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259 lines
13 KiB
C++
259 lines
13 KiB
C++
/**************************************************************************/
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/* test_convert_transform_modifier_3d.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 "tests/test_macros.h"
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#include "scene/3d/bone_attachment_3d.h"
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#include "scene/3d/convert_transform_modifier_3d.h"
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namespace TestConvertTransformModifier3D {
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Transform3D make_random_transform_3d(int p_seed) {
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RandomNumberGenerator rng;
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rng.set_seed(p_seed);
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Vector3 pos;
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pos.x = rng.randf_range(-10.0, 10.0);
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rng.set_seed(++p_seed);
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pos.y = rng.randf_range(-10.0, 10.0);
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rng.set_seed(++p_seed);
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pos.z = rng.randf_range(-10.0, 10.0);
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rng.set_seed(++p_seed);
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Quaternion rot;
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rot.x = rng.randf_range(-1.0, 1.0);
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rng.set_seed(++p_seed);
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rot.y = rng.randf_range(-1.0, 1.0);
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rng.set_seed(++p_seed);
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rot.z = rng.randf_range(-1.0, 1.0);
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rng.set_seed(++p_seed);
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rot.w = rng.randf_range(-1.0, 1.0);
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rng.set_seed(++p_seed);
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rot = rot.normalized();
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Vector3 scl;
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scl.x = rng.randf_range(0.5, 2.0);
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rng.set_seed(++p_seed);
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scl.y = rng.randf_range(0.5, 2.0);
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rng.set_seed(++p_seed);
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scl.z = rng.randf_range(0.5, 2.0);
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rng.set_seed(++p_seed);
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return Transform3D(Basis(rot).scaled(scl), pos);
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}
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TEST_CASE("[SceneTree][ConvertTransformModifier3D]") {
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SceneTree *tree = SceneTree::get_singleton();
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int seed = 12345;
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Skeleton3D *skeleton = memnew(Skeleton3D);
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ConvertTransformModifier3D *mod = memnew(ConvertTransformModifier3D);
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// Instead of awaiting the process to wait to finish deferred process and watch "skeleton_updated" signal,
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// force notify NOTIFICATION_UPDATE_SKELETON and get the modified pose from the BoneAttachment's transform.
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BoneAttachment3D *modified = memnew(BoneAttachment3D);
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tree->get_root()->add_child(skeleton);
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int root = skeleton->add_bone("root");
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skeleton->set_bone_rest(root, make_random_transform_3d(++seed));
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skeleton->set_bone_pose(root, make_random_transform_3d(++seed));
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int apl_root = skeleton->add_bone("apl_root");
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skeleton->set_bone_parent(apl_root, root);
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skeleton->set_bone_rest(apl_root, make_random_transform_3d(++seed));
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skeleton->set_bone_pose(apl_root, make_random_transform_3d(++seed));
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int apl_bone = skeleton->add_bone("apl_bone");
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skeleton->set_bone_parent(apl_bone, apl_root);
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skeleton->set_bone_rest(apl_bone, make_random_transform_3d(++seed));
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skeleton->set_bone_pose(apl_bone, make_random_transform_3d(++seed));
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int tgt_root = skeleton->add_bone("tgt_root");
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skeleton->set_bone_parent(tgt_root, root);
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skeleton->set_bone_rest(tgt_root, make_random_transform_3d(++seed));
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skeleton->set_bone_pose(tgt_root, make_random_transform_3d(++seed));
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int tgt_bone = skeleton->add_bone("tgt_bone");
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skeleton->set_bone_parent(tgt_bone, tgt_root);
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skeleton->set_bone_rest(tgt_bone, make_random_transform_3d(++seed));
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skeleton->set_bone_pose(tgt_bone, make_random_transform_3d(++seed));
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skeleton->add_child(mod);
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skeleton->add_child(modified);
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modified->set_rotation_edit_mode(Node3D::ROTATION_EDIT_MODE_QUATERNION);
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modified->set_bone_idx(apl_bone);
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mod->set_setting_count(1);
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mod->set_reference_bone(0, tgt_bone);
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mod->set_apply_bone(0, apl_bone);
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mod->set_reference_axis(0, Vector3::AXIS_X);
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mod->set_apply_axis(0, Vector3::AXIS_Y);
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// ===== [ConvertTransformModifier3D] Position x to y =====
