render: extract animated M2 materializer
This commit is contained in:
@@ -0,0 +1,120 @@
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class_name M2AnimatedInstanceMaterializer
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extends RefCounted
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## Duplicates one ordered animated M2 batch, applies instance render settings,
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## starts playback and attaches a non-empty batch to the supplied parent.
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## All calls mutate Godot scene objects and therefore belong on the main thread.
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const M2_ANIMATED_SCENE_FINALIZER_SCRIPT := preload(
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"res://src/render/m2/m2_animated_scene_finalizer.gd"
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)
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const M2_ANIMATION_PLAYBACK_CONTROLLER_SCRIPT := preload(
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"res://src/render/m2/m2_animation_playback_controller.gd"
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)
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var _animated_scene_finalizer := M2_ANIMATED_SCENE_FINALIZER_SCRIPT.new()
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var _animation_playback_controller := M2_ANIMATION_PLAYBACK_CONTROLLER_SCRIPT.new()
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## Returns the attached batch root and detached diagnostic entries. Invalid or
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## empty input, and a batch whose duplicates all fail, returns an empty result.
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## The caller owns the returned/attached batch through `m2_parent_root`.
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func materialize_batch(
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m2_parent_root: Node3D,
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relative_path: String,
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prototype: Node3D,
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transforms: Array,
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start_index: int,
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instance_count: int,
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batch_serial: int,
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visibility_range_end: float,
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visibility_range_margin: float,
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cast_shadows: bool,
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native_animator_script: Script,
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collect_native_diagnostics: bool
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) -> Dictionary:
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if (
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m2_parent_root == null
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or transforms.is_empty()
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or instance_count <= 0
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or prototype == null
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):
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return {}
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var model_name := relative_path.get_file().get_basename()
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var batch_root := Node3D.new()
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batch_root.name = "%s_anim_%d" % [model_name, batch_serial]
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var diagnostic_entries: Array[Dictionary] = []
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for batch_offset in instance_count:
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var instance_index := start_index + batch_offset
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var instance := prototype.duplicate(
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Node.DUPLICATE_SIGNALS | Node.DUPLICATE_GROUPS | Node.DUPLICATE_SCRIPTS
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) as Node3D
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if instance == null:
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continue
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instance.name = "%s_%d" % [model_name, instance_index]
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instance.transform = transforms[instance_index]
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_apply_visibility_range_recursive(
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instance,
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visibility_range_end,
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visibility_range_margin
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)
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_apply_shadow_cast_recursive(instance, cast_shadows)
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_animation_playback_controller.copy_native_animator_data(
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prototype,
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instance,
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native_animator_script
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)
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batch_root.add_child(instance)
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var animation_players := _animated_scene_finalizer.animation_players_in_subtree(
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instance
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)
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var native_diagnostics := _animation_playback_controller.start_instance_playback(
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instance,
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relative_path,
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instance_index,
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native_animator_script,
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animation_players,
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collect_native_diagnostics
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)
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for native_diagnostic in native_diagnostics:
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diagnostic_entries.append({
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"instance_index": instance_index,
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"state": native_diagnostic,
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})
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if batch_root.get_child_count() <= 0:
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batch_root.queue_free()
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return {}
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m2_parent_root.add_child(batch_root)
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return {
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"batch_root": batch_root,
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"native_diagnostics": diagnostic_entries,
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}
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func _apply_visibility_range_recursive(
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node: Node,
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range_end: float,
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range_end_margin: float
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) -> void:
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if range_end <= 0.0:
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return
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if node is GeometryInstance3D:
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var geometry := node as GeometryInstance3D
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geometry.visibility_range_end = range_end
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geometry.visibility_range_end_margin = range_end_margin
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for child in node.get_children():
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_apply_visibility_range_recursive(child, range_end, range_end_margin)
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func _apply_shadow_cast_recursive(node: Node, cast_shadows: bool) -> void:
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if node is GeometryInstance3D:
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var geometry := node as GeometryInstance3D
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geometry.cast_shadow = (
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GeometryInstance3D.SHADOW_CASTING_SETTING_ON
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if cast_shadows
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else GeometryInstance3D.SHADOW_CASTING_SETTING_OFF
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)
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for child in node.get_children():
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_apply_shadow_cast_recursive(child, cast_shadows)
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@@ -0,0 +1 @@
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uid://dkgy3rvsmlkvm
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@@ -2,8 +2,8 @@ class_name M2AnimationPlaybackController
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extends RefCounted
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## Applies deterministic playback to one animated M2 instance and copies the
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## runtime fields of exact-script native animators. The caller owns instance
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## duplication, SceneTree attachment and diagnostic log formatting.
