/**************************************************************************/ /* test_convert_transform_modifier_3d.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. */ /**************************************************************************/ #pragma once #include "tests/test_macros.h" #include "scene/3d/bone_attachment_3d.h" #include "scene/3d/convert_transform_modifier_3d.h" namespace TestConvertTransformModifier3D { Transform3D make_random_transform_3d(int p_seed) { RandomNumberGenerator rng; rng.set_seed(p_seed); Vector3 pos; pos.x = rng.randf_range(-10.0, 10.0); rng.set_seed(++p_seed); pos.y = rng.randf_range(-10.0, 10.0); rng.set_seed(++p_seed); pos.z = rng.randf_range(-10.0, 10.0); rng.set_seed(++p_seed); Quaternion rot; rot.x = rng.randf_range(-1.0, 1.0); rng.set_seed(++p_seed); rot.y = rng.randf_range(-1.0, 1.0); rng.set_seed(++p_seed); rot.z = rng.randf_range(-1.0, 1.0); rng.set_seed(++p_seed); rot.w = rng.randf_range(-1.0, 1.0); rng.set_seed(++p_seed); rot = rot.normalized(); Vector3 scl; scl.x = rng.randf_range(0.5, 2.0); rng.set_seed(++p_seed); scl.y = rng.randf_range(0.5, 2.0); rng.set_seed(++p_seed); scl.z = rng.randf_range(0.5, 2.0); rng.set_seed(++p_seed); return Transform3D(Basis(rot).scaled(scl), pos); } TEST_CASE("[SceneTree][ConvertTransformModifier3D]") { SceneTree *tree = SceneTree::get_singleton(); int seed = 12345; Skeleton3D *skeleton = memnew(Skeleton3D); ConvertTransformModifier3D *mod = memnew(ConvertTransformModifier3D); // Instead of awaiting the process to wait to finish deferred process and watch "skeleton_updated" signal, // force notify NOTIFICATION_UPDATE_SKELETON and get the modified pose from the BoneAttachment's transform. BoneAttachment3D *modified = memnew(BoneAttachment3D); tree->get_root()->add_child(skeleton); int root = skeleton->add_bone("root"); skeleton->set_bone_rest(root, make_random_transform_3d(++seed)); skeleton->set_bone_pose(root, make_random_transform_3d(++seed)); int apl_root = skeleton->add_bone("apl_root"); skeleton->set_bone_parent(apl_root, root); skeleton->set_bone_rest(apl_root, make_random_transform_3d(++seed)); skeleton->set_bone_pose(apl_root, make_random_transform_3d(++seed)); int apl_bone = skeleton->add_bone("apl_bone"); skeleton->set_bone_parent(apl_bone, apl_root); skeleton->set_bone_rest(apl_bone, make_random_transform_3d(++seed)); skeleton->set_bone_pose(apl_bone, make_random_transform_3d(++seed)); int tgt_root = skeleton->add_bone("tgt_root"); skeleton->set_bone_parent(tgt_root, root); skeleton->set_bone_rest(tgt_root, make_random_transform_3d(++seed)); skeleton->set_bone_pose(tgt_root, make_random_transform_3d(++seed)); int tgt_bone = skeleton->add_bone("tgt_bone"); skeleton->set_bone_parent(tgt_bone, tgt_root); skeleton->set_bone_rest(tgt_bone, make_random_transform_3d(++seed)); skeleton->set_bone_pose(tgt_bone, make_random_transform_3d(++seed)); skeleton->add_child(mod); skeleton->add_child(modified); modified->set_rotation_edit_mode(Node3D::ROTATION_EDIT_MODE_QUATERNION); modified->set_bone_idx(apl_bone); mod->set_setting_count(1); mod->set_reference_bone(0, tgt_bone); mod->set_apply_bone(0, apl_bone); mod->set_reference_axis(0, Vector3::AXIS_X); mod->set_apply_axis(0, Vector3::AXIS_Y); // ===== [ConvertTransformModifier3D] Position x to y ===== mod->set_reference_transform_mode(0, ConvertTransformModifier3D::TRANSFORM_MODE_POSITION); mod->set_reference_range_min(0, -100.0); mod->set_reference_range_max(0, 100.0); mod->set_apply_transform_mode(0, ConvertTransformModifier3D::TRANSFORM_MODE_POSITION); mod->set_apply_range_min(0, -100.0); mod->set_apply_range_max(0, 