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mod->set_reference_transform_mode(0, ConvertTransformModifier3D::TRANSFORM_MODE_POSITION);
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mod->set_reference_range_min(0, -100.0);
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mod->set_reference_range_max(0, 100.0);
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mod->set_apply_transform_mode(0, ConvertTransformModifier3D::TRANSFORM_MODE_POSITION);
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mod->set_apply_range_min(0, -100.0);
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mod->set_apply_range_max(0, 100.0);
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SUBCASE("[ConvertTransformModifier3D] Position x to y, additive=false, relative=false") {
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mod->set_additive(0, false);
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mod->set_relative(0, false);
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skeleton->notification(Skeleton3D::NOTIFICATION_UPDATE_SKELETON);
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CHECK(Math::is_equal_approx(
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skeleton->get_bone_pose_position(tgt_bone).x,
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(skeleton->get_bone_global_pose(apl_root).affine_inverse() * modified->get_transform()).origin.y));
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}
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SUBCASE("[ConvertTransformModifier3D] Position x to y, additive=true, relative=false") {
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mod->set_additive(0, true);
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mod->set_relative(0, false);
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skeleton->notification(Skeleton3D::NOTIFICATION_UPDATE_SKELETON);
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CHECK(Math::is_equal_approx(
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skeleton->get_bone_pose_position(tgt_bone).x,
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((skeleton->get_bone_global_pose(apl_root).affine_inverse() * modified->get_transform()).origin - skeleton->get_bone_pose_position(apl_bone)).y));
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}
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SUBCASE("[ConvertTransformModifier3D] Position x to y, additive=false, relative=true") {
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mod->set_additive(0, false);
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mod->set_relative(0, true);
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skeleton->notification(Skeleton3D::NOTIFICATION_UPDATE_SKELETON);
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CHECK(Math::is_equal_approx(
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(skeleton->get_bone_pose_position(tgt_bone) - skeleton->get_bone_rest(tgt_bone).origin).x,
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((skeleton->get_bone_global_pose(apl_root).affine_inverse() * modified->get_transform()).origin - skeleton->get_bone_rest(apl_bone).origin).y));
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}
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SUBCASE("[ConvertTransformModifier3D] Position x to y, additive=true, relative=true") {
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mod->set_additive(0, true);
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mod->set_relative(0, true);
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skeleton->notification(Skeleton3D::NOTIFICATION_UPDATE_SKELETON);
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CHECK(Math::is_equal_approx(
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(skeleton->get_bone_pose_position(tgt_bone) - skeleton->get_bone_rest(tgt_bone).origin).x,
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((skeleton->get_bone_global_pose(apl_root).affine_inverse() * modified->get_transform()).origin - skeleton->get_bone_pose_position(apl_bone)).y));
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}
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// ===== [ConvertTransformModifier3D] Rotation (roll) x to y =====
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mod->set_reference_transform_mode(0, ConvertTransformModifier3D::TRANSFORM_MODE_ROTATION);
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mod->set_reference_range_min(0, -180.0);
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mod->set_reference_range_max(0, 180.0);
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mod->set_apply_transform_mode(0, ConvertTransformModifier3D::TRANSFORM_MODE_ROTATION);
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mod->set_apply_range_min(0, -180.0);
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mod->set_apply_range_max(0, 180.0);
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SUBCASE("[ConvertTransformModifier3D] Rotation (roll) x to y, additive=false, relative=false") {
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mod->set_additive(0, false);
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mod->set_relative(0, false);
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skeleton->notification(Skeleton3D::NOTIFICATION_UPDATE_SKELETON);
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CHECK(Math::is_equal_approx(
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BoneConstraint3D::get_roll_angle(skeleton->get_bone_pose_rotation(tgt_bone), BoneConstraint3D::get_vector_from_axis(Vector3::AXIS_X)),
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BoneConstraint3D::get_roll_angle((skeleton->get_bone_global_pose(apl_root).affine_inverse() * modified->get_transform()).basis.get_rotation_quaternion(), BoneConstraint3D::get_vector_from_axis(Vector3::AXIS_Y))));
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}
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SUBCASE("[ConvertTransformModifier3D] Rotation (roll) x to y, additive=true, relative=false") {
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mod->set_additive(0, true);
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mod->set_relative(0, false);
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skeleton->notification(Skeleton3D::NOTIFICATION_UPDATE_SKELETON);
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CHECK(Math::is_equal_approx(
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BoneConstraint3D::get_roll_angle(skeleton->get_bone_pose_rotation(tgt_bone), BoneConstraint3D::get_vector_from_axis(Vector3::AXIS_X)),
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BoneConstraint3D::get_roll_angle(skeleton->get_bone_pose_rotation(apl_bone).inverse() * (skeleton->get_bone_global_pose(apl_root).affine_inverse() * modified->get_transform()).basis.get_rotation_quaternion(), BoneConstraint3D::get_vector_from_axis(Vector3::AXIS_Y))));
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}