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## runtime fields of exact-script native animators. The materializer owns
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## instance duplication/attachment; its caller owns diagnostic log formatting.
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## Copies the five historical runtime fields between matching native animators
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@@ -78,8 +78,8 @@ const M2_ANIMATION_LOAD_PIPELINE_STATE_SCRIPT := preload(
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const M2_ANIMATED_SCENE_FINALIZER_SCRIPT := preload(
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"res://src/render/m2/m2_animated_scene_finalizer.gd"
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)
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const M2_ANIMATION_PLAYBACK_CONTROLLER_SCRIPT := preload(
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"res://src/render/m2/m2_animation_playback_controller.gd"
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const M2_ANIMATED_INSTANCE_MATERIALIZER_SCRIPT := preload(
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"res://src/render/m2/m2_animated_instance_materializer.gd"
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)
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const M2_MESH_RESOURCE_CACHE_STATE_SCRIPT := preload(
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"res://src/render/m2/m2_mesh_resource_cache_state.gd"
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@@ -281,7 +281,7 @@ var _m2_mesh_resource_extractor := M2_MESH_RESOURCE_EXTRACTOR_SCRIPT.new()
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var _m2_mesh_load_pipeline_state := M2_MESH_LOAD_PIPELINE_STATE_SCRIPT.new()
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var _m2_animation_load_pipeline_state := M2_ANIMATION_LOAD_PIPELINE_STATE_SCRIPT.new()
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var _m2_animated_scene_finalizer := M2_ANIMATED_SCENE_FINALIZER_SCRIPT.new()
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var _m2_animation_playback_controller := M2_ANIMATION_PLAYBACK_CONTROLLER_SCRIPT.new()
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var _m2_animated_instance_materializer := M2_ANIMATED_INSTANCE_MATERIALIZER_SCRIPT.new()
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var _wmo_build_jobs: Dictionary = {}
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var _wmo_build_queue: Array = []
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var _tile_loading_tasks: Dictionary = {}
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@@ -4429,53 +4429,36 @@ func _materialize_m2_animated_batch(
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start: int,
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count: int,
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serial: int) -> void:
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if transforms.is_empty() or count <= 0 or prototype == null:
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var materialization := _m2_animated_instance_materializer.materialize_batch(
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m2_root,
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rel_path,
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prototype,
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transforms,
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start,
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count,
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serial,
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m2_visibility_range,
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CHUNK_SIZE,
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m2_cast_shadows,
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M2_NATIVE_ANIMATOR_SCRIPT,
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debug_streaming
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)
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if materialization.is_empty():
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return
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var batch_root := Node3D.new()
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batch_root.name = "%s_anim_%d" % [rel_path.get_file().get_basename(), serial]
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for i in count:
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var instance := prototype.duplicate(Node.DUPLICATE_SIGNALS | Node.DUPLICATE_GROUPS | Node.DUPLICATE_SCRIPTS) as Node3D
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if instance == null:
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continue
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instance.name = "%s_%d" % [rel_path.get_file().get_basename(), start + i]
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instance.transform = transforms[start + i]
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_apply_visibility_range_recursive(instance, m2_visibility_range)
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_apply_shadow_cast_recursive(instance, m2_cast_shadows)
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_m2_animation_playback_controller.copy_native_animator_data(
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prototype,
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instance,
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M2_NATIVE_ANIMATOR_SCRIPT
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)
