449 lines
No EOL
18 KiB
GDScript
449 lines
No EOL
18 KiB
GDScript
extends SceneTree
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## Editor-Test (headless): Karte t_950fddaa (K1) — Kamera-Drehen fixen —
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## erweitert um Karte t_eca890c5 (K1b): Startansicht auf den Karten-INHALT.
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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. STARTANSICHT (K1b): Laden/Neu → fit_to_document — Bounding-Box aus
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## Objekten + Bauteilen + Spawnpunkten (Terrain NICHT), Mitte/Abstand
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## laut Regel (Kantenlänge × 1,3, min 40 m, nie weiter als die ganze
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## Karte), Klartext-Statuszeile; leeres Dokument → ganze Karte;
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## 256-m- und 1024-m-Map; Mindestabstand; Karten-Deckel.
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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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## Vergleichszeile dokumentiert, wie weit das ALTE Verhalten weg war.
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## 3. DREHPUNKT AUF DEM TERRAIN (K1b): MMT auf Hügel-Flanke (höheres
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## Heightfield) → target = Terrain-Treffer, y ≈ terrain_height_at —
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## nicht die Basis-Ebene (y=0) und nicht der alte Ziel-Punkt.
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## 4. 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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## 5. FLUG-ÜBERGANG: _enter_fly → Bewegung → _exit_fly ohne Positionssprung.
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## 6. POS1: GANZE Karte wieder im Bild — auch nach Objekt-Ansicht (K1b).
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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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var base_doc: Dictionary # Grund-Dokument der Suite (K1-Szene) für Rückkehr nach Spezial-Gruppen
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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_document in _refresh_viewport aus (Karte K1b — Inhalts-Ansicht).
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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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base_doc = doc
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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_start_view()
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await _test_pivot_no_jump()
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await _test_content_rules()
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await _test_terrain_pivot()
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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. STARTANSICHT (K1b) ---
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func _test_start_view() -> void:
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print("Testgruppe: Startansicht = Karten-INHALT (K1b, 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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# Dokument: 2 Kisten (0,0,0) + (450,0,450) und 8 Default-Spawnpunkte
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# (x ±409,6 / z ±307,2 … / y 0,2) → BBox x −409,6…450, y 0…0,2, z −307,2…450.
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# Mitte (20,2 / 0,1 / 71,4); größte Kante 859,6 × 1,3 = 1117,48; der
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# Karten-Deckel (Umkugel 1024er Map = 1215,6) wird NICHT erreicht.
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_check(target.distance_to(Vector3(20.2, 0.1, 71.4)) < 0.01,
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"target = Mitte der Inhalts-BBox (20,2 / 0,1 / 71,4) — Objekte+Spawns, NICHT Kartemitte")
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_check(absf(dist - 1117.48) < 0.5,
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"distance = Kantenlänge × 1,3 (859,6 × 1,3 = 1117,5 m): %.1f m" % dist)
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_check(dist < 1215.56,
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"Deckel greift nicht (Karte kleiner als ganze Map): %.1f < 1215,6 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 status: String = str((main.get("status_label") as Label).text)
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_check(status.contains("Ansicht:") and status.contains("2 Objekte")
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and status.contains("8 Spawnpunkte") and status.contains("1117"),
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"Statuszeile Klartext: „%s“" % status)
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var alle_drin := true
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for c in _corners(Vector3(-409.6, 0.0, -307.2), Vector3(450.0, 0.2, 450.0)):
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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, "alle 8 Inhalts-Ecken im Frustum")
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# --------------------------------- 1b. INHALTS-REGELN: Größen/leer (K1b) ---
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func _test_content_rules() -> void:
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print("Testgruppe: Inhalts-Ansicht — Regeln (256 m, leer, Min/Deckel)")
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var mn256 := Vector3(-128.0, -10.0, -128.0)
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var mx256 := Vector3(128.0, 80.0, 128.0)
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# (a) 256-m-Map, keine Spawns, 3 Objekte → BBox 40×20×15, Kante 40 × 1,3 = 52 m
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var doc256: Dictionary = SvmapDocument.create_new("K1b-256", 256.0, "mittag")
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doc256["spawn_zones"] = {}
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doc256["objects"] = [
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{"id": "crate_wood", "pos": [0.0, 10.0, 0.0], "scale": 1.0, "rot_y_deg": 0.0},
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{"id": "crate_wood", "pos": [40.0, 30.0, -10.0], "scale": 1.0, "rot_y_deg": 0.0},
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{"id": "crate_wood", "pos": [20.0, 20.0, 5.0], "scale": 1.0, "rot_y_deg": 0.0},
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]
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camera.call("fit_to_document", doc256, mn256, mx256)
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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(20.0, 20.0, -2.5)) < 0.01,
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"256-m-Map: target = Content-Mitte (20 / 20 / −2,5)")
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_check(absf(dist - 52.0) < 0.01,
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"256-m-Map: distance = 40 × 1,3 = 52 m (%.2f) — Terrain zählt NICHT (sonst 312,5)" % dist)
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_check(String((main.get("status_label") as Label).text).contains("3 Objekte"),
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"256-m-Map: Status meldet „3 Objekte“")
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var alle_drin := true
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for c in _corners(Vector3(0.0, 10.0, -10.0), Vector3(40.0, 30.0, 5.0)):
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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, "256-m-Map: alle 8 Inhalts-Ecken im Frustum")
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# (b) Deckel: Content diagonal über die Karte → nie weiter als die ganze Karte
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doc256["objects"] = [
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{"id": "crate_wood", "pos": [-128.0, 0.0, -128.0], "scale": 1.0, "rot_y_deg": 0.0},
