/*************************************************************************/ /* test_animation.h */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ /* "Software"), to deal in the Software without restriction, including */ /* without limitation the rights to use, copy, modify, merge, publish, */ /* distribute, sublicense, and/or sell copies of the Software, and to */ /* permit persons to whom the Software is furnished to do so, subject to */ /* the following conditions: */ /* */ /* The above copyright notice and this permission notice shall be */ /* included in all copies or substantial portions of the Software. */ /* */ /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/ /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ /*************************************************************************/ #ifndef TEST_ANIMATION_H #define TEST_ANIMATION_H #include "scene/resources/animation.h" #include "tests/test_macros.h" namespace TestAnimation { TEST_CASE("[Animation] Empty animation getters") { const Ref animation = memnew(Animation); CHECK(Math::is_equal_approx(animation->get_length(), real_t(1.0))); CHECK(Math::is_equal_approx(animation->get_step(), real_t(0.1))); } TEST_CASE("[Animation] Create value track") { // This creates an animation that makes the node "Enemy" move to the right by // 100 pixels in 0.5 seconds. Ref animation = memnew(Animation); const int track_index = animation->add_track(Animation::TYPE_VALUE); CHECK(track_index == 0); animation->track_set_path(track_index, NodePath("Enemy:position:x")); animation->track_insert_key(track_index, 0.0, 0); animation->track_insert_key(track_index, 0.5, 100); CHECK(animation->get_track_count() == 1); CHECK(!animation->track_is_compressed(0)); CHECK(int(animation->track_get_key_value(0, 0)) == 0); CHECK(int(animation->track_get_key_value(0, 1)) == 100); CHECK(Math::is_equal_approx(animation->value_track_interpolate(0, -0.2), 0.0)); CHECK(Math::is_equal_approx(animation->value_track_interpolate(0, 0.0), 0.0)); CHECK(Math::is_equal_approx(animation->value_track_interpolate(0, 0.2), 40.0)); CHECK(Math::is_equal_approx(animation->value_track_interpolate(0, 0.4), 80.0)); CHECK(Math::is_equal_approx(animation->value_track_interpolate(0, 0.5), 100.0)); CHECK(Math::is_equal_approx(animation->value_track_interpolate(0, 0.6), 100.0)); CHECK(Math::is_equal_approx(animation->track_get_key_transition(0, 0), real_t(1.0))); CHECK(Math::is_equal_approx(animation->track_get_key_transition(0, 1), real_t(1.0))); ERR_PRINT_OFF; // Nonexistent keys. CHECK(animation->track_get_key_value(0, 2).is_null()); CHECK(animation->track_get_key_value(0, -1).is_null()); CHECK(Math::is_equal_approx(animation->track_get_key_transition(0, 2), real_t(-1.0))); // Nonexistent track (and keys). CHECK(animation->track_get_key_value(1, 0).is_null()); CHECK(animation->track_get_key_value(1, 1).is_null()); CHECK(animation->track_get_key_value(1, 2).is_null()); CHECK(animation->track_get_key_value(1, -1).is_null()); CHECK(Math::is_equal_approx(animation->track_get_key_transition(1, 0), real_t(-1.0))); // This is a value track, so the methods below should return errors. CHECK(animation->position_track_interpolate(0, 0.0, nullptr) == ERR_INVALID_PARAMETER); CHECK(animation->rotation_track_interpolate(0, 0.0, nullptr) == ERR_INVALID_PARAMETER); CHECK(animation->scale_track_interpolate(0, 0.0, nullptr) == ERR_INVALID_PARAMETER); CHECK(Math::is_zero_approx(animation->bezier_track_interpolate(0, 0.0))); CHECK(animation->blend_shape_track_interpolate(0, 0.0, nullptr) == ERR_INVALID_PARAMETER); ERR_PRINT_ON; } TEST_CASE("[Animation] Create 3D position track") { Ref animation = memnew(Animation); const int track_index = animation->add_track(Animation::TYPE_POSITION_3D); animation->track_set_path(track_index, NodePath("Enemy:position")); animation->position_track_insert_key(track_index, 0.0, Vector3(0, 1, 2)); animation->position_track_insert_key(track_index, 0.5, Vector3(3.5, 4, 5)); CHECK(animation->get_track_count() == 1); CHECK(!animation->track_is_compressed(0)); CHECK(Vector3(animation->track_get_key_value(0, 0)).is_equal_approx(Vector3(0, 1, 2))); CHECK(Vector3(animation->track_get_key_value(0, 1)).is_equal_approx(Vector3(3.5, 4, 5))); Vector3 r_interpolation; CHECK(animation->position_track_interpolate(0, -0.2, &r_interpolation) == OK); CHECK(r_interpolation.is_equal_approx(Vector3(0, 1, 2))); CHECK(animation->position_track_interpolate(0, 0.0, &r_interpolation) == OK); CHECK(r_interpolation.is_equal_approx(Vector3(0, 1, 2))); CHECK(animation->position_track_interpolate(0, 0.2, &r_interpolation) == OK); CHECK(r_interpolation.is_equal_approx(Vector3(1.4, 2.2, 3.2))); CHECK(animation->position_track_interpolate(0, 0.4, &r_interpolation) == OK); CHECK(r_interpolation.is_equal_approx(Vector3(2.8, 3.4, 4.4))); CHECK(animation->position_track_interpolate(0, 0.5, &r_interpolation) == OK); CHECK(r_interpolation.is_equal_approx(Vector3(3.5, 4, 5))); CHECK(animation->position_track_interpolate(0, 0.6, &r_interpolation) == OK); CHECK(r_interpolation.is_equal_approx(Vector3(3.5, 4, 5))); // 3D position tracks always use linear interpolation for performance reasons. CHECK(Math::is_equal_approx(animation->track_get_key_transition(0, 0), real_t(1.0))); CHECK(Math::is_equal_approx(animation->track_get_key_transition(0, 1), real_t(1.0))); // This is a 3D position track, so the methods below should return errors. ERR_PRINT_OFF; CHECK(animation->value_track_interpolate(0, 0.0).is_null()); CHECK(animation->rotation_track_interpolate(0, 0.0, nullptr) == ERR_INVALID_PARAMETER); CHECK(animation->scale_track_interpolate(0, 0.0, nullptr) == ERR_INVALID_PARAMETER); CHECK(Math::is_zero_approx(animation->bezier_track_interpolate(0, 0.0))); CHECK(animation->blend_shape_track_interpolate(0, 0.0, nullptr) == ERR_INVALID_PARAMETER); ERR_PRINT_ON; } TEST_CASE("[Animation] Create 3D rotation track") { Ref animation = memnew(Animation); const int track_index = animation->add_track(Animation::TYPE_ROTATION_3D); animation->track_set_path(track_index, NodePath("Enemy:rotation")); animation->rotation_track_insert_key(track_index, 0.0, Quaternion::from_euler(Vector3(0, 1, 2))); animation->rotation_track_insert_key(track_index, 0.5, Quaternion::from_euler(Vector3(3.5, 4, 5))); CHECK(animation->get_track_count() == 1); CHECK(!animation->track_is_compressed(0)); CHECK(Quaternion(animation->track_get_key_value(0, 0)).is_equal_approx(Quaternion::from_euler(Vector3(0, 1, 2)))); CHECK(Quaternion(animation->track_get_key_value(0, 1)).is_equal_approx(Quaternion::from_euler(Vector3(3.5, 4, 5)))); Quaternion r_interpolation; CHECK(animation->rotation_track_interpolate(0, -0.2, &r_interpolation) == OK); CHECK(r_interpolation.is_equal_approx(Quaternion(0.403423, 0.259035, 0.73846, 0.47416))); CHECK(animation->rotation_track_interpolate(0, 0.0, &r_interpolation) == OK); CHECK(r_interpolation.is_equal_approx(Quaternion(0.403423, 0.259035, 0.73846, 0.47416))); CHECK(animation->rotation_track_interpolate(0, 0.2, &r_interpolation) == OK); CHECK(r_interpolation.is_equal_approx(Quaternion(0.336182, 0.30704, 0.751515, 0.477425))); CHECK(animation->rotation_track_interpolate(0, 0.4, &r_interpolation) == OK); CHECK(r_interpolation.is_equal_approx(Quaternion(0.266585, 0.352893, 0.759303, 