2018-05-24 14:31:26 +02:00

341 lines
11 KiB
C++
Executable File

#include <spine/extension.h>
#include "MemoryTestFixture.h"
#include "SpineEventMonitor.h"
#include "spine/spine.h"
#include "KMemory.h" // last include
#define SPINEBOY_JSON "testdata/spineboy/spineboy-ess.json"
#define SPINEBOY_ATLAS "testdata/spineboy/spineboy.atlas"
#define MAX_RUN_TIME 6000 // equal to about 100 seconds of execution
MemoryTestFixture::~MemoryTestFixture()
{
finalize();
}
void MemoryTestFixture::initialize()
{
// on a Per- Fixture Basis, before Test execution
}
void MemoryTestFixture::finalize()
{
// on a Per- Fixture Basis, after all tests pass/fail
}
void MemoryTestFixture::setUp()
{
// Setup on Per-Test Basis
}
void MemoryTestFixture::tearDown()
{
// Tear Down on Per-Test Basis
}
//////////////////////////////////////////////////////////////////////////
// Helper methods
static spSkeletonData* readSkeletonJsonData(const char* filename, spAtlas* atlas) {
spSkeletonJson* json = spSkeletonJson_create(atlas);
ASSERT(json != 0);
spSkeletonData* skeletonData = spSkeletonJson_readSkeletonDataFile(json, filename);
ASSERT(skeletonData != 0);
spSkeletonJson_dispose(json);
return skeletonData;
}
static void LoadSpineboyExample(spAtlas* &atlas, spSkeletonData* &skeletonData, spAnimationStateData* &stateData, spSkeleton* &skeleton, spAnimationState* &state)
{
///////////////////////////////////////////////////////////////////////////
// Global Animation Information
atlas = spAtlas_createFromFile(SPINEBOY_ATLAS, 0);
ASSERT(atlas != 0);
skeletonData = readSkeletonJsonData(SPINEBOY_JSON, atlas);
ASSERT(skeletonData != 0);
stateData = spAnimationStateData_create(skeletonData);
ASSERT(stateData != 0);
stateData->defaultMix = 0.4f; // force mixing
///////////////////////////////////////////////////////////////////////////
// Animation Instance
skeleton = spSkeleton_create(skeletonData);
ASSERT(skeleton != 0);
state = spAnimationState_create(stateData);
ASSERT(state != 0);
}
static void DisposeAll(spSkeleton* skeleton, spAnimationState* state, spAnimationStateData* stateData, spSkeletonData* skeletonData, spAtlas* atlas)
{
///////////////////////////////////////////////////////////////////////////
// Dispose Instance
spSkeleton_dispose(skeleton);
spAnimationState_dispose(state);
///////////////////////////////////////////////////////////////////////////
// Dispose Global
spAnimationStateData_dispose(stateData);
spSkeletonData_dispose(skeletonData);
spAtlas_dispose(atlas);
}
//////////////////////////////////////////////////////////////////////////
// Reproduce Memory leak as described in Issue #776
// https://github.com/EsotericSoftware/spine-runtimes/issues/776
void MemoryTestFixture::reproduceIssue_776()
{
spAtlas* atlas = 0;
spSkeletonData* skeletonData = 0;
spAnimationStateData* stateData = 0;
spSkeleton* skeleton = 0;
spAnimationState* state = 0;
//////////////////////////////////////////////////////////////////////////
// Initialize Animations
LoadSpineboyExample(atlas, skeletonData, stateData, skeleton, state);
///////////////////////////////////////////////////////////////////////////
// Run animation
spSkeleton_setToSetupPose(skeleton);
InterruptMonitor eventMonitor(state);
//eventMonitor.SetDebugLogging(true);
// Interrupt the animation on this specific sequence of spEventType(s)
eventMonitor
.AddInterruptEvent(SP_ANIMATION_INTERRUPT, "jump")
.AddInterruptEvent(SP_ANIMATION_START);
spAnimationState_setAnimationByName(state, 0, "walk", true);
spAnimationState_addAnimationByName(state, 0, "jump", false, 0.0f);
spAnimationState_addAnimationByName(state, 0, "run", true, 0.0f);
spAnimationState_addAnimationByName(state, 0, "jump", false, 3.0f);
