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test/source/blender/animrig/intern/pose_test.cc
Jacques Lucke d9b91c73e3 Core: use template for BKE_id_new
This is the same change as e09ccc9b35 but for `BKE_id_new`.

Pull Request: https://projects.blender.org/blender/blender/pulls/138667
2025-05-09 16:13:25 +02:00

383 lines
13 KiB
C++

/* SPDX-FileCopyrightText: 2024 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#include "BLI_listbase.h"
#include "BLI_string.h"
#include "BKE_action.hh"
#include "BKE_anim_data.hh"
#include "BKE_animsys.h"
#include "BKE_armature.hh"
#include "BKE_idtype.hh"
#include "BKE_lib_id.hh"
#include "BKE_main.hh"
#include "BKE_object.hh"
#include "DEG_depsgraph.hh"
#include "ANIM_action.hh"
#include "ANIM_pose.hh"
#include "CLG_log.h"
#include "testing/testing.h"
constexpr char msg_unexpected_modification[] =
"Properties not stored in the pose are expected to not be modified.";
namespace blender::animrig::tests {
class PoseTest : public testing::Test {
public:
Main *bmain;
Action *pose_action;
Object *obj_empty;
Object *obj_armature_a;
Object *obj_armature_b;
StripKeyframeData *keyframe_data;
const blender::animrig::KeyframeSettings key_settings = {
BEZT_KEYTYPE_KEYFRAME, HD_AUTO, BEZT_IPO_BEZ};
static void SetUpTestSuite()
{
/* BKE_id_free() hits a code path that uses CLOG, which crashes if not initialized properly. */
CLG_init();
/* To make id_can_have_animdata() and friends work, the `id_types` array needs to be set up. */
BKE_idtype_init();
}
static void TearDownTestSuite()
{
CLG_exit();
}
void SetUp() override
{
bmain = BKE_main_new();
pose_action = BKE_id_new<Action>(bmain, "pose_data");
Layer &layer = pose_action->layer_add("first_layer");
Strip &strip = layer.strip_add(*pose_action, Strip::Type::Keyframe);
keyframe_data = &strip.data<StripKeyframeData>(*pose_action);
obj_empty = BKE_object_add_only_object(bmain, OB_EMPTY, "obj_empty");
obj_armature_a = BKE_object_add_only_object(bmain, OB_ARMATURE, "obj_armature_a");
obj_armature_b = BKE_object_add_only_object(bmain, OB_ARMATURE, "obj_armature_b");
bArmature *armature = BKE_armature_add(bmain, "ArmatureA");
obj_armature_a->data = armature;
Bone *bone = MEM_callocN<Bone>("BONE");
STRNCPY(bone->name, "BoneA");
BLI_addtail(&armature->bonebase, bone);
bone = MEM_callocN<Bone>("BONE");
STRNCPY(bone->name, "BoneB");
BLI_addtail(&armature->bonebase, bone);
BKE_pose_ensure(bmain, obj_armature_a, armature, false);
armature = BKE_armature_add(bmain, "ArmatureB");
obj_armature_b->data = armature;
bone = MEM_callocN<Bone>("BONE");
STRNCPY(bone->name, "BoneA");
BLI_addtail(&armature->bonebase, bone);
bone = MEM_callocN<Bone>("BONE");
STRNCPY(bone->name, "BoneB");
BLI_addtail(&armature->bonebase, bone);
BKE_pose_ensure(bmain, obj_armature_b, armature, false);
}
void TearDown() override
{
BKE_main_free(bmain);
}
};
TEST_F(PoseTest, get_best_slot)
{
Slot &first_slot = pose_action->slot_add();
Slot &second_slot = pose_action->slot_add_for_id(obj_empty->id);
EXPECT_EQ(&get_best_pose_slot_for_id(obj_empty->id, *pose_action), &second_slot);
EXPECT_EQ(&get_best_pose_slot_for_id(obj_armature_a->id, *pose_action), &first_slot);
}
TEST_F(PoseTest, apply_action_object)
{
/* Since pose bones live on the object, the code is already set up to handle objects
