test_convert_transform_modifier_3d.h 13 KB

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  1. /**************************************************************************/
  2. /* test_convert_transform_modifier_3d.h */
  3. /**************************************************************************/
  4. /* This file is part of: */
  5. /* GODOT ENGINE */
  6. /* https://godotengine.org */
  7. /**************************************************************************/
  8. /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
  9. /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
  10. /* */
  11. /* Permission is hereby granted, free of charge, to any person obtaining */
  12. /* a copy of this software and associated documentation files (the */
  13. /* "Software"), to deal in the Software without restriction, including */
  14. /* without limitation the rights to use, copy, modify, merge, publish, */
  15. /* distribute, sublicense, and/or sell copies of the Software, and to */
  16. /* permit persons to whom the Software is furnished to do so, subject to */
  17. /* the following conditions: */
  18. /* */
  19. /* The above copyright notice and this permission notice shall be */
  20. /* included in all copies or substantial portions of the Software. */
  21. /* */
  22. /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
  23. /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
  24. /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
  25. /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
  26. /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
  27. /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
  28. /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
  29. /**************************************************************************/
  30. #pragma once
  31. #include "tests/test_macros.h"
  32. #include "scene/3d/bone_attachment_3d.h"
  33. #include "scene/3d/convert_transform_modifier_3d.h"
  34. namespace TestConvertTransformModifier3D {
  35. Transform3D make_random_transform_3d(int p_seed) {
  36. RandomNumberGenerator rng;
  37. rng.set_seed(p_seed);
  38. Vector3 pos;
  39. pos.x = rng.randf_range(-10.0, 10.0);
  40. rng.set_seed(++p_seed);
  41. pos.y = rng.randf_range(-10.0, 10.0);
  42. rng.set_seed(++p_seed);
  43. pos.z = rng.randf_range(-10.0, 10.0);
  44. rng.set_seed(++p_seed);
  45. Quaternion rot;
  46. rot.x = rng.randf_range(-1.0, 1.0);
  47. rng.set_seed(++p_seed);
  48. rot.y = rng.randf_range(-1.0, 1.0);
  49. rng.set_seed(++p_seed);
  50. rot.z = rng.randf_range(-1.0, 1.0);
  51. rng.set_seed(++p_seed);
  52. rot.w = rng.randf_range(-1.0, 1.0);
  53. rng.set_seed(++p_seed);
  54. rot = rot.normalized();
  55. Vector3 scl;
  56. scl.x = rng.randf_range(0.5, 2.0);
  57. rng.set_seed(++p_seed);
  58. scl.y = rng.randf_range(0.5, 2.0);
  59. rng.set_seed(++p_seed);
  60. scl.z = rng.randf_range(0.5, 2.0);
  61. rng.set_seed(++p_seed);
  62. return Transform3D(Basis(rot).scaled(scl), pos);
  63. }
  64. TEST_CASE("[SceneTree][ConvertTransformModifier3D]") {
  65. SceneTree *tree = SceneTree::get_singleton();
  66. int seed = 12345;
  67. Skeleton3D *skeleton = memnew(Skeleton3D);
  68. ConvertTransformModifier3D *mod = memnew(ConvertTransformModifier3D);
  69. // Instead of awaiting the process to wait to finish deferred process and watch "skeleton_updated" signal,
  70. // force notify NOTIFICATION_UPDATE_SKELETON and get the modified pose from the BoneAttachment's transform.