100.0); SUBCASE("[ConvertTransformModifier3D] Position x to y, additive=false, relative=false") { mod->set_additive(0, false); mod->set_relative(0, false); skeleton->notification(Skeleton3D::NOTIFICATION_UPDATE_SKELETON); CHECK(Math::is_equal_approx( skeleton->get_bone_pose_position(tgt_bone).x, (skeleton->get_bone_global_pose(apl_root).affine_inverse() * modified->get_transform()).origin.y)); } SUBCASE("[ConvertTransformModifier3D] Position x to y, additive=true, relative=false") { mod->set_additive(0, true); mod->set_relative(0, false); skeleton->notification(Skeleton3D::NOTIFICATION_UPDATE_SKELETON); CHECK(Math::is_equal_approx( skeleton->get_bone_pose_position(tgt_bone).x, ((skeleton->get_bone_global_pose(apl_root).affine_inverse() * modified->get_transform()).origin - skeleton->get_bone_pose_position(apl_bone)).y)); } SUBCASE("[ConvertTransformModifier3D] Position x to y, additive=false, relative=true") { mod->set_additive(0, false); mod->set_relative(0, true); skeleton->notification(Skeleton3D::NOTIFICATION_UPDATE_SKELETON); CHECK(Math::is_equal_approx( (skeleton->get_bone_pose_position(tgt_bone) - skeleton->get_bone_rest(tgt_bone).origin).x, ((skeleton->get_bone_global_pose(apl_root).affine_inverse() * modified->get_transform()).origin - skeleton->get_bone_rest(apl_bone).origin).y)); } SUBCASE("[ConvertTransformModifier3D] Position x to y, additive=true, relative=true") { mod->set_additive(0, true); mod->set_relative(0, true); skeleton->notification(Skeleton3D::NOTIFICATION_UPDATE_SKELETON); CHECK(Math::is_equal_approx( (skeleton->get_bone_pose_position(tgt_bone) - skeleton->get_bone_rest(tgt_bone).origin).x, ((skeleton->get_bone_global_pose(apl_root).affine_inverse() * modified->get_transform()).origin - skeleton->get_bone_pose_position(apl_bone)).y)); } // ===== [ConvertTransformModifier3D] Rotation (roll) x to y ===== mod->set_reference_transform_mode(0, ConvertTransformModifier3D::TRANSFORM_MODE_ROTATION); mod->set_reference_range_min(0, -180.0); mod->set_reference_range_max(0, 180.0); mod->set_apply_transform_mode(0, ConvertTransformModifier3D::TRANSFORM_MODE_ROTATION); mod->set_apply_range_min(0, -180.0); mod->set_apply_range_max(0, 180.0); SUBCASE("[ConvertTransformModifier3D] Rotation (roll) x to y, additive=false, relative=false") { mod->set_additive(0, false); mod->set_relative(0, false); skeleton->notification(Skeleton3D::NOTIFICATION_UPDATE_SKELETON); CHECK(Math::is_equal_approx( BoneConstraint3D::get_roll_angle(skeleton->get_bone_pose_rotation(tgt_bone), BoneConstraint3D::get_vector_from_axis(Vector3::AXIS_X)), BoneConstraint3D::get_roll_angle((skeleton->get_bone_global_pose(apl_root).affine_inverse() * modified->get_transform()).basis.get_rotation_quaternion(), BoneConstraint3D::get_vector_from_axis(Vector3::AXIS_Y)))); } SUBCASE("[ConvertTransformModifier3D] Rotation (roll) x to y, additive=true, relative=false") { mod->set_additive(0, true); mod->set_relative(0, false); skeleton->notification(Skeleton3D::NOTIFICATION_UPDATE_SKELETON); CHECK(Math::is_equal_approx( BoneConstraint3D::get_roll_angle(skeleton->get_bone_pose_rotation(tgt_bone), BoneConstraint3D::get_vector_from_axis(Vector3::AXIS_X)), BoneConstraint3D::get_roll_angle(skeleton->get_bone_pose_rotation(apl_bone).inverse() * (skeleton->get_bone_global_pose(apl_root).affine_inverse() * modified->get_transform()).basis.get_rotation_quaternion(), BoneConstraint3D::get_vector_from_axis(Vector3::AXIS_Y)))); } SUBCASE("[ConvertTransformModifier3D] Rotation (roll) x to