
* The icon pose's math, as the UGC server works it out (dUgcServer/UgcIconPose.cpp), without three.js so node can test
* it (tests/dWebTests/ugc-pose-math.test.mjs checks both against the same fixture). Angles are degrees; matrices are
* column-major arrays of 16, as glm and three.js keep them.
*
* The model is turned first (modelRotation, about its origin), then the camera looks at the centre of its bounds from
* cameraDirection, as far away as makes the bounding sphere fill the field of view, and last the picture is cropped to
* the model's projected bounds: scaled so the larger side fills the icon less the margin, then shifted.
*/
const RAD = Math.PI / 180;
// From the model towards the camera: yaw around +Y from +Z towards +X, pitch up from the ground
export function cameraDirection(yaw, pitch) {
const y = yaw * RAD, p = pitch * RAD;
return [Math.sin(y) * Math.cos(p), Math.sin(p), Math.cos(y) * Math.cos(p)];
}
// The inverse: [yaw, pitch] of a direction
export function directionAngles(d) {
return [Math.atan2(d[0], d[2]) / RAD, Math.atan2(d[1], Math.hypot(d[0], d[2])) / RAD];
}
export function multiply(a, b) {
const out = new Array(16).fill(0);
for (let c = 0; c < 4; c++) for (let r = 0; r < 4; r++) {
let sum = 0;
for (let k = 0; k < 4; k++) sum += a[k * 4 + r] * b[c * 4 + k];
out[c * 4 + r] = sum;
}
return out;
}
function rotation(axis, degrees) {
const c = Math.cos(degrees * RAD), s = Math.sin(degrees * RAD);
if (axis === 'y') return [c, 0, -s, 0, 0, 1, 0, 0, s, 0, c, 0, 0, 0, 0, 1];
if (axis === 'x') return [1, 0, 0, 0, 0, c, s, 0, 0, -s, c, 0, 0, 0, 0, 1];
return [c, s, 0, 0, -s, c, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1];
}
// The model's turn: R = Ry(yaw) * Rx(pitch) * Rz(roll) (three.js's Euler order 'YXZ')
export function modelRotation(yaw, pitch, roll) {
return multiply(multiply(rotation('y', yaw), rotation('x', pitch)), rotation('z', roll));
}
// The inverse: [yaw, pitch, roll]
export function rotationAngles(m) {
const m13 = m[8], m23 = m[9], m33 = m[10], m21 = m[1], m22 = m[5], m11 = m[0], m31 = m[2];
const pitch = Math.asin(Math.max(-1, Math.min(1, -m23)));
if (Math.abs(m23) < 0.9999999) return [Math.atan2(m13, m33) / RAD, pitch / RAD, Math.atan2(m21, m22) / RAD];
return [Math.atan2(-m31, m11) / RAD, pitch / RAD, 0];
}
export function transformPoint(m, p) {
return [m[0] * p[0] + m[4] * p[1] + m[8] * p[2] + m[12], m[1] * p[0] + m[5] * p[1] + m[9] * p[2] + m[13], m[2] * p[0] + m[6] * p[1] + m[10] * p[2] + m[14]];
}
// glm::perspective (right handed, depth -1..1)
export function perspective(fov, aspect, near, far) {
const f = 1 / Math.tan(fov / 2);
return [f / aspect, 0, 0, 0, 0, f, 0, 0, 0, 0, -(far + near) / (far - near), -1, 0, 0, -(2 * far * near) / (far - near), 0];
}
// glm::lookAt (right handed)
export function lookAt(eye, center, up) {
const sub = (a, b) => [a[0] - b[0], a[1] - b[1], a[2] - b[2]];
const norm = (a) => { const l = Math.hypot(a[0], a[1], a[2]) || 1; return [a[0] / l, a[1] / l, a[2] / l]; };
const cross = (a, b) => [a[1] * b[2] - a[2] * b[1], a[2] * b[0] - a[0] * b[2], a[0] * b[1] - a[1] * b[0]];
const dot = (a, b) => a[0] * b[0] + a[1] * b[1] + a[2] * b[2];
const f = norm(sub(center, eye)), s = norm(cross(f, up)), u = cross(s, f);
return [s[0], u[0], -f[0], 0, s[1], u[1], -f[1], 0, s[2], u[2], -f[2], 0, -dot(s, eye), -dot(u, eye), dot(f, eye), 1];
}
function clip(m, p) {
return [m[0] * p[0] + m[4] * p[1] + m[8] * p[2] + m[12], m[1] * p[0] + m[5] * p[1] + m[9] * p[2] + m[13],
m[2] * p[0] + m[6] * p[1] + m[10] * p[2] + m[14], m[3] * p[0] + m[7] * p[1] + m[11] * p[2] + m[15]];