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SUBCASE("[ConvertTransformModifier3D] Rotation (roll) x to y, additive=false, relative=true") {
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mod->set_additive(0, false);
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mod->set_relative(0, true);
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skeleton->notification(Skeleton3D::NOTIFICATION_UPDATE_SKELETON);
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CHECK(Math::is_equal_approx(
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BoneConstraint3D::get_roll_angle(skeleton->get_bone_rest(tgt_bone).basis.get_rotation_quaternion().inverse() * skeleton->get_bone_pose_rotation(tgt_bone), BoneConstraint3D::get_vector_from_axis(Vector3::AXIS_X)),
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BoneConstraint3D::get_roll_angle(skeleton->get_bone_rest(apl_bone).basis.get_rotation_quaternion().inverse() * (skeleton->get_bone_global_pose(apl_root).affine_inverse() * modified->get_transform()).basis.get_rotation_quaternion(), BoneConstraint3D::get_vector_from_axis(Vector3::AXIS_Y))));
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}
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SUBCASE("[ConvertTransformModifier3D] Rotation (roll) x to y, additive=true, relative=true") {
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mod->set_additive(0, true);
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mod->set_relative(0, true);
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skeleton->notification(Skeleton3D::NOTIFICATION_UPDATE_SKELETON);
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CHECK(Math::is_equal_approx(
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BoneConstraint3D::get_roll_angle(skeleton->get_bone_rest(tgt_bone).basis.get_rotation_quaternion().inverse() * skeleton->get_bone_pose_rotation(tgt_bone), BoneConstraint3D::get_vector_from_axis(Vector3::AXIS_X)),
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BoneConstraint3D::get_roll_angle(skeleton->get_bone_pose_rotation(apl_bone).inverse() * (skeleton->get_bone_global_pose(apl_root).affine_inverse() * modified->get_transform()).basis.get_rotation_quaternion(), BoneConstraint3D::get_vector_from_axis(Vector3::AXIS_Y))));
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}
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// ===== [ConvertTransformModifier3D] Scale x to y =====
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mod->set_reference_transform_mode(0, ConvertTransformModifier3D::TRANSFORM_MODE_SCALE);
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mod->set_reference_range_min(0, 0);
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mod->set_reference_range_max(0, 10.0);
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mod->set_apply_transform_mode(0, ConvertTransformModifier3D::TRANSFORM_MODE_SCALE);
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mod->set_apply_range_min(0, 0);
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mod->set_apply_range_max(0, 10.0);
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SUBCASE("[ConvertTransformModifier3D] Scale x to y, additive=false, relative=false") {
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mod->set_additive(0, false);
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mod->set_relative(0, false);
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skeleton->notification(Skeleton3D::NOTIFICATION_UPDATE_SKELETON);
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CHECK(Math::is_equal_approx(
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skeleton->get_bone_pose_scale(tgt_bone).x,
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(skeleton->get_bone_global_pose(apl_root).affine_inverse() * modified->get_transform()).basis.get_scale().y));
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}
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SUBCASE("[ConvertTransformModifier3D] Scale x to y, additive=true, relative=false") {
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mod->set_additive(0, true);
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mod->set_relative(0, false);
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skeleton->notification(Skeleton3D::NOTIFICATION_UPDATE_SKELETON);
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CHECK(Math::is_equal_approx(
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skeleton->get_bone_pose_scale(tgt_bone).x,
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((skeleton->get_bone_global_pose(apl_root).affine_inverse() * modified->get_transform()).basis.get_scale() / skeleton->get_bone_pose_scale(apl_bone)).y));
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}
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SUBCASE("[ConvertTransformModifier3D] Scale x to y, additive=false, relative=true") {
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mod->set_additive(0, false);
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mod->set_relative(0, true);
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skeleton->notification(Skeleton3D::NOTIFICATION_UPDATE_SKELETON);
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CHECK(Math::is_equal_approx(
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(skeleton->get_bone_pose_scale(tgt_bone) / skeleton->get_bone_rest(tgt_bone).basis.get_scale()).x,
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((skeleton->get_bone_global_pose(apl_root).affine_inverse() * modified->get_transform()).basis.get_scale() / skeleton->get_bone_rest(apl_bone).basis.get_scale()).y));
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}
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SUBCASE("[ConvertTransformModifier3D] Scale x to y, additive=true, relative=true") {
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mod->set_additive(0, true);
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mod->set_relative(0, true);
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skeleton->notification(Skeleton3D::NOTIFICATION_UPDATE_SKELETON);
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CHECK(Math::is_equal_approx(
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(skeleton->get_bone_pose_scale(tgt_bone) / skeleton->get_bone_rest(tgt_bone).basis.get_scale()).x,
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((skeleton->get_bone_global_pose(apl_root).affine_inverse() * modified->get_transform()).basis.get_scale() / skeleton->get_bone_pose_scale(apl_bone)).y));
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}
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memdelete(modified);
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memdelete(mod);
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memdelete(skeleton);
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}
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} // namespace TestConvertTransformModifier3D
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