orbit_camera.gd: set_pivot(hit) rechnet aus unveränderter Position/Basis target/yaw/pitch/distance neu (kein Sprung); MMT-Druck pivoted auf den Punkt unterm Cursor — Objekt-Treffer zuerst (interaction._pick_object), sonst Terrain (interaction._ground_point), sonst alter Ziel-Punkt. ORBIT_DEG_PER_PX = 0.3 gekapselt, Zoom-Minimum DISTANCE_MIN = 5. fit_to_bounds(mn, mx) ersetzt das tote frame_map(): target = Kartemitte aus bounds, Abstand über Umkugel-Formel (alle 8 Ecken sicher im Frustum — reiner Kanten-Faktor 0,65 reicht bei flachen Maps nicht), Mindestabstand 30 m; Pos1/Home = ganze Karte ins Bild (Bounds bleiben gemerkt). main.gd: Laden/Neu + Resize rufen fit_to_bounds mit den echten doc-Bounds. Neu: tests/test_orbit_camera.gd (30 checks: kein Sprung, Drehpunkt wandert, fit, gleichmäßiges Ziehen, Flug-Übergang, Pos1).
308 lines
No EOL
11 KiB
GDScript
308 lines
No EOL
11 KiB
GDScript
extends SceneTree
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## Editor-Test (headless): Karte t_950fddaa (K1) — Kamera-Drehen fixen.
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## Ausführen: godot4 --headless --path . --script res://tests/test_orbit_camera.gd
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## Exit 0 = alles grün.
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##
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## Instanziert die ECHTE Main-UI (wie test_rmb_vorrang) und prüft:
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## 1. FIT: Laden/Neu → fit_to_bounds — target = Kartemitte aus bounds,
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## distance = 0,65 × größte Kante, alle 8 Map-Ecken im Frustum.
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## 2. KEIN SPRUNG: MMT-Druck ändert Position/Basis NICHT (1e-4), aber
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## target = Trefferpunkt; Projektion des target ≈ Cursor (1 px).
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## Vergleichszeite dokumentiert, wie weit das ALTE Verhalten weg war.
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## 3. GLEICHMÄSSIG: 100 px ziehen in 10 Schritten → jede Schritt dreht
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## gleichmäßig (max 1,3× Mittel), kein Vorzeichenwechsel.
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## 4. FLUG-ÜBERGANG: _enter_fly → Bewegung → _exit_fly ohne Positionssprung.
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## 5. POS1: ganze Karte wieder im Bild (fit_to_bounds).
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var failures := 0
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var checks := 0
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var main: Control
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var camera: Camera3D
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var subvp: SubViewport
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var interaction: Node
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var view_builder: Node
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const ORBIT_DEG_PER_PX := 0.3
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func _initialize() -> void:
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_run_all.call_deferred()
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func _run_all() -> void:
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var scene: PackedScene = load("res://scenes/main.tscn")
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_check(scene != null, "scenes/main.tscn laedt")
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if scene == null:
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_finish()
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return
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main = scene.instantiate()
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root.add_child(main)
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await process_frame
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await process_frame
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camera = main.get("camera")
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interaction = main.get("interaction")
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view_builder = main.get("view_builder")
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_check(camera != null, "Kamera-Referenz gefunden")
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_check(interaction != null, "interaction-Referenz gefunden")
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_check(view_builder != null, "view_builder-Referenz gefunden")
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if camera == null or interaction == null or view_builder == null:
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_finish()
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return
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var container := _find_viewport_container(main)
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_check(container != null, "SubViewportContainer gefunden")
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if container == null:
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_finish()
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return
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subvp = container.get_child(0) as SubViewport
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_check(subvp != null, "SubViewport gefunden")
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if subvp == null:
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_finish()
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return
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# Headless-Fenster ist degeneriert klein (SubViewport ~951×2 px) — für
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# aussagekräftige Projektionen/Frustum-Prüfungen Editor-Größe erzwingen.
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container.stretch = false
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subvp.size = Vector2i(1600, 900)
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await process_frame
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_check(subvp.size == Vector2i(1600, 900), "SubViewport auf 1600×900 (headless)")
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# Test-Map anlegen (gleicher Pfad wie „Neue Map“): _refresh_all löst
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# fit_to_bounds in _refresh_viewport aus (Karte K1).
