extends SceneTree ## Editor-Test (headless): Karte t_950fddaa (K1) — Kamera-Drehen fixen. ## Ausführen: godot4 --headless --path . --script res://tests/test_orbit_camera.gd ## Exit 0 = alles grün. ## ## Instanziert die ECHTE Main-UI (wie test_rmb_vorrang) und prüft: ## 1. FIT: Laden/Neu → fit_to_bounds — target = Kartemitte aus bounds, ## distance = 0,65 × größte Kante, alle 8 Map-Ecken im Frustum. ## 2. KEIN SPRUNG: MMT-Druck ändert Position/Basis NICHT (1e-4), aber ## target = Trefferpunkt; Projektion des target ≈ Cursor (1 px). ## Vergleichszeite dokumentiert, wie weit das ALTE Verhalten weg war. ## 3. GLEICHMÄSSIG: 100 px ziehen in 10 Schritten → jede Schritt dreht ## gleichmäßig (max 1,3× Mittel), kein Vorzeichenwechsel. ## 4. FLUG-ÜBERGANG: _enter_fly → Bewegung → _exit_fly ohne Positionssprung. ## 5. POS1: ganze Karte wieder im Bild (fit_to_bounds). var failures := 0 var checks := 0 var main: Control var camera: Camera3D var subvp: SubViewport var interaction: Node var view_builder: Node const ORBIT_DEG_PER_PX := 0.3 func _initialize() -> void: _run_all.call_deferred() func _run_all() -> void: var scene: PackedScene = load("res://scenes/main.tscn") _check(scene != null, "scenes/main.tscn laedt") if scene == null: _finish() return main = scene.instantiate() root.add_child(main) await process_frame await process_frame camera = main.get("camera") interaction = main.get("interaction") view_builder = main.get("view_builder") _check(camera != null, "Kamera-Referenz gefunden") _check(interaction != null, "interaction-Referenz gefunden") _check(view_builder != null, "view_builder-Referenz gefunden") if camera == null or interaction == null or view_builder == null: _finish() return var container := _find_viewport_container(main) _check(container != null, "SubViewportContainer gefunden") if container == null: _finish() return subvp = container.get_child(0) as SubViewport _check(subvp != null, "SubViewport gefunden") if subvp == null: _finish() return # Headless-Fenster ist degeneriert klein (SubViewport ~951×2 px) — für # aussagekräftige Projektionen/Frustum-Prüfungen Editor-Größe erzwingen. container.stretch = false subvp.size = Vector2i(1600, 900) await process_frame _check(subvp.size == Vector2i(1600, 900), "SubViewport auf 1600×900 (headless)") # Test-Map anlegen (gleicher Pfad wie „Neue Map“): _refresh_all löst # fit_to_bounds in _refresh_viewport aus (Karte K1). var doc: Dictionary = SvmapDocument.create_new("K1-Test", 1024.0, "mittag") doc["objects"] = [ {"id": "crate_wood", "pos": [0.0, 0.0, 0.0], "scale": 1.0, "rot_y_deg": 0.0}, {"id": "crate_wood", "pos": [450.0, 0.0, 450.0], "scale": 1.0, "rot_y_deg": 0.0}, ] main.set("doc", doc) main.call("_refresh_all") await process_frame interaction.call("refresh_terrain_cache") main.call("_set_tool_mode", "objects") await process_frame _test_fit() await _test_pivot_no_jump() await _test_uniform_drag() await _test_fly_transition() await _test_home_key() _finish() # ------------------------------------------------------------- 1. FIT ------ func _test_fit() -> void: print("Testgruppe: fit_to_bounds (Laden/Neu)") var target: Vector3 = camera.get("target") var dist: float = float(camera.get("distance")) _check(target.distance_to(Vector3(0.0, 35.0, 0.0)) < 1e-4, "target = Kartemitte aus bounds (0, 35, 0) — nicht Weltmitte y=0") var radius := Vector3(1024.0, 90.0, 1024.0).length() * 0.5 _check(dist >= radius / sin(deg_to_rad(37.5)) - 1.0, "distance = Umkugel-Formel (ganze Map sichtbar): %.1f m" % dist) _check(absf(float(camera.get("yaw_deg")) - 45.0) < 1e-4, "yaw = 