Add a unit test suite for Animation
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tests/scene/test_animation.h
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tests/scene/test_animation.h
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/*************************************************************************/
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/* test_animation.h */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#ifndef TEST_ANIMATION_H
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#define TEST_ANIMATION_H
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#include "scene/resources/animation.h"
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#include "tests/test_macros.h"
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namespace TestAnimation {
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TEST_CASE("[Animation] Empty animation getters") {
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const Ref<Animation> animation = memnew(Animation);
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CHECK(Math::is_equal_approx(animation->get_length(), real_t(1.0)));
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CHECK(Math::is_equal_approx(animation->get_step(), real_t(0.1)));
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}
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TEST_CASE("[Animation] Create value track") {
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// This creates an animation that makes the node "Enemy" move to the right by
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// 100 pixels in 0.5 seconds.
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Ref<Animation> animation = memnew(Animation);
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const int track_index = animation->add_track(Animation::TYPE_VALUE);
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CHECK(track_index == 0);
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animation->track_set_path(track_index, NodePath("Enemy:position:x"));
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animation->track_insert_key(track_index, 0.0, 0);
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animation->track_insert_key(track_index, 0.5, 100);
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CHECK(animation->get_track_count() == 1);
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CHECK(!animation->track_is_compressed(0));
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CHECK(int(animation->track_get_key_value(0, 0)) == 0);
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CHECK(int(animation->track_get_key_value(0, 1)) == 100);
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CHECK(Math::is_equal_approx(animation->value_track_interpolate(0, -0.2), 0.0));
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CHECK(Math::is_equal_approx(animation->value_track_interpolate(0, 0.0), 0.0));
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CHECK(Math::is_equal_approx(animation->value_track_interpolate(0, 0.2), 40.0));
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CHECK(Math::is_equal_approx(animation->value_track_interpolate(0, 0.4), 80.0));
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CHECK(Math::is_equal_approx(animation->value_track_interpolate(0, 0.5), 100.0));
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CHECK(Math::is_equal_approx(animation->value_track_interpolate(0, 0.6), 100.0));
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CHECK(Math::is_equal_approx(animation->track_get_key_transition(0, 0), real_t(1.0)));
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CHECK(Math::is_equal_approx(animation->track_get_key_transition(0, 1), real_t(1.0)));
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ERR_PRINT_OFF;
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// Nonexistent keys.
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CHECK(animation->track_get_key_value(0, 2).is_null());
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CHECK(animation->track_get_key_value(0, -1).is_null());
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CHECK(Math::is_equal_approx(animation->track_get_key_transition(0, 2), real_t(-1.0)));
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// Nonexistent track (and keys).
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CHECK(animation->track_get_key_value(1, 0).is_null());
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CHECK(animation->track_get_key_value(1, 1).is_null());
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CHECK(animation->track_get_key_value(1, 2).is_null());
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CHECK(animation->track_get_key_value(1, -1).is_null());
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CHECK(Math::is_equal_approx(animation->track_get_key_transition(1, 0), real_t(-1.0)));
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// This is a value track, so the methods below should return errors.
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CHECK(animation->position_track_interpolate(0, 0.0, nullptr) == ERR_INVALID_PARAMETER);
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CHECK(animation->rotation_track_interpolate(0, 0.0, nullptr) == ERR_INVALID_PARAMETER);
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CHECK(animation->scale_track_interpolate(0, 0.0, nullptr) == ERR_INVALID_PARAMETER);
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CHECK(Math::is_zero_approx(animation->bezier_track_interpolate(0, 0.0)));
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CHECK(animation->blend_shape_track_interpolate(0, 0.0, nullptr) == ERR_INVALID_PARAMETER);
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ERR_PRINT_ON;
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}
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TEST_CASE("[Animation] Create 3D position track") {
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Ref<Animation> animation = memnew(Animation);
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const int track_index = animation->add_track(Animation::TYPE_POSITION_3D);
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animation->track_set_path(track_index, NodePath("Enemy:position"));
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animation->position_track_insert_key(track_index, 0.0, Vector3(0, 1, 2));
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animation->position_track_insert_key(track_index, 0.5, Vector3(3.5, 4, 5));
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CHECK(animation->get_track_count() == 1);
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CHECK(!animation->track_is_compressed(0));
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CHECK(Vector3(animation->track_get_key_value(0, 0)).is_equal_approx(Vector3(0, 1, 2)));
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CHECK(Vector3(animation->track_get_key_value(0, 1)).is_equal_approx(Vector3(3.5, 4, 5)));
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Vector3 r_interpolation;
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CHECK(animation->position_track_interpolate(0, -0.2, &r_interpolation) == OK);
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CHECK(r_interpolation.is_equal_approx(Vector3(0, 1, 2)));
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CHECK(animation->position_track_interpolate(0, 0.0, &r_interpolation) == OK);
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CHECK(r_interpolation.is_equal_approx(Vector3(0, 1, 2)));
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CHECK(animation->position_track_interpolate(0, 0.2, &r_interpolation) == OK);
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CHECK(r_interpolation.is_equal_approx(Vector3(1.4, 2.2, 3.2)));
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CHECK(animation->position_track_interpolate(0, 0.4, &r_interpolation) == OK);
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CHECK(r_interpolation.is_equal_approx(Vector3(2.8, 3.4, 4.4)));
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CHECK(animation->position_track_interpolate(0, 0.5, &r_interpolation) == OK);
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CHECK(r_interpolation.is_equal_approx(Vector3(3.5, 4, 5)));
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CHECK(animation->position_track_interpolate(0, 0.6, &r_interpolation) == OK);
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CHECK(r_interpolation.is_equal_approx(Vector3(3.5, 4, 5)));
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// 3D position tracks always use linear interpolation for performance reasons.