}
/**
* The frame of a model: `positions` a flat array (x, y, z, ...) of its vertices before the turn, `rotation` the turn
* (modelRotation), `camera` {yaw, pitch, fov, margin, offsetX, offsetY}. {ok, center, radius, eye, fov (radians),
* distance, near, far, view, projection, centerX, centerY, scale, offset}
*/
export function computeFrame(positions, rotation, camera) {
const r = rotation;
let minX = Infinity, minY = Infinity, minZ = Infinity, maxX = -Infinity, maxY = -Infinity, maxZ = -Infinity;
const n = positions.length / 3;
const turned = new Float32Array(positions.length);
for (let i = 0; i < n; i++) {
const x = positions[i * 3], y = positions[i * 3 + 1], z = positions[i * 3 + 2];
const tx = r[0] * x + r[4] * y + r[8] * z + r[12], ty = r[1] * x + r[5] * y + r[9] * z + r[13], tz = r[2] * x + r[6] * y + r[10] * z + r[14];
turned[i * 3] = tx; turned[i * 3 + 1] = ty; turned[i * 3 + 2] = tz;
if (tx < minX) minX = tx; if (tx > maxX) maxX = tx;
if (ty < minY) minY = ty; if (ty > maxY) maxY = ty;
if (tz < minZ) minZ = tz; if (tz > maxZ) maxZ = tz;
}
const frame = { ok: false };
if (n === 0) {
frame.center = [0, 0, 0];
frame.radius = 1;
} else {
frame.center = [(minX + maxX) / 2, (minY + maxY) / 2, (minZ + maxZ) / 2];
frame.radius = Math.max(Math.hypot(maxX - minX, maxY - minY, maxZ - minZ) / 2, 0.01);
}
const dir = cameraDirection(camera.yaw, camera.pitch);
frame.fov = Math.max(1, Math.min(120, camera.fov)) * RAD;
frame.distance = frame.radius / Math.sin(frame.fov / 2);
frame.eye = [0, 1, 2].map((k) => frame.center[k] + dir[k] * frame.distance);
frame.near = Math.max(frame.distance - frame.radius * 1.5, frame.distance * 0.01);
frame.far = frame.distance + frame.radius * 1.5;
frame.view = lookAt(frame.eye, frame.center, [0, 1, 0]);
frame.projection = perspective(frame.fov, 1, frame.near, frame.far);
frame.viewProjection = multiply(frame.projection, frame.view);
let pMinX = Infinity, pMinY = Infinity, pMaxX = -Infinity, pMaxY = -Infinity;
const vp = frame.viewProjection;
for (let i = 0; i < n; i++) {
const c = clip(vp, [turned[i * 3], turned[i * 3 + 1], turned[i * 3 + 2]]);
if (c[3] <= 0) continue;
const x = c[0] / c[3], y = c[1] / c[3];
if (x < pMinX) pMinX = x; if (x > pMaxX) pMaxX = x;
if (y < pMinY) pMinY = y; if (y > pMaxY) pMaxY = y;
}
if (pMinX > pMaxX) return frame;
frame.centerX = (pMinX + pMaxX) / 2;
frame.centerY = (pMinY + pMaxY) / 2;
frame.scale = 2 / (Math.max(pMaxX - pMinX, pMaxY - pMinY, 1e-6) * Math.max(camera.margin, 0.1));
frame.offset = [camera.offsetX || 0, camera.offsetY || 0];
frame.ok = true;
return frame;
}
// A (turned) point's place in the icon: [x right, y down] 0..1 across it, and its depth
export function iconPoint(frame, p) {
const c = clip(frame.viewProjection, p);
const w = c[3] > 1e-6 ? c[3] : 1e-6;
return [0.5 + frame.offset[0] + (c[0] / w - frame.centerX) * frame.scale * 0.5, 0.5 - frame.offset[1] - (c[1] / w - frame.centerY) * frame.scale * 0.5, c[2] / w];
}
// The icon's square in the camera's NDC: [minX, minY, maxX, maxY]
export function iconRect(frame) {
const half = 2 / frame.scale;
return [frame.centerX + (-0.5 - frame.offset[0]) * half, frame.centerY + (-0.5 - frame.offset[1]) * half,
frame.centerX + (0.5 - frame.offset[0]) * half, frame.centerY + (0.5 - frame.offset[1]) * half];
}
/**
* The projection that shows the icon's square (grown by `context` around its centre, so what is just outside shows)
* on a view of aspect `aspect` (width over height): the frame's projection with the crop in front, column-major.