0.477344))); CHECK(animation->rotation_track_interpolate(0, 0.5, &r_interpolation) == OK); CHECK(r_interpolation.is_equal_approx(Quaternion(0.231055, 0.374912, 0.761204, 0.476048))); CHECK(animation->rotation_track_interpolate(0, 0.6, &r_interpolation) == OK); CHECK(r_interpolation.is_equal_approx(Quaternion(0.231055, 0.374912, 0.761204, 0.476048))); // 3D rotation tracks always use linear interpolation for performance reasons. CHECK(Math::is_equal_approx(animation->track_get_key_transition(0, 0), real_t(1.0))); CHECK(Math::is_equal_approx(animation->track_get_key_transition(0, 1), real_t(1.0))); // This is a 3D rotation track, so the methods below should return errors. ERR_PRINT_OFF; CHECK(animation->value_track_interpolate(0, 0.0).is_null()); CHECK(animation->position_track_interpolate(0, 0.0, nullptr) == ERR_INVALID_PARAMETER); CHECK(animation->scale_track_interpolate(0, 0.0, nullptr) == ERR_INVALID_PARAMETER); CHECK(Math::is_zero_approx(animation->bezier_track_interpolate(0, 0.0))); CHECK(animation->blend_shape_track_interpolate(0, 0.0, nullptr) == ERR_INVALID_PARAMETER); ERR_PRINT_ON; } TEST_CASE("[Animation] Create 3D scale track") { Ref animation = memnew(Animation); const int track_index = animation->add_track(Animation::TYPE_SCALE_3D); animation->track_set_path(track_index, NodePath("Enemy:scale")); animation->scale_track_insert_key(track_index, 0.0, Vector3(0, 1, 2)); animation->scale_track_insert_key(track_index, 0.5, Vector3(3.5, 4, 5)); CHECK(animation->get_track_count() == 1); CHECK(!animation->track_is_compressed(0)); CHECK(Vector3(animation->track_get_key_value(0, 0)).is_equal_approx(Vector3(0, 1, 2))); CHECK(Vector3(animation->track_get_key_value(0, 1)).is_equal_approx(Vector3(3.5, 4, 5))); Vector3 r_interpolation; CHECK(animation->scale_track_interpolate(0, -0.2, &r_interpolation) == OK); CHECK(r_interpolation.is_equal_approx(Vector3(0, 1, 2))); CHECK(animation->scale_track_interpolate(0, 0.0, &r_interpolation) == OK); CHECK(r_interpolation.is_equal_approx(Vector3(0, 1, 2))); CHECK(animation->scale_track_interpolate(0, 0.2, &r_interpolation) == OK); CHECK(r_interpolation.is_equal_approx(Vector3(1.4, 2.2, 3.2))); CHECK(animation->scale_track_interpolate(0, 0.4, &r_interpolation) == OK); CHECK(r_interpolation.is_equal_approx(Vector3(2.8, 3.4, 4.4))); CHECK(animation->scale_track_interpolate(0, 0.5, &r_interpolation) == OK); CHECK(r_interpolation.is_equal_approx(Vector3(3.5, 4, 5))); CHECK(animation->scale_track_interpolate(0, 0.6, &r_interpolation) == OK); CHECK(r_interpolation.is_equal_approx(Vector3(3.5, 4, 5))); // 3D scale tracks always use linear interpolation for performance reasons. CHECK(Math::is_equal_approx(animation->track_get_key_transition(0, 0), real_t(1.0))); CHECK(Math::is_equal_approx(animation->track_get_key_transition(0, 1), real_t(1.0))); // This is a 3D scale track, so the methods below should return errors. ERR_PRINT_OFF; CHECK(animation->value_track_interpolate(0, 0.0).is_null()); CHECK(animation->position_track_interpolate(0, 0.0, nullptr) == ERR_INVALID_PARAMETER); CHECK(animation->rotation_track_interpolate(0, 0.0, nullptr) == ERR_INVALID_PARAMETER); CHECK(Math::is_zero_approx(animation->bezier_track_interpolate(0, 0.0))); CHECK(animation->blend_shape_track_interpolate(0, 0.0, nullptr) == ERR_INVALID_PARAMETER); ERR_PRINT_ON; } TEST_CASE("[Animation] Create blend shape track") { Ref animation = memnew(Animation); const int track_index = animation->add_track(Animation::TYPE_BLEND_SHAPE); animation->track_set_path(track_index, NodePath("Enemy:scale")); // Negative values for blend shapes should work as expected. animation->blend_shape_track_insert_key(track_index, 