godot_synced_blend_tree/tests/test_synced_animation_graph.h
2025-12-29 15:25:10 +01:00

331 lines
13 KiB
C++

#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<Animation> test_animation_a;
Ref<Animation> test_animation_b;
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");
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<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.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<Animation::TypeHash, AnimationData::TrackValue *> &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<Animation::TypeHash, AnimationData::TrackValue *> &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<AnimationSamplerNode> 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<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/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<SyncedBlendTree> synced_blend_tree_node;
synced_blend_tree_node.instantiate();
// TestAnimationA
Ref<AnimationSamplerNode> 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<AnimationSamplerNode> 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<AnimationBlend2Node> blend2_node;
blend2_node.instantiate();
blend2_node->blend_weight = 0.5;
synced_blend_tree_node->add_node(blend2_node);
// Connect nodes
Vector<StringName> 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<SyncedBlendTree> 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<AnimationNodeAnimation> animation_node_animation;
animation_node_animation.instantiate();
animation_node_animation->set_animation("TestAnimationA");
Ref<AnimationNodeBlendTree> 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