fix: splitting and normalizing models moves every bone, in file order

Lxfml::NormalizePosition moved only the first bone of each part, so after a
save a flexible part's other bones kept their world positions while the rest
of the model was moved to its own origin. Now every Bone moves by the same
amount, and the box that places the model holds every bone. Split maps every
bone of a part too, so a rigid system holding only a later bone keeps its
brick.

Only bones move, as the live server did: the Rigid transformations are sent
back as the client wrote them, and rotations are not touched.

Also:
- a model with no readable bone is kept as it is at the origin instead of
  getting a center 10000 up
- the math is done in doubles and numbers are written as the shortest text
  that reads back as the same float (-0.4, not -0.400002; 12.1678, not
  12.1677)
- bricks and rigid systems come out in the file's order, so the same model
  always splits into the same bytes
- parts over 5 MB are normalized like any other (the input is capped at
  10 MB), and the loop's safety limit no longer drops every later model

The pivot is still snapped to the 0.8 grid (the bricks don't move in the
world; the model's position stays on the grid), which can put it half a
stud from the middle.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
This commit is contained in:
Aaron Kimbrell
2026-09-28 10:44:30 -05:00
parent 70e0163af4
commit a163264adf
2 changed files with 36 additions and 40 deletions

View File

@@ -127,16 +127,14 @@ Lxfml::Result Lxfml::NormalizePosition(const std::string_view data, const NiPoin
auto* lxfml = doc.FirstChildElement("LXFML");
if (!lxfml) return toReturn;
// Every bone of every part (flexible parts have several), and every rigid of every rigid system: both are
// positioned in the same space, so both move
// Every bone of every part (flexible parts have several). Only bones move, as the live server did: the rigids keep
// the transformations the client sent.
std::vector<tinyxml2::XMLElement*> bones;
if (auto* bricks = lxfml->FirstChildElement("Bricks")) {
for (auto* brick = bricks->FirstChildElement("Brick"); brick; brick = brick->NextSiblingElement("Brick")) {
ForEachGrandchild(brick, "Part", "Bone", [&bones](tinyxml2::XMLElement* bone) { bones.push_back(bone); });
}
}
std::vector<tinyxml2::XMLElement*> rigids;
ForEachGrandchild(lxfml->FirstChildElement("RigidSystems"), "RigidSystem", "Rigid", [&rigids](tinyxml2::XMLElement* rigid) { rigids.push_back(rigid); });
// The new origin: the middle of the bricks' origins, on the floor of the lowest one. x and z are snapped to the
// LEGO grid (0.8) so the model's position stays on it; the bricks don't move in the world either way, only the
@@ -166,17 +164,15 @@ Lxfml::Result Lxfml::NormalizePosition(const std::string_view data, const NiPoin
rootX = GeneralUtils::RountToNearestEven(rootX, 0.8);
rootZ = GeneralUtils::RountToNearestEven(rootZ, 0.8);
// Everything moves by the same amount: onto the new origin, then by the given position
// Every bone moves by the same amount: onto the new origin, then by the given position
const double offsetX = curPosition.x - rootX, offsetY = curPosition.y - rootY, offsetZ = curPosition.z - rootZ;
for (auto* elements : { &bones, &rigids }) {
for (auto* element : *elements) {
auto transformation = ParseTransformation(element->Attribute("transformation"));
if (!transformation) continue;
transformation->x += offsetX;
transformation->y += offsetY;
transformation->z += offsetZ;
element->SetAttribute("transformation", FormatTransformation(*transformation).c_str());
}
for (auto* bone : bones) {
auto transformation = ParseTransformation(bone->Attribute("transformation"));
if (!transformation) continue;
transformation->x += offsetX;
transformation->y += offsetY;
transformation->z += offsetZ;
bone->SetAttribute("transformation", FormatTransformation(*transformation).c_str());
}
tinyxml2::XMLPrinter printer;

