Files
feuerwerk/tests/core/curve.test.ts
T
adminandClaude Opus 5.5 e7a360db73
game-maker / gate (push) Successful in 3m15s
game-maker / suite (push) Successful in 15m36s
Offer the easings of an animation key on Lerp and sound FX ramps
A timed Set sound FX parameters ran only linearly, and a Lerp had four
quadratic eases of its own. An animation key already had the full set.
Now all three offer the same choice: Linear, Step, the ten curves from
Sine to Bounce with In, Out or In-out, and a drawn Curve asset.

- easingParams in src/core/graph/nodes/easing.ts gives a node the
  fields Easing, Direction and Curve from the key's own lists, and
  easingOfParams reads them back as a key interpolation.
- There is no migration. A Lerp saved with the old in, out or inOut
  runs linear until its easing is picked again.
- Set sound FX parameters hands the easing to the player. Linear and
  Step stay ramps of the audio clock, every other easing goes to
  setValueCurveAtTime as 200 samples a second, in semitones and dB.
- Step now reaches its end at t 1. A key never asked for that, it
  reads the next key itself, so animations play as before.
- The curve-in-use count and the warning for a gone curve cover the
  sound node too.

Tests:
- node-catalog: Lerp with cubic in, quad out and in-out, a curve
  without a direction, step, an unknown easing as linear. The sound
  node hands on a curve, step and a gone curve as linear.
- sound-library: an eased change becomes a curve in semitones and
  decibels, a step a jump at the end.
- node-catalog and curve after dropping the old values: 399, green.
- e2e 6, 34, 53 on melektaus-atx: ALL PASSED, 198 checks. In Chrome a
  2 s Quad in from depth 7 to -5 read speed 0.864 early and 0.5 at the
  end, a 1 s Step held 1 and then jumped to 0.5.
- Counter-check: with curves sent as linear ramps, the curve test of
  the sound library fails.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-05 22:05:00 +02:00

298 lines
12 KiB
TypeScript

/**
* Curve assets (#247): an easing drawn by hand. One function evaluates it for the tab, the animation
* player and the `Lerp` node; every stored curve is held to the rules first, so it has exactly one
* value for every `t`.
*/
import { describe, expect, it } from 'vitest';
import {
AddAnimationTrackCommand,
SetAnimationKeyCommand,
SetAnimationRootCommand,
SetKeyInterpolationCommand,
} from '../../src/core/commands/animationCommands';
import { CreateAssetCommand } from '../../src/core/commands/assetCommands';
import { SetCurvePointsCommand } from '../../src/core/commands/curveCommands';
import {
easedShare,
easingOf,
easingValue,
isKeyInterpolation,
playAnimation,
trackValueAt,
} from '../../src/core/model/animation';
import type { VectorPoint } from '../../src/core/model/Asset';
import {
curveLookup,
curveUsages,
curveValue,
linearCurve,
sanitizedCurve,
} from '../../src/core/model/curve';
import { curvePresets, easeCurve } from '../../src/core/model/curvePresets';
import { findAssetOf } from '../../src/core/model/Project';
import { deserializeProject, serializeProject } from '../../src/core/store/serialize';
import { AnimationSystem } from '../../src/runtime/systems/AnimationSystem';
import { World } from '../../src/runtime/World';
import { makeProject, makeSpriteScene, place, roundTrip } from '../helpers';
/** Quad in, exactly: a cubic whose `t` runs evenly and whose value is s². */
const QUAD_IN: VectorPoint[] = [
{ x: 0, y: 0, out: { x: 1 / 3, y: 0 } },
{ x: 1, y: 1, in: { x: -1 / 3, y: -2 / 3 } },
];
const steps = (count: number) => Array.from({ length: count + 1 }, (_, i) => i / count);
describe('evaluating a curve', () => {
it('reads a new curve as linear', () => {
for (const t of steps(20)) expect(curveValue(linearCurve(), t)).toBeCloseTo(t, 12);
});
it('solves a Bezier segment for t', () => {
for (const t of steps(16)) expect(curveValue(QUAD_IN, t)).toBeCloseTo(t * t, 9);
// CSS `ease-in-out`: symmetric about the middle, and rising all the way.