* transforms, even though the name suggests it only applies to bones. */
Slot &first_slot = pose_action->slot_add();
EXPECT_EQ(obj_empty->loc[0], 0.0f);
keyframe_data->keyframe_insert(bmain, first_slot, {"location", 0}, {1, 10}, key_settings);
AnimationEvalContext eval_context = {nullptr, 1.0f};
blender::animrig::pose_apply_action_all_bones(
obj_empty, pose_action, first_slot.handle, &eval_context);
EXPECT_EQ(obj_empty->loc[0], 10.0f);
}
TEST_F(PoseTest, apply_action_all_bones_single_slot)
{
Slot &first_slot = pose_action->slot_add();
keyframe_data->keyframe_insert(
bmain, first_slot, {"pose.bones[\"BoneA\"].location", 0}, {1, 10}, key_settings);
keyframe_data->keyframe_insert(
bmain, first_slot, {"pose.bones[\"BoneB\"].location", 1}, {1, 5}, key_settings);
bPoseChannel *bone_a = BKE_pose_channel_find_name(obj_armature_a->pose, "BoneA");
bPoseChannel *bone_b = BKE_pose_channel_find_name(obj_armature_a->pose, "BoneB");
bone_a->loc[1] = 1.0;
bone_a->loc[2] = 2.0;
AnimationEvalContext eval_context = {nullptr, 1.0f};
blender::animrig::pose_apply_action_all_bones(
obj_armature_a, pose_action, first_slot.handle, &eval_context);
EXPECT_EQ(bone_a->loc[0], 10.0);
EXPECT_EQ(bone_b->loc[1], 5.0);
EXPECT_EQ(bone_a->loc[1], 1.0) << msg_unexpected_modification;
EXPECT_EQ(bone_a->loc[2], 2.0);
}
TEST_F(PoseTest, apply_action_all_bones_multiple_slots)
{
Slot &slot_a = pose_action->slot_add_for_id(obj_armature_a->id);
Slot &slot_b = pose_action->slot_add_for_id(obj_armature_b->id);
keyframe_data->keyframe_insert(
bmain, slot_a, {"pose.bones[\"BoneA\"].location", 0}, {1, 5}, key_settings);
keyframe_data->keyframe_insert(
bmain, slot_a, {"pose.bones[\"BoneB\"].location", 0}, {1, 5}, key_settings);
keyframe_data->keyframe_insert(
bmain, slot_b, {"pose.bones[\"BoneA\"].location", 1}, {1, 10}, key_settings);
keyframe_data->keyframe_insert(
bmain, slot_b, {"pose.bones[\"BoneB\"].location", 1}, {1, 10}, key_settings);
bPoseChannel *arm_a_bone_a = BKE_pose_channel_find_name(obj_armature_a->pose, "BoneA");
bPoseChannel *arm_a_bone_b = BKE_pose_channel_find_name(obj_armature_a->pose, "BoneB");
bPoseChannel *arm_b_bone_a = BKE_pose_channel_find_name(obj_armature_b->pose, "BoneA");
bPoseChannel *arm_b_bone_b = BKE_pose_channel_find_name(obj_armature_b->pose, "BoneB");
AnimationEvalContext eval_context = {nullptr, 1.0f};
blender::animrig::pose_apply_action_all_bones(
obj_armature_a, pose_action, slot_a.handle, &eval_context);
EXPECT_EQ(arm_a_bone_a->loc[0], 5.0);
EXPECT_EQ(arm_a_bone_a->loc[1], 0.0) << msg_unexpected_modification;
EXPECT_EQ(arm_a_bone_a->loc[2], 0.0) << msg_unexpected_modification;
EXPECT_EQ(arm_a_bone_b->loc[0], 5.0);
EXPECT_EQ(arm_b_bone_a->loc[1], 0.0) << "Other armature should not be affected yet.";
blender::animrig::pose_apply_action_all_bones(
obj_armature_b, pose_action, slot_b.handle, &eval_context);
EXPECT_EQ(arm_b_bone_b->loc[0], 0.0) << msg_unexpected_modification;
EXPECT_EQ(arm_b_bone_b->loc[1], 10.0);
EXPECT_EQ(arm_b_bone_b->loc[2], 0.0) << msg_unexpected_modification;
EXPECT_EQ(arm_a_bone_a->loc[0], 5.0) << "Other armature should not be affected.";
/* Any slot can be applied, even if it hasn't been added for the ID. */
blender::animrig::pose_apply_action_all_bones(
obj_armature_a, pose_action, slot_b.handle, &eval_context);