* The icon's square is then the centred square of min(width, height) / context pixels.
*/
export function viewProjection(frame, aspect, context) {
const rect = iconRect(frame);
const qx = (rect[0] + rect[2]) / 2, qy = (rect[1] + rect[3]) / 2, half = (rect[2] - rect[0]) / 2 * context;
const hx = aspect >= 1 ? half * aspect : half, hy = aspect >= 1 ? half : half / aspect;
// In NDC x' = (x - qx) / hx; in clip space (homogeneous) x' = (x - qx w) / hx, row by row of the projection
const p = frame.projection;
const out = p.slice();
for (let c = 0; c < 4; c++) {
out[c * 4] = (p[c * 4] - qx * p[c * 4 + 3]) / hx;
out[c * 4 + 1] = (p[c * 4 + 1] - qy * p[c * 4 + 3]) / hy;
}
return out;
}
// Keeps an angle in -180..180
export function wrapDegrees(a) {
return ((((a + 180) % 360) + 360) % 360) - 180;
}

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@@ -15,26 +15,26 @@ namespace UgcIconParams {
// Framing from LU Toolbox's icon renderer (its UGC render add-on's BrickBuild scene); the light matched to the
// brightness of the game's own model icons (res/textures/ui/inventory/models), docs/UgcServer.md
static const std::vector<Param> list = {
{ "yaw", "icon_yaw", "Angle around", "degrees", -180, 180, 1, 53.36f, "The camera's angle around the model, from its front.", [](Options& o, float v) { o.yawDegrees = v; } },
{ "pitch", "icon_pitch", "Angle above", "degrees", -89, 89, 1, 19.54f, "", [](Options& o, float v) { o.pitchDegrees = v; } },
{ "fov", "icon_fov", "Field of view", "degrees", 5, 90, 0.5f, 39.6f, "", [](Options& o, float v) { o.fovDegrees = v; } },
{ "margin", "icon_margin", "Border (zoom)", "", 0.5f, 3, 0.01f, 1.03f, "1 fills the icon, more leaves a border.", [](Options& o, float v) { o.margin = v; } },
{ "offsetX", "icon_offset_x", "Shift right", "", -0.5f, 0.5f, 0.01f, 0.0f, "Share of the icon's width.", [](Options& o, float v) { o.offsetX = v; } },
{ "offsetY", "icon_offset_y", "Shift up", "", -0.5f, 0.5f, 0.01f, 0.0f, "Share of the icon's height.", [](Options& o, float v) { o.offsetY = v; } },
{ "modelYaw", "icon_model_yaw", "Model turned around", "degrees", -180, 180, 1, 0.0f, "The model turned around its up axis before the camera looks at it.", [](Options& o, float v) { o.modelYawDegrees = v; } },
{ "modelPitch", "icon_model_pitch", "Model tipped forward", "degrees", -90, 90, 1, 0.0f, "Turned around its side axis, after the turn around.", [](Options& o, float v) { o.modelPitchDegrees = v; } },
{ "modelRoll", "icon_model_roll", "Model rolled", "degrees", -180, 180, 1, 0.0f, "Turned around its front axis, last.", [](Options& o, float v) { o.modelRollDegrees = v; } },
{ "sunYaw", "icon_sun_yaw", "Sun around", "degrees", -180, 180, 1, 21.0f, "", [](Options& o, float v) { o.sunYawDegrees = v; } },
{ "sunPitch", "icon_sun_pitch", "Sun above", "degrees", -10, 90, 1, 50.3f, "", [](Options& o, float v) { o.sunPitchDegrees = v; } },
