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Adding tests for Animation Blend Tree
Co-Authored-By: kj-art-dev <[email protected]> Co-Authored-By: Nick <[email protected]>
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/**************************************************************************/
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/* test_animation_blend_tree.h */
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/**************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/**************************************************************************/
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/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
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/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/**************************************************************************/
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#pragma once
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#include "scene/animation/animation_blend_tree.h"
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#include "tests/test_macros.h"
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#include "tests/test_utils.h"
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namespace TestAnimationBlendTree {
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TEST_CASE("[SceneTree][AnimationBlendTree] Create AnimationBlendTree and add AnimationNode") {
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Ref<AnimationNodeBlendTree> blend_tree;
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blend_tree.instantiate();
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// Test initial state.
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CHECK(blend_tree->has_node("output"));
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CHECK_EQ(blend_tree->get_graph_offset(), Vector2(0, 0));
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CHECK_EQ(blend_tree->get_node_list().size(), 1);
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// Test adding animation node.
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Ref<AnimationNodeAnimation> anim_node;
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anim_node.instantiate();
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anim_node->set_animation(StringName("test_animation"));
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Vector2 position(100, 100);
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blend_tree->add_node("test_node", anim_node, position);
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// Test node existence.
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CHECK(blend_tree->has_node("test_node"));
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CHECK_EQ(blend_tree->get_node("test_node"), anim_node);
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CHECK_EQ(blend_tree->get_node_position("test_node"), position);
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// Test node connection on port 0.
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CHECK_EQ(blend_tree->can_connect_node("output", 0, "test_node"), AnimationNodeBlendTree::CONNECTION_OK);
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blend_tree->connect_node("output", 0, "test_node");
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Vector<StringName> connections = blend_tree->get_node_connection_array("output");
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CHECK_EQ(connections.size(), 1);
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CHECK_EQ(connections[0], StringName("test_node"));
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// Test node rename.
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blend_tree->rename_node("test_node", "renamed_node");
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CHECK_FALSE(blend_tree->has_node("test_node"));
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CHECK(blend_tree->has_node("renamed_node"));
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connections = blend_tree->get_node_connection_array("output");
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CHECK_EQ(connections[0], StringName("renamed_node"));
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// Test node removal.
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blend_tree->remove_node("renamed_node");
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CHECK_FALSE(blend_tree->has_node("renamed_node"));
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connections = blend_tree->get_node_connection_array("output");
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CHECK_EQ(connections[0], StringName());
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}
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} //namespace TestAnimationBlendTree

tests/test_main.cpp

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#include "tests/core/variant/test_variant.h"
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#include "tests/core/variant/test_variant_utility.h"
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#include "tests/scene/test_animation.h"
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#include "tests/scene/test_animation_blend_tree.h"
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#include "tests/scene/test_audio_stream_wav.h"
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#include "tests/scene/test_bit_map.h"
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#include "tests/scene/test_button.h"

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