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- #include "render/humanoid/humanoid_specs.h"
- #include "render/humanoid/pose_controller.h"
- #include "render/humanoid/rig.h"
- #include <QVector3D>
- #include <cmath>
- #include <gtest/gtest.h>
- using namespace Render::GL;
- class HumanoidPoseControllerTest : public ::testing::Test {
- protected:
- void SetUp() override {
- using HP = HumanProportions;
- // Initialize a default pose with basic standing configuration
- pose = HumanoidPose{};
- float const head_center_y = HP::HEAD_CENTER_Y;
- float const half_shoulder = 0.5F * HP::SHOULDER_WIDTH;
- pose.head_pos = QVector3D(0.0F, head_center_y, 0.0F);
- pose.head_r = HP::HEAD_RADIUS;
- pose.neck_base = QVector3D(0.0F, HP::NECK_BASE_Y, 0.0F);
- pose.shoulder_l = QVector3D(-half_shoulder, HP::SHOULDER_Y, 0.0F);
- pose.shoulder_r = QVector3D(half_shoulder, HP::SHOULDER_Y, 0.0F);
- pose.pelvis_pos = QVector3D(0.0F, HP::WAIST_Y, 0.0F);
- pose.hand_l = QVector3D(-0.05F, HP::SHOULDER_Y + 0.05F, 0.55F);
- pose.hand_r = QVector3D(0.15F, HP::SHOULDER_Y + 0.15F, 0.20F);
- pose.elbow_l = QVector3D(-0.15F, HP::SHOULDER_Y - 0.15F, 0.25F);
- pose.elbow_r = QVector3D(0.25F, HP::SHOULDER_Y - 0.10F, 0.10F);
- pose.knee_l = QVector3D(-0.10F, HP::KNEE_Y, 0.05F);
- pose.knee_r = QVector3D(0.10F, HP::KNEE_Y, -0.05F);
- pose.foot_l = QVector3D(-0.14F, 0.022F, 0.06F);
- pose.foot_r = QVector3D(0.14F, 0.022F, -0.06F);
- pose.foot_y_offset = 0.022F;
- // Initialize animation context with default idle state
- anim_ctx = HumanoidAnimationContext{};
- anim_ctx.inputs.time = 0.0F;
- anim_ctx.inputs.is_moving = false;
- anim_ctx.inputs.is_attacking = false;
- anim_ctx.variation = VariationParams::fromSeed(12345);
- anim_ctx.gait.state = HumanoidMotionState::Idle;
- }
- HumanoidPose pose;
- HumanoidAnimationContext anim_ctx;
- // Helper to check if a position is approximately equal
- bool approxEqual(const QVector3D &a, const QVector3D &b,
- float epsilon = 0.01F) {
- return std::abs(a.x() - b.x()) < epsilon &&
- std::abs(a.y() - b.y()) < epsilon &&
- std::abs(a.z() - b.z()) < epsilon;
- }
- };
- TEST_F(HumanoidPoseControllerTest, ConstructorInitializesCorrectly) {
- HumanoidPoseController controller(pose, anim_ctx);
- // Constructor should not modify the pose
- EXPECT_FLOAT_EQ(pose.head_pos.y(), HumanProportions::HEAD_CENTER_Y);
- EXPECT_FLOAT_EQ(pose.pelvis_pos.y(), HumanProportions::WAIST_Y);
- }
- TEST_F(HumanoidPoseControllerTest, StandIdleDoesNotModifyPose) {
- HumanoidPoseController controller(pose, anim_ctx);
- QVector3D const original_pelvis = pose.pelvis_pos;
- QVector3D const original_shoulder_l = pose.shoulder_l;
- controller.standIdle();
- // standIdle should be a no-op, keeping pose unchanged
- EXPECT_TRUE(approxEqual(pose.pelvis_pos, original_pelvis));
- EXPECT_TRUE(approxEqual(pose.shoulder_l, original_shoulder_l));
- }
- TEST_F(HumanoidPoseControllerTest, KneelLowersPelvis) {
- HumanoidPoseController controller(pose, anim_ctx);
- float const original_pelvis_y = pose.pelvis_pos.y();
- controller.kneel(0.5F);
- // Kneeling should lower the pelvis
- EXPECT_LT(pose.pelvis_pos.y(), original_pelvis_y);
- // Pelvis should be lowered by approximately depth * 0.40F
- float const expected_offset = 0.5F * 0.40F;
- EXPECT_NEAR(pose.pelvis_pos.y(), HumanProportions::WAIST_Y - expected_offset,
- 0.05F);
- }
- TEST_F(HumanoidPoseControllerTest, KneelFullDepthTouchesGroundWithKnee) {
- HumanoidPoseController controller(pose, anim_ctx);
- controller.kneel(1.0F);
- // At full kneel, left knee should be very close to ground
- EXPECT_NEAR(pose.knee_l.y(), HumanProportions::GROUND_Y + 0.07F, 0.02F);
- // Pelvis should be lowered significantly
- EXPECT_LT(pose.pelvis_pos.y(), HumanProportions::WAIST_Y - 0.35F);
- }
- TEST_F(HumanoidPoseControllerTest, KneelZeroDepthKeepsStanding) {
- HumanoidPoseController controller(pose, anim_ctx);
- float const original_pelvis_y = pose.pelvis_pos.y();