{ "sunStrength", "icon_sun_light", "Sun strength", "", 0, 10, 0.05f, 2.0f, "", [](Options& o, float v) { o.sunStrength = v; } },
{ "ambient", "icon_world_light", "World light", "", 0, 2, 0.01f, 1.0f, "What every face gets.", [](Options& o, float v) { o.ambient = v; } },
{ "fill", "icon_fill", "Fill light", "", 0, 5, 0.05f, 0.8f, "A light from the camera.", [](Options& o, float v) { o.fill = v; } },
{ "specular", "icon_specular", "Highlights", "", 0, 2, 0.05f, 0.2f, "The sun's highlight on the plastic.", [](Options& o, float v) { o.specular = v; } },
{ "shininess", "icon_shininess", "Highlight tightness", "", 1, 200, 1, 40.0f, "", [](Options& o, float v) { o.shininess = v; } },
{ "exposure", "icon_exposure", "Exposure", "", 0.1f, 4, 0.05f, 2.6f, "Brightness of everything.", [](Options& o, float v) { o.exposure = v; } },
{ "contrast", "icon_contrast", "Contrast", "", 0.5f, 1.5f, 0.01f, 1.0f, "", [](Options& o, float v) { o.contrast = v; } },
{ "shadows", "icon_shadow_strength", "Shadows", "", 0, 1, 0.05f, 0.4f, "How much the sun's shadows darken.", [](Options& o, float v) { o.shadows = v; } },
{ "aoStrength", "icon_ao_strength", "Ambient occlusion", "", 0, 1, 0.05f, 0.0f,
{ "yaw", "camera", "icon_yaw", "Angle around", "degrees", -180, 180, 1, 53.36f, "The camera's angle around the model, from its front.", [](Options& o, float v) { o.yawDegrees = v; } },
{ "pitch", "camera", "icon_pitch", "Angle above", "degrees", -89, 89, 1, 19.54f, "", [](Options& o, float v) { o.pitchDegrees = v; } },
{ "fov", "camera", "icon_fov", "Field of view", "degrees", 5, 90, 0.5f, 39.6f, "", [](Options& o, float v) { o.fovDegrees = v; } },
{ "margin", "framing", "icon_margin", "Border (zoom)", "", 0.5f, 3, 0.01f, 1.03f, "1 fills the icon, more leaves a border.", [](Options& o, float v) { o.margin = v; } },
{ "offsetX", "framing", "icon_offset_x", "Shift right", "", -0.5f, 0.5f, 0.01f, 0.0f, "Share of the icon's width.", [](Options& o, float v) { o.offsetX = v; } },
{ "offsetY", "framing", "icon_offset_y", "Shift up", "", -0.5f, 0.5f, 0.01f, 0.0f, "Share of the icon's height.", [](Options& o, float v) { o.offsetY = v; } },
{ "modelYaw", "model", "icon_model_yaw", "Model turned around", "degrees", -180, 180, 1, 0.0f, "The model turned around its up axis before the camera looks at it.", [](Options& o, float v) { o.modelYawDegrees = v; } },
{ "modelPitch", "model", "icon_model_pitch", "Model tipped forward", "degrees", -90, 90, 1, 0.0f, "Turned around its side axis, after the turn around.", [](Options& o, float v) { o.modelPitchDegrees = v; } },
{ "modelRoll", "model", "icon_model_roll", "Model rolled", "degrees", -180, 180, 1, 0.0f, "Turned around its front axis, last.", [](Options& o, float v) { o.modelRollDegrees = v; } },
{ "sunYaw", "sun", "icon_sun_yaw", "Sun around", "degrees", -180, 180, 1, 21.0f, "", [](Options& o, float v) { o.sunYawDegrees = v; } },
{ "sunPitch", "sun", "icon_sun_pitch", "Sun above", "degrees", -10, 90, 1, 50.3f, "", [](Options& o, float v) { o.sunPitchDegrees = v; } },