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batch_root.add_child(instance)
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var animation_players := _m2_animated_scene_finalizer.animation_players_in_subtree(
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instance
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)
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var native_diagnostics := _m2_animation_playback_controller.start_instance_playback(
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instance,
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rel_path,
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start + i,
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M2_NATIVE_ANIMATOR_SCRIPT,
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animation_players,
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debug_streaming
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)
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if debug_streaming:
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for state in native_diagnostics:
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print("M2_NATIVE_ANIMATOR path=%s instance=%d prepared=%s processing=%s mesh=%s bones=%d surfaces=%d length=%.2f" % [
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_normalize_m2_rel_path(rel_path),
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start + i,
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str(state.get("prepared", false)),
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str(state.get("processing", false)),
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str(state.get("has_mesh", false)),
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int(state.get("bones", 0)),
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int(state.get("surfaces", 0)),
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float(state.get("length", 0.0)),
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])
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if batch_root.get_child_count() <= 0:
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batch_root.queue_free()
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return
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m2_root.add_child(batch_root)
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if debug_streaming:
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for diagnostic_entry in materialization.get("native_diagnostics", []):
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var state: Dictionary = diagnostic_entry.get("state", {})
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print("M2_NATIVE_ANIMATOR path=%s instance=%d prepared=%s processing=%s mesh=%s bones=%d surfaces=%d length=%.2f" % [
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_normalize_m2_rel_path(rel_path),
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int(diagnostic_entry.get("instance_index", -1)),
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str(state.get("prepared", false)),
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str(state.get("processing", false)),
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str(state.get("has_mesh", false)),
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int(state.get("bones", 0)),
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int(state.get("surfaces", 0)),
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float(state.get("length", 0.0)),
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])
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var batch_root: Node3D = materialization.get("batch_root", null)
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_set_editor_owner_recursive(batch_root)
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@@ -0,0 +1,277 @@
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extends SceneTree
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## Synthetic batch duplication, render-property, playback, ownership-boundary
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## and bounded-timing regression for animated M2 instance materialization.
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const MATERIALIZER_SCRIPT := preload(
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"res://src/render/m2/m2_animated_instance_materializer.gd"
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)
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const NATIVE_ANIMATOR_SCRIPT := preload("res://src/scenes/streaming/m2_native_animator.gd")
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const MATERIALIZER_PATH := "res://src/render/m2/m2_animated_instance_materializer.gd"
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const LOADER_PATH := "res://src/scenes/streaming/streaming_world_loader.gd"
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func _initialize() -> void:
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var failures: Array[String] = []
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_verify_batch_contract(failures)
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_verify_invalid_inputs(failures)
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_verify_ownership_boundaries(failures)
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var elapsed_milliseconds := _verify_bounded_timing(failures)
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if not failures.is_empty():
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for failure in failures:
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push_error("M2_ANIMATED_INSTANCE_MATERIALIZER: %s" % failure)
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quit(1)
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return
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print(
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"M2_ANIMATED_INSTANCE_MATERIALIZER PASS cases=12 instances=1000 elapsed_ms=%.3f"
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% elapsed_milliseconds
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)
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quit(0)
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func _verify_batch_contract(failures: Array[String]) -> void:
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var materializer = MATERIALIZER_SCRIPT.new()
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var parent_root := Node3D.new()
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get_root().add_child(parent_root)
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var prototype := _make_animated_prototype()
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var transforms: Array = [
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Transform3D(Basis.IDENTITY, Vector3.ZERO),
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Transform3D(Basis.IDENTITY, Vector3(1.0, 2.0, 3.0)),
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Transform3D(Basis.IDENTITY, Vector3(4.0, 5.0, 6.0)),
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]
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var result: Dictionary = materializer.materialize_batch(
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parent_root,
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"World\\Doodads\\AnimatedTree.m2",
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prototype,
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transforms,
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1,
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2,
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7,
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345.0,
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16.0,
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false,
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NATIVE_ANIMATOR_SCRIPT,
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true
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)
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_expect_false(result.is_empty(), "valid batch returned", failures)
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var batch_root: Node3D = result.get("batch_root", null)
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_expect_same(batch_root.get_parent(), parent_root, "batch attached to supplied parent", failures)
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_expect_string_equal(batch_root.name, "AnimatedTree_anim_7", "batch name", failures)
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_expect_equal(batch_root.get_child_count(), 2, "ordered duplicate count", failures)
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for batch_offset in 2:
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var instance := batch_root.get_child(batch_offset) as Node3D
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var instance_index := batch_offset + 1
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_expect_string_equal(instance.name, "AnimatedTree_%d" % instance_index, "instance name", failures)
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_expect_true(instance.transform == transforms[instance_index], "instance transform", failures)
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var geometry := instance.get_node("Branch/Geometry") as GeometryInstance3D
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_expect_float_equal(geometry.visibility_range_end, 345.0, "recursive visibility end", failures)
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_expect_float_equal(geometry.visibility_range_end_margin, 16.0, "recursive visibility margin", failures)
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_expect_equal(
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geometry.cast_shadow,
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GeometryInstance3D.SHADOW_CASTING_SETTING_OFF,
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"recursive shadow mode",
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failures
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)
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var player := instance.get_node("AnimationPlayer") as AnimationPlayer
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_expect_string_equal(player.current_animation, "Stand", "playback started", failures)
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var animator: Node = instance.get_node("Branch/NativeAnimator")
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_expect_same(
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animator.bones,
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prototype.get_node("Branch/NativeAnimator").bones,
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"native fields copied by reference",
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failures
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)
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var diagnostic_entries: Array = result.get("native_diagnostics", [])
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_expect_equal(diagnostic_entries.size(), 2, "one native diagnostic per instance", failures)