  71. BoneAttachment3D *modified = memnew(BoneAttachment3D);
  72. tree->get_root()->add_child(skeleton);
  73. int root = skeleton->add_bone("root");
  74. skeleton->set_bone_rest(root, make_random_transform_3d(++seed));
  75. skeleton->set_bone_pose(root, make_random_transform_3d(++seed));
  76. int apl_root = skeleton->add_bone("apl_root");
  77. skeleton->set_bone_parent(apl_root, root);
  78. skeleton->set_bone_rest(apl_root, make_random_transform_3d(++seed));
  79. skeleton->set_bone_pose(apl_root, make_random_transform_3d(++seed));
  80. int apl_bone = skeleton->add_bone("apl_bone");
  81. skeleton->set_bone_parent(apl_bone, apl_root);
  82. skeleton->set_bone_rest(apl_bone, make_random_transform_3d(++seed));
  83. skeleton->set_bone_pose(apl_bone, make_random_transform_3d(++seed));
  84. int tgt_root = skeleton->add_bone("tgt_root");
  85. skeleton->set_bone_parent(tgt_root, root);
  86. skeleton->set_bone_rest(tgt_root, make_random_transform_3d(++seed));
  87. skeleton->set_bone_pose(tgt_root, make_random_transform_3d(++seed));
  88. int tgt_bone = skeleton->add_bone("tgt_bone");
  89. skeleton->set_bone_parent(tgt_bone, tgt_root);
  90. skeleton->set_bone_rest(tgt_bone, make_random_transform_3d(++seed));
  91. skeleton->set_bone_pose(tgt_bone, make_random_transform_3d(++seed));
  92. skeleton->add_child(mod);
  93. skeleton->add_child(modified);
  94. modified->set_rotation_edit_mode(Node3D::ROTATION_EDIT_MODE_QUATERNION);
  95. modified->set_bone_idx(apl_bone);
  96. mod->set_setting_count(1);
  97. mod->set_reference_bone(0, tgt_bone);
  98. mod->set_apply_bone(0, apl_bone);
  99. mod->set_reference_axis(0, Vector3::AXIS_X);
  100. mod->set_apply_axis(0, Vector3::AXIS_Y);
  101. // ===== [ConvertTransformModifier3D] Position x to y =====
  102. mod->set_reference_transform_mode(0, ConvertTransformModifier3D::TRANSFORM_MODE_POSITION);
  103. mod->set_reference_range_min(0, -100.0);
  104. mod->set_reference_range_max(0, 100.0);
  105. mod->set_apply_transform_mode(0, ConvertTransformModifier3D::TRANSFORM_MODE_POSITION);
  106. mod->set_apply_range_min(0, -100.0);
  107. mod->set_apply_range_max(0, 100.0);
  108. SUBCASE("[ConvertTransformModifier3D] Position x to y, additive=false, relative=false") {
  109. mod->set_additive(0, false);
  110. mod->set_relative(0, false);
  111. skeleton->notification(Skeleton3D::NOTIFICATION_UPDATE_SKELETON);
  112. CHECK(Math::is_equal_approx(
  113. skeleton->get_bone_pose_position(tgt_bone).x,
  114. (skeleton->get_bone_global_pose(apl_root).affine_inverse() * modified->get_transform()).origin.y));
  115. }
  116. SUBCASE("[ConvertTransformModifier3D] Position x to y, additive=true, relative=false") {
  117. mod->set_additive(0, true);
  118. mod->set_relative(0, false);
  119. skeleton->notification(Skeleton3D::NOTIFICATION_UPDATE_SKELETON);
  120. CHECK(Math::is_equal_approx(
  121. skeleton->get_bone_pose_position(tgt_bone).x,
  122. ((skeleton->get_bone_global_pose(apl_root).affine_inverse() * modified->get_transform()).origin - skeleton->get_bone_pose_position(apl_bone)).y));
  123. }
  124. SUBCASE("[ConvertTransformModifier3D] Position x to y, additive=false, relative=true") {
  125. mod->set_additive(0, false);
  126. mod->set_relative(0, true);
  127. skeleton->notification(Skeleton3D::NOTIFICATION_UPDATE_SKELETON);
  128. CHECK(Math::is_equal_approx(
  129. (skeleton->get_bone_pose_position(tgt_bone) - skeleton->get_bone_rest(tgt_bone).origin).x,
  130. ((skeleton->get_bone_global_pose(apl_root).affine_inverse() * modified->get_transform()).origin - skeleton->get_bone_rest(apl_bone).origin).y));
  131. }
  132. SUBCASE("[ConvertTransformModifier3D] Position x to y, additive=true, relative=true") {
  133. mod->set_additive(0, true);
  134. mod->set_relative(0, true);
  135. skeleton->notification(Skeleton3D::NOTIFICATION_UPDATE_SKELETON);
  136. CHECK(Math::is_equal_approx(
  137. (skeleton->get_bone_pose_position(tgt_bone) - skeleton->get_bone_rest(tgt_bone).origin).x,
  138. ((skeleton->get_bone_global_pose(apl_root).affine_inverse() * modified->get_transform()).origin - skeleton->get_bone_pose_position(apl_bone)).y));
  139. }
  140. // ===== [ConvertTransformModifier3D] Rotation (roll) x to y =====
  141. mod->set_reference_transform_mode(0, ConvertTransformModifier3D::TRANSFORM_MODE_ROTATION);
  142. mod->set_reference_range_min(0, -180.0);
  143. mod->set_reference_range_max(0, 180.0);
  144. mod->set_apply_transform_mode(0, ConvertTransformModifier3D::TRANSFORM_MODE_ROTATION);