spAnimationState_addAnimationByName(state, 0, "walk", true, 0.0f);
spAnimationState_addAnimationByName(state, 0, "idle", false, 1.0f);
for (int i = 0; i < MAX_RUN_TIME && eventMonitor.isAnimationPlaying(); ++i) {
const float timeSlice = 1.0f / 60.0f;
spSkeleton_update(skeleton, timeSlice);
spAnimationState_update(state, timeSlice);
spAnimationState_apply(state, skeleton);
}
//////////////////////////////////////////////////////////////////////////
// Cleanup Animations
DisposeAll(skeleton, state, stateData, skeletonData, atlas);
}
void MemoryTestFixture::reproduceIssue_777()
{
spAtlas* atlas = 0;
spSkeletonData* skeletonData = 0;
spAnimationStateData* stateData = 0;
spSkeleton* skeleton = 0;
spAnimationState* state = 0;
//////////////////////////////////////////////////////////////////////////
// Initialize Animations
LoadSpineboyExample(atlas, skeletonData, stateData, skeleton, state);
///////////////////////////////////////////////////////////////////////////
// Run animation
spSkeleton_setToSetupPose(skeleton);
SpineEventMonitor eventMonitor(state);
//eventMonitor.SetDebugLogging(true);
// Set Animation and Play for 5 frames
spAnimationState_setAnimationByName(state, 0, "walk", true);
for (int i = 0; i < 5; ++i) {
const float timeSlice = 1.0f / 60.0f;
spSkeleton_update(skeleton, timeSlice);
spAnimationState_update(state, timeSlice);
spAnimationState_apply(state, skeleton);
}
// Change animation twice in a row
spAnimationState_setAnimationByName(state, 0, "walk", false);
spAnimationState_setAnimationByName(state, 0, "run", false);
// run normal update
for (int i = 0; i < 5; ++i) {
const float timeSlice = 1.0f / 60.0f;
spSkeleton_update(skeleton, timeSlice);
spAnimationState_update(state, timeSlice);
spAnimationState_apply(state, skeleton);
}
// Now we'd lose mixingFrom (the first "walk" entry we set above) and should leak
spAnimationState_setAnimationByName(state, 0, "run", false);
//////////////////////////////////////////////////////////////////////////
// Cleanup Animations
DisposeAll(skeleton, state, stateData, skeletonData, atlas);
}
spSkeleton* skeleton = 0;
static void spineAnimStateHandler(spAnimationState* state, int type, spTrackEntry* entry, spEvent* event)
{
if (type == SP_ANIMATION_COMPLETE)
{
spAnimationState_setAnimationByName(state, 0, "walk", false);
spAnimationState_update(state, 0);
spAnimationState_apply(state, skeleton);
}
}
void MemoryTestFixture::reproduceIssue_Loop()
{
spAtlas* atlas = 0;
spSkeletonData* skeletonData = 0;
spAnimationStateData* stateData = 0;
spAnimationState* state = 0;
//////////////////////////////////////////////////////////////////////////
// Initialize Animations
LoadSpineboyExample(atlas, skeletonData, stateData, skeleton, state);
///////////////////////////////////////////////////////////////////////////
if (state)
state->listener = (spAnimationStateListener)&spineAnimStateHandler;
spAnimationState_setAnimationByName(state, 0, "walk", false);
// run normal update
for (int i = 0; i < 50; ++i) {
const float timeSlice = 1.0f / 60.0f;
spSkeleton_update(skeleton, timeSlice);
spAnimationState_update(state, timeSlice);
spAnimationState_apply(state, skeleton);
}
DisposeAll(skeleton, state, stateData, skeletonData, atlas);
}
void MemoryTestFixture::triangulator() {
spTriangulator* triangulator = spTriangulator_create();
spFloatArray* polygon = spFloatArray_create(16);
spFloatArray_add(polygon, 0);
spFloatArray_add(polygon, 0);
spFloatArray_add(polygon, 100);
spFloatArray_add(polygon, 0);
spFloatArray_add(polygon, 100);
spFloatArray_add(polygon, 100);
spFloatArray_add(polygon, 0);
spFloatArray_add(polygon, 100);
spShortArray* triangles = spTriangulator_triangulate(triangulator, polygon);