- controller.kneel(0.0F);
- // Zero depth should keep pelvis at original height
- EXPECT_NEAR(pose.pelvis_pos.y(), original_pelvis_y, 0.01F);
- }
- TEST_F(HumanoidPoseControllerTest, LeanMovesUpperBody) {
- HumanoidPoseController controller(pose, anim_ctx);
- QVector3D const original_shoulder_l = pose.shoulder_l;
- QVector3D const original_shoulder_r = pose.shoulder_r;
- QVector3D const lean_direction(0.0F, 0.0F, 1.0F); // Forward
- controller.lean(lean_direction, 0.5F);
- // Shoulders should move forward when leaning forward
- EXPECT_GT(pose.shoulder_l.z(), original_shoulder_l.z());
- EXPECT_GT(pose.shoulder_r.z(), original_shoulder_r.z());
- }
- TEST_F(HumanoidPoseControllerTest, LeanZeroAmountNoChange) {
- HumanoidPoseController controller(pose, anim_ctx);
- QVector3D const original_shoulder_l = pose.shoulder_l;
- QVector3D const lean_direction(1.0F, 0.0F, 0.0F); // Right
- controller.lean(lean_direction, 0.0F);
- // Zero amount should keep shoulders unchanged
- EXPECT_TRUE(approxEqual(pose.shoulder_l, original_shoulder_l));
- }
- TEST_F(HumanoidPoseControllerTest, PlaceHandAtSetsHandPosition) {
- HumanoidPoseController controller(pose, anim_ctx);
- QVector3D const target_position(0.30F, 1.20F, 0.80F);
- controller.placeHandAt(false, target_position); // Right hand
- // Hand should be at target position
- EXPECT_TRUE(approxEqual(pose.hand_r, target_position));
- }
- TEST_F(HumanoidPoseControllerTest, PlaceHandAtComputesElbow) {
- HumanoidPoseController controller(pose, anim_ctx);
- QVector3D const target_position(0.30F, 1.20F, 0.80F);
- QVector3D const original_elbow = pose.elbow_r;
- controller.placeHandAt(false, target_position); // Right hand
- // Elbow should be recomputed (different from original)
- EXPECT_FALSE(approxEqual(pose.elbow_r, original_elbow));
- // Elbow should be between shoulder and hand
- float const shoulder_to_elbow_dist =
- (pose.elbow_r - pose.shoulder_r).length();
- float const elbow_to_hand_dist = (target_position - pose.elbow_r).length();
- EXPECT_GT(shoulder_to_elbow_dist, 0.0F);
- EXPECT_GT(elbow_to_hand_dist, 0.0F);
- }
- TEST_F(HumanoidPoseControllerTest, SolveElbowIKReturnsValidPosition) {
- HumanoidPoseController controller(pose, anim_ctx);
- QVector3D const shoulder = pose.shoulder_r;
- QVector3D const hand(0.35F, 1.15F, 0.75F);
- QVector3D const outward_dir(1.0F, 0.0F, 0.0F);
- QVector3D const elbow = controller.solveElbowIK(
- false, shoulder, hand, outward_dir, 0.45F, 0.15F, 0.0F, 1.0F);
- // Elbow should be somewhere between shoulder and hand
- EXPECT_GT(elbow.length(), 0.0F);
- // Distance from shoulder to elbow should be reasonable
- float const shoulder_elbow_dist = (elbow - shoulder).length();
- EXPECT_GT(shoulder_elbow_dist, 0.05F);
- EXPECT_LT(shoulder_elbow_dist, 0.50F);
- }
- TEST_F(HumanoidPoseControllerTest, SolveKneeIKReturnsValidPosition) {
- HumanoidPoseController controller(pose, anim_ctx);
- QVector3D const hip(0.10F, 0.93F, 0.0F);
- QVector3D const foot(0.10F, 0.0F, 0.05F);
- float const height_scale = 1.0F;
- QVector3D const knee = controller.solveKneeIK(false, hip, foot, height_scale);
- // Knee should be between hip and foot (in Y)
- EXPECT_LT(knee.y(), hip.y());
- EXPECT_GT(knee.y(), foot.y());
- // Knee should not be below ground
- EXPECT_GE(knee.y(), HumanProportions::GROUND_Y);
- }
- TEST_F(HumanoidPoseControllerTest, SolveKneeIKPreventsGroundPenetration) {
- HumanoidPoseController controller(pose, anim_ctx);
- // Set up a scenario where IK would put knee below ground
- QVector3D const hip(0.0F, 0.30F, 0.0F); // Very low hip
- QVector3D const foot(0.50F, 0.0F, 0.50F); // Far foot
- float const height_scale = 1.0F;
- QVector3D const knee = controller.solveKneeIK(true, hip, foot, height_scale);
- // Knee should be at or above the floor threshold
- float const min_knee_y =
- HumanProportions::GROUND_Y + pose.foot_y_offset * 0.5F;
- EXPECT_GE(knee.y(), min_knee_y - 0.001F); // Small epsilon for floating point
