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+/**************************************************************************/
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+/* test_animation_blend_tree.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) 2014-present Godot Engine contributors (see AUTHORS.md). */
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+/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
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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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+
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+#pragma once
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+
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+#include "scene/animation/animation_blend_tree.h"
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+
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+#include "tests/test_macros.h"
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+#include "tests/test_utils.h"
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+
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+namespace TestAnimationBlendTree {
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+TEST_CASE("[SceneTree][AnimationBlendTree] Create AnimationBlendTree and add AnimationNode") {
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+ Ref<AnimationNodeBlendTree> blend_tree;
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+ blend_tree.instantiate();
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+
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+ // Test initial state.
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+ CHECK(blend_tree->has_node("output"));
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+ CHECK_EQ(blend_tree->get_graph_offset(), Vector2(0, 0));
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+ CHECK_EQ(blend_tree->get_node_list().size(), 1);
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+
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+ // Test adding animation node.
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+ Ref<AnimationNodeAnimation> anim_node;
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+ anim_node.instantiate();
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+ anim_node->set_animation(StringName("test_animation"));
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+ Vector2 position(100, 100);
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+ blend_tree->add_node("test_node", anim_node, position);
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+
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+ // Test node existence.
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+ CHECK(blend_tree->has_node("test_node"));
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+ CHECK_EQ(blend_tree->get_node("test_node"), anim_node);
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+ CHECK_EQ(blend_tree->get_node_position("test_node"), position);
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+
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+ // Test node connection on port 0.
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+ CHECK_EQ(blend_tree->can_connect_node("output", 0, "test_node"), AnimationNodeBlendTree::CONNECTION_OK);
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+ blend_tree->connect_node("output", 0, "test_node");
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+
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+ Vector<StringName> connections = blend_tree->get_node_connection_array("output");
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+ CHECK_EQ(connections.size(), 1);
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+ CHECK_EQ(connections[0], StringName("test_node"));
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+
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+ // Test node rename.
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+ blend_tree->rename_node("test_node", "renamed_node");
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+ CHECK_FALSE(blend_tree->has_node("test_node"));
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+ CHECK(blend_tree->has_node("renamed_node"));
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+
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+ connections = blend_tree->get_node_connection_array("output");
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+ CHECK_EQ(connections[0], StringName("renamed_node"));
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+
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+ // Test node removal.
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+ blend_tree->remove_node("renamed_node");
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+ CHECK_FALSE(blend_tree->has_node("renamed_node"));
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+
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+ connections = blend_tree->get_node_connection_array("output");
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+ CHECK_EQ(connections[0], StringName());
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+}
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+
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+} //namespace TestAnimationBlendTree
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