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for diagnostic_offset in diagnostic_entries.size():
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var entry: Dictionary = diagnostic_entries[diagnostic_offset]
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_expect_equal(
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int(entry.get("instance_index", -1)),
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diagnostic_offset + 1,
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"diagnostic index",
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failures
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)
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_expect_equal(
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int((entry.get("state", {}) as Dictionary).get("bones", 0)),
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1,
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"diagnostic state",
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failures
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)
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var source_geometry := prototype.get_node("Branch/Geometry") as GeometryInstance3D
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_expect_float_equal(source_geometry.visibility_range_end, 0.0, "prototype render state unchanged", failures)
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prototype.free()
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parent_root.free()
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func _verify_invalid_inputs(failures: Array[String]) -> void:
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var materializer = MATERIALIZER_SCRIPT.new()
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var prototype := Node3D.new()
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var parent_root := Node3D.new()
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_expect_true(
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materializer.materialize_batch(
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null, "a.m2", prototype, [Transform3D.IDENTITY], 0, 1, 0,
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0.0, 0.0, true, NATIVE_ANIMATOR_SCRIPT, false
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).is_empty(),
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"null parent rejected",
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failures
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)
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_expect_true(
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materializer.materialize_batch(
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parent_root, "a.m2", prototype, [], 0, 1, 0,
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0.0, 0.0, true, NATIVE_ANIMATOR_SCRIPT, false
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).is_empty(),
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"empty transforms rejected",
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failures
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)
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_expect_true(
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materializer.materialize_batch(
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parent_root, "a.m2", prototype, [Transform3D.IDENTITY], 0, 0, 0,
|
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0.0, 0.0, true, NATIVE_ANIMATOR_SCRIPT, false
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).is_empty(),
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"zero count rejected",
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failures
|
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)
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_expect_equal(parent_root.get_child_count(), 0, "invalid input has no attachment", failures)
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prototype.free()
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parent_root.free()
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func _verify_ownership_boundaries(failures: Array[String]) -> void:
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var materializer_source := FileAccess.get_file_as_string(MATERIALIZER_PATH)
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var loader_source := FileAccess.get_file_as_string(LOADER_PATH)
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_expect_true(
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loader_source.contains("M2_ANIMATED_INSTANCE_MATERIALIZER_SCRIPT.new()"),
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"loader composes materializer",
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failures
|
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)
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_expect_equal(
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loader_source.count("_m2_animated_instance_materializer.materialize_batch("),
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1,
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"loader delegates once",
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failures
|
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)
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for retained_loader_rule in [
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"_set_editor_owner_recursive(batch_root)",
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"M2_NATIVE_ANIMATOR path=%s instance=%d",