y, additive=false, relative=true") { mod->set_additive(0, false); mod->set_relative(0, true); skeleton->notification(Skeleton3D::NOTIFICATION_UPDATE_SKELETON); CHECK(Math::is_equal_approx( BoneConstraint3D::get_roll_angle(skeleton->get_bone_rest(tgt_bone).basis.get_rotation_quaternion().inverse() * skeleton->get_bone_pose_rotation(tgt_bone), BoneConstraint3D::get_vector_from_axis(Vector3::AXIS_X)), BoneConstraint3D::get_roll_angle(skeleton->get_bone_rest(apl_bone).basis.get_rotation_quaternion().inverse() * (skeleton->get_bone_global_pose(apl_root).affine_inverse() * modified->get_transform()).basis.get_rotation_quaternion(), BoneConstraint3D::get_vector_from_axis(Vector3::AXIS_Y)))); } SUBCASE("[ConvertTransformModifier3D] Rotation (roll) x to y, additive=true, relative=true") { mod->set_additive(0, true); mod->set_relative(0, true); skeleton->notification(Skeleton3D::NOTIFICATION_UPDATE_SKELETON); CHECK(Math::is_equal_approx( BoneConstraint3D::get_roll_angle(skeleton->get_bone_rest(tgt_bone).basis.get_rotation_quaternion().inverse() * skeleton->get_bone_pose_rotation(tgt_bone), BoneConstraint3D::get_vector_from_axis(Vector3::AXIS_X)), BoneConstraint3D::get_roll_angle(skeleton->get_bone_pose_rotation(apl_bone).inverse() * (skeleton->get_bone_global_pose(apl_root).affine_inverse() * modified->get_transform()).basis.get_rotation_quaternion(), BoneConstraint3D::get_vector_from_axis(Vector3::AXIS_Y)))); } // ===== [ConvertTransformModifier3D] Scale x to y ===== mod->set_reference_transform_mode(0, ConvertTransformModifier3D::TRANSFORM_MODE_SCALE); mod->set_reference_range_min(0, 0); mod->set_reference_range_max(0, 10.0); mod->set_apply_transform_mode(0, ConvertTransformModifier3D::TRANSFORM_MODE_SCALE); mod->set_apply_range_min(0, 0); mod->set_apply_range_max(0, 10.0); SUBCASE("[ConvertTransformModifier3D] Scale x to y, additive=false, relative=false") { mod->set_additive(0, false); mod->set_relative(0, false); skeleton->notification(Skeleton3D::NOTIFICATION_UPDATE_SKELETON); CHECK(Math::is_equal_approx( skeleton->get_bone_pose_scale(tgt_bone).x, (skeleton->get_bone_global_pose(apl_root).affine_inverse() * modified->get_transform()).basis.get_scale().y)); } SUBCASE("[ConvertTransformModifier3D] Scale x to y, additive=true, relative=false") { mod->set_additive(0, true); mod->set_relative(0, false); skeleton->notification(Skeleton3D::NOTIFICATION_UPDATE_SKELETON); CHECK(Math::is_equal_approx( skeleton->get_bone_pose_scale(tgt_bone).x, ((skeleton->get_bone_global_pose(apl_root).affine_inverse() * modified->get_transform()).basis.get_scale() / skeleton->get_bone_pose_scale(apl_bone)).y)); } SUBCASE("[ConvertTransformModifier3D] Scale x to y, additive=false, relative=true") { mod->set_additive(0, false); mod->set_relative(0, true); skeleton->notification(Skeleton3D::NOTIFICATION_UPDATE_SKELETON); CHECK(Math::is_equal_approx( (skeleton->get_bone_pose_scale(tgt_bone) / skeleton->get_bone_rest(tgt_bone).basis.get_scale()).x, ((skeleton->get_bone_global_pose(apl_root).affine_inverse() * modified->get_transform()).basis.get_scale() / skeleton->get_bone_rest(apl_bone).basis.get_scale()).y)); } SUBCASE("[ConvertTransformModifier3D] Scale x to y, additive=true, relative=true") { mod->set_additive(0, true); mod->set_relative(0, true); skeleton->notification(Skeleton3D::NOTIFICATION_UPDATE_SKELETON); CHECK(Math::is_equal_approx( (skeleton->get_bone_pose_scale(tgt_bone) / skeleton->get_bone_rest(tgt_bone).basis.get_scale()).x, ((skeleton->get_bone_global_pose(apl_root).affine_inverse() * modified->get_transform()).basis.get_scale() / skeleton->get_bone_pose_scale(apl_bone)).y)); } memdelete(modified); memdelete(mod); memdelete(skeleton); } } // namespace TestConvertTransformModifier3D