Files
open-wc/src/tools/verify_m2_animated_instance_materializer.gd
T

278 lines
9.4 KiB
GDScript

extends SceneTree
## Synthetic batch duplication, render-property, playback, ownership-boundary
## and bounded-timing regression for animated M2 instance materialization.
const MATERIALIZER_SCRIPT := preload(
"res://src/render/m2/m2_animated_instance_materializer.gd"
)
const NATIVE_ANIMATOR_SCRIPT := preload("res://src/scenes/streaming/m2_native_animator.gd")
const MATERIALIZER_PATH := "res://src/render/m2/m2_animated_instance_materializer.gd"
const LOADER_PATH := "res://src/scenes/streaming/streaming_world_loader.gd"
func _initialize() -> void:
var failures: Array[String] = []
_verify_batch_contract(failures)
_verify_invalid_inputs(failures)
_verify_ownership_boundaries(failures)
var elapsed_milliseconds := _verify_bounded_timing(failures)
if not failures.is_empty():
for failure in failures:
push_error("M2_ANIMATED_INSTANCE_MATERIALIZER: %s" % failure)
quit(1)
return
print(
"M2_ANIMATED_INSTANCE_MATERIALIZER PASS cases=12 instances=1000 elapsed_ms=%.3f"
% elapsed_milliseconds
)
quit(0)
func _verify_batch_contract(failures: Array[String]) -> void:
var materializer = MATERIALIZER_SCRIPT.new()
var parent_root := Node3D.new()
get_root().add_child(parent_root)
var prototype := _make_animated_prototype()
var transforms: Array = [
Transform3D(Basis.IDENTITY, Vector3.ZERO),
Transform3D(Basis.IDENTITY, Vector3(1.0, 2.0, 3.0)),
Transform3D(Basis.IDENTITY, Vector3(4.0, 5.0, 6.0)),
]
var result: Dictionary = materializer.materialize_batch(
parent_root,
"World\\Doodads\\AnimatedTree.m2",
prototype,
transforms,
1,
2,
7,
345.0,
16.0,
false,
NATIVE_ANIMATOR_SCRIPT,
true
)
_expect_false(result.is_empty(), "valid batch returned", failures)
var batch_root: Node3D = result.get("batch_root", null)
_expect_same(batch_root.get_parent(), parent_root, "batch attached to supplied parent", failures)
_expect_string_equal(batch_root.name, "AnimatedTree_anim_7", "batch name", failures)
_expect_equal(batch_root.get_child_count(), 2, "ordered duplicate count", failures)
for batch_offset in 2:
var instance := batch_root.get_child(batch_offset) as Node3D
var instance_index := batch_offset + 1
_expect_string_equal(instance.name, "AnimatedTree_%d" % instance_index, "instance name", failures)
_expect_true(instance.transform == transforms[instance_index], "instance transform", failures)
var geometry := instance.get_node("Branch/Geometry") as GeometryInstance3D
_expect_float_equal(geometry.visibility_range_end, 345.0, "recursive visibility end", failures)
_expect_float_equal(geometry.visibility_range_end_margin, 16.0, "recursive visibility margin", failures)
_expect_equal(
geometry.cast_shadow,
GeometryInstance3D.SHADOW_CASTING_SETTING_OFF,
"recursive shadow mode",
failures
)
var player := instance.get_node("AnimationPlayer") as AnimationPlayer
_expect_string_equal(player.current_animation, "Stand", "playback started", failures)
var animator: Node = instance.get_node("Branch/NativeAnimator")
_expect_same(
animator.bones,
prototype.get_node("Branch/NativeAnimator").bones,
"native fields copied by reference",
failures
)
var diagnostic_entries: Array = result.get("native_diagnostics", [])
_expect_equal(diagnostic_entries.size(), 2, "one native diagnostic per instance", failures)
for diagnostic_offset in diagnostic_entries.size():
var entry: Dictionary = diagnostic_entries[diagnostic_offset]
_expect_equal(
int(entry.get("instance_index", -1)),
diagnostic_offset + 1,
"diagnostic index",
failures
)
_expect_equal(
int((entry.get("state", {}) as Dictionary).get("bones", 0)),
1,
"diagnostic state",
failures
)
var source_geometry := prototype.get_node("Branch/Geometry") as GeometryInstance3D
_expect_float_equal(source_geometry.visibility_range_end, 0.0, "prototype render state unchanged", failures)
prototype.free()
parent_root.free()
func _verify_invalid_inputs(failures: Array[String]) -> void:
var materializer = MATERIALIZER_SCRIPT.new()
var prototype := Node3D.new()
var parent_root := Node3D.new()
_expect_true(
materializer.materialize_batch(
null, "a.m2", prototype, [Transform3D.IDENTITY], 0, 1, 0,
0.0, 0.0, true, NATIVE_ANIMATOR_SCRIPT, false
).is_empty(),
"null parent rejected",
failures
)
_expect_true(
materializer.materialize_batch(
parent_root, "a.m2", prototype, [], 0, 1, 0,
0.0, 0.0, true, NATIVE_ANIMATOR_SCRIPT, false
).is_empty(),
"empty transforms rejected",
failures
)
_expect_true(
materializer.materialize_batch(
parent_root, "a.m2", prototype, [Transform3D.IDENTITY], 0, 0, 0,
0.0, 0.0, true, NATIVE_ANIMATOR_SCRIPT, false
).is_empty(),
"zero count rejected",
failures
)
_expect_equal(parent_root.get_child_count(), 0, "invalid input has no attachment", failures)
prototype.free()
parent_root.free()
func _verify_ownership_boundaries(failures: Array[String]) -> void:
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_INSTANCE_MATERIALIZER_SCRIPT.new()"),
"loader composes materializer",
failures
)
_expect_equal(
loader_source.count("_m2_animated_instance_materializer.materialize_batch("),
1,
"loader delegates once",
failures
)
for retained_loader_rule in [
"_set_editor_owner_recursive(batch_root)",
"M2_NATIVE_ANIMATOR path=%s instance=%d",
"_normalize_m2_rel_path(rel_path)",
]:
_expect_true(
loader_source.contains(retained_loader_rule),
"loader retains %s" % retained_loader_rule,
failures
)
for removed_loader_rule in [
"prototype.duplicate(Node.DUPLICATE_SIGNALS | Node.DUPLICATE_GROUPS | Node.DUPLICATE_SCRIPTS)",
"_m2_animation_playback_controller",
]:
_expect_false(
loader_source.contains(removed_loader_rule),
"loader releases %s" % removed_loader_rule,
failures
)
for required_materializer_rule in [
"Node.DUPLICATE_SIGNALS | Node.DUPLICATE_GROUPS | Node.DUPLICATE_SCRIPTS",
"_animation_playback_controller.copy_native_animator_data(",
"_animation_playback_controller.start_instance_playback(",
"m2_parent_root.add_child(batch_root)",
]:
_expect_true(
materializer_source.contains(required_materializer_rule),
"materializer owns %s" % required_materializer_rule,
failures
)
for forbidden_dependency in [
"ResourceLoader.",
"FileAccess.",
"WorkerThreadPool.",
"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)