{ "sunStrength", "sun", "icon_sun_light", "Sun strength", "", 0, 10, 0.05f, 2.0f, "", [](Options& o, float v) { o.sunStrength = v; } },
{ "ambient", "light", "icon_world_light", "World light", "", 0, 2, 0.01f, 1.0f, "What every face gets.", [](Options& o, float v) { o.ambient = v; } },
{ "fill", "light", "icon_fill", "Fill light", "", 0, 5, 0.05f, 0.8f, "A light from the camera.", [](Options& o, float v) { o.fill = v; } },
{ "specular", "light", "icon_specular", "Highlights", "", 0, 2, 0.05f, 0.2f, "The sun's highlight on the plastic.", [](Options& o, float v) { o.specular = v; } },
{ "shininess", "light", "icon_shininess", "Highlight tightness", "", 1, 200, 1, 40.0f, "", [](Options& o, float v) { o.shininess = v; } },
{ "exposure", "look", "icon_exposure", "Exposure", "", 0.1f, 4, 0.05f, 2.6f, "Brightness of everything.", [](Options& o, float v) { o.exposure = v; } },
{ "contrast", "look", "icon_contrast", "Contrast", "", 0.5f, 1.5f, 0.01f, 1.0f, "", [](Options& o, float v) { o.contrast = v; } },
{ "shadows", "sun", "icon_shadow_strength", "Shadows", "", 0, 1, 0.05f, 0.4f, "How much the sun's shadows darken.", [](Options& o, float v) { o.shadows = v; } },
{ "aoStrength", "look", "icon_ao_strength", "Ambient occlusion", "", 0, 1, 0.05f, 0.0f,
"Occlusion worked out for the icon. Player models' meshes have theirs baked in already.", [](Options& o, float v) { o.ao.strength = v; o.ao.enabled = v > 0.0f; } },
};
return list;

View File

@@ -20,6 +20,7 @@
namespace UgcIconParams {
struct Param {
std::string key; // in presets and overrides, e.g. "sunStrength"
std::string group; // what it is part of, for the editor: camera, framing, model, sun, light, look
std::string setting; // ugcconfig.ini, e.g. "icon_sun_strength"
std::string label;
std::string unit;

View File

@@ -2,3 +2,11 @@ add_executable(dUgcTests "UgcTests.cpp")
target_include_directories(dUgcTests PRIVATE "${PROJECT_SOURCE_DIR}/dDatabase/GameDatabase/ITables")
target_link_libraries(dUgcTests ${COMMON_LIBRARIES} dUgc GTest::gtest_main)
gtest_discover_tests(dUgcTests)
target_compile_definitions(dUgcTests PRIVATE UGC_POSE_FIXTURE="${CMAKE_CURRENT_SOURCE_DIR}/ugc-pose-fixture.json")
# The dashboard's pose editor math (static/js/ugc-pose-math.js) against the same fixture, when node is there
find_program(NODE_EXECUTABLE node)
if(NODE_EXECUTABLE)
add_test(NAME UgcPoseMathJs COMMAND ${NODE_EXECUTABLE} "${CMAKE_CURRENT_SOURCE_DIR}/ugc-pose-math.test.mjs"
"${PROJECT_SOURCE_DIR}/dDashboardServer/static/js/ugc-pose-math.js" "${CMAKE_CURRENT_SOURCE_DIR}/ugc-pose-fixture.json")
endif()

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@@ -23,6 +23,7 @@
#include "UgcStorage.h"
#include "UgcThrottle.h"
#include "ZCompression.h"
#include "json.hpp"
class Logger;
class dConfig;
@@ -896,3 +897,30 @@ TEST(UgcJobs, AssemblyNifIsTheIconsModel) {
input.modules.clear();