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var doc: Dictionary = SvmapDocument.create_new("K1-Test", 1024.0, "mittag")
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doc["objects"] = [
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{"id": "crate_wood", "pos": [0.0, 0.0, 0.0], "scale": 1.0, "rot_y_deg": 0.0},
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{"id": "crate_wood", "pos": [450.0, 0.0, 450.0], "scale": 1.0, "rot_y_deg": 0.0},
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]
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main.set("doc", doc)
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main.call("_refresh_all")
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await process_frame
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interaction.call("refresh_terrain_cache")
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main.call("_set_tool_mode", "objects")
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await process_frame
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_test_fit()
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await _test_pivot_no_jump()
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await _test_uniform_drag()
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await _test_fly_transition()
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await _test_home_key()
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_finish()
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# ------------------------------------------------------------- 1. FIT ------
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func _test_fit() -> void:
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print("Testgruppe: fit_to_bounds (Laden/Neu)")
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var target: Vector3 = camera.get("target")
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var dist: float = float(camera.get("distance"))
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_check(target.distance_to(Vector3(0.0, 35.0, 0.0)) < 1e-4,
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"target = Kartemitte aus bounds (0, 35, 0) — nicht Weltmitte y=0")
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var radius := Vector3(1024.0, 90.0, 1024.0).length() * 0.5
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_check(dist >= radius / sin(deg_to_rad(37.5)) - 1.0,
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"distance = Umkugel-Formel (ganze Map sichtbar): %.1f m" % dist)
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_check(absf(float(camera.get("yaw_deg")) - 45.0) < 1e-4, "yaw = 45 Grad")
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_check(absf(float(camera.get("pitch_deg")) - 35.0) < 1e-4, "pitch = 35 Grad")
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var mn := Vector3(-512.0, -10.0, -512.0)
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var mx := Vector3(512.0, 80.0, 512.0)
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var corners: Array[Vector3] = _corners(mn, mx)
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var alle_drin := true
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for c in corners:
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if not camera.is_position_in_frustum(c):
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alle_drin = false
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_check(alle_drin, "alle 8 Map-Ecken im Frustum")
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var editor := camera.unproject_position(target)
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var mitte := subvp.size * 0.5
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_check(editor.distance_to(mitte) < 1.0,
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"Kartemitte projiziert ≈ Bildmitte (%.1f px Abweichung)" % editor.distance_to(mitte))
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# -------------------------------------------- 2. PIVOT UNTER DEM CURSOR -----
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func _test_pivot_no_jump() -> void:
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print("Testgruppe: Drehpunkt unter dem Mauszeiger (kein Sprung)")
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var markers: Array = view_builder.get("object_markers")
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var marker: Node3D = markers[1] # Objekt WEIT abseits der Kartenmitte
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_check(marker != null and is_instance_valid(marker),
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"Objekt-Marker vorhanden (crate_wood bei 450, 450)")
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if marker == null:
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return
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var center: Vector3 = marker.global_position \
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+ Vector3.UP * float(marker.get_meta("half_height", 0.0))
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var press: Vector2 = camera.unproject_position(center)
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# Altes Verhalten dokumentieren: Drehpunkt war der Fit-Ziel-Punkt — seine
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# Projektion lag weit weg vom Cursor.
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var alt_target: Vector3 = Vector3(0.0, 35.0, 0.0)
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var alt_px: Vector2 = camera.unproject_position(alt_target)
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print(" ALT (Vergleich, alter Code): Drehpunkt-Projektion lag %.0f px vom Cursor entfernt" % alt_px.distance_to(press))
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var pos_before: Vector3 = camera.position
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var basis_before: Basis = camera.global_transform.basis
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_motion(press)
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_mouse(MOUSE_BUTTON_MIDDLE, true, press)
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await process_frame
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var pos_after: Vector3 = camera.position
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var basis_after: Basis = camera.global_transform.basis
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_check(pos_after.distance_to(pos_before) < 1e-4,
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"KEIN Sprung: Kameraposition identisch (Abweichung %.12f)" % pos_after.distance_to(pos_before))
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_check(_basis_diff(basis_before, basis_after) < 1e-4,
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"KEIN Sprung: Basis identisch")
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var new_target: Vector3 = camera.get("target")
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_check(new_target.distance_to(center) < 1e-4, "target = Trefferpunkt (Objekt-Mitte)")
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var proj: Vector2 = camera.unproject_position(new_target)
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_check(proj.distance_to(press) <= 1.0,
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"target-Projektion ≈ Cursor (Abweichung %.12f px)" % proj.distance_to(press))
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var new_dist: float = float(camera.get("distance"))
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_check(absf(new_dist - pos_before.distance_to(center)) < 1e-3,
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"distance = |Kamera − Treffer| (%.1f m)" % new_dist)
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_mouse(MOUSE_BUTTON_MIDDLE, false, press)
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await process_frame
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# ------------------------------------------------- 3. GLEICHMÄSSIG ZIEHEN --
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func _test_uniform_drag() -> void:
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print("Testgruppe: 100 px ziehen in 10 Schritten — gleichmäßig")
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var start := subvp.size * 0.5
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_motion(start)
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_mouse(MOUSE_BUTTON_MIDDLE, true, start)
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await process_frame
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var yaw0: float = float(camera.get("yaw_deg"))
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var steps: Array[float] = []
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var p := start
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for i in range(10):
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p.x += 10.0
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_motion_rel(p, Vector2(10.0, 0.0))
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await process_frame
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var yaw_i: float = float(camera.get("yaw_deg"))
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steps.append(yaw0 - yaw_i)
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yaw0 = yaw_i
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_mouse(MOUSE_BUTTON_MIDDLE, false, p)
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await process_frame
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var mean := 0.0
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for s in steps:
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mean += s
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mean /= float(steps.size())
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_check(absf(mean - 3.0) < 1e-3, "Mittel: %.3f Grad/Schritt (= 10 px × %.1f)" % [mean, ORBIT_DEG_PER_PX])
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var max_ratio := 0.0
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var sign_ok := true
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for s in steps:
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if mean > 0.0:
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max_ratio = maxf(max_ratio, s / mean)
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if s <= 0.0:
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sign_ok = false
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_check(max_ratio <= 1.3, "kein Nachlaufen/Sprung: max Schritt %.3f× Mittel" % max_ratio)
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_check(sign_ok, "kein Vorzeichenwechsel beim Ziehen")
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# ------------------------------------------------------ 4. FLUG-ÜBERGANG ---
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func _test_fly_transition() -> void:
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print("Testgruppe: Flug-Übergang nahtlos")
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_mouse(MOUSE_BUTTON_RIGHT, true, subvp.size * 0.5)
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await process_frame
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_check(bool(camera.call("fly_active")), "Flug aktiv")
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# Zwischenbewegung (wie im Flug: Position + Blickrichtung ändern).
