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openrw/tests/test_Animation.cpp

50 lines
1.5 KiB
C++

#include <boost/test/unit_test.hpp>
#include <data/Clump.hpp>
#include <engine/Animator.hpp>
#include <loaders/LoaderIFP.hpp>
#include <glm/gtx/string_cast.hpp>
#include "test_Globals.hpp"
BOOST_AUTO_TEST_SUITE(AnimationTests)
#if RW_TEST_WITH_DATA
BOOST_AUTO_TEST_CASE(test_matrix) {
{
auto animation = std::make_shared<Animation>();
/** Models are currently needed to relate animation bones <=> model
* frame #s. */
auto test_model = Global::get().d->loadClump("player.dff");
Animator animator(test_model);
animation->duration = 1.f;
animation->bones.emplace(
"player", std::make_unique<AnimationBone>(
"player", 0, 0, 1.0f, AnimationBone::RT0,
std::vector<AnimationKeyframe>{
{glm::quat{1.0f, 0.0f, 0.0f, 0.0f},
glm::vec3(0.f, 0.f, 0.f), glm::vec3(), 0.f, 0},
{glm::quat{1.0f, 0.0f, 0.0f, 0.0f},
glm::vec3(0.f, 1.f, 0.f), glm::vec3(), 1.0f, 1},
}));
animator.playAnimation(0, animation, 1.f, false);
animator.tick(0.0f);
const auto& root = test_model->findFrame("player");
BOOST_CHECK(glm::vec3(root->getTransform()[3]) ==
glm::vec3(0.f, 0.f, 0.f));
animator.tick(1.0f);
BOOST_CHECK(glm::vec3(root->getTransform()[3]) ==
glm::vec3(0.f, 1.f, 0.f));
}
}
#endif
BOOST_AUTO_TEST_SUITE_END()