0.0, -1.0); animation->blend_shape_track_insert_key(track_index, 0.5, 1.0); CHECK(animation->get_track_count() == 1); CHECK(!animation->track_is_compressed(0)); float r_blend = 0.0f; CHECK(animation->blend_shape_track_get_key(0, 0, &r_blend) == OK); CHECK(Math::is_equal_approx(r_blend, -1.0f)); CHECK(animation->blend_shape_track_get_key(0, 1, &r_blend) == OK); CHECK(Math::is_equal_approx(r_blend, 1.0f)); CHECK(animation->blend_shape_track_interpolate(0, -0.2, &r_blend) == OK); CHECK(Math::is_equal_approx(r_blend, -1.0f)); CHECK(animation->blend_shape_track_interpolate(0, 0.0, &r_blend) == OK); CHECK(Math::is_equal_approx(r_blend, -1.0f)); CHECK(animation->blend_shape_track_interpolate(0, 0.2, &r_blend) == OK); CHECK(Math::is_equal_approx(r_blend, -0.2f)); CHECK(animation->blend_shape_track_interpolate(0, 0.4, &r_blend) == OK); CHECK(Math::is_equal_approx(r_blend, 0.6f)); CHECK(animation->blend_shape_track_interpolate(0, 0.5, &r_blend) == OK); CHECK(Math::is_equal_approx(r_blend, 1.0f)); CHECK(animation->blend_shape_track_interpolate(0, 0.6, &r_blend) == OK); CHECK(Math::is_equal_approx(r_blend, 1.0f)); // Blend shape tracks always use linear interpolation for performance reasons. CHECK(Math::is_equal_approx(animation->track_get_key_transition(0, 0), real_t(1.0))); CHECK(Math::is_equal_approx(animation->track_get_key_transition(0, 1), real_t(1.0))); // This is a blend shape track, so the methods below should return errors. ERR_PRINT_OFF; CHECK(animation->value_track_interpolate(0, 0.0).is_null()); CHECK(animation->position_track_interpolate(0, 0.0, nullptr) == ERR_INVALID_PARAMETER); CHECK(animation->rotation_track_interpolate(0, 0.0, nullptr) == ERR_INVALID_PARAMETER); CHECK(animation->scale_track_interpolate(0, 0.0, nullptr) == ERR_INVALID_PARAMETER); CHECK(Math::is_zero_approx(animation->bezier_track_interpolate(0, 0.0))); ERR_PRINT_ON; } TEST_CASE("[Animation] Create Bezier track") { Ref animation = memnew(Animation); const int track_index = animation->add_track(Animation::TYPE_BEZIER); animation->track_set_path(track_index, NodePath("Enemy:scale")); animation->bezier_track_insert_key(track_index, 0.0, -1.0, Vector2(-1, -1), Vector2(1, 1)); animation->bezier_track_insert_key(track_index, 0.5, 1.0, Vector2(0, 1), Vector2(1, 0.5)); CHECK(animation->get_track_count() == 1); CHECK(!animation->track_is_compressed(0)); CHECK(Math::is_equal_approx(animation->bezier_track_get_key_value(0, 0), real_t(-1.0))); CHECK(Math::is_equal_approx(animation->bezier_track_get_key_value(0, 1), real_t(1.0))); CHECK(Math::is_equal_approx(animation->bezier_track_interpolate(0, -0.2), real_t(-1.0))); CHECK(Math::is_equal_approx(animation->bezier_track_interpolate(0, 0.0), real_t(-1.0))); CHECK(Math::is_equal_approx(animation->bezier_track_interpolate(0, 0.2), real_t(-0.76057207584381))); CHECK(Math::is_equal_approx(animation->bezier_track_interpolate(0, 0.4), real_t(-0.39975279569626))); CHECK(Math::is_equal_approx(animation->bezier_track_interpolate(0, 0.5), real_t(1.0))); CHECK(Math::is_equal_approx(animation->bezier_track_interpolate(0, 0.6), real_t(1.0))); // This is a bezier track, so the methods below should return errors. ERR_PRINT_OFF; CHECK(animation->value_track_interpolate(0, 0.0).is_null()); CHECK(animation->position_track_interpolate(0, 0.0, nullptr) == ERR_INVALID_PARAMETER); CHECK(animation->rotation_track_interpolate(0, 0.0, nullptr) == ERR_INVALID_PARAMETER); CHECK(animation->scale_track_interpolate(0, 0.0, nullptr) == ERR_INVALID_PARAMETER); CHECK(animation->blend_shape_track_interpolate(0, 0.0, nullptr) == ERR_INVALID_PARAMETER); ERR_PRINT_ON; } } // namespace TestAnimation #endif // TEST_ANIMATION_H