- }
- TEST_F(HumanoidPoseControllerTest, PlaceHandAtLeftHandWorks) {
- HumanoidPoseController controller(pose, anim_ctx);
- QVector3D const target_position(-0.40F, 1.30F, 0.60F);
- controller.placeHandAt(true, target_position); // Left hand
- // Left hand should be at target position
- EXPECT_TRUE(approxEqual(pose.hand_l, target_position));
- // Left elbow should be computed
- EXPECT_GT((pose.elbow_l - pose.shoulder_l).length(), 0.0F);
- }
- TEST_F(HumanoidPoseControllerTest, KneelClampsBounds) {
- HumanoidPoseController controller(pose, anim_ctx);
- // Test clamping of depth > 1.0
- controller.kneel(1.5F);
- float const max_kneel_pelvis_y = pose.pelvis_pos.y();
- // Reset pose
- SetUp();
- HumanoidPoseController controller2(pose, anim_ctx);
- // Test depth = 1.0
- controller2.kneel(1.0F);
- // Should be same as clamped 1.5F
- EXPECT_NEAR(pose.pelvis_pos.y(), max_kneel_pelvis_y, 0.001F);
- }
- TEST_F(HumanoidPoseControllerTest, LeanClampsBounds) {
- HumanoidPoseController controller(pose, anim_ctx);
- QVector3D const lean_direction(0.0F, 0.0F, 1.0F);
- // Test clamping of amount > 1.0
- controller.lean(lean_direction, 1.5F);
- float const max_lean_z = pose.shoulder_l.z();
- // Reset pose
- SetUp();
- HumanoidPoseController controller2(pose, anim_ctx);
- // Test amount = 1.0
- controller2.lean(lean_direction, 1.0F);
- // Should be same as clamped 1.5F
- EXPECT_NEAR(pose.shoulder_l.z(), max_lean_z, 0.001F);
- }
- TEST_F(HumanoidPoseControllerTest, HoldSwordAndShieldPositionsHandsCorrectly) {
- HumanoidPoseController controller(pose, anim_ctx);
- controller.hold_sword_and_shield();
- // Right hand (sword hand) should be positioned for sword holding
- EXPECT_GT(pose.hand_r.x(), 0.0F); // To the right
- EXPECT_GT(pose.hand_r.z(), 0.0F); // In front
- // Left hand (shield hand) should be positioned for shield holding
- EXPECT_LT(pose.hand_l.x(), 0.0F); // To the left
- EXPECT_GT(pose.hand_l.z(), 0.0F); // In front
- // Both elbows should be computed
- EXPECT_GT((pose.elbow_r - pose.shoulder_r).length(), 0.0F);
- EXPECT_GT((pose.elbow_l - pose.shoulder_l).length(), 0.0F);
- }
- TEST_F(HumanoidPoseControllerTest, LookAtMovesHeadTowardTarget) {
- HumanoidPoseController controller(pose, anim_ctx);
- QVector3D const original_head_pos = pose.head_pos;
- QVector3D const target(0.5F, pose.head_pos.y(),
- 2.0F); // Target in front and to the right
- controller.look_at(target);
- // Head should move toward target (right and forward)
- EXPECT_GT(pose.head_pos.x(), original_head_pos.x());
- EXPECT_GT(pose.head_pos.z(), original_head_pos.z());
- }
- TEST_F(HumanoidPoseControllerTest, LookAtWithSamePositionDoesNothing) {
- HumanoidPoseController controller(pose, anim_ctx);
- QVector3D const original_head_pos = pose.head_pos;
- controller.look_at(pose.head_pos); // Look at current position
- // Head should remain unchanged
- EXPECT_TRUE(approxEqual(pose.head_pos, original_head_pos));
- }
- TEST_F(HumanoidPoseControllerTest, GetShoulderYReturnsCorrectValues) {
- HumanoidPoseController controller(pose, anim_ctx);
- float const left_y = controller.get_shoulder_y(true);
- float const right_y = controller.get_shoulder_y(false);
- EXPECT_FLOAT_EQ(left_y, pose.shoulder_l.y());
- EXPECT_FLOAT_EQ(right_y, pose.shoulder_r.y());
- }
- TEST_F(HumanoidPoseControllerTest, GetPelvisYReturnsCorrectValue) {
- HumanoidPoseController controller(pose, anim_ctx);
- float const pelvis_y = controller.get_pelvis_y();
- EXPECT_FLOAT_EQ(pelvis_y, pose.pelvis_pos.y());
- }
- TEST_F(HumanoidPoseControllerTest, GetShoulderYReflectsKneeling) {
- HumanoidPoseController controller(pose, anim_ctx);
- float const original_shoulder_y = controller.get_shoulder_y(true);
- controller.kneel(0.5F);
- float const kneeling_shoulder_y = controller.get_shoulder_y(true);
- // After kneeling, shoulder should be lower
- EXPECT_LT(kneeling_shoulder_y, original_shoulder_y);
- }
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