const cssEaseInOut: VectorPoint[] = [
{ x: 0, y: 0, out: { x: 0.42, y: 0 } },
{ x: 1, y: 1, in: { x: -0.42, y: 0 } },
];
expect(curveValue(cssEaseInOut, 0.5)).toBeCloseTo(0.5, 9);
expect(curveValue(cssEaseInOut, 0.25) + curveValue(cssEaseInOut, 0.75)).toBeCloseTo(1, 9);
const values = steps(100).map((t) => curveValue(cssEaseInOut, t));
for (let i = 1; i < values.length; i++) expect(values[i]!).toBeGreaterThanOrEqual(values[i - 1]!);
});
it('hits the ends exactly and holds t to 0…1', () => {
const back = easeCurve('back', 'out');
expect(curveValue(back, 0)).toBe(0);
expect(curveValue(back, 1)).toBe(1);
expect(curveValue(back, -3)).toBe(0);
expect(curveValue(back, 7)).toBe(1);
});
it('overshoots where the points go past 1', () => {
const overshoot: VectorPoint[] = [
{ x: 0, y: 0 },
{ x: 0.5, y: 1.5 },
{ x: 1, y: 1 },
];
expect(curveValue(overshoot, 0.25)).toBeCloseTo(0.75, 12);
expect(curveValue(overshoot, 0.5)).toBeCloseTo(1.5, 12);
expect(curveValue(overshoot, 0.75)).toBeCloseTo(1.25, 12);
expect(Math.max(...steps(100).map((t) => curveValue(easeCurve('back', 'out'), t)))).toBeGreaterThan(1.09);
});
it('keeps one value for every t even when the stored handles reach past a neighbour', () => {
const wild: VectorPoint[] = [
{ x: 0, y: 0, out: { x: 5, y: 1 } },
{ x: 1, y: 1, in: { x: -5, y: -1 } },
];
const values = steps(200).map((t) => curveValue(wild, t));
for (let i = 1; i < values.length; i++) expect(values[i]!).toBeGreaterThanOrEqual(values[i - 1]! - 1e-12);
});
});
describe('the rules a stored curve is held to', () => {
it('sorts the points, pins the ends to t 0 and 1 and keeps t in 0…1', () => {
const held = sanitizedCurve([
{ x: 0.9, y: 0.5 },
{ x: 0.2, y: 2 },
{ x: 1.4, y: 1 },
{ x: -0.3, y: 0.1 },
]);
expect(held.map((p) => [p.x, p.y])).toEqual([
[0, 0.1],
[0.2, 2],
[0.9, 0.5],
[1, 1],
]);
});
it('drops what is no number, and falls back to linear below two points', () => {
expect(
sanitizedCurve([
{ x: Number.NaN, y: 0 },
{ x: 0.5, y: 0.5 },
]),
).toEqual(linearCurve());
expect(sanitizedCurve([])).toEqual(linearCurve());
});
it('shortens a handle reaching past its neighbour along its own direction', () => {
const [first, last] = sanitizedCurve([
{ x: 0, y: 0, out: { x: 2, y: 1 } },
{ x: 1, y: 1, in: { x: -4, y: -2 } },
]);
expect(first!.out).toEqual({ x: 1, y: 0.5 });
expect(last!.in).toEqual({ x: -1, y: -0.5 });
});
it('turns a handle pointing backwards in t upright, and drops the ends outer handles', () => {
const [first, middle, last] = sanitizedCurve([
{ x: 0, y: 0, in: { x: -0.1, y: 0 }, out: { x: 0.1, y: 0.2 } },
