2014-06-02 05:58:41 +02:00
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#include <boost/test/unit_test.hpp>
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2017-01-03 15:18:06 +01:00
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#include <data/Clump.hpp>
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2016-09-09 22:13:22 +02:00
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#include <data/Skeleton.hpp>
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#include <engine/Animator.hpp>
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2014-06-02 05:58:41 +02:00
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#include <glm/gtx/string_cast.hpp>
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#include "test_globals.hpp"
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BOOST_AUTO_TEST_SUITE(AnimationTests)
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2016-06-16 22:11:55 +02:00
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#if RW_TEST_WITH_DATA
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2016-09-09 22:13:22 +02:00
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BOOST_AUTO_TEST_CASE(test_matrix) {
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{
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Skeleton skeleton;
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Animation animation;
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/** Models are currently needed to relate animation bones <=> model
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* frame #s. */
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2016-09-11 22:57:55 +02:00
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auto test_model = Global::get().d->loadClump("player.dff");
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2016-09-09 22:13:22 +02:00
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2016-09-11 22:57:55 +02:00
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Animator animator(test_model, &skeleton);
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2016-09-09 22:13:22 +02:00
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animation.duration = 1.f;
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animation.bones["player"] = new AnimationBone{
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"player",
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0,
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0,
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1.0f,
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AnimationBone::RT0,
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{
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{glm::quat(), glm::vec3(0.f, 0.f, 0.f), glm::vec3(), 0.f, 0},
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{glm::quat(), glm::vec3(0.f, 1.f, 0.f), glm::vec3(), 1.0f, 1},
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}};
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animator.playAnimation(0, &animation, 1.f, false);
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animator.tick(0.0f);
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BOOST_CHECK(skeleton.getData(0).a.translation ==
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glm::vec3(0.f, 0.f, 0.f));
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BOOST_CHECK(skeleton.getData(0).b.translation ==
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glm::vec3(0.f, 0.f, 0.f));
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animator.tick(1.0f);
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BOOST_CHECK(skeleton.getData(0).a.translation ==
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glm::vec3(0.f, 1.f, 0.f));
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BOOST_CHECK(skeleton.getData(0).b.translation ==
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glm::vec3(0.f, 0.f, 0.f));
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}
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2014-06-02 05:58:41 +02:00
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}
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2016-06-16 22:11:55 +02:00
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#endif
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2014-06-02 05:58:41 +02:00
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BOOST_AUTO_TEST_SUITE_END()
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