  145. mod->set_apply_range_min(0, -180.0);
  146. mod->set_apply_range_max(0, 180.0);
  147. SUBCASE("[ConvertTransformModifier3D] Rotation (roll) x to y, additive=false, relative=false") {
  148. mod->set_additive(0, false);
  149. mod->set_relative(0, false);
  150. skeleton->notification(Skeleton3D::NOTIFICATION_UPDATE_SKELETON);
  151. CHECK(Math::is_equal_approx(
  152. BoneConstraint3D::get_roll_angle(skeleton->get_bone_pose_rotation(tgt_bone), BoneConstraint3D::get_vector_from_axis(Vector3::AXIS_X)),
  153. 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))));
  154. }
  155. SUBCASE("[ConvertTransformModifier3D] Rotation (roll) x to y, additive=true, relative=false") {
  156. mod->set_additive(0, true);
  157. mod->set_relative(0, false);
  158. skeleton->notification(Skeleton3D::NOTIFICATION_UPDATE_SKELETON);
  159. CHECK(Math::is_equal_approx(
  160. BoneConstraint3D::get_roll_angle(skeleton->get_bone_pose_rotation(tgt_bone), BoneConstraint3D::get_vector_from_axis(Vector3::AXIS_X)),
  161. 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))));
  162. }
  163. SUBCASE("[ConvertTransformModifier3D] Rotation (roll) x to y, additive=false, relative=true") {
  164. mod->set_additive(0, false);
  165. mod->set_relative(0, true);
  166. skeleton->notification(Skeleton3D::NOTIFICATION_UPDATE_SKELETON);
  167. CHECK(Math::is_equal_approx(
  168. 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)),
  169. 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))));
  170. }
  171. SUBCASE("[ConvertTransformModifier3D] Rotation (roll) x to y, additive=true, relative=true") {
  172. mod->set_additive(0, true);
  173. mod->set_relative(0, true);
  174. skeleton->notification(Skeleton3D::NOTIFICATION_UPDATE_SKELETON);
  175. CHECK(Math::is_equal_approx(
  176. 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)),
  177. 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))));
  178. }
  179. // ===== [ConvertTransformModifier3D] Scale x to y =====
  180. mod->set_reference_transform_mode(0, ConvertTransformModifier3D::TRANSFORM_MODE_SCALE);
  181. mod->set_reference_range_min(0, 0);
  182. mod->set_reference_range_max(0, 10.0);
  183. mod->set_apply_transform_mode(0, ConvertTransformModifier3D::TRANSFORM_MODE_SCALE);
  184. mod->set_apply_range_min(0, 0);
  185. mod->set_apply_range_max(0, 10.0);
  186. SUBCASE("[ConvertTransformModifier3D] Scale x to y, additive=false, relative=false") {
  187. mod->set_additive(0, false);
  188. mod->set_relative(0, false);
  189. skeleton->notification(Skeleton3D::NOTIFICATION_UPDATE_SKELETON);
  190. CHECK(Math::is_equal_approx(
  191. skeleton->get_bone_pose_scale(tgt_bone).x,
  192. (skeleton->get_bone_global_pose(apl_root).affine_inverse() * modified->get_transform()).basis.get_scale().y));
  193. }
  194. SUBCASE("[ConvertTransformModifier3D] Scale x to y, additive=true, relative=false") {
  195. mod->set_additive(0, true);
  196. mod->set_relative(0, false);
  197. skeleton->notification(Skeleton3D::NOTIFICATION_UPDATE_SKELETON);
  198. CHECK(Math::is_equal_approx(
  199. skeleton->get_bone_pose_scale(tgt_bone).x,
  200. ((skeleton->get_bone_global_pose(apl_root).affine_inverse() * modified->get_transform()).basis.get_scale() / skeleton->get_bone_pose_scale(apl_bone)).y));
  201. }
  202. SUBCASE("[ConvertTransformModifier3D] Scale x to y, additive=false, relative=true") {
  203. mod->set_additive(0, false);
  204. mod->set_relative(0, true);
  205. skeleton->notification(Skeleton3D::NOTIFICATION_UPDATE_SKELETON);
  206. CHECK(Math::is_equal_approx(
  207. (skeleton->get_bone_pose_scale(tgt_bone) / skeleton->get_bone_rest(tgt_bone).basis.get_scale()).x,
  208. ((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));
  209. }
  210. SUBCASE("[ConvertTransformModifier3D] Scale x to y, additive=true, relative=true") {
  211. mod->set_additive(0, true);
  212. mod->set_relative(0, true);
  213. skeleton->notification(Skeleton3D::NOTIFICATION_UPDATE_SKELETON);
  214. CHECK(Math::is_equal_approx(
  215. (skeleton->get_bone_pose_scale(tgt_bone) / skeleton->get_bone_rest(tgt_bone).basis.get_scale()).x,
  216. ((skeleton->get_bone_global_pose(apl_root).affine_inverse() * modified->get_transform()).basis.get_scale() / skeleton->get_bone_pose_scale(apl_bone)).y));
  217. }
  218. memdelete(modified);
  219. memdelete(mod);
  220. memdelete(skeleton);
  221. }
  222. } // namespace TestConvertTransformModifier3D