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53 lines
1.3 KiB
C++
53 lines
1.3 KiB
C++
#include <boost/test/unit_test.hpp>
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#include <engine/Animator.hpp>
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#include <data/Skeleton.hpp>
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#include <render/Model.hpp>
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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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BOOST_AUTO_TEST_CASE(test_matrix)
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{
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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 frame #s. */
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Global::get().e->gameData.loadDFF("player.dff");
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ModelHandle* test_model = Global::get().e->gameData.models["player"];
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Animator animator(test_model->model, &skeleton);
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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, 0, 1.0f,
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AnimationBone::RT0,
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{
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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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},
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{
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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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}
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};
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animator.setAnimation(&animation);
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animator.tick(0.0f);
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BOOST_CHECK( skeleton.getData(0).a.translation == glm::vec3(0.f, 0.f, 0.f) );
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BOOST_CHECK( skeleton.getData(0).b.translation == 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 == glm::vec3(0.f, 1.f, 0.f) );
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BOOST_CHECK( skeleton.getData(0).b.translation == glm::vec3(0.f, 0.f, 0.f) );
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}
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}
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BOOST_AUTO_TEST_SUITE_END()
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