EXPECT_FALSE(UgcJobs::AssemblyNif(input, res, error));
}
TEST(UgcIconPose, MatchesTheEditorsFixture) {
// The same numbers the dashboard's editor math (ugc-pose-math.js) is checked against
std::ifstream file(UGC_POSE_FIXTURE);
const auto fixture = nlohmann::json::parse(file, nullptr, false);
ASSERT_TRUE(fixture.is_object());
std::vector<glm::vec3> positions;
const auto& flat = fixture["positions"];
for (size_t i = 0; i + 2 < flat.size(); i += 3) positions.emplace_back(flat[i].get<float>(), flat[i + 1].get<float>(), flat[i + 2].get<float>());
for (const auto& c : fixture["cases"]) {
const auto& pose = c["pose"];
const auto rotation = UgcIconPose::ModelRotation(pose["modelYaw"].get<float>(), pose["modelPitch"].get<float>(), pose["modelRoll"].get<float>());
std::vector<glm::vec3> turned;
for (const auto& p : positions) turned.emplace_back(rotation * glm::vec4(p, 1.0f));
const auto frame = UgcIconPose::Compute({ &turned }, { pose["yaw"].get<float>(), pose["pitch"].get<float>(), pose["fov"].get<float>(),
pose["margin"].get<float>(), pose["offsetX"].get<float>(), pose["offsetY"].get<float>() });
ASSERT_TRUE(frame.ok);
for (int k = 0; k < 3; k++) EXPECT_NEAR(frame.center[k], c["center"][k].get<float>(), 1e-4f);
for (int k = 0; k < 3; k++) EXPECT_NEAR(frame.eye[k], c["eye"][k].get<float>(), 1e-3f);
EXPECT_NEAR(frame.scale, c["scale"].get<float>(), 1e-4f);
for (size_t v = 0; v < turned.size(); v++) {
const auto point = frame.IconPoint(turned[v]);
EXPECT_NEAR(point.x, c["iconPoints"][v][0].get<float>(), 1e-4f) << v;
EXPECT_NEAR(point.y, c["iconPoints"][v][1].get<float>(), 1e-4f) << v;
}
}
}

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@@ -0,0 +1 @@
{"positions":[-1,0,-2,3,0,-2,-1,2,-2,3,2,-2,-1,0,1,3,0,1,-1,2,1,3,2,1,0.5,3,0],"cases":[{"pose":{"yaw":53.36,"pitch":19.54,"fov":39.6,"margin":1.03,"offsetX":0,"offsetY":0,"modelYaw":0,"modelPitch":0,"modelRoll":0},"center":[1,1.5,-0.5],"radius":2.915476,"eye":[7.508429,4.378698,4.34064],"centerX":0.062911,"centerY":-0.21753,"scale":1.222873,"iconPoints":[[0.46302,0.452537],[0.943913,0.699213],[0.463112,0.161325],[0.985437,0.315884],[0.045143,0.571313],[0.459011,0.93283],[0.014563,0.23488],[0.458734,0.468875],[0.316675,0.06717]]},{"pose":{"yaw":-120,"pitch":45,"fov":20,"margin":1.5,"offsetX":0.1,"offsetY":-0.2,"modelYaw":30,"modelPitch":-20,"modelRoll":75},"center":[-1.056739,0.979874,-0.416113],"radius":3.944206,"eye":[-14.966032,17.040941,-8.446646],"centerX":-0.036116,"centerY":0.012075,"scale":1.06264,"iconPoints":[[0.530059,0.96253],[0.296888,0.697939],[0.731924,1.033333],[0.515782,0.764409],[0.70155,0.660225],[0.50203,0.366667],[0.903112,0.713883],[0.721579,0.4122],[0.893538,0.747872]]},{"pose":{"yaw":170,"pitch":-30,"fov":80,"margin":0.8,"offsetX":-0.3,"offsetY":0.25,"modelYaw":-90,"modelPitch":60,"modelRoll":-150},"center":[1.433013,-0.25,-0.366025],"radius":3.944893,"eye":[2.355942,-3.318582,-5.600219],"centerX":-0.085318,"centerY":0.088845,"scale":2.619823,"iconPoints":[[0.430018,0.134802],[0.157851,-0.375],[0.128677,0.341233],[-0.360557,0.00766],[0.760557,0.605839],[0.745053,0.425891],[0.407899,0.829488],[0.052023,0.875],[0.012929,0.751559]]}]}