View File

@@ -29,7 +29,7 @@ std::string SerializeElement(tinyxml2::XMLElement* elem) {
return std::string(p.CStr());
};
// A rigid system by what it holds (its rigids' refIDs and boneRefs): splitting moves its transformations
// A rigid system by what it holds (its rigids' refIDs and boneRefs)
std::string RigidSystemKey(tinyxml2::XMLElement* rigidSystem) {
std::string key;
for (auto* rigid = rigidSystem->FirstChildElement("Rigid"); rigid; rigid = rigid->NextSiblingElement("Rigid")) {
@@ -424,25 +424,6 @@ TEST(LxfmlTests, DeepCloneDepthProtection) {
}
}
TEST(LxfmlTests, ReadContentsListsBricksAndTheirBox) {
const std::string lxfml = R"(<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
<LXFML versionMajor="5" versionMinor="0">
<Bricks>
<Brick refID="0" designID="3710"><Part refID="0" designID="3710" materials="21"><Bone refID="0" transformation="1,0,0,0,1,0,0,0,1,-1.2,0,0.4"/></Part></Brick>
<Brick refID="1" designID="3001;A"><Part refID="1" designID="3001" materials="1"><Bone refID="1" transformation="1,0,0,0,1,0,0,0,1,0.8,0.96,-0.4"/></Part></Brick>
</Bricks>
</LXFML>)";
const auto contents = Lxfml::ReadContents(lxfml);
EXPECT_EQ(contents.designIds, (std::vector<uint32_t>{ 3710, 3001 }));
EXPECT_EQ(contents.boxMin, NiPoint3(-1.2f, 0.0f, -0.4f));
EXPECT_EQ(contents.boxMax, NiPoint3(0.8f, 0.96f, 0.4f));
const auto nothing = Lxfml::ReadContents("");
EXPECT_TRUE(nothing.designIds.empty());
EXPECT_EQ(nothing.boxMin, NiPoint3Constant::ZERO);
EXPECT_TRUE(Lxfml::ReadContents("<LXFML><Bricks/></LXFML>").designIds.empty());
}
namespace {
const std::string PROBE_HEAD = R"(<?xml version="1.0" encoding="UTF-8" standalone="no" ?><LXFML versionMajor="5" versionMinor="0"><Meta></Meta><Bricks>)";
@@ -482,15 +463,15 @@ namespace {
}
}
TEST(LxfmlTests, SplitMovesRigidsWithTheirBones) {
TEST(LxfmlTests, SplitMovesOnlyTheBones) {
const auto results = Lxfml::Split(TWO_MODELS);
ASSERT_EQ(results.size(), 2);
EXPECT_EQ(results[0].center, NiPoint3(100.8f, 433.92f, -62.4f));
const auto bones = Transformations(results[0].lxfml, "Bone");
EXPECT_EQ(bones.at("0"), "1,0,0,0,1,0,0,0,1,-0.4,0,-0.4");
EXPECT_EQ(bones.at("1"), "1,0,0,0,1,0,0,0,1,-0.4,0.96,-0.4");
// The rigid system sits where its first bone does, as the game writes it
EXPECT_EQ(Transformations(results[0].lxfml, "Rigid").at("0"), bones.at("0"));
// The rigid keeps the transformation the client sent, as the live server left it
EXPECT_EQ(Transformations(results[0].lxfml, "Rigid").at("0"), "1,0,0,0,1,0,0,0,1,100.4,433.92,-62.8");
}
TEST(LxfmlTests, SplitMovesEveryBoneOfAFlexiblePart) {
@@ -503,8 +484,8 @@ TEST(LxfmlTests, SplitMovesEveryBoneOfAFlexiblePart) {
EXPECT_EQ(bones.at("3"), "1,0,0,0,1,0,0,0,1,13.6,0,0.4");
EXPECT_EQ(bones.at("4"), "1,0,0,0,-1,0,0,0,-1,-13.2,0,0.4");
const auto rigids = Transformations(results[1].lxfml, "Rigid");
EXPECT_EQ(rigids.at("1"), bones.at("2"));
EXPECT_EQ(rigids.at("2"), bones.at("4"));
EXPECT_EQ(rigids.at("1"), "1,0,0,0,1,0,0,0,1,1234.4,433.92,-10.8");
EXPECT_EQ(rigids.at("2"), "1,0,0,0,-1,0,0,0,-1,1210,433.92,-10.8");
}
TEST(LxfmlTests, SplitKeepsTheFileOrder) {
@@ -532,5 +513,24 @@ TEST(LxfmlTests, NormalizeAtAPositionKeepsTheBricksInPlace) {
const auto result = Lxfml::NormalizePosition(lxfml, NiPoint3(10.5f, 5.0f, -3.0f));
EXPECT_EQ(result.center, NiPoint3(10.4f, 5.0f, -3.2f));
EXPECT_EQ(Transformations(result.lxfml, "Bone").at("0"), "1,0,0,0,1,0,0,0,1,0.1,0,0.2");
EXPECT_EQ(Transformations(result.lxfml, "Rigid").at("0"), "1,0,0,0,1,0,0,0,1,0.1,0,0.2");
EXPECT_EQ(Transformations(result.lxfml, "Rigid").at("0"), "1,0,0,0,1,0,0,0,1,0,0,0");
}
TEST(LxfmlTests, ReadContentsListsBricksAndTheirBox) {
const std::string lxfml = R"(<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
<LXFML versionMajor="5" versionMinor="0">
<Bricks>
<Brick refID="0" designID="3710"><Part refID="0" designID="3710" materials="21"><Bone refID="0" transformation="1,0,0,0,1,0,0,0,1,-1.2,0,0.4"/></Part></Brick>
<Brick refID="1" designID="3001;A"><Part refID="1" designID="3001" materials="1"><Bone refID="1" transformation="1,0,0,0,1,0,0,0,1,0.8,0.96,-0.4"/></Part></Brick>
</Bricks>
</LXFML>)";
const auto contents = Lxfml::ReadContents(lxfml);
EXPECT_EQ(contents.designIds, (std::vector<uint32_t>{ 3710, 3001 }));
EXPECT_EQ(contents.boxMin, NiPoint3(-1.2f, 0.0f, -0.4f));
EXPECT_EQ(contents.boxMax, NiPoint3(0.8f, 0.96f, 0.4f));
const auto nothing = Lxfml::ReadContents("");
EXPECT_TRUE(nothing.designIds.empty());
EXPECT_EQ(nothing.boxMin, NiPoint3Constant::ZERO);
EXPECT_TRUE(Lxfml::ReadContents("<LXFML><Bricks/></LXFML>").designIds.empty());
}