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CHECK(Math::is_equal_approx(animation->track_get_key_transition(0, 0), real_t(1.0)));
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CHECK(Math::is_equal_approx(animation->track_get_key_transition(0, 1), real_t(1.0)));
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// This is a 3D position track, so the methods below should return errors.
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ERR_PRINT_OFF;
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CHECK(animation->value_track_interpolate(0, 0.0).is_null());
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CHECK(animation->rotation_track_interpolate(0, 0.0, nullptr) == ERR_INVALID_PARAMETER);
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CHECK(animation->scale_track_interpolate(0, 0.0, nullptr) == ERR_INVALID_PARAMETER);
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CHECK(Math::is_zero_approx(animation->bezier_track_interpolate(0, 0.0)));
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CHECK(animation->blend_shape_track_interpolate(0, 0.0, nullptr) == ERR_INVALID_PARAMETER);
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ERR_PRINT_ON;
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}
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TEST_CASE("[Animation] Create 3D rotation track") {
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Ref<Animation> animation = memnew(Animation);
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const int track_index = animation->add_track(Animation::TYPE_ROTATION_3D);
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animation->track_set_path(track_index, NodePath("Enemy:rotation"));
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animation->rotation_track_insert_key(track_index, 0.0, Quaternion(Vector3(0, 1, 2)));
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animation->rotation_track_insert_key(track_index, 0.5, Quaternion(Vector3(3.5, 4, 5)));
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CHECK(animation->get_track_count() == 1);
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CHECK(!animation->track_is_compressed(0));
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CHECK(Quaternion(animation->track_get_key_value(0, 0)).is_equal_approx(Quaternion(Vector3(0, 1, 2))));
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CHECK(Quaternion(animation->track_get_key_value(0, 1)).is_equal_approx(Quaternion(Vector3(3.5, 4, 5))));
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Quaternion r_interpolation;
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CHECK(animation->rotation_track_interpolate(0, -0.2, &r_interpolation) == OK);
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CHECK(r_interpolation.is_equal_approx(Quaternion(0.403423, 0.259035, 0.73846, 0.47416)));
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CHECK(animation->rotation_track_interpolate(0, 0.0, &r_interpolation) == OK);
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CHECK(r_interpolation.is_equal_approx(Quaternion(0.403423, 0.259035, 0.73846, 0.47416)));
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CHECK(animation->rotation_track_interpolate(0, 0.2, &r_interpolation) == OK);
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CHECK(r_interpolation.is_equal_approx(Quaternion(0.336182, 0.30704, 0.751515, 0.477425)));
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CHECK(animation->rotation_track_interpolate(0, 0.4, &r_interpolation) == OK);
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CHECK(r_interpolation.is_equal_approx(Quaternion(0.266585, 0.352893, 0.759303, 0.477344)));
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CHECK(animation->rotation_track_interpolate(0, 0.5, &r_interpolation) == OK);
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CHECK(r_interpolation.is_equal_approx(Quaternion(0.231055, 0.374912, 0.761204, 0.476048)));
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CHECK(animation->rotation_track_interpolate(0, 0.6, &r_interpolation) == OK);
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CHECK(r_interpolation.is_equal_approx(Quaternion(0.231055, 0.374912, 0.761204, 0.476048)));
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// 3D rotation tracks always use linear interpolation for performance reasons.
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CHECK(Math::is_equal_approx(animation->track_get_key_transition(0, 0), real_t(1.0)));
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CHECK(Math::is_equal_approx(animation->track_get_key_transition(0, 1), real_t(1.0)));
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// This is a 3D rotation track, so the methods below should return errors.