View File

@@ -0,0 +1,86 @@
// The dashboard's pose editor math against the fixture the UGC server's (UgcIconPose) is checked against too, so the
// editor's 3D view and the icons agree. Run by ctest: node ugc-pose-math.test.mjs <ugc-pose-math.js> <fixture.json>
import { readFileSync } from 'node:fs';
import { pathToFileURL } from 'node:url';
const [modulePath, fixturePath] = process.argv.slice(2);
const P = await import(pathToFileURL(modulePath).href);
const fixture = JSON.parse(readFileSync(fixturePath, 'utf8'));
let failures = 0;
const near = (a, b, tolerance, what) => {
if (!(Math.abs(a - b) <= tolerance)) {
failures++;
console.error(`${what}: ${a} is not ${b}`);
}
};
// Round trips
for (const yaw of [-170, -53, 0, 21, 90, 179]) for (const pitch of [-80, -10, 0, 19.54, 60]) {
const [y, p] = P.directionAngles(P.cameraDirection(yaw, pitch).map((v) => v * 3));
near(y, yaw, 1e-6, `camera yaw ${yaw}`);
near(p, pitch, 1e-6, `camera pitch ${pitch}`);
}
for (const [yaw, pitch, roll] of [[0, 0, 0], [30, 20, 10], [-120, -45, 170], [90, 89, -90], [179, 0, -179]]) {
const [y, p, r] = P.rotationAngles(P.modelRotation(yaw, pitch, roll));
near(y, yaw, 1e-4, 'model yaw');
near(p, pitch, 1e-4, 'model pitch');
near(r, roll, 1e-4, 'model roll');
}
near(P.wrapDegrees(190), -170, 1e-9, 'wrap');
near(P.wrapDegrees(-181), 179, 1e-9, 'wrap');
// The fixture (the C++ test checks the same numbers)
for (const [i, c] of fixture.cases.entries()) {
const rotation = P.modelRotation(c.pose.modelYaw, c.pose.modelPitch, c.pose.modelRoll);
const frame = P.computeFrame(fixture.positions, rotation, c.pose);
c.center.forEach((v, k) => near(frame.center[k], v, 1e-5, `case ${i} center`));
c.eye.forEach((v, k) => near(frame.eye[k], v, 1e-4, `case ${i} eye`));
near(frame.scale, c.scale, 1e-5, `case ${i} scale`);
c.iconPoints.forEach((point, v) => {
const got = P.iconPoint(frame, P.transformPoint(rotation, fixture.positions.slice(v * 3, v * 3 + 3)));
near(got[0], point[0], 1e-5, `case ${i} vertex ${v} x`);
near(got[1], point[1], 1e-5, `case ${i} vertex ${v} y`);
});
// The editor's view: the icon's square is the centred square of 1 / context of the view
for (const aspect of [1, 1.6, 0.7]) {
const vp = P.multiply(P.viewProjection(frame, aspect, 1.4), frame.view);
const rect = P.iconRect(frame);
// A world point on the icon's top left corner (NDC of the frame's own camera, through its inverse)
const inv = invert(frame.viewProjection);
const h = [0, 1, 2, 3].map((r) => inv[r] * rect[0] + inv[4 + r] * rect[3] + inv[8 + r] * 0.5 + inv[12 + r]);
const corner = [h[0] / h[3], h[1] / h[3], h[2] / h[3]];
const c4 = [0, 1, 2, 3].map((r) => vp[r] * corner[0] + vp[4 + r] * corner[1] + vp[8 + r] * corner[2] + vp[12 + r]);