45 Grad") _check(absf(float(camera.get("pitch_deg")) - 35.0) < 1e-4, "pitch = 35 Grad") var mn := Vector3(-512.0, -10.0, -512.0) var mx := Vector3(512.0, 80.0, 512.0) var corners: Array[Vector3] = _corners(mn, mx) var alle_drin := true for c in corners: if not camera.is_position_in_frustum(c): alle_drin = false _check(alle_drin, "alle 8 Map-Ecken im Frustum") var editor := camera.unproject_position(target) var mitte := subvp.size * 0.5 _check(editor.distance_to(mitte) < 1.0, "Kartemitte projiziert ≈ Bildmitte (%.1f px Abweichung)" % editor.distance_to(mitte)) # -------------------------------------------- 2. PIVOT UNTER DEM CURSOR ----- func _test_pivot_no_jump() -> void: print("Testgruppe: Drehpunkt unter dem Mauszeiger (kein Sprung)") var markers: Array = view_builder.get("object_markers") var marker: Node3D = markers[1] # Objekt WEIT abseits der Kartenmitte _check(marker != null and is_instance_valid(marker), "Objekt-Marker vorhanden (crate_wood bei 450, 450)") if marker == null: return var center: Vector3 = marker.global_position \ + Vector3.UP * float(marker.get_meta("half_height", 0.0)) var press: Vector2 = camera.unproject_position(center) # Altes Verhalten dokumentieren: Drehpunkt war der Fit-Ziel-Punkt — seine # Projektion lag weit weg vom Cursor. var alt_target: Vector3 = Vector3(0.0, 35.0, 0.0) var alt_px: Vector2 = camera.unproject_position(alt_target) print(" ALT (Vergleich, alter Code): Drehpunkt-Projektion lag %.0f px vom Cursor entfernt" % alt_px.distance_to(press)) var pos_before: Vector3 = camera.position var basis_before: Basis = camera.global_transform.basis _motion(press) _mouse(MOUSE_BUTTON_MIDDLE, true, press) await process_frame var pos_after: Vector3 = camera.position var basis_after: Basis = camera.global_transform.basis _check(pos_after.distance_to(pos_before) < 1e-4, "KEIN Sprung: Kameraposition identisch (Abweichung %.12f)" % pos_after.distance_to(pos_before)) _check(_basis_diff(basis_before, basis_after) < 1e-4, "KEIN Sprung: Basis identisch") var new_target: Vector3 = camera.get("target") _check(new_target.distance_to(center) < 1e-4, "target = Trefferpunkt (Objekt-Mitte)") var proj: Vector2 = camera.unproject_position(new_target) _check(proj.distance_to(press) <= 1.0, "target-Projektion ≈ Cursor (Abweichung %.12f px)" % proj.distance_to(press)) var new_dist: float = float(camera.get("distance")) _check(absf(new_dist - pos_before.distance_to(center)) < 1e-3, "distance = |Kamera − Treffer| (%.1f m)" % new_dist) _mouse(MOUSE_BUTTON_MIDDLE, false, press) await process_frame # ------------------------------------------------- 3. GLEICHMÄSSIG ZIEHEN -- func _test_uniform_drag() -> void: print("Testgruppe: 100 px ziehen in 10 Schritten — gleichmäßig") var start := subvp.size * 0.5 _motion(start) _mouse(MOUSE_BUTTON_MIDDLE, true, start) await process_frame var yaw0: float = float(camera.get("yaw_deg")) var steps: Array[float] = [] var p := start for i in range(10): p.x += 10.0 _motion_rel(p, Vector2(10.0, 0.0)) await process_frame var yaw_i: float = float(camera.get("yaw_deg")) steps.append(yaw0 - yaw_i) yaw0 = yaw_i _mouse(MOUSE_BUTTON_MIDDLE, false, p) await process_frame var mean := 0.0 for s in steps: mean += s mean /= float(steps.size()) _check(absf(mean - 3.0) < 1e-3, "Mittel: %.3f Grad/Schritt (= 10 px × %.1f)" % [mean, ORBIT_DEG_PER_PX]) var max_ratio := 0.0 var sign_ok := true for s in steps: if mean > 0.0: max_ratio = maxf(max_ratio, s / mean) if s <= 0.0: sign_ok = false _check(max_ratio <= 1.3, "kein Nachlaufen/Sprung: max Schritt %.3f× Mittel" % max_ratio) _check(sign_ok, "kein