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ERR_PRINT_OFF;
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CHECK(animation->value_track_interpolate(0, 0.0).is_null());
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CHECK(animation->position_track_interpolate(0, 0.0, nullptr) == ERR_INVALID_PARAMETER);
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CHECK(animation->scale_track_interpolate(0, 0.0, nullptr) == ERR_INVALID_PARAMETER);
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CHECK(Math::is_zero_approx(animation->bezier_track_interpolate(0, 0.0)));
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CHECK(animation->blend_shape_track_interpolate(0, 0.0, nullptr) == ERR_INVALID_PARAMETER);
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ERR_PRINT_ON;
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}
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TEST_CASE("[Animation] Create 3D scale track") {
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Ref<Animation> animation = memnew(Animation);
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const int track_index = animation->add_track(Animation::TYPE_SCALE_3D);
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animation->track_set_path(track_index, NodePath("Enemy:scale"));
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animation->scale_track_insert_key(track_index, 0.0, Vector3(0, 1, 2));
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animation->scale_track_insert_key(track_index, 0.5, Vector3(3.5, 4, 5));
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CHECK(animation->get_track_count() == 1);
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CHECK(!animation->track_is_compressed(0));
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CHECK(Vector3(animation->track_get_key_value(0, 0)).is_equal_approx(Vector3(0, 1, 2)));
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CHECK(Vector3(animation->track_get_key_value(0, 1)).is_equal_approx(Vector3(3.5, 4, 5)));
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Vector3 r_interpolation;
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CHECK(animation->scale_track_interpolate(0, -0.2, &r_interpolation) == OK);
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CHECK(r_interpolation.is_equal_approx(Vector3(0, 1, 2)));
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CHECK(animation->scale_track_interpolate(0, 0.0, &r_interpolation) == OK);
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CHECK(r_interpolation.is_equal_approx(Vector3(0, 1, 2)));
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CHECK(animation->scale_track_interpolate(0, 0.2, &r_interpolation) == OK);
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CHECK(r_interpolation.is_equal_approx(Vector3(1.4, 2.2, 3.2)));
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CHECK(animation->scale_track_interpolate(0, 0.4, &r_interpolation) == OK);
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CHECK(r_interpolation.is_equal_approx(Vector3(2.8, 3.4, 4.4)));
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CHECK(animation->scale_track_interpolate(0, 0.5, &r_interpolation) == OK);
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CHECK(r_interpolation.is_equal_approx(Vector3(3.5, 4, 5)));
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CHECK(animation->scale_track_interpolate(0, 0.6, &r_interpolation) == OK);
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CHECK(r_interpolation.is_equal_approx(Vector3(3.5, 4, 5)));
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// 3D scale tracks always use linear interpolation for performance reasons.
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CHECK(Math::is_equal_approx(animation->track_get_key_transition(0, 0), real_t(1.0)));
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CHECK(Math::is_equal_approx(animation->track_get_key_transition(0, 1), real_t(1.0)));
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// This is a 3D scale track, so the methods below should return errors.
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ERR_PRINT_OFF;
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CHECK(animation->value_track_interpolate(0, 0.0).is_null());
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CHECK(animation->position_track_interpolate(0, 0.0, nullptr) == ERR_INVALID_PARAMETER);
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CHECK(animation->rotation_track_interpolate(0, 0.0, nullptr) == ERR_INVALID_PARAMETER);
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CHECK(Math::is_zero_approx(animation->bezier_track_interpolate(0, 0.0)));
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CHECK(animation->blend_shape_track_interpolate(0, 0.0, nullptr) == ERR_INVALID_PARAMETER);
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ERR_PRINT_ON;
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}
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TEST_CASE("[Animation] Create blend shape track") {
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Ref<Animation> animation = memnew(Animation);
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const int track_index = animation->add_track(Animation::TYPE_BLEND_SHAPE);
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animation->track_set_path(track_index, NodePath("Enemy:scale"));
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// Negative values for blend shapes should work as expected.