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camera.position = camera.position + Vector3(12.0, -4.0, -9.0)
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camera.set("_fly_yaw", -30.0)
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camera.set("_fly_pitch", 20.0)
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camera.call("_apply_fly_orientation")
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await process_frame
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var pos_before: Vector3 = camera.position
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_mouse(MOUSE_BUTTON_RIGHT, false, subvp.size * 0.5)
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await process_frame
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_check(not bool(camera.call("fly_active")), "Flug aus → Orbit")
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var pos_after: Vector3 = camera.position
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_check(pos_after.distance_to(pos_before) < 1e-3,
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"kein Positionssprung beim Übergang (%.12f)" % pos_after.distance_to(pos_before))
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# ------------------------------------------------------------- 5. POS1 -----
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func _test_home_key() -> void:
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print("Testgruppe: Pos1 = ganze Karte ins Bild")
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var key := InputEventKey.new()
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key.keycode = KEY_HOME
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key.physical_keycode = KEY_HOME
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key.pressed = true
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subvp.push_input(key)
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await process_frame
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var target: Vector3 = camera.get("target")
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_check(target.distance_to(Vector3(0.0, 35.0, 0.0)) < 1e-4, "Pos1: target = Kartemitte")
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var radius := Vector3(1024.0, 90.0, 1024.0).length() * 0.5
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_check(float(camera.get("distance")) >= radius / sin(deg_to_rad(37.5)) - 1.0,
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"Pos1: distance = Umkugel-Formel (ganze Map sichtbar)")
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_check(absf(float(camera.get("yaw_deg")) - 45.0) < 1e-4, "Pos1: yaw = 45 Grad")
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_check(absf(float(camera.get("pitch_deg")) - 35.0) < 1e-4, "Pos1: pitch = 35 Grad")
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var alle_drin := true
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for c in _corners(Vector3(-512.0, -10.0, -512.0), Vector3(512.0, 80.0, 512.0)):
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if not camera.is_position_in_frustum(c):
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alle_drin = false
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_check(alle_drin, "Pos1: alle 8 Map-Ecken im Frustum")
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# ------------------------------------------------------------- Helpers -----
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func _corners(mn: Vector3, mx: Vector3) -> Array[Vector3]:
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var out: Array[Vector3] = []
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for x in [mn.x, mx.x]:
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for y in [mn.y, mx.y]:
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for z in [mn.z, mx.z]:
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out.append(Vector3(x, y, z))
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return out
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func _basis_diff(a: Basis, b: Basis) -> float:
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var d := 0.0
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d = maxf(d, (a.x - b.x).length())
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d = maxf(d, (a.y - b.y).length())
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d = maxf(d, (a.z - b.z).length())
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return d
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func _find_viewport_container(node: Node) -> SubViewportContainer:
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if node is SubViewportContainer:
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return node as SubViewportContainer
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for child in node.get_children():
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var found := _find_viewport_container(child)
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if found != null:
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return found
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return null
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## Headless-Besonderheit (wie test_rmb_vorrang): direkt in den SubViewport
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## pushen, LOKALE Koordinaten.
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func _mouse(button: MouseButton, pressed: bool, pos: Vector2, ctrl := false, shift := false) -> void:
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var mb := InputEventMouseButton.new()
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mb.button_index = button
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mb.pressed = pressed
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mb.position = pos
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mb.global_position = pos
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mb.ctrl_pressed = ctrl
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mb.shift_pressed = shift
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subvp.push_input(mb)
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func _motion(pos: Vector2) -> void:
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_motion_rel(pos, Vector2.ZERO)
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func _motion_rel(pos: Vector2, rel: Vector2) -> void:
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var mm := InputEventMouseMotion.new()
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mm.position = pos
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mm.global_position = pos
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mm.relative = rel
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subvp.push_input(mm)
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func _finish() -> void:
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if failures == 0:
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print("ALL OK: %d checks" % checks)
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quit(0)
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else:
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print("FAILED: %d/%d checks" % [failures, checks])
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quit(1)
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func _check(cond: bool, label: String) -> void:
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checks += 1
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if cond:
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print(" ok: %s" % label)
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else:
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failures += 1
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print(" FAIL: %s" % label) |