/* This file is part of Magnum. Copyright © 2010, 2011, 2012, 2013, 2014, 2015, 2016, 2017, 2018 Vladimír Vondruš Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions: The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software. THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ #include #include #include "Magnum/SceneGraph/Animable.h" #include "Magnum/SceneGraph/AnimableGroup.h" #include "Magnum/SceneGraph/MatrixTransformation3D.h" namespace Magnum { namespace SceneGraph { namespace Test { struct AnimableTest: TestSuite::Tester { explicit AnimableTest(); void state(); void step(); void duration(); void repeat(); void stop(); void pause(); void deleteWhileRunning(); void debug(); }; typedef SceneGraph::Object Object3D; AnimableTest::AnimableTest() { addTests({&AnimableTest::state, &AnimableTest::step, &AnimableTest::duration, &AnimableTest::repeat, &AnimableTest::stop, &AnimableTest::pause, &AnimableTest::deleteWhileRunning, &AnimableTest::debug}); } void AnimableTest::state() { class StateTrackingAnimable: public SceneGraph::Animable3D { public: StateTrackingAnimable(AbstractObject3D& object, AnimableGroup3D* group = nullptr): SceneGraph::Animable3D(object, group) { setDuration(1.0f); } std::string trackedState; protected: void animationStep(Float, Float) override {} void animationStarted() override { trackedState += "started"; } void animationPaused() override { trackedState += "paused"; } void animationResumed() override { trackedState += "resumed"; } void animationStopped() override { trackedState += "stopped"; } }; Object3D object; AnimableGroup3D group; CORRADE_COMPARE(group.runningCount(), 0); /* Verify initial state */ StateTrackingAnimable animable(object, &group); CORRADE_COMPARE(animable.state(), AnimationState::Stopped); CORRADE_VERIFY(animable.trackedState.empty()); group.step(1.0f, 1.0f); CORRADE_VERIFY(animable.trackedState.empty()); CORRADE_COMPARE(group.runningCount(), 0); /* Stopped -> paused is not supported */ CORRADE_COMPARE(animable.state(), AnimationState::Stopped); animable.setState(AnimationState::Paused); CORRADE_COMPARE(animable.state(), AnimationState::Stopped); /* Stopped -> running */ CORRADE_COMPARE(animable.state(), AnimationState::Stopped); animable.trackedState.clear(); animable.setState(AnimationState::Running); CORRADE_VERIFY(animable.trackedState.empty()); group.step(1.0f, 1.0f); CORRADE_COMPARE(animable.trackedState, "started"); CORRADE_COMPARE(group.runningCount(), 1); /* Running -> paused */ CORRADE_COMPARE(animable.state(), AnimationState::Running); animable.trackedState.clear(); animable.setState(AnimationState::Paused); CORRADE_VERIFY(animable.trackedState.empty()); group.step(1.0f, 1.0f); CORRADE_COMPARE(animable.trackedState, "paused"); CORRADE_COMPARE(group.runningCount(), 0); /* Paused -> running */ CORRADE_COMPARE(animable.state(), AnimationState::Paused); animable.trackedState.clear(); animable.setState(AnimationState::Running); CORRADE_VERIFY(animable.trackedState.empty()); group.step(1.0f, 1.0f); CORRADE_COMPARE(animable.trackedState, "resumed"); CORRADE_COMPARE(group.runningCount(), 1); /* Running -> stopped */ CORRADE_COMPARE(animable.state(), AnimationState::Running); animable.trackedState.clear(); animable.setState(AnimationState::Stopped); CORRADE_VERIFY(animable.trackedState.empty()); group.step(1.0f, 1.0f); CORRADE_COMPARE(animable.trackedState, "stopped"); CORRADE_COMPARE(group.runningCount(), 0); animable.setState(AnimationState::Running); group.step(1.0f, 1.0f); animable.setState(AnimationState::Paused); /* Paused -> stopped */ CORRADE_COMPARE(animable.state(), AnimationState::Paused); animable.trackedState.clear(); animable.setState(AnimationState::Stopped); CORRADE_VERIFY(animable.trackedState.empty()); group.step(1.0f, 1.0f); CORRADE_COMPARE(animable.trackedState, "stopped"); CORRADE_COMPARE(group.runningCount(), 0); /* Verify running count can go past 0/1 */ auto a = new StateTrackingAnimable(object, &group); auto b = new StateTrackingAnimable(object, &group); a->setState(AnimationState::Running); b->setState(AnimationState::Running); group.add(*a).add(*b); group.step(1.0f, 1.0f); CORRADE_COMPARE(group.runningCount(), 2); } class OneShotAnimable: public SceneGraph::Animable3D { public: OneShotAnimable(AbstractObject3D& object, AnimableGroup3D* group = nullptr): SceneGraph::Animable3D(object, group), time(-1.0f) { setDuration(10.0f); setState(AnimationState::Running); } Float time; std::string stateChanges; protected: void animationStep(Float t, Float) override { time = t; } void animationStarted() override { stateChanges += "started;"; } void animationStopped() override { stateChanges += "stopped;"; } }; void AnimableTest::step() { class InifiniteAnimable: public SceneGraph::Animable3D { public: InifiniteAnimable(AbstractObject3D& object, AnimableGroup3D* group = nullptr): SceneGraph::Animable3D(object, group), time(-1.0f), delta(0.0f) {} Float time, delta; protected: void animationStep(Float t, Float d) override { time = t; delta = d; } }; Object3D object; AnimableGroup3D group; InifiniteAnimable animable(object, &group); /* Calling step() if no object is running should do nothing */ group.step(5.0f, 0.5f); CORRADE_COMPARE(group.runningCount(), 0); CORRADE_COMPARE(animable.time, -1.0f); CORRADE_COMPARE(animable.delta, 0.0f); /* Calling step() with running animation should start it with zero absolute time */ animable.setState(AnimationState::Running); group.step(5.0f, 0.5f); CORRADE_COMPARE(group.runningCount(), 1); CORRADE_COMPARE(animable.time, 0.0f); CORRADE_COMPARE(animable.delta, 0.5f); /* Repeated call to step() will add to absolute animation time */ group.step(8.0f, 0.75f); CORRADE_COMPARE(animable.time, 3.0f); CORRADE_COMPARE(animable.delta, 0.75f); } void AnimableTest::duration() { Object3D object; AnimableGroup3D group; OneShotAnimable animable(object, &group); CORRADE_VERIFY(!animable.isRepeated()); /* First animation step is in duration, verify that animation is still running and animationStep() is called */ group.step(1.0f, 0.5f); CORRADE_COMPARE(animable.state(), AnimationState::Running); CORRADE_COMPARE(animable.stateChanges, "started;"); CORRADE_COMPARE(animable.time, 0.0f); /* Next animation step is out of duration and repeat is not enabled, animationStep() shouldn't be called and animation should be stopped */ group.step(12.75f, 0.5f); CORRADE_COMPARE(animable.state(), AnimationState::Stopped); CORRADE_COMPARE(animable.stateChanges, "started;stopped;"); CORRADE_COMPARE(animable.time, 0.0f); } void AnimableTest::repeat() { class RepeatingAnimable: public SceneGraph::Animable3D { public: RepeatingAnimable(AbstractObject3D& object, AnimableGroup3D* group = nullptr): SceneGraph::Animable3D(object, group), time(-1.0f) { setDuration(10.0f); setState(AnimationState::Running); setRepeated(true); } Float time; protected: void animationStep(Float t, Float) override { time = t; } }; Object3D object; AnimableGroup3D group; RepeatingAnimable animable(object, &group); CORRADE_COMPARE(animable.repeatCount(), 0); /* First animation steps is in first loop iteration */ group.step(1.0f, 0.5f); CORRADE_COMPARE(animable.state(), AnimationState::Running); CORRADE_COMPARE(animable.time, 0.0f); /* Next animation step is in second loop iteration, animation should be still running with time shifted by animation