godot_synced_blend_tree/tests/test_synced_animation_graph.h
2025-12-13 22:38:45 +01:00

205 lines
8.0 KiB
C++

#pragma once
#include "../synced_animation_graph.h"
#include "scene/main/window.h"
#include "servers/rendering/rendering_server_default.h"
#include "tests/test_macros.h"
struct SyncedAnimationGraphFixture {
Node *character_node;
Skeleton3D *skeleton_node;
AnimationPlayer *player_node;
int hip_bone_index = -1;
Ref<Animation> test_animation;
Ref<AnimationLibrary> 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");
test_animation = memnew(Animation);
const int track_index = test_animation->add_track(Animation::TYPE_POSITION_3D);
CHECK(track_index == 0);
test_animation->track_insert_key(track_index, 0.0, Vector3(0., 0., 0.));
test_animation->track_insert_key(track_index, 1.0, Vector3(1., 2., 3.));
test_animation->track_set_path(track_index, NodePath(vformat("%s:%s", skeleton_node->get_path().get_concatenated_names(), "Hips")));
animation_library.instantiate();
animation_library->add_animation("TestAnimation", test_animation);
player_node->add_animation_library("animation_library", animation_library);
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());
}
};
namespace TestSyncedAnimationGraph {
TEST_CASE("[SyncedAnimationGraph] TestBlendTreeConstruction") {
BlendTreeBuilder tree_constructor;
Ref<AnimationSamplerNode> animation_sampler_node0;
animation_sampler_node0.instantiate();
animation_sampler_node0->name = "Sampler0";
tree_constructor.add_node(animation_sampler_node0);
Ref<AnimationSamplerNode> animation_sampler_node1;
animation_sampler_node1.instantiate();
animation_sampler_node1->name = "Sampler1";
tree_constructor.add_node(animation_sampler_node1);
Ref<AnimationSamplerNode> animation_sampler_node2;
animation_sampler_node2.instantiate();
animation_sampler_node2->name = "Sampler2";
tree_constructor.add_node(animation_sampler_node2);
Ref<AnimationBlend2Node> node_blend0;
node_blend0.instantiate();
node_blend0->name = "Blend0";
tree_constructor.add_node(node_blend0);
Ref<AnimationBlend2Node> 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.get_node_index(animation_sampler_node0);
int blend0_index = tree_constructor.get_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.get_node_index(animation_sampler_node0);
int blend1_index = tree_constructor.get_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));
print_line("-- Unsorted Nodes:");
for (unsigned int i = 0; i < tree_constructor.nodes.size(); i++) {
print_line(vformat("%d: node %10s", i, tree_constructor.nodes[i]->name));
tree_constructor.node_connection_info[i]._print_subtree();
}
LocalVector<int> mapping = tree_constructor.get_sorted_node_indices();
for (unsigned int i = 0; i < mapping.size(); i++) {
print_line(vformat("%2d -> %2d", i, mapping[i]));
}
print_line(vformat("node %d is at index %d", 4, mapping.find(4)));
tree_constructor.sort_nodes_and_references();
print_line("-- Sorted Nodes");
for (unsigned int i = 0; i < tree_constructor.nodes.size(); i++) {
print_line(vformat("%d: node %10s", i, tree_constructor.nodes[i]->name));
tree_constructor.node_connection_info[i]._print_subtree();
}
// 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] SimpleAnimationSamplerTest" * doctest::skip(true)) {
Ref<AnimationSamplerNode> animation_sampler_node;
animation_sampler_node.instantiate();
animation_sampler_node->animation_name = "animation_library/TestAnimation";
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));
}
// Currently disabled!
TEST_CASE_FIXTURE(SyncedAnimationGraphFixture, "[SceneTree][SyncedAnimationGraph] SimpleBlendTreeTest" * doctest::skip(true)) {
Ref<SyncedBlendTree> synced_blend_tree_node;
synced_blend_tree_node.instantiate();
Ref<AnimationSamplerNode> animation_sampler_node;
animation_sampler_node.instantiate();
animation_sampler_node->animation_name = "animation_library/TestAnimation";
synced_blend_tree_node->add_node(animation_sampler_node);
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));
}
} //namespace TestSyncedAnimationGraph