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584618e991
Move frame transform data into Skeleton instead of Animator. Animator now responsible for mutating Skeleton state. Skeleton is more flexible for things like vehicle skeletons.
65 lines
2.0 KiB
C++
65 lines
2.0 KiB
C++
#include <boost/test/unit_test.hpp>
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#include <data/Skeleton.hpp>
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#include <glm/glm.hpp>
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BOOST_AUTO_TEST_SUITE(SkeletonTests)
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BOOST_AUTO_TEST_CASE(test_methods)
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{
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Skeleton::FrameTransform t1 { glm::vec3(0.f, 0.f, 0.f), glm::quat(0.f, 0.f, 0.f, 0.f) };
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Skeleton::FrameTransform t2 { glm::vec3(1.f, 0.f, 0.f), glm::quat(0.f, 0.f, 1.f, 0.f) };
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Skeleton skeleton;
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skeleton.setAllData({
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{0, { t1, t2, true }}
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});
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BOOST_CHECK(skeleton.getData(0).a.translation == t1.translation);
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BOOST_CHECK(skeleton.getData(0).a.rotation == t1.rotation);
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BOOST_CHECK(skeleton.getData(0).b.translation == t2.translation);
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BOOST_CHECK(skeleton.getData(0).b.rotation == t2.rotation);
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BOOST_CHECK(skeleton.getData(0).enabled);
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skeleton.setData(0, {t2, t1, false});
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BOOST_CHECK(skeleton.getData(0).a.translation == t2.translation);
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BOOST_CHECK(skeleton.getData(0).a.rotation == t2.rotation);
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BOOST_CHECK(skeleton.getData(0).b.translation == t1.translation);
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BOOST_CHECK(skeleton.getData(0).b.rotation == t1.rotation);
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BOOST_CHECK(! skeleton.getData(0).enabled);
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}
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BOOST_AUTO_TEST_CASE(test_interpolate)
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{
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Skeleton::FrameTransform t1 { glm::vec3(0.f, 0.f, 0.f), glm::quat(0.f, 0.f, 0.f, 0.f) };
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Skeleton::FrameTransform t2 { glm::vec3(1.f, 0.f, 0.f), glm::quat(0.f, 0.f, 1.f, 0.f) };
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Skeleton skeleton;
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skeleton.setAllData({
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{0, { t2, t1, true }}
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});
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/** Without calling Skeleton::interpolate(alpha) the result is identity */
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BOOST_CHECK(skeleton.getInterpolated(0).translation == Skeleton::IdentityTransform.translation);
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BOOST_CHECK(skeleton.getInterpolated(0).rotation == Skeleton::IdentityTransform.rotation);
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skeleton.interpolate(0.f);
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BOOST_CHECK(skeleton.getInterpolated(0).translation == t1.translation);
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BOOST_CHECK(skeleton.getInterpolated(0).rotation == t1.rotation);
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skeleton.interpolate(1.f);
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BOOST_CHECK(skeleton.getInterpolated(0).translation == t2.translation);
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BOOST_CHECK(skeleton.getInterpolated(0).rotation == t2.rotation);
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}
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BOOST_AUTO_TEST_SUITE_END()
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