duration */ group.step(11.5f, 0.5f); CORRADE_COMPARE(animable.state(), AnimationState::Running); CORRADE_COMPARE(animable.time, 0.5f); /* Third loop iteration (just to be sure) */ group.step(25.5f, 0.5f); CORRADE_COMPARE(animable.state(), AnimationState::Running); CORRADE_COMPARE(animable.time, 4.5f); /* Cap repeat count to 3, the animation should be stopped now (and animationStep() shouldn't be called)*/ animable.setRepeatCount(3); group.step(33.0f, 0.5f); CORRADE_COMPARE(animable.state(), AnimationState::Stopped); CORRADE_COMPARE(animable.time, 4.5f); /* Starting the animation again, should be repeatable again */ animable.setState(AnimationState::Running); /* Three animation repeats */ group.step(1.0f, 0.5f); CORRADE_COMPARE(animable.state(), AnimationState::Running); group.step(11.5f, 0.5f); CORRADE_COMPARE(animable.state(), AnimationState::Running); group.step(25.5f, 0.5f); CORRADE_COMPARE(animable.state(), AnimationState::Running); /* Should be stopped now */ group.step(33.0f, 0.5f); CORRADE_COMPARE(animable.state(), AnimationState::Stopped); } void AnimableTest::stop() { Object3D object; AnimableGroup3D group; OneShotAnimable animable(object, &group); CORRADE_COMPARE(animable.repeatCount(), 0); /* Eat up some absolute time */ group.step(1.0f, 0.5f); group.step(1.5f, 0.5f); CORRADE_COMPARE(animable.state(), AnimationState::Running); CORRADE_COMPARE(animable.time, 0.5f); /* Stop the animable, nothing should be done */ animable.setState(AnimationState::Stopped); group.step(1.5f, 0.5f); CORRADE_COMPARE(animable.state(), AnimationState::Stopped); CORRADE_COMPARE(animable.time, 0.5f); /* Restarting the animation should start with zero absolute time */ animable.setState(AnimationState::Running); group.step(2.5f, 0.5f); CORRADE_COMPARE(animable.state(), AnimationState::Running); CORRADE_COMPARE(animable.time, 0.0f); } void AnimableTest::pause() { Object3D object; AnimableGroup3D group; OneShotAnimable animable(object, &group); /* First two steps, animation is running */ group.step(1.0f, 0.5f); group.step(2.5f, 0.5f); CORRADE_COMPARE(animable.state(), AnimationState::Running); CORRADE_COMPARE(animable.time, 1.5f); /* Pausing the animation, first step should decrease count of running animations and save paused time, next steps shouldn't affect anything */ CORRADE_COMPARE(group.runningCount(), 1); animable.setState(AnimationState::Paused); CORRADE_COMPARE(group.runningCount(), 1); group.step(3.0f, 0.5f); CORRADE_COMPARE(group.runningCount(), 0); group.step(4.5f, 0.5f); CORRADE_COMPARE(animable.state(), AnimationState::Paused); CORRADE_COMPARE(animable.time, 1.5f); /* Unpausing, next step should continue from absolute time when pause occured */ animable.setState(AnimationState::Running); group.step(5.0f, 0.5f); CORRADE_COMPARE(animable.state(), AnimationState::Running); CORRADE_COMPARE(animable.time, 2.0f); } void AnimableTest::deleteWhileRunning() { Object3D object; AnimableGroup3D group; CORRADE_COMPARE(group.runningCount(), 0); { OneShotAnimable animable(object, &group); /* Eat up some absolute time */ group.step(1.0f, 0.5f); group.step(1.5f, 0.5f); CORRADE_COMPARE(group.runningCount(), 1); CORRADE_COMPARE(animable.state(), AnimationState::Running); CORRADE_COMPARE(animable.time, 0.5f); } /* Animable got deleted, stepping further should not crash and burn (tm) */ group.step(1.5f, 0.5f); CORRADE_COMPARE(group.runningCount(), 0); } void AnimableTest::debug() { std::ostringstream o; Debug(&o) << AnimationState::Running << AnimationState(0xbe); CORRADE_COMPARE(o.str(), "SceneGraph::AnimationState::Running SceneGraph::AnimationState(0xbe)\n"); } }}} CORRADE_TEST_MAIN(Magnum::SceneGraph::Test::AnimableTest)