godot/tests/scene/test_animation.h

315 lines
16 KiB
C++

/*************************************************************************/
/* 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> 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> 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> 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> 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> 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> 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> 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