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"_normalize_m2_rel_path(rel_path)",
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]:
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_expect_true(
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loader_source.contains(retained_loader_rule),
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"loader retains %s" % retained_loader_rule,
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failures
|
||||
)
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for removed_loader_rule in [
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"prototype.duplicate(Node.DUPLICATE_SIGNALS | Node.DUPLICATE_GROUPS | Node.DUPLICATE_SCRIPTS)",
|
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"_m2_animation_playback_controller",
|
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]:
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_expect_false(
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loader_source.contains(removed_loader_rule),
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"loader releases %s" % removed_loader_rule,
|
||||
failures
|
||||
)
|
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for required_materializer_rule in [
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||||
"Node.DUPLICATE_SIGNALS | Node.DUPLICATE_GROUPS | Node.DUPLICATE_SCRIPTS",
|
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"_animation_playback_controller.copy_native_animator_data(",
|
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"_animation_playback_controller.start_instance_playback(",
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"m2_parent_root.add_child(batch_root)",
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]:
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_expect_true(
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materializer_source.contains(required_materializer_rule),
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||||
"materializer owns %s" % required_materializer_rule,
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||||
failures
|
||||
)
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for forbidden_dependency in [
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"ResourceLoader.",
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"FileAccess.",
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"WorkerThreadPool.",
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"MultiMesh",
|
||||
".owner =",
|
||||
"_m2_build_jobs",
|
||||
"_render_budget_scheduler",
|
||||
]:
|
||||
_expect_false(
|
||||
materializer_source.contains(forbidden_dependency),
|
||||
"materializer omits %s ownership" % forbidden_dependency,
|
||||
failures
|
||||
)
|
||||
|
||||
|
||||
func _verify_bounded_timing(failures: Array[String]) -> float:
|
||||
var materializer = MATERIALIZER_SCRIPT.new()
|
||||
var parent_root := Node3D.new()
|
||||
get_root().add_child(parent_root)
|
||||
var prototype := Node3D.new()
|
||||
var transforms: Array = []
|
||||
for instance_index in 1000:
|
||||
transforms.append(
|
||||
Transform3D(Basis.IDENTITY, Vector3(float(instance_index), 0.0, 0.0))
|
||||
)
|
||||
var started_microseconds := Time.get_ticks_usec()
|
||||
var result: Dictionary = materializer.materialize_batch(
|
||||
parent_root, "world/timing.m2", prototype, transforms, 0, 1000, 1,
|
||||
0.0, 0.0, true, NATIVE_ANIMATOR_SCRIPT, false
|
||||
)
|
||||
var elapsed_milliseconds := float(Time.get_ticks_usec() - started_microseconds) / 1000.0
|
||||
var batch_root := result.get("batch_root", null) as Node3D
|
||||
_expect_equal(batch_root.get_child_count(), 1000, "timing batch complete", failures)
|
||||
_expect_true(elapsed_milliseconds < 1000.0, "1000 instances under 1 second", failures)
|
||||
prototype.free()
|
||||
parent_root.free()
|
||||
return elapsed_milliseconds
|
||||
|
||||
|
||||
func _make_animated_prototype() -> Node3D:
|
||||
var prototype := Node3D.new()
|
||||
var branch := Node3D.new()
|
||||
branch.name = "Branch"
|
||||
prototype.add_child(branch)
|
||||
var geometry := MeshInstance3D.new()
|
||||
geometry.name = "Geometry"
|
||||
branch.add_child(geometry)
|
||||
var native_animator: Node = NATIVE_ANIMATOR_SCRIPT.new()
|
||||
native_animator.name = "NativeAnimator"
|
||||
native_animator.mesh_instance_path = NodePath("../Geometry")
|
||||
native_animator.bones = [{"parent": -1}]
|
||||
native_animator.surfaces = [{"vertices": PackedVector3Array()}]
|
||||
native_animator.animation_length = 8.0
|
||||
branch.add_child(native_animator)
|
||||
var player := AnimationPlayer.new()
|
||||
player.name = "AnimationPlayer"
|
||||
var library := AnimationLibrary.new()
|
||||
var stand := Animation.new()
|
||||
stand.length = 2.0
|
||||
library.add_animation("Stand", stand)
|
||||
player.add_animation_library("", library)
|
||||
prototype.add_child(player)
|
||||
return prototype
|
||||
|
||||
|
||||
func _expect_true(condition: bool, label: String, failures: Array[String]) -> void:
|
||||
if not condition:
|
||||
failures.append(label)
|
||||
|
||||
|
||||
func _expect_false(condition: bool, label: String, failures: Array[String]) -> void:
|
||||
_expect_true(not condition, label, failures)
|
||||
|
||||
|
||||
func _expect_equal(actual: int, expected: int, label: String, failures: Array[String]) -> void:
|
||||
if actual != expected:
|
||||
failures.append("%s expected=%d actual=%d" % [label, expected, actual])
|
||||
|
||||
|
||||
func _expect_float_equal(actual: float, expected: float, label: String, failures: Array[String]) -> void:
|