EXPECT_EQ(arm_b_bone_b->loc[1], arm_b_bone_a->loc[1])
<< "Applying the same pose should result in the same values.";
}
TEST_F(PoseTest, apply_action_blend_single_slot)
{
Slot &first_slot = pose_action->slot_add();
keyframe_data->keyframe_insert(
bmain, first_slot, {"pose.bones[\"BoneA\"].location", 0}, {1, 10}, key_settings);
keyframe_data->keyframe_insert(
bmain, first_slot, {"pose.bones[\"BoneB\"].location", 1}, {1, 5}, key_settings);
bPoseChannel *bone_a = BKE_pose_channel_find_name(obj_armature_a->pose, "BoneA");
bPoseChannel *bone_b = BKE_pose_channel_find_name(obj_armature_a->pose, "BoneB");
bone_a->loc[0] = 0.0;
bone_b->loc[1] = 0.0;
AnimationEvalContext eval_context = {nullptr, 1.0f};
blender::animrig::pose_apply_action_blend_all_bones(
obj_armature_a, pose_action, first_slot.handle, &eval_context, 1.0);
EXPECT_NEAR(bone_a->loc[0], 10.0, 0.001);
EXPECT_NEAR(bone_b->loc[1], 5.0, 0.001);
bone_a->loc[0] = 0.0;
bone_b->loc[1] = 0.0;
blender::animrig::pose_apply_action_blend_all_bones(
obj_armature_a, pose_action, first_slot.handle, &eval_context, 0.5);
EXPECT_NEAR(bone_a->loc[0], 5.0, 0.001);
EXPECT_NEAR(bone_b->loc[1], 2.5, 0.001);
bone_a->loc[0] = 0.0;
bone_b->loc[1] = 0.0;
bone_a->bone->flag |= BONE_SELECTED;
bone_b->bone->flag &= ~BONE_SELECTED;
/* This should only affect the selected bone. */
blender::animrig::pose_apply_action_blend(
obj_armature_a, pose_action, first_slot.handle, &eval_context, 0.5);
EXPECT_NEAR(bone_a->loc[0], 5.0, 0.001);
EXPECT_NEAR(bone_b->loc[1], 0.0, 0.001);
}
TEST_F(PoseTest, apply_action_multiple_objects)
{
Slot &slot_a = pose_action->slot_add_for_id(obj_armature_a->id);
Slot &slot_b = pose_action->slot_add_for_id(obj_armature_b->id);
keyframe_data->keyframe_insert(
bmain, slot_a, {"pose.bones[\"BoneA\"].location", 0}, {1, 5}, key_settings);
keyframe_data->keyframe_insert(
bmain, slot_a, {"pose.bones[\"BoneB\"].location", 0}, {1, 5}, key_settings);
keyframe_data->keyframe_insert(
bmain, slot_b, {"pose.bones[\"BoneA\"].location", 1}, {1, 10}, key_settings);
keyframe_data->keyframe_insert(
bmain, slot_b, {"pose.bones[\"BoneB\"].location", 1}, {1, 10}, key_settings);
bPoseChannel *arm_a_bone_a = BKE_pose_channel_find_name(obj_armature_a->pose, "BoneA");
bPoseChannel *arm_a_bone_b = BKE_pose_channel_find_name(obj_armature_a->pose, "BoneB");
bPoseChannel *arm_b_bone_a = BKE_pose_channel_find_name(obj_armature_b->pose, "BoneA");
bPoseChannel *arm_b_bone_b = BKE_pose_channel_find_name(obj_armature_b->pose, "BoneB");
blender::Vector<bPoseChannel *> all_bones = {
arm_a_bone_a, arm_a_bone_b, arm_b_bone_a, arm_b_bone_b};
for (bPoseChannel *pose_bone : all_bones) {
pose_bone->bone->flag &= ~BONE_SELECTED;
pose_bone->loc[0] = 0.0;
pose_bone->loc[1] = 0.0;
}
AnimationEvalContext eval_context = {nullptr, 1.0f};
blender::animrig::pose_apply_action(
{obj_armature_a, obj_armature_b}, *pose_action, &eval_context, 1.0);
/* No bones are selected, this should affect all bones. */
EXPECT_NEAR(arm_a_bone_a->loc[0], 5, 0.001);
EXPECT_NEAR(arm_a_bone_b->loc[0], 5, 0.001);
EXPECT_NEAR(arm_b_bone_a->loc[1], 10, 0.001);
EXPECT_NEAR(arm_b_bone_b->loc[1], 10, 0.001);
for (bPoseChannel *pose_bone : all_bones) {
pose_bone->loc[0] = 0.0;
pose_bone->loc[1] = 0.0;
}
