/**************************************************************************/ /* test_gltf.h */ /**************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ /* "Software"), to deal in the Software without restriction, including */ /* without limitation the rights to use, copy, modify, merge, publish, */ /* distribute, sublicense, and/or sell copies of the Software, and to */ /* permit persons to whom the Software is furnished to do so, subject to */ /* the following conditions: */ /* */ /* The above copyright notice and this permission notice shall be */ /* included in all copies or substantial portions of the Software. */ /* */ /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */ /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ /**************************************************************************/ #ifndef TEST_GLTF_H #define TEST_GLTF_H #include "tests/test_macros.h" #ifdef TOOLS_ENABLED #include "core/os/os.h" #include "drivers/png/image_loader_png.h" #include "editor/editor_resource_preview.h" #include "editor/import/3d/resource_importer_scene.h" #include "editor/import/resource_importer_texture.h" #include "scene/3d/mesh_instance_3d.h" #include "scene/3d/skeleton_3d.h" #include "scene/main/window.h" #include "scene/resources/3d/primitive_meshes.h" #include "scene/resources/compressed_texture.h" #include "scene/resources/material.h" #include "scene/resources/packed_scene.h" #include "tests/core/config/test_project_settings.h" #include "modules/gltf/editor/editor_scene_importer_gltf.h" #include "modules/gltf/gltf_document.h" #include "modules/gltf/gltf_state.h" namespace TestGltf { static Node *gltf_import(const String &p_file) { // Setting up importers. Ref import_scene; import_scene.instantiate("PackedScene", true); ResourceFormatImporter::get_singleton()->add_importer(import_scene); Ref import_gltf; import_gltf.instantiate(); ResourceImporterScene::add_scene_importer(import_gltf); // Support processing png files in editor import. Ref import_texture; import_texture.instantiate(true); ResourceFormatImporter::get_singleton()->add_importer(import_texture); // Once editor import convert pngs to ctex, we will need to load it as ctex resource. Ref resource_loader_stream_texture; resource_loader_stream_texture.instantiate(); ResourceLoader::add_resource_format_loader(resource_loader_stream_texture); HashMap options(21); options["nodes/root_type"] = ""; options["nodes/root_name"] = ""; options["nodes/apply_root_scale"] = true; options["nodes/root_scale"] = 1.0; options["meshes/ensure_tangents"] = true; options["meshes/generate_lods"] = false; options["meshes/create_shadow_meshes"] = true; options["meshes/light_baking"] = 1; options["meshes/lightmap_texel_size"] = 0.2; options["meshes/force_disable_compression"] = false; options["skins/use_named_skins"] = true; options["animation/import"] = true; options["animation/fps"] = 30; options["animation/trimming"] = false; options["animation/remove_immutable_tracks"] = true; options["import_script/path"] = ""; options["extract_path"] = "res://"; options["_subresources"] = Dictionary(); options["gltf/naming_version"] = 1; // Process gltf file, note that this generates `.scn` resource from the 2nd argument. String scene_file = "res://" + p_file.get_file().get_basename(); Error err = import_scene->import(0, p_file, scene_file, options, nullptr, nullptr, nullptr); CHECK_MESSAGE(err == OK, "GLTF import failed."); Ref packed_scene = ResourceLoader::load(scene_file + ".scn", "", ResourceFormatLoader::CACHE_MODE_REPLACE, &err); CHECK_MESSAGE(err == OK, "Loading scene failed."); Node *p_scene = packed_scene->instantiate(); ResourceImporterScene::remove_scene_importer(import_gltf); ResourceFormatImporter::get_singleton()->remove_importer(import_texture); ResourceLoader::remove_resource_format_loader(resource_loader_stream_texture); return p_scene; } static Node *gltf_export_then_import(Node *p_root, const String &p_test_name) { String tempfile = TestUtils::get_temp_path(p_test_name); Ref doc; doc.instantiate(); Ref state; state.instantiate(); Error err = doc->append_from_scene(p_root, state, EditorSceneFormatImporter::IMPORT_USE_NAMED_SKIN_BINDS); CHECK_MESSAGE(err == OK, "GLTF state generation failed."); err = doc->write_to_filesystem(state, tempfile + ".gltf"); CHECK_MESSAGE(err == OK, "Writing GLTF to cache dir failed."); return gltf_import(tempfile + ".gltf"); } void init(const String &p_test, const String &p_copy_target = String()) { Error err; // Setup project settings since it's needed for the import process. String project_folder = TestUtils::get_temp_path(p_test.get_file().get_basename()); Ref da = DirAccess::create(DirAccess::ACCESS_FILESYSTEM); da->make_dir_recursive(project_folder.path_join(".godot").path_join("imported")); // Initialize res:// to `project_folder`. TestProjectSettingsInternalsAccessor::resource_path() = project_folder; err = ProjectSettings::get_singleton()->setup(project_folder, String(), true); if (p_copy_target.is_empty()) { return; } // Copy all the necessary test data files to the res:// directory. da = DirAccess::create(DirAccess::ACCESS_FILESYSTEM); String test_data = String("modules/gltf/tests/data/").path_join(p_test); da = DirAccess::open(test_data); CHECK_MESSAGE(da.is_valid(), "Unable to open folder."); da->list_dir_begin(); for (String item = da->get_next(); !item.is_empty(); item = da->get_next()) { if (!FileAccess::exists(test_data.path_join(item))) { continue; } Ref output = FileAccess::open(p_copy_target.path_join(item), FileAccess::WRITE, &err); CHECK_MESSAGE(err == OK, "Unable to open output file."); output->store_buffer(FileAccess::get_file_as_bytes(test_data.path_join(item))); output->close(); } da->list_dir_end(); } } //namespace TestGltf #endif // TOOLS_ENABLED #endif // TEST_GLTF_H