#pragma once #include "../synced_animation_graph.h" #include "scene/animation/animation_tree.h" #include "scene/main/window.h" #include "tests/test_macros.h" struct SyncedAnimationGraphFixture { Node *character_node; Skeleton3D *skeleton_node; AnimationPlayer *player_node; int hip_bone_index = -1; Ref test_animation_a; Ref test_animation_b; Ref animation_library; SyncedAnimationGraph *synced_animation_graph; SyncedAnimationGraphFixture() { character_node = memnew(Node); character_node->set_name("CharacterNode"); SceneTree::get_singleton()->get_root()->add_child(character_node); skeleton_node = memnew(Skeleton3D); skeleton_node->set_name("Skeleton"); character_node->add_child(skeleton_node); skeleton_node->add_bone("Root"); hip_bone_index = skeleton_node->add_bone("Hips"); player_node = memnew(AnimationPlayer); player_node->set_name("AnimationPlayer"); setup_animations(); SceneTree::get_singleton()->get_root()->add_child(player_node); synced_animation_graph = memnew(SyncedAnimationGraph); SceneTree::get_singleton()->get_root()->add_child(synced_animation_graph); synced_animation_graph->set_animation_player(player_node->get_path()); synced_animation_graph->set_skeleton(skeleton_node->get_path()); } void setup_animations() { test_animation_a = memnew(Animation); int track_index = test_animation_a->add_track(Animation::TYPE_POSITION_3D); CHECK(track_index == 0); test_animation_a->track_insert_key(track_index, 0.0, Vector3(0., 0., 0.)); test_animation_a->track_insert_key(track_index, 1.0, Vector3(1., 2., 3.)); test_animation_a->track_set_path(track_index, NodePath(vformat("%s:%s", skeleton_node->get_path().get_concatenated_names(), "Hips"))); animation_library.instantiate(); animation_library->add_animation("TestAnimationA", test_animation_a); test_animation_b = memnew(Animation); track_index = test_animation_b->add_track(Animation::TYPE_POSITION_3D); CHECK(track_index == 0); test_animation_b->track_insert_key(track_index, 0.0, Vector3(0., 0., 0.)); test_animation_b->track_insert_key(track_index, 1.0, Vector3(2., 4., 6.)); test_animation_b->track_set_path(track_index, NodePath(vformat("%s:%s", skeleton_node->get_path().get_concatenated_names(), "Hips"))); animation_library->add_animation("TestAnimationB", test_animation_b); player_node->add_animation_library("animation_library", animation_library); } }; namespace TestSyncedAnimationGraph { TEST_CASE("[SyncedAnimationGraph] Test BlendTree construction") { BlendTreeBuilder tree_constructor; Ref animation_sampler_node0; animation_sampler_node0.instantiate(); animation_sampler_node0->name = "Sampler0"; tree_constructor.add_node(animation_sampler_node0); Ref animation_sampler_node1; animation_sampler_node1.instantiate(); animation_sampler_node1->name = "Sampler1"; tree_constructor.add_node(animation_sampler_node1); Ref animation_sampler_node2; animation_sampler_node2.instantiate(); animation_sampler_node2->name = "Sampler2"; tree_constructor.add_node(animation_sampler_node2); Ref node_blend0; node_blend0.instantiate(); node_blend0->name = "Blend0"; tree_constructor.add_node(node_blend0); Ref node_blend1; node_blend1.instantiate(); node_blend1->name = "Blend1"; tree_constructor.add_node(node_blend1); // Tree // Sampler0 -\ // Sampler1 -+ Blend0 -\ // Sampler2 -----------+ Blend1 - Output CHECK(tree_constructor.add_connection(animation_sampler_node0, node_blend0, "Input0")); // Ensure that subtree is properly updated int sampler0_index = tree_constructor.find_node_index(animation_sampler_node0); int blend0_index = tree_constructor.find_node_index(node_blend0); CHECK(tree_constructor.node_connection_info[blend0_index].input_subtree_node_indices.has(sampler0_index)); // Connect blend0 to blend1 CHECK(tree_constructor.add_connection(node_blend0, node_blend1, "Input0")); // Connecting to an already connected port must fail CHECK(!tree_constructor.add_connection(animation_sampler_node1, node_blend0, "Input0")); // Correct connection of Sampler1 to Blend0 CHECK(tree_constructor.add_connection(animation_sampler_node1, node_blend0, "Input1")); // Ensure that subtree is properly updated int sampler1_index = tree_constructor.find_node_index(animation_sampler_node0); int blend1_index = tree_constructor.find_node_index(node_blend1); CHECK(tree_constructor.node_connection_info[blend1_index].input_subtree_node_indices.has(sampler1_index)); CHECK(tree_constructor.node_connection_info[blend1_index].input_subtree_node_indices.has(sampler0_index)); CHECK(tree_constructor.node_connection_info[blend1_index].input_subtree_node_indices.has(blend0_index)); // Creating a loop must fail CHECK(!tree_constructor.add_connection(node_blend1, node_blend0, "Input1")); // Perform remaining connections CHECK(tree_constructor.add_connection(node_blend1, tree_constructor.get_output_node(), "Input")); CHECK(tree_constructor.add_connection(animation_sampler_node2, node_blend1, "Input1")); // Output node must have all nodes in its subtree: CHECK(tree_constructor.node_connection_info[0].input_subtree_node_indices.has(1)); CHECK(tree_constructor.node_connection_info[0].input_subtree_node_indices.has(2)); CHECK(tree_constructor.node_connection_info[0].input_subtree_node_indices.has(3)); CHECK(tree_constructor.node_connection_info[0].input_subtree_node_indices.has(4)); CHECK(tree_constructor.node_connection_info[0].input_subtree_node_indices.has(5)); tree_constructor.sort_nodes_and_references(); // Check that for node i all input nodes have a node index j > i. for (unsigned int i = 0; i < tree_constructor.nodes.size(); i++) { for (int input_index : tree_constructor.node_connection_info[i].input_subtree_node_indices) { CHECK(input_index > i); } } } TEST_CASE_FIXTURE(SyncedAnimationGraphFixture, "[SceneTree][SyncedAnimationGraph] Test AnimationData blending") { AnimationData data_t0; data_t0.sample_from_animation(test_animation_a, skeleton_node, 0.0); AnimationData data_t1; data_t1.sample_from_animation(test_animation_a, skeleton_node, 1.0); AnimationData data_t0_5; data_t0_5.sample_from_animation(test_animation_a, skeleton_node, 0.5); AnimationData data_blended = data_t0; data_blended.blend(data_t1, 0.5); REQUIRE(data_blended.has_same_tracks(data_t0_5)); for (const KeyValue &K : data_blended.track_values) { CHECK(K.value->operator==(*data_t0_5.track_values.find(K.key)->value)); } // And also check that values do not match data_blended = data_t0; data_blended.blend(data_t1, 0.3); REQUIRE(data_blended.has_same_tracks(data_t0_5)); for (const KeyValue &K : data_blended.track_values) { CHECK(K.value->operator!=(*data_t0_5.track_values.find(K.key)->value)); } } TEST_CASE_FIXTURE(SyncedAnimationGraphFixture, "[SceneTree][SyncedAnimationGraph] SyncedAnimationGraph with an AnimationSampler as root node") { Ref animation_sampler_node; animation_sampler_node.instantiate(); animation_sampler_node->animation_name = "animation_library/TestAnimationA"; synced_animation_graph->set_graph_root_node(animation_sampler_node); Vector3 hip_bone_position = skeleton_node->get_bone_global_pose(hip_bone_index).origin; CHECK(hip_bone_position.x == doctest::Approx(0.0)); CHECK(hip_bone_position.y == doctest::Approx(0.0)); CHECK(hip_bone_position.z == doctest::Approx(0.0)); SceneTree::get_singleton()->process(0.01); hip_bone_position = skeleton_node->get_bone_global_pose(hip_bone_index).origin; CHECK(hip_bone_position.x == doctest::Approx(0.01)); CHECK(hip_bone_position.y == doctest::Approx(0.02)); CHECK(hip_bone_position.z == doctest::Approx(0.03)); } TEST_CASE_FIXTURE(SyncedAnimationGraphFixture, "[SceneTree][SyncedAnimationGraph][BlendTree] BlendTree with a AnimationSamplerNode connected to the output") { Ref synced_blend_tree_node; synced_blend_tree_node.instantiate(); Ref animation_sampler_node; animation_sampler_node.instantiate(); animation_sampler_node->animation_name = "animation_library/TestAnimationA"; synced_blend_tree_node->add_node(animation_sampler_node); REQUIRE(synced_blend_tree_node->add_connection(animation_sampler_node, synced_blend_tree_node->get_output_node(), "Input")); synced_blend_tree_node->initialize(synced_animation_graph->get_context()); synced_animation_graph->set_graph_root_node(synced_blend_tree_node); Vector3 hip_bone_position = skeleton_node->get_bone_global_pose(hip_bone_index).origin; CHECK(hip_bone_position.x == doctest::Approx(0.0)); CHECK(hip_bone_position.y == doctest::Approx(0.0)); CHECK(hip_bone_position.z == doctest::Approx(0.0)); SceneTree::get_singleton()->process(0.01); hip_bone_position = skeleton_node->get_bone_global_pose(hip_bone_index).origin; CHECK(hip_bone_position.x == doctest::Approx(0.01)); CHECK(hip_bone_position.y == doctest::Approx(0.02)); CHECK(hip_bone_position.z == doctest::Approx(0.03)); } TEST_CASE_FIXTURE(SyncedAnimationGraphFixture, "[SceneTree][SyncedAnimationGraph][BlendTree][Blend2Node] BlendTree with a Blend2Node connected to the output") { Ref synced_blend_tree_node; synced_blend_tree_node.instantiate(); // TestAnimationA Ref animation_sampler_node_a; animation_sampler_node_a.instantiate(); animation_sampler_node_a->animation_name = "animation_library/TestAnimationA"; synced_blend_tree_node->add_node(animation_sampler_node_a); // TestAnimationB Ref animation_sampler_node_b; animation_sampler_node_b.instantiate(); animation_sampler_node_b->animation_name = "animation_library/TestAnimationB"; synced_blend_tree_node->add_node(animation_sampler_node_b); // Blend2 Ref blend2_node; blend2_node.instantiate(); blend2_node->blend_weight = 0.5; synced_blend_tree_node->add_node(blend2_node); // Connect nodes Vector blend2_inputs; blend2_node->get_input_names(blend2_inputs); REQUIRE(synced_blend_tree_node->add_connection(animation_sampler_node_a, blend2_node, blend2_inputs[0])); REQUIRE(synced_blend_tree_node->add_connection(animation_sampler_node_b, blend2_node, blend2_inputs[1])); REQUIRE(synced_blend_tree_node->add_connection(blend2_node, synced_blend_tree_node->get_output_node(), "Input")); synced_blend_tree_node->initialize(synced_animation_graph->get_context()); int blend2_node_index = synced_blend_tree_node->find_node_index(blend2_node); const SyncedBlendTree::NodeRuntimeData &blend2_runtime_data = synced_blend_tree_node->_node_runtime_data[blend2_node_index]; CHECK(blend2_runtime_data.input_nodes[0] == animation_sampler_node_a); CHECK(blend2_runtime_data.input_nodes[1] == animation_sampler_node_b); synced_animation_graph->set_graph_root_node(synced_blend_tree_node); Vector3 hip_bone_position = skeleton_node->get_bone_global_pose(hip_bone_index).origin; CHECK(hip_bone_position.x == doctest::Approx(0.0)); CHECK(hip_bone_position.y == doctest::Approx(0.0)); CHECK(hip_bone_position.z == doctest::Approx(0.0)); SceneTree::get_singleton()->process(0.5); hip_bone_position = skeleton_node->get_bone_global_pose(hip_bone_index).origin; CHECK(hip_bone_position.x == doctest::Approx(0.75)); CHECK(hip_bone_position.y == doctest::Approx(1.5)); CHECK(hip_bone_position.z == doctest::Approx(2.25)); // Test saving and loading of the blend tree to a resource ResourceSaver::save(synced_blend_tree_node, "synced_blend_tree_node.tres"); REQUIRE(ClassDB::class_exists("AnimationSamplerNode")); // Load blend tree Ref loaded_synced_blend_tree = ResourceLoader::load("synced_blend_tree_node.tres"); REQUIRE(loaded_synced_blend_tree.is_valid()); loaded_synced_blend_tree->initialize(synced_animation_graph->get_context()); synced_animation_graph->set_graph_root_node(loaded_synced_blend_tree); // Re-evaluate using a different time. All animation samplers will start again from 0. SceneTree::get_singleton()->process(0.2); hip_bone_position = skeleton_node->get_bone_global_pose(hip_bone_index).origin; CHECK(hip_bone_position.x == doctest::Approx(0.3)); CHECK(hip_bone_position.y == doctest::Approx(0.6)); CHECK(hip_bone_position.z == doctest::Approx(0.9)); } TEST_CASE_FIXTURE(SyncedAnimationGraphFixture, "[SceneTree][SyncedAnimationGraph][BlendTree][Blend2Node] Serialize AnimationTree" * doctest::skip(true)) { AnimationTree *animation_tree = memnew(AnimationTree); character_node->add_child(animation_tree); animation_tree->set_animation_player(player_node->get_path()); animation_tree->set_root_node(character_node->get_path()); Ref animation_node_animation; animation_node_animation.instantiate(); animation_node_animation->set_animation("TestAnimationA"); Ref animation_node_blend_tree; animation_node_blend_tree.instantiate(); animation_node_blend_tree->add_node("SamplerTestAnimationA", animation_node_animation, Vector2(0, 0)); animation_node_blend_tree->connect_node("output", 0, "SamplerTestAnimationA"); animation_node_blend_tree->setup_local_to_scene(); animation_tree->set_root_animation_node(animation_node_blend_tree); ResourceSaver::save(animation_node_blend_tree, "animation_tree.tres"); } } //namespace TestSyncedAnimationGraph