{ x: 0.5, y: 0.5, in: { x: 0.2, y: 0.3 }, out: { x: -0.1, y: 0.4 }, mode: 'smooth' },
{ x: 1, y: 1, out: { x: 0.2, y: 0 } },
]);
expect(first!.in).toBeUndefined();
expect(middle!.in).toEqual({ x: 0, y: 0.3 });
expect(middle!.out).toEqual({ x: 0, y: 0.4 });
expect(middle!.mode).toBe('smooth');
expect(last!.out).toBeUndefined();
});
});
describe('a key and a Lerp that ease along a curve', () => {
it('stores the curve on the key and splits it back', () => {
expect(easingValue('curve', undefined, 'abc')).toBe('curve:abc');
expect(easingOf('curve:abc')).toEqual({ shape: 'curve', curve: 'abc' });
expect(isKeyInterpolation('curve:abc')).toBe(true);
expect(isKeyInterpolation('curve:')).toBe(true);
expect(easingOf('curve:')).toEqual({ shape: 'curve', curve: '' });
});
it('blends a row along the curve, and linearly once it is gone', () => {
const { project, stack } = makeProject();
const create = new CreateAssetCommand('curve', 'Quad');
stack.execute(create);
stack.execute(new SetCurvePointsCommand(create.asset.id, QUAD_IN));
const row = [
{ frame: 0, value: 0, interpolation: easingValue('curve', undefined, create.asset.id) },
{ frame: 10, value: 100 },
];
expect(trackValueAt(row, 'number', 5, false, curveLookup(project))).toBeCloseTo(25, 6);
expect(trackValueAt(row, 'number', 5)).toBeCloseTo(50, 9);
expect(easedShare('curve:gone', 0.3, curveLookup(project))).toBe(0.3);
expect(easedShare('curve:', 0.3, curveLookup(project))).toBe(0.3);
});
it('plays a key along the curve in the running game', () => {
const f = makeSpriteScene();
const box = place(f, f.spriteId, { x: 0, y: 0 });
const curve = new CreateAssetCommand('curve', 'Quad');
f.stack.execute(curve);
f.stack.execute(new SetCurvePointsCommand(curve.asset.id, QUAD_IN));
const create = new CreateAssetCommand('animation', 'Slide', { fps: 10, playback: 'once' });
f.stack.execute(create);
f.stack.execute(new SetAnimationRootCommand(create.asset.id, f.spriteId));
const row = new AddAnimationTrackCommand(create.asset.id, '', 'x');
f.stack.execute(row);
f.stack.execute(new SetAnimationKeyCommand(create.asset.id, row.trackId, 0, 0));
f.stack.execute(new SetAnimationKeyCommand(create.asset.id, row.trackId, 10, 100));
const at = [{ trackId: row.trackId, frame: 0 }];
f.stack.execute(new SetKeyInterpolationCommand(create.asset.id, at, `curve:${curve.asset.id}`));
const world = World.instantiate(f.project, f.sceneId);
world.addSystem(new AnimationSystem());
const sprite = world.findByObjectId(box)!;
playAnimation(sprite, create.asset.id);
// The first tick takes the starting values and shows frame 0; five more reach frame 5, t = 0.5.
