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openrw/tests/test_animation.cpp

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#include <boost/test/unit_test.hpp>
#include <data/Model.hpp>
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#include <data/Skeleton.hpp>
#include <engine/Animator.hpp>
#include <glm/gtx/string_cast.hpp>
#include "test_globals.hpp"
BOOST_AUTO_TEST_SUITE(AnimationTests)
#if RW_TEST_WITH_DATA
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BOOST_AUTO_TEST_CASE(test_matrix) {
{
Skeleton skeleton;
Animation animation;
/** Models are currently needed to relate animation bones <=> model
* frame #s. */
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auto test_model = Global::get().d->loadClump("player.dff");
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Animator animator(test_model, &skeleton);
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animation.duration = 1.f;
animation.bones["player"] = new AnimationBone{
"player",
0,
0,
1.0f,
AnimationBone::RT0,
{
{glm::quat(), glm::vec3(0.f, 0.f, 0.f), glm::vec3(), 0.f, 0},
{glm::quat(), glm::vec3(0.f, 1.f, 0.f), glm::vec3(), 1.0f, 1},
}};
animator.playAnimation(0, &animation, 1.f, false);
animator.tick(0.0f);
BOOST_CHECK(skeleton.getData(0).a.translation ==
glm::vec3(0.f, 0.f, 0.f));
BOOST_CHECK(skeleton.getData(0).b.translation ==
glm::vec3(0.f, 0.f, 0.f));
animator.tick(1.0f);
BOOST_CHECK(skeleton.getData(0).a.translation ==
glm::vec3(0.f, 1.f, 0.f));
BOOST_CHECK(skeleton.getData(0).b.translation ==
glm::vec3(0.f, 0.f, 0.f));
}
}
#endif
BOOST_AUTO_TEST_SUITE_END()