arm_a_bone_a->bone->flag |= BONE_SELECTED;
blender::animrig::pose_apply_action(
{obj_armature_a, obj_armature_b}, *pose_action, &eval_context, 1.0);
/* Only the one selected bone should be affected. */
EXPECT_NEAR(arm_a_bone_a->loc[0], 5, 0.001);
EXPECT_NEAR(arm_a_bone_b->loc[0], 0, 0.001);
EXPECT_NEAR(arm_b_bone_a->loc[1], 0, 0.001);
EXPECT_NEAR(arm_b_bone_b->loc[1], 0, 0.001);
for (bPoseChannel *pose_bone : all_bones) {
pose_bone->loc[0] = 0.0;
pose_bone->loc[1] = 0.0;
}
arm_a_bone_a->bone->flag |= BONE_SELECTED;
arm_b_bone_a->bone->flag |= BONE_SELECTED;
blender::animrig::pose_apply_action(
{obj_armature_a, obj_armature_b}, *pose_action, &eval_context, 1.0);
/* Only the two selected bones from different armatures should be affected. */
EXPECT_NEAR(arm_a_bone_a->loc[0], 5, 0.001);
EXPECT_NEAR(arm_a_bone_b->loc[0], 0, 0.001);
EXPECT_NEAR(arm_b_bone_a->loc[1], 10, 0.001);
EXPECT_NEAR(arm_b_bone_b->loc[1], 0, 0.001);
for (bPoseChannel *pose_bone : all_bones) {
pose_bone->loc[0] = 0.0;
pose_bone->loc[1] = 0.0;
}
blender::animrig::pose_apply_action(
{obj_armature_a, obj_armature_b}, *pose_action, &eval_context, 0.5);
/* Blending half way. */
EXPECT_NEAR(arm_a_bone_a->loc[0], 2.5, 0.001);
EXPECT_NEAR(arm_a_bone_b->loc[0], 0, 0.001);
EXPECT_NEAR(arm_b_bone_a->loc[1], 5, 0.001);
EXPECT_NEAR(arm_b_bone_b->loc[1], 0, 0.001);
for (bPoseChannel *pose_bone : all_bones) {
pose_bone->loc[0] = 0.0;
pose_bone->loc[1] = 0.0;
}
arm_a_bone_a->bone->flag |= BONE_SELECTED;
arm_a_bone_b->bone->flag |= BONE_SELECTED;
arm_b_bone_a->bone->flag |= BONE_SELECTED;
blender::animrig::pose_apply_action(
{obj_armature_a, obj_armature_b}, *pose_action, &eval_context, 1.0);
EXPECT_NEAR(arm_a_bone_a->loc[0], 5, 0.001);
EXPECT_NEAR(arm_a_bone_b->loc[0], 5, 0.001);
EXPECT_NEAR(arm_b_bone_a->loc[1], 10, 0.001);
EXPECT_NEAR(arm_b_bone_b->loc[1], 0, 0.001);
}
TEST_F(PoseTest, apply_action_multiple_objects_single_slot)
{
Slot &slot_a = pose_action->slot_add_for_id(obj_armature_a->id);
keyframe_data->keyframe_insert(
bmain, slot_a, {"pose.bones[\"BoneA\"].location", 0}, {1, 5}, key_settings);
keyframe_data->keyframe_insert(
bmain, slot_a, {"pose.bones[\"BoneB\"].location", 0}, {1, 5}, key_settings);
bPoseChannel *arm_a_bone_a = BKE_pose_channel_find_name(obj_armature_a->pose, "BoneA");
bPoseChannel *arm_a_bone_b = BKE_pose_channel_find_name(obj_armature_a->pose, "BoneB");
bPoseChannel *arm_b_bone_a = BKE_pose_channel_find_name(obj_armature_b->pose, "BoneA");
bPoseChannel *arm_b_bone_b = BKE_pose_channel_find_name(obj_armature_b->pose, "BoneB");
blender::Vector<bPoseChannel *> all_bones = {
arm_a_bone_a, arm_a_bone_b, arm_b_bone_a, arm_b_bone_b};
for (bPoseChannel *pose_bone : all_bones) {
pose_bone->bone->flag &= ~BONE_SELECTED;
pose_bone->loc[0] = 0.0;
pose_bone->loc[1] = 0.0;
}
AnimationEvalContext eval_context = {nullptr, 1.0f};
blender::animrig::pose_apply_action(
{obj_armature_a, obj_armature_b}, *pose_action, &eval_context, 1.0);
/* No bones are selected, this should affect all bones. Armature B has no slot, it should fall
* back to slot 0. */
EXPECT_NEAR(arm_a_bone_a->loc[0], 5, 0.001);
EXPECT_NEAR(arm_a_bone_b->loc[0], 5, 0.001);
EXPECT_NEAR(arm_b_bone_a->loc[0], 5, 0.001);
EXPECT_NEAR(arm_b_bone_b->loc[0], 5, 0.001);
}
} // namespace blender::animrig::tests