world.tick(0.1);
for (let i = 0; i < 5; i++) world.tick(0.1);
expect(sprite.x).toBeCloseTo(25, 4);
});
it('counts the keys and Lerp nodes using a curve, for the warning before deleting it', () => {
const f = makeSpriteScene();
const curve = new CreateAssetCommand('curve', 'Pop');
f.stack.execute(curve);
const create = new CreateAssetCommand('animation', 'Slide', {});
f.stack.execute(create);
f.stack.execute(new SetAnimationRootCommand(create.asset.id, f.spriteId));
const row = new AddAnimationTrackCommand(create.asset.id, '', 'x');
f.stack.execute(row);
for (const frame of [0, 5, 10])
f.stack.execute(new SetAnimationKeyCommand(create.asset.id, row.trackId, frame, 0));
const at = [0, 5].map((frame) => ({ trackId: row.trackId, frame }));
f.stack.execute(new SetKeyInterpolationCommand(create.asset.id, at, `curve:${curve.asset.id}`));
const behavior = new CreateAssetCommand('behavior', 'Mover');
f.stack.execute(behavior);
findAssetOf(f.project, behavior.asset.id, 'behavior')!.graph.nodes.push(
{ id: 'l1', type: 'Lerp', x: 0, y: 0, params: { ease: 'curve', curve: curve.asset.id } },
{ id: 'l2', type: 'Lerp', x: 0, y: 0, params: { ease: 'linear' } },
{
id: 's1',
type: 'SetSoundFxParameters',
x: 0,
y: 0,
params: { ease: 'curve', curve: curve.asset.id },
},
);
expect(curveUsages(f.project, curve.asset.id)).toEqual({ keys: 2, nodes: 2 });
});
});
describe('storing and editing a curve', () => {
it('starts as a straight line and keeps its points through a round trip', () => {
const { project, stack } = makeProject();
const create = new CreateAssetCommand('curve', 'Pop');
stack.execute(create);
expect(findAssetOf(project, create.asset.id, 'curve')!.points).toEqual(linearCurve());
stack.execute(new SetCurvePointsCommand(create.asset.id, easeCurve('elastic', 'out')));
const curve = findAssetOf(project, create.asset.id, 'curve')!;
expect(findAssetOf(roundTrip(project), create.asset.id, 'curve')).toEqual(curve);
});
it('holds a hand-written file to the rules on loading', () => {
const { project, stack } = makeProject();
const create = new CreateAssetCommand('curve', 'Pop');
stack.execute(create);
const raw = serializeProject(project) as { assets: { id: string; points?: unknown }[] };
raw.assets.find((a) => a.id === create.asset.id)!.points = [
{ x: 1, y: 1 },
{ x: 'far', y: 0 },
{ x: 0.4, y: 0.8, out: { x: 3, y: 0 } },
{ x: 0.2, y: 0 },
];
const loaded = findAssetOf(deserializeProject(raw), create.asset.id, 'curve')!;
expect(loaded.points).toEqual([
{ x: 0, y: 0 },
{ x: 0.4, y: 0.8, out: { x: 0.6, y: 0 } },
{ x: 1, y: 1 },
]);
});
it('writes the curve in one undo step, held to the rules, and takes it back', () => {
const { project, stack } = makeProject();
const create = new CreateAssetCommand('curve', 'Pop');
stack.execute(create);
const curve = () => findAssetOf(project, create.asset.id, 'curve')!;
stack.execute(
new SetCurvePointsCommand(create.asset.id, [
{ x: 0.3, y: 0 },
{ x: 0.6, y: 1.2 },
{ x: 0.8, y: 1 },
]),
);
expect(curve().points.map((p) => p.x)).toEqual([0, 0.6, 1]);
expect(SetCurvePointsCommand.changes(curve(), curve().points)).toBe(false);
stack.undo();
expect(curve().points).toEqual(linearCurve());
});
});
describe('the built-in eases as presets', () => {
it('traces every ease to within half a percent, and each is a legal curve as it is', () => {
const presets = curvePresets();
expect(presets).toHaveLength(31);
expect(presets[0]!.build()).toEqual(linearCurve());
for (const preset of presets.slice(1)) {
const points = preset.build();
expect(sanitizedCurve(points), preset.label).toEqual(points);
const [shape, direction] = preset.label.toLowerCase().split(' ') as [string, string];
const interpolation = easingValue(
shape === 'quad' ? 'quad' : (shape as never),
direction as 'in' | 'out' | 'in-out',
);
for (const t of steps(97))
expect(
Math.abs(curveValue(points, t) - easedShare(interpolation, t)),
`${preset.label} at ${t}`,
).toBeLessThan(0.005);
}
});
it('needs one segment for a quad, and more for what bounces', () => {
expect(easeCurve('quad', 'in')).toHaveLength(2);
expect(easeCurve('bounce', 'out').length).toBeGreaterThan(8);
});
});