||||
if not is_equal_approx(actual, expected):
|
||||
failures.append("%s expected=%.6f actual=%.6f" % [label, expected, actual])
|
||||
|
||||
|
||||
func _expect_string_equal(actual: String, expected: String, label: String, failures: Array[String]) -> void:
|
||||
if actual != expected:
|
||||
failures.append("%s expected=%s actual=%s" % [label, expected, actual])
|
||||
|
||||
|
||||
func _expect_same(actual: Variant, expected: Variant, label: String, failures: Array[String]) -> void:
|
||||
if not is_same(actual, expected):
|
||||
failures.append(label)
|
||||
@@ -0,0 +1 @@
|
||||
uid://kxr85qkrfnhb
|
||||
@@ -5,6 +5,7 @@ extends SceneTree
|
||||
|
||||
const FINALIZER_SCRIPT := preload("res://src/render/m2/m2_animated_scene_finalizer.gd")
|
||||
const FINALIZER_PATH := "res://src/render/m2/m2_animated_scene_finalizer.gd"
|
||||
const MATERIALIZER_PATH := "res://src/render/m2/m2_animated_instance_materializer.gd"
|
||||
const LOADER_PATH := "res://src/scenes/streaming/streaming_world_loader.gd"
|
||||
|
||||
|
||||
@@ -115,6 +116,7 @@ func _verify_material_mapping(failures: Array[String]) -> void:
|
||||
|
||||
func _verify_ownership_boundaries(failures: Array[String]) -> void:
|
||||
var finalizer_source := FileAccess.get_file_as_string(FINALIZER_PATH)
|
||||
var materializer_source := FileAccess.get_file_as_string(MATERIALIZER_PATH)
|
||||
var loader_source := FileAccess.get_file_as_string(LOADER_PATH)
|
||||
_expect_true(loader_source.contains("M2_ANIMATED_SCENE_FINALIZER_SCRIPT.new()"), "loader composes finalizer", failures)
|
||||
for removed_loader_function in [
|
||||
@@ -128,9 +130,14 @@ func _verify_ownership_boundaries(failures: Array[String]) -> void:
|
||||
"_m2_animated_scene_finalizer.repair_materials(candidate, material_source)",
|
||||
"_m2_animated_scene_finalizer.finalize_candidate(candidate)",
|
||||
"_m2_animated_scene_finalizer.mesh_instances_in_subtree(root)",
|
||||
"_m2_animated_scene_finalizer.animation_players_in_subtree(",
|
||||
]:
|
||||
_expect_equal(loader_source.count(delegated_call), 1, "single loader delegation: %s" % delegated_call, failures)
|
||||
_expect_equal(
|
||||
materializer_source.count("_animated_scene_finalizer.animation_players_in_subtree("),
|
||||
1,
|
||||
"single materializer player-inventory delegation",
|
||||
failures
|
||||
)
|
||||
for retained_loader_rule in [
|
||||
"ResourceLoader.load_threaded_get(path)",
|
||||
"RENDER_BUDGET_SCHEDULER_SCRIPT.M2_ANIMATION_FINALIZE",
|
||||
|
||||
@@ -6,6 +6,7 @@ extends SceneTree
|
||||
const CONTROLLER_SCRIPT := preload("res://src/render/m2/m2_animation_playback_controller.gd")
|
||||
const NATIVE_ANIMATOR_SCRIPT := preload("res://src/scenes/streaming/m2_native_animator.gd")
|
||||
const CONTROLLER_PATH := "res://src/render/m2/m2_animation_playback_controller.gd"
|
||||
const MATERIALIZER_PATH := "res://src/render/m2/m2_animated_instance_materializer.gd"
|
||||
const LOADER_PATH := "res://src/scenes/streaming/streaming_world_loader.gd"
|
||||
|
||||
|
||||
@@ -143,8 +144,9 @@ func _verify_native_copy_start_and_diagnostics(failures: Array[String]) -> void:
|
||||
|
||||
func _verify_ownership_boundaries(failures: Array[String]) -> void:
|
||||
var controller_source := FileAccess.get_file_as_string(CONTROLLER_PATH)
|
||||
var materializer_source := FileAccess.get_file_as_string(MATERIALIZER_PATH)
|
||||
var loader_source := FileAccess.get_file_as_string(LOADER_PATH)
|
||||
_expect_true(loader_source.contains("M2_ANIMATION_PLAYBACK_CONTROLLER_SCRIPT.new()"), "loader composes playback controller", failures)
|
||||
_expect_true(materializer_source.contains("M2_ANIMATION_PLAYBACK_CONTROLLER_SCRIPT.new()"), "materializer composes playback controller", failures)
|
||||
for removed_loader_function in [
|
||||
"func _start_m2_animations(",
|
||||
"func _copy_m2_native_animator_data(",
|
||||
@@ -152,13 +154,15 @@ func _verify_ownership_boundaries(failures: Array[String]) -> void:
|
||||
"func _choose_default_m2_animation(",
|
||||
]:
|
||||
_expect_false(loader_source.contains(removed_loader_function), "legacy helper removed: %s" % removed_loader_function, failures)
|
||||
_expect_equal(loader_source.count("_m2_animation_playback_controller.copy_native_animator_data("), 1, "native copy delegates once", failures)
|
||||
_expect_equal(loader_source.count("_m2_animation_playback_controller.start_instance_playback("), 1, "playback delegates once", failures)
|
||||
for retained_loader_rule in [
|
||||
"prototype.duplicate(Node.DUPLICATE_SIGNALS | Node.DUPLICATE_GROUPS | Node.DUPLICATE_SCRIPTS)",
|
||||
_expect_equal(materializer_source.count("_animation_playback_controller.copy_native_animator_data("), 1, "native copy delegates once", failures)
|
||||
_expect_equal(materializer_source.count("_animation_playback_controller.start_instance_playback("), 1, "playback delegates once", failures)
|
||||
for retained_materializer_rule in [
|
||||
"Node.DUPLICATE_SIGNALS | Node.DUPLICATE_GROUPS | Node.DUPLICATE_SCRIPTS",
|
||||
"batch_root.add_child(instance)",
|
||||
"_apply_visibility_range_recursive(instance, m2_visibility_range)",
|
||||
"_apply_shadow_cast_recursive(instance, m2_cast_shadows)",
|
||||
"_apply_shadow_cast_recursive(instance, cast_shadows)",
|
||||
]:
|
||||
_expect_true(materializer_source.contains(retained_materializer_rule), "materializer retains %s" % retained_materializer_rule, failures)
|
||||
for retained_loader_rule in [
|
||||
"_set_editor_owner_recursive(batch_root)",
|
||||
"M2_NATIVE_ANIMATOR path=%s instance=%d",
|
||||
]:
|
||||
|
||||
Reference in New Issue
Block a user