Vorzeichenwechsel beim Ziehen") # ------------------------------------------------------ 4. FLUG-ÜBERGANG --- func _test_fly_transition() -> void: print("Testgruppe: Flug-Übergang nahtlos") _mouse(MOUSE_BUTTON_RIGHT, true, subvp.size * 0.5) await process_frame _check(bool(camera.call("fly_active")), "Flug aktiv") # Zwischenbewegung (wie im Flug: Position + Blickrichtung ändern). camera.position = camera.position + Vector3(12.0, -4.0, -9.0) camera.set("_fly_yaw", -30.0) camera.set("_fly_pitch", 20.0) camera.call("_apply_fly_orientation") await process_frame var pos_before: Vector3 = camera.position _mouse(MOUSE_BUTTON_RIGHT, false, subvp.size * 0.5) await process_frame _check(not bool(camera.call("fly_active")), "Flug aus → Orbit") var pos_after: Vector3 = camera.position _check(pos_after.distance_to(pos_before) < 1e-3, "kein Positionssprung beim Übergang (%.12f)" % pos_after.distance_to(pos_before)) # ------------------------------------------------------------- 5. POS1 ----- func _test_home_key() -> void: print("Testgruppe: Pos1 = ganze Karte ins Bild") var key := InputEventKey.new() key.keycode = KEY_HOME key.physical_keycode = KEY_HOME key.pressed = true subvp.push_input(key) await process_frame var target: Vector3 = camera.get("target") _check(target.distance_to(Vector3(0.0, 35.0, 0.0)) < 1e-4, "Pos1: target = Kartemitte") var radius := Vector3(1024.0, 90.0, 1024.0).length() * 0.5 _check(float(camera.get("distance")) >= radius / sin(deg_to_rad(37.5)) - 1.0, "Pos1: distance = Umkugel-Formel (ganze Map sichtbar)") _check(absf(float(camera.get("yaw_deg")) - 45.0) < 1e-4, "Pos1: yaw = 45 Grad") _check(absf(float(camera.get("pitch_deg")) - 35.0) < 1e-4, "Pos1: pitch = 35 Grad") var alle_drin := true for c in _corners(Vector3(-512.0, -10.0, -512.0), Vector3(512.0, 80.0, 512.0)): if not camera.is_position_in_frustum(c): alle_drin = false _check(alle_drin, "Pos1: alle 8 Map-Ecken im Frustum") # ------------------------------------------------------------- Helpers ----- func _corners(mn: Vector3, mx: Vector3) -> Array[Vector3]: var out: Array[Vector3] = [] for x in [mn.x, mx.x]: for y in [mn.y, mx.y]: for z in [mn.z, mx.z]: out.append(Vector3(x, y, z)) return out func _basis_diff(a: Basis, b: Basis) -> float: var d := 0.0 d = maxf(d, (a.x - b.x).length()) d = maxf(d, (a.y - b.y).length()) d = maxf(d, (a.z - b.z).length()) return d func _find_viewport_container(node: Node) -> SubViewportContainer: if node is SubViewportContainer: return node as SubViewportContainer for child in node.get_children(): var found := _find_viewport_container(child) if found != null: return found return null ## Headless-Besonderheit (wie test_rmb_vorrang): direkt in den SubViewport ## pushen, LOKALE Koordinaten. func _mouse(button: MouseButton, pressed: bool, pos: Vector2, ctrl := false, shift := false) -> void: var mb := InputEventMouseButton.new() mb.button_index = button mb.pressed = pressed mb.position = pos mb.global_position = pos mb.ctrl_pressed = ctrl mb.shift_pressed = shift subvp.push_input(mb) func _motion(pos: Vector2) -> void: _motion_rel(pos, Vector2.ZERO) func _motion_rel(pos: Vector2, rel: Vector2) -> void: var mm := InputEventMouseMotion.new() mm.position = pos mm.global_position = pos mm.relative = rel subvp.push_input(mm) func _finish() -> void: if failures == 0: print("ALL OK: %d checks" % checks) quit(0) else: print("FAILED: %d/%d checks" % [failures, checks]) quit(1) func _check(cond: bool, label: String) -> void: checks += 1 if cond: print(" ok: %s" % label) else: failures += 1 print(" FAIL: %s" % label)