// Lands on the view's centred square of 1 / 1.4 of its shorter side
near(c4[0] / c4[3], aspect >= 1 ? -1 / (1.4 * aspect) : -1 / 1.4, 1e-4, `case ${i} view corner x (${aspect})`);
near(c4[1] / c4[3], aspect >= 1 ? 1 / 1.4 : aspect / 1.4, 1e-4, `case ${i} view corner y (${aspect})`);
}
}
// A general 4x4 inverse (for the check above), with the perspective divide
function invert(m) {
const inv = new Array(16);
inv[0] = m[5] * m[10] * m[15] - m[5] * m[11] * m[14] - m[9] * m[6] * m[15] + m[9] * m[7] * m[14] + m[13] * m[6] * m[11] - m[13] * m[7] * m[10];
inv[4] = -m[4] * m[10] * m[15] + m[4] * m[11] * m[14] + m[8] * m[6] * m[15] - m[8] * m[7] * m[14] - m[12] * m[6] * m[11] + m[12] * m[7] * m[10];
inv[8] = m[4] * m[9] * m[15] - m[4] * m[11] * m[13] - m[8] * m[5] * m[15] + m[8] * m[7] * m[13] + m[12] * m[5] * m[11] - m[12] * m[7] * m[9];
inv[12] = -m[4] * m[9] * m[14] + m[4] * m[10] * m[13] + m[8] * m[5] * m[14] - m[8] * m[6] * m[13] - m[12] * m[5] * m[10] + m[12] * m[6] * m[9];
inv[1] = -m[1] * m[10] * m[15] + m[1] * m[11] * m[14] + m[9] * m[2] * m[15] - m[9] * m[3] * m[14] - m[13] * m[2] * m[11] + m[13] * m[3] * m[10];
inv[5] = m[0] * m[10] * m[15] - m[0] * m[11] * m[14] - m[8] * m[2] * m[15] + m[8] * m[3] * m[14] + m[12] * m[2] * m[11] - m[12] * m[3] * m[10];
inv[9] = -m[0] * m[9] * m[15] + m[0] * m[11] * m[13] + m[8] * m[1] * m[15] - m[8] * m[3] * m[13] - m[12] * m[1] * m[11] + m[12] * m[3] * m[9];
inv[13] = m[0] * m[9] * m[14] - m[0] * m[10] * m[13] - m[8] * m[1] * m[14] + m[8] * m[2] * m[13] + m[12] * m[1] * m[10] - m[12] * m[2] * m[9];
inv[2] = m[1] * m[6] * m[15] - m[1] * m[7] * m[14] - m[5] * m[2] * m[15] + m[5] * m[3] * m[14] + m[13] * m[2] * m[7] - m[13] * m[3] * m[6];
inv[6] = -m[0] * m[6] * m[15] + m[0] * m[7] * m[14] + m[4] * m[2] * m[15] - m[4] * m[3] * m[14] - m[12] * m[2] * m[7] + m[12] * m[3] * m[6];
inv[10] = m[0] * m[5] * m[15] - m[0] * m[7] * m[13] - m[4] * m[1] * m[15] + m[4] * m[3] * m[13] + m[12] * m[1] * m[7] - m[12] * m[3] * m[5];
inv[14] = -m[0] * m[5] * m[14] + m[0] * m[6] * m[13] + m[4] * m[1] * m[14] - m[4] * m[2] * m[13] - m[12] * m[1] * m[6] + m[12] * m[2] * m[5];
inv[3] = -m[1] * m[6] * m[11] + m[1] * m[7] * m[10] + m[5] * m[2] * m[11] - m[5] * m[3] * m[10] - m[9] * m[2] * m[7] + m[9] * m[3] * m[6];
inv[7] = m[0] * m[6] * m[11] - m[0] * m[7] * m[10] - m[4] * m[2] * m[11] + m[4] * m[3] * m[10] + m[8] * m[2] * m[7] - m[8] * m[3] * m[6];
inv[11] = -m[0] * m[5] * m[11] + m[0] * m[7] * m[9] + m[4] * m[1] * m[11] - m[4] * m[3] * m[9] - m[8] * m[1] * m[7] + m[8] * m[3] * m[5];
inv[15] = m[0] * m[5] * m[10] - m[0] * m[6] * m[9] - m[4] * m[1] * m[10] + m[4] * m[2] * m[9] + m[8] * m[1] * m[6] - m[8] * m[2] * m[5];
const det = m[0] * inv[0] + m[1] * inv[4] + m[2] * inv[8] + m[3] * inv[12];
return inv.map((v) => v / det);
}
if (failures) {
console.error(`${failures} check(s) failed`);
process.exit(1);
}
console.log('ugc-pose-math: all checks passed');