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{"id": "crate_wood", "pos": [128.0, 0.0, 128.0], "scale": 1.0, "rot_y_deg": 0.0},
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]
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camera.call("fit_to_document", doc256, mn256, mx256)
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dist = float(camera.get("distance"))
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var d_map := Vector3(256.0, 90.0, 256.0).length() * 0.5 / sin(deg_to_rad(37.5)) * 1.02
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_check(absf(dist - d_map) < 0.5,
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"Deckel: distance = Karten-Fit (%.1f m), Kante×1,3 (332,8 m) wird GESCHNITTEN" % dist)
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# (c) Mindestabstand: einzelnes Objekt (Kante 0) → 40 m
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doc256["objects"] = [
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{"id": "crate_wood", "pos": [10.0, 5.0, 10.0], "scale": 1.0, "rot_y_deg": 0.0},
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]
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camera.call("fit_to_document", doc256, mn256, mx256)
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target = camera.get("target")
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dist = float(camera.get("distance"))
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_check(target.distance_to(Vector3(10.0, 5.0, 10.0)) < 0.01,
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"1 Objekt: target = Objekt-Position")
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_check(absf(dist - 40.0) < 0.01,
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"Mindestabstand: 1 Objekt → 40 m statt 0 × 1,3 = 0 (%.2f)" % dist)
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# (d) leeres Dokument (ohne Default-Spawns!) → wie bisher: Kartenmitte, ganze Karte
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var doc_leer: Dictionary = SvmapDocument.create_new("K1b-leer", 256.0, "mittag")
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doc_leer["spawn_zones"] = {}
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camera.call("fit_to_document", doc_leer, mn256, mx256)
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target = camera.get("target")
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dist = float(camera.get("distance"))
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_check(target.distance_to(Vector3(0.0, 35.0, 0.0)) < 0.01,
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"leeres Dokument: target = Kartemitte (0, 35, 0)")
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_check(absf(dist - d_map) < 0.5,
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"leeres Dokument: distance = Umkugel der GANZEN Karte (%.1f m)" % dist)
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_check(String((main.get("status_label") as Label).text).contains("ganze Karte"),
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"leeres Dokument: Status meldet „ganze Karte“")
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# ------------------------------------------ 1c. DREHPUNKT AUF TERRAIN (K1b)
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func _test_terrain_pivot() -> void:
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print("Testgruppe: Drehpunkt trifft das TERRAIN (K1b)")
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# Hügel-Map: Plateau 30 m (r ≤ 150 m), sonst Grundhöhe 5 m — Heightfield
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# R16/LE direkt schreiben (gleiche Kodierung wie SvmapIO.decode_heights).
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var doc: Dictionary = SvmapDocument.create_new("K1b-Huegel", 256.0, "mittag")
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var terrain: Dictionary = doc["terrain"]
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var res := int(terrain["resolution"])
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var hmin := float(terrain["min_height_m"])
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var hmax := float(terrain["max_height_m"])
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var bytes := PackedByteArray()
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bytes.resize(res * res * 2)
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for zi in res:
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for xi in res:
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var x := (float(xi) / float(res - 1) - 0.5) * 256.0
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var z := (float(zi) / float(res - 1) - 0.5) * 256.0
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var h := 30.0 if sqrt(x * x + z * z) <= 150.0 else 5.0
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bytes.encode_u16((zi * res + xi) * 2, int(round((h - hmin) / (hmax - hmin) * 65535.0)))
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terrain["heightmap_r16_b64"] = Marshalls.raw_to_base64(bytes)
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doc["spawn_zones"] = {}
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doc["objects"] = []
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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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await process_frame
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var soll_y := SvmapDocument.terrain_height_at(doc, 120.0, 0.0)
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print(" ZAHLEN: terrain_height_at(120, 0) = %.2f m (Plateau 30 m erwartet)" % soll_y)
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var p_welt := Vector3(120.0, 30.0, 0.0) # auf dem Plateau, weit weg von Objekten
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var press: Vector2 = camera.unproject_position(p_welt)
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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, "KEIN Sprung: Position identisch")
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_check(_basis_diff(basis_before, basis_after) < 1e-4, "KEIN Sprung: Basis identisch")
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var tgt: Vector3 = camera.get("target")
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_check(tgt.distance_to(p_welt) < 8.0,
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"target = Terrain-Treffer (Abweichung %.2f m zum Sollpunkt)" % tgt.distance_to(p_welt))
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_check(absf(tgt.y - SvmapDocument.terrain_height_at(doc, tgt.x, tgt.z)) < 1.0,
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"target.y ≈ terrain_height_at(target.x, target.z): %.2f vs %.2f" % [
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tgt.y, SvmapDocument.terrain_height_at(doc, tgt.x, tgt.z)])
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_check(tgt.y > 20.0,
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"target liegt AUF dem Hügel (y = %.2f), nicht auf der Basis-Ebene (0 m)" % tgt.y)
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var proj: Vector2 = camera.unproject_position(tgt)
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_check(proj.distance_to(press) <= 2.0,
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"target-Projektion ≈ Cursor (%.2f px)" % proj.distance_to(press))
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_mouse(MOUSE_BUTTON_MIDDLE, false, press)
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await process_frame
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# Grund-Dokument zurück (Pos1-Gruppe braucht die 1024er-Map-Bounds).
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main.set("doc", base_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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await process_frame
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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")
|
||
# 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) |