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animation->blend_shape_track_insert_key(track_index, 0.0, -1.0);
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animation->blend_shape_track_insert_key(track_index, 0.5, 1.0);
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CHECK(animation->get_track_count() == 1);
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CHECK(!animation->track_is_compressed(0));
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float r_blend = 0.0f;
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CHECK(animation->blend_shape_track_get_key(0, 0, &r_blend) == OK);
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CHECK(Math::is_equal_approx(r_blend, -1.0f));
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CHECK(animation->blend_shape_track_get_key(0, 1, &r_blend) == OK);
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CHECK(Math::is_equal_approx(r_blend, 1.0f));
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CHECK(animation->blend_shape_track_interpolate(0, -0.2, &r_blend) == OK);
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CHECK(Math::is_equal_approx(r_blend, -1.0f));
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CHECK(animation->blend_shape_track_interpolate(0, 0.0, &r_blend) == OK);
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CHECK(Math::is_equal_approx(r_blend, -1.0f));
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CHECK(animation->blend_shape_track_interpolate(0, 0.2, &r_blend) == OK);
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CHECK(Math::is_equal_approx(r_blend, -0.2f));
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CHECK(animation->blend_shape_track_interpolate(0, 0.4, &r_blend) == OK);
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CHECK(Math::is_equal_approx(r_blend, 0.6f));
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CHECK(animation->blend_shape_track_interpolate(0, 0.5, &r_blend) == OK);
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CHECK(Math::is_equal_approx(r_blend, 1.0f));
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CHECK(animation->blend_shape_track_interpolate(0, 0.6, &r_blend) == OK);
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CHECK(Math::is_equal_approx(r_blend, 1.0f));
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// Blend shape tracks always use linear interpolation for performance reasons.
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CHECK(Math::is_equal_approx(animation->track_get_key_transition(0, 0), real_t(1.0)));
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CHECK(Math::is_equal_approx(animation->track_get_key_transition(0, 1), real_t(1.0)));
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// This is a blend shape track, so the methods below should return errors.
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ERR_PRINT_OFF;
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CHECK(animation->value_track_interpolate(0, 0.0).is_null());
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CHECK(animation->position_track_interpolate(0, 0.0, nullptr) == ERR_INVALID_PARAMETER);
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CHECK(animation->rotation_track_interpolate(0, 0.0, nullptr) == ERR_INVALID_PARAMETER);
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CHECK(animation->scale_track_interpolate(0, 0.0, nullptr) == ERR_INVALID_PARAMETER);
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CHECK(Math::is_zero_approx(animation->bezier_track_interpolate(0, 0.0)));
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ERR_PRINT_ON;
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}
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TEST_CASE("[Animation] Create Bezier track") {
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Ref<Animation> animation = memnew(Animation);
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const int track_index = animation->add_track(Animation::TYPE_BEZIER);
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animation->track_set_path(track_index, NodePath("Enemy:scale"));
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animation->bezier_track_insert_key(track_index, 0.0, -1.0, Vector2(-1, -1), Vector2(1, 1));
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animation->bezier_track_insert_key(track_index, 0.5, 1.0, Vector2(0, 1), Vector2(1, 0.5));
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CHECK(animation->get_track_count() == 1);
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CHECK(!animation->track_is_compressed(0));
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CHECK(Math::is_equal_approx(animation->bezier_track_get_key_value(0, 0), real_t(-1.0)));
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CHECK(Math::is_equal_approx(animation->bezier_track_get_key_value(0, 1), real_t(1.0)));
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CHECK(Math::is_equal_approx(animation->bezier_track_interpolate(0, -0.2), real_t(-1.0)));
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CHECK(Math::is_equal_approx(animation->bezier_track_interpolate(0, 0.0), real_t(-1.0)));
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CHECK(Math::is_equal_approx(animation->bezier_track_interpolate(0, 0.2), real_t(-0.76057207584381)));
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CHECK(Math::is_equal_approx(animation->bezier_track_interpolate(0, 0.4), real_t(-0.39975279569626)));
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CHECK(Math::is_equal_approx(animation->bezier_track_interpolate(0, 0.5), real_t(1.0)));
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CHECK(Math::is_equal_approx(animation->bezier_track_interpolate(0, 0.6), real_t(1.0)));
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// This is a bezier track, so the methods below should return errors.
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ERR_PRINT_OFF;
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CHECK(animation->value_track_interpolate(0, 0.0).is_null());
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CHECK(animation->position_track_interpolate(0, 0.0, nullptr) == ERR_INVALID_PARAMETER);
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CHECK(animation->rotation_track_interpolate(0, 0.0, nullptr) == ERR_INVALID_PARAMETER);
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CHECK(animation->scale_track_interpolate(0, 0.0, nullptr) == ERR_INVALID_PARAMETER);
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CHECK(animation->blend_shape_track_interpolate(0, 0.0, nullptr) == ERR_INVALID_PARAMETER);
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ERR_PRINT_ON;
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}
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} // namespace TestAnimation
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#endif // TEST_ANIMATION_H
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@ -73,6 +73,7 @@
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#include "tests/core/variant/test_array.h"
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#include "tests/core/variant/test_dictionary.h"
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#include "tests/core/variant/test_variant.h"
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#include "tests/scene/test_animation.h"
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#include "tests/scene/test_code_edit.h"
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#include "tests/scene/test_curve.h"
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#include "tests/scene/test_gradient.h"
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Reference in a new issue