overte/tests/animation/src/RigTests.cpp
2017-05-19 13:24:16 -07:00

101 lines
4.7 KiB
C++

//
// RigTests.cpp
// tests/rig/src
//
// Created by Howard Stearns on 6/16/15
// Copyright 2015 High Fidelity, Inc.
//
// Distributed under the Apache License, Version 2.0.
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
//
/* FIXME/TBD:
The following lower level functionality might be separated out into a separate class, covered by a separate test case class:
- With no input, initial pose is standing, arms at side
- Some single animation produces correct results at a given keyframe time.
- Some single animation produces correct results at a given interpolated time.
- Blend between two animations, started at separate times, produces correct result at a given interpolated time.
- Head orientation can be overridden to produce change that doesn't come from the playing animation.
- Hand position/orientation can be overridden to produce change that doesn't come from the playing animation.
- Hand position/orientation can be overrridden to produce elbow change that doesn't come from the playing animation.
- Respect scaling? (e.g., so that MyAvatar.increase/decreaseSize can alter rig, such that anti-scating and footfalls-on-stairs works)
Higher level functionality:
- start/stopAnimation adds the animation to that which is playing, blending/fading as needed.
- thrust causes walk role animation to be used.
- turning causes turn role animation to be used. (two tests, correctly symmetric left & right)
- walk/turn do not skate (footfalls match over-ground velocity)
- (Later?) walk up stairs / hills have proper footfall for terrain
- absence of above causes return to idle role animation to be used
- (later?) The lower-level head/hand placements respect previous state. E.g., actual hand movement can be slower than requested.
- (later) The lower-level head/hand placements can move whole skeleton. E.g., turning head past a limit may turn whole body. Reaching up can move shoulders and hips.
Backward-compatability operations. We should think of this behavior as deprecated:
- clearJointData return to standing. TBD: presumably with idle and all other animations NOT playing, until explicitly reenabled with a new TBD method?
- setJointData applies the given data. Same TBD.
These can be defined true or false, but the tests document the behavior and tells us if something's changed:
- An external change to the original skeleton IS/ISN'T seen by the rig.
- An external change to the original skeleton's head orientation IS/ISN'T seen by the rig.
- An external change to the original skeleton's hand orientiation IS/ISN'T seen by the rig.
*/
#include <iostream>
#include "FBXReader.h"
#include "OBJReader.h"
#include <Rig.h>
#include "RigTests.h"
static void reportJoint(const Rig& rig, int index) { // Handy for debugging
std::cout << "\n";
std::cout << index << " " << rig->getAnimSkeleton()->getJointName(index).toUtf8().data() << "\n";
glm::vec3 pos;
rig->getJointPosition(index, pos);
glm::quat rot;
rig->getJointRotation(index, rot);
std::cout << " pos:" << pos << "\n";
std::cout << " rot:" << safeEulerAngles(rot) << "\n";
std::cout << "\n";
}
static void reportByName(const Rig& rig, const QString& name) {
int jointIndex = rig->indexOfJoint(name);
reportJoint(rig, jointIndex);
}
static void reportAll(const Rig& rig) {
for (int i = 0; i < rig->getJointStateCount(); i++) {
reportJoint(rig, i);
}
}
static void reportSome(const Rig& rig) {
QString names[] = {"Head", "Neck", "RightShoulder", "RightArm", "RightForeArm", "RightHand", "Spine2", "Spine1", "Spine", "Hips", "RightUpLeg", "RightLeg", "RightFoot", "RightToeBase", "RightToe_End"};
for (auto name : names) {
reportByName(rig, name);
}
}
QTEST_MAIN(RigTests)
void RigTests::initTestCase() {
//#define FROM_FILE "/Users/howardstearns/howardHiFi/Zack.fbx"
#ifdef FROM_FILE
QFile file(FROM_FILE);
QCOMPARE(file.open(QIODevice::ReadOnly), true);
FBXGeometry* geometry = readFBX(file.readAll(), QVariantHash());
#else
QUrl fbxUrl("https://s3.amazonaws.com/hifi-public/models/skeletons/Zack/Zack.fbx");
QNetworkReply* reply = OBJReader().request(fbxUrl, false); // Just a convenience hack for synchronoud http request
auto fbxHttpCode = !reply->isFinished() ? -1 : reply->attribute(QNetworkRequest::HttpStatusCodeAttribute).toInt();
QCOMPARE(fbxHttpCode, 200);
FBXGeometry* geometry = readFBX(reply->readAll(), QVariantHash());
#endif
QVERIFY((bool)geometry);
_rig.initJointStates(*geometry, glm::mat4());
std::cout << "Rig is ready " << geometry->joints.count() << " joints " << std::endl;
reportAll(_rig);
}
void RigTests::initialPoseArmsDown() {
reportSome(_rig);
}