virtualx-engine/tests/scene/test_animation.h
Rémi Verschelde d95794ec8a
One Copyright Update to rule them all
As many open source projects have started doing it, we're removing the
current year from the copyright notice, so that we don't need to bump
it every year.

It seems like only the first year of publication is technically
relevant for copyright notices, and even that seems to be something
that many companies stopped listing altogether (in a version controlled
codebase, the commits are a much better source of date of publication
than a hardcoded copyright statement).

We also now list Godot Engine contributors first as we're collectively
the current maintainers of the project, and we clarify that the
"exclusive" copyright of the co-founders covers the timespan before
opensourcing (their further contributions are included as part of Godot
Engine contributors).

Also fixed "cf." Frenchism - it's meant as "refer to / see".
2023-01-05 13:25:55 +01:00

314 lines
16 KiB
C++

/**************************************************************************/
/* test_animation.h */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
/* */
/* 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(animation->get_length() == doctest::Approx(real_t(1.0)));
CHECK(animation->get_step() == doctest::Approx(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(animation->value_track_interpolate(0, -0.2) == doctest::Approx(0.0));
CHECK(animation->value_track_interpolate(0, 0.0) == doctest::Approx(0.0));
CHECK(animation->value_track_interpolate(0, 0.2) == doctest::Approx(40.0));
CHECK(animation->value_track_interpolate(0, 0.4) == doctest::Approx(80.0));
CHECK(animation->value_track_interpolate(0, 0.5) == doctest::Approx(100.0));
CHECK(animation->value_track_interpolate(0, 0.6) == doctest::Approx(100.0));
CHECK(animation->track_get_key_transition(0, 0) == doctest::Approx(real_t(1.0)));
CHECK(animation->track_get_key_transition(0, 1) == doctest::Approx(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(animation->track_get_key_transition(0, 2) == doctest::Approx(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(animation->track_get_key_transition(1, 0) == doctest::Approx(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(animation->bezier_track_interpolate(0, 0.0) == doctest::Approx(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(animation->track_get_key_transition(0, 0) == doctest::Approx(real_t(1.0)));
CHECK(animation->track_get_key_transition(0, 1) == doctest::Approx(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(animation->bezier_track_interpolate(0, 0.0) == doctest::Approx(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(animation->track_get_key_transition(0, 0) == doctest::Approx(real_t(1.0)));
CHECK(animation->track_get_key_transition(0, 1) == doctest::Approx(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(animation->bezier_track_interpolate(0, 0.0) == doctest::Approx(real_t(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(animation->track_get_key_transition(0, 0) == doctest::Approx(1.0));
CHECK(animation->track_get_key_transition(0, 1) == doctest::Approx(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(animation->bezier_track_interpolate(0, 0.0) == doctest::Approx(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(r_blend == doctest::Approx(-1.0f));
CHECK(animation->blend_shape_track_get_key(0, 1, &r_blend) == OK);
CHECK(r_blend == doctest::Approx(1.0f));
CHECK(animation->blend_shape_track_interpolate(0, -0.2, &r_blend) == OK);
CHECK(r_blend == doctest::Approx(-1.0f));
CHECK(animation->blend_shape_track_interpolate(0, 0.0, &r_blend) == OK);
CHECK(r_blend == doctest::Approx(-1.0f));
CHECK(animation->blend_shape_track_interpolate(0, 0.2, &r_blend) == OK);
CHECK(r_blend == doctest::Approx(-0.2f));
CHECK(animation->blend_shape_track_interpolate(0, 0.4, &r_blend) == OK);
CHECK(r_blend == doctest::Approx(0.6f));
CHECK(animation->blend_shape_track_interpolate(0, 0.5, &r_blend) == OK);
CHECK(r_blend == doctest::Approx(1.0f));
CHECK(animation->blend_shape_track_interpolate(0, 0.6, &r_blend) == OK);
CHECK(r_blend == doctest::Approx(1.0f));
// Blend shape tracks always use linear interpolation for performance reasons.
CHECK(animation->track_get_key_transition(0, 0) == doctest::Approx(real_t(1.0)));
CHECK(animation->track_get_key_transition(0, 1) == doctest::Approx(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(animation->bezier_track_interpolate(0, 0.0) == doctest::Approx(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(animation->bezier_track_get_key_value(0, 0) == doctest::Approx(real_t(-1.0)));
CHECK(animation->bezier_track_get_key_value(0, 1) == doctest::Approx(real_t(1.0)));
CHECK(animation->bezier_track_interpolate(0, -0.2) == doctest::Approx(real_t(-1.0)));
CHECK(animation->bezier_track_interpolate(0, 0.0) == doctest::Approx(real_t(-1.0)));
CHECK(animation->bezier_track_interpolate(0, 0.2) == doctest::Approx(real_t(-0.76057207584381)));
CHECK(animation->bezier_track_interpolate(0, 0.4) == doctest::Approx(real_t(-0.39975279569626)));
CHECK(animation->bezier_track_interpolate(0, 0.5) == doctest::Approx(real_t(1.0)));
CHECK(animation->bezier_track_interpolate(0, 0.6) == doctest::Approx(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