ASSERT(triangles->size == 6);
ASSERT(triangles->items[0] == 3);
ASSERT(triangles->items[1] == 0);
ASSERT(triangles->items[2] == 1);
ASSERT(triangles->items[3] == 3);
ASSERT(triangles->items[4] == 1);
ASSERT(triangles->items[5] == 2);
spArrayFloatArray* polys = spTriangulator_decompose(triangulator, polygon, triangles);
ASSERT(polys->size == 1);
ASSERT(polys->items[0]->size == 8);
ASSERT(polys->items[0]->items[0] == 0);
ASSERT(polys->items[0]->items[1] == 100);
ASSERT(polys->items[0]->items[2] == 0);
ASSERT(polys->items[0]->items[3] == 0);
ASSERT(polys->items[0]->items[4] == 100);
ASSERT(polys->items[0]->items[5] == 0);
ASSERT(polys->items[0]->items[6] == 100);
ASSERT(polys->items[0]->items[7] == 100);
spFloatArray_dispose(polygon);
spTriangulator_dispose(triangulator);
}
void MemoryTestFixture::skeletonClipper() {
spSkeletonClipping* clipping = spSkeletonClipping_create();
spBoneData* boneData = spBoneData_create(0, "bone", 0);
spBone* bone = spBone_create(boneData, 0, 0);
CONST_CAST(float, bone->a) = 1;
CONST_CAST(float, bone->b) = 0;
CONST_CAST(float, bone->c) = 0;
CONST_CAST(float, bone->d) = 1;
CONST_CAST(float, bone->worldX) = 0;
CONST_CAST(float, bone->worldY) = 0;
spSlotData* slotData = spSlotData_create(0, "slot", 0);
spSlot* slot = spSlot_create(slotData, bone);
spClippingAttachment* clip = spClippingAttachment_create("clipping");
clip->endSlot = slotData;
clip->super.worldVerticesLength = 4 * 2;
clip->super.verticesCount = 4;
clip->super.vertices = MALLOC(float, 4 * 8);
clip->super.vertices[0] = 0;
clip->super.vertices[1] = 50;
clip->super.vertices[2] = 100;
clip->super.vertices[3] = 50;
clip->super.vertices[4] = 100;
clip->super.vertices[5] = 70;
clip->super.vertices[6] = 0;
clip->super.vertices[7] = 70;
spSkeletonClipping_clipStart(clipping, slot, clip);
spFloatArray* vertices = spFloatArray_create(16);
spFloatArray_add(vertices, 0);
spFloatArray_add(vertices, 0);
spFloatArray_add(vertices, 100);
spFloatArray_add(vertices, 0);
spFloatArray_add(vertices, 50);
spFloatArray_add(vertices, 150);
spFloatArray* uvs = spFloatArray_create(16);
spFloatArray_add(uvs, 0);
spFloatArray_add(uvs, 0);
spFloatArray_add(uvs, 1);
spFloatArray_add(uvs, 0);
spFloatArray_add(uvs, 0.5f);
spFloatArray_add(uvs, 1);
spUnsignedShortArray* indices = spUnsignedShortArray_create(16);
spUnsignedShortArray_add(indices, 0);
spUnsignedShortArray_add(indices, 1);
spUnsignedShortArray_add(indices, 2);
spSkeletonClipping_clipTriangles(clipping, vertices->items, vertices->size, indices->items, indices->size, uvs->items, 2);
float expectedVertices[8] = { 83.333328f, 50.000000f, 76.666664f, 70.000000f, 23.333334f, 70.000000f, 16.666672f, 50.000000f };
ASSERT(clipping->clippedVertices->size == 8);
for (int i = 0; i < clipping->clippedVertices->size; i++) {
ASSERT(ABS(clipping->clippedVertices->items[i] - expectedVertices[i]) < 0.001);
}
float expectedUVs[8] = { 0.833333f, 0.333333f, 0.766667f, 0.466667f, 0.233333f, 0.466667f, 0.166667f, 0.333333f };
ASSERT(clipping->clippedUVs->size == 8);
for (int i = 0; i < clipping->clippedUVs->size; i++) {
ASSERT(ABS(clipping->clippedUVs->items[i] - expectedUVs[i]) < 0.001);
}
short expectedIndices[6] = { 0, 1, 2, 0, 2, 3 };
ASSERT(clipping->clippedTriangles->size == 6);
for (int i = 0; i < clipping->clippedTriangles->size; i++) {
ASSERT(clipping->clippedTriangles->items[i] == expectedIndices[i]);
}
spFloatArray_dispose(vertices);
spFloatArray_dispose(uvs);
spUnsignedShortArray_dispose(indices);
spSlotData_dispose(slotData);
spSlot_dispose(slot);
spBoneData_dispose(boneData);
spBone_dispose(bone);
_spClippingAttachment_dispose(SUPER(SUPER(clip)));
spSkeletonClipping_dispose(clipping);
}