godot-module-template/engine/tests/scene/test_gltf_document.h

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/**************************************************************************/
/* test_gltf_document.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 */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/**************************************************************************/
#ifndef TEST_GLTF_DOCUMENT_H
#define TEST_GLTF_DOCUMENT_H
#include "modules/gltf/extensions/gltf_document_extension_convert_importer_mesh.h"
#include "modules/gltf/gltf_document.h"
#include "tests/test_macros.h"
#include "tests/test_utils.h"
namespace TestGLTFDocument {
struct GLTFArraySize {
String key;
int val;
};
struct GLTFKeyValue {
String key;
Variant val;
};
struct GLTFTestCase {
String filename;
String copyright;
String generator;
String version;
Vector<GLTFArraySize> array_sizes;
Vector<GLTFArraySize> json_array_sizes;
Vector<GLTFKeyValue> keyvalues;
};
const GLTFTestCase glTF_test_cases[] = {
{ "models/cube.gltf",
"",
"Khronos glTF Blender I/O v4.3.47",
"2.0",
// Here are the array sizes.
{
{ "nodes", 1 },
{ "buffers", 1 },
{ "buffer_views", 13 },
{ "accessors", 13 },
{ "meshes", 1 },
{ "materials", 2 },
{ "root_nodes", 1 },
{ "textures", 0 },
{ "texture_samplers", 0 },
{ "images", 0 },
{ "skins", 0 },
{ "cameras", 0 },
{ "lights", 0 },
{ "skeletons", 0 },
{ "animations", 1 },
},
// Here are the json array sizes.
{
{ "scenes", 1 },
{ "nodes", 1 },
{ "animations", 1 },
{ "meshes", 1 },
{ "accessors", 13 },
{ "bufferViews", 13 },
{ "buffers", 1 },
},
// Here are the key-value pairs.
{
{ "major_version", 2 },
{ "minor_version", 0 },
{ "scene_name", "cube" },
{ "filename", "cube" } } },
{ "models/suzanne.glb",
"this is example text",
"Khronos glTF Blender I/O v4.3.47",
"2.0",
// Here are the array sizes.
{
{ "glb_data", 68908 },
{ "nodes", 2 },
{ "buffers", 1 },
{ "buffer_views", 5 },
{ "accessors", 4 },
{ "meshes", 1 },
{ "materials", 1 },
{ "root_nodes", 2 },
{ "textures", 1 },
{ "texture_samplers", 1 },
{ "images", 1 },
{ "skins", 0 },
{ "cameras", 1 },
{ "lights", 0 },
{ "unique_names", 4 },
{ "skeletons", 0 },
{ "animations", 0 },
},
// Here are the json array sizes.
{
{ "scenes", 1 },
{ "nodes", 2 },
{ "cameras", 1 },
{ "materials", 1 },
{ "meshes", 1 },
{ "textures", 1 },
{ "images", 1 },
{ "accessors", 4 },
{ "bufferViews", 5 },
{ "buffers", 1 },
},
// Here are the key-value pairs.
{
{ "major_version", 2 },
{ "minor_version", 0 },
{ "scene_name", "suzanne" },
{ "filename", "suzanne" } } },
};
void register_gltf_extension() {
GLTFDocument::unregister_all_gltf_document_extensions();
// Ensures meshes become a MeshInstance3D and not an ImporterMeshInstance3D.
Ref<GLTFDocumentExtensionConvertImporterMesh> extension_GLTFDocumentExtensionConvertImporterMesh;
extension_GLTFDocumentExtensionConvertImporterMesh.instantiate();
GLTFDocument::register_gltf_document_extension(extension_GLTFDocumentExtensionConvertImporterMesh);
}
void test_gltf_document_values(Ref<GLTFDocument> &p_gltf_document, Ref<GLTFState> &p_gltf_state, const GLTFTestCase &p_test_case) {
const Error err = p_gltf_document->append_from_file(TestUtils::get_data_path(p_test_case.filename), p_gltf_state);
REQUIRE(err == OK);
for (GLTFArraySize array_size : p_test_case.array_sizes) {
CHECK_MESSAGE(((Array)(p_gltf_state->getvar(array_size.key))).size() == array_size.val, "Expected \"", array_size.key, "\" to have ", array_size.val, " elements.");
}
for (GLTFArraySize array_size : p_test_case.json_array_sizes) {
CHECK(p_gltf_state->get_json().has(array_size.key));
CHECK_MESSAGE(((Array)(p_gltf_state->get_json()[array_size.key])).size() == array_size.val, "Expected \"", array_size.key, "\" to have ", array_size.val, " elements.");
}
for (GLTFKeyValue key_value : p_test_case.keyvalues) {
CHECK_MESSAGE(p_gltf_state->getvar(key_value.key) == key_value.val, "Expected \"", key_value.key, "\" to be \"", key_value.val, "\".");
}
CHECK(p_gltf_state->get_copyright() == p_test_case.copyright);
CHECK(((Dictionary)p_gltf_state->get_json()["asset"])["generator"] == p_test_case.generator);
CHECK(((Dictionary)p_gltf_state->get_json()["asset"])["version"] == p_test_case.version);
}
void test_gltf_save(Node *p_node) {
Ref<GLTFDocument> gltf_document_save;
gltf_document_save.instantiate();
Ref<GLTFState> gltf_state_save;
gltf_state_save.instantiate();
gltf_document_save->append_from_scene(p_node, gltf_state_save);
// Check saving the scene to gltf and glb.
const Error err_save_gltf = gltf_document_save->write_to_filesystem(gltf_state_save, TestUtils::get_temp_path("cube.gltf"));
const Error err_save_glb = gltf_document_save->write_to_filesystem(gltf_state_save, TestUtils::get_temp_path("cube.glb"));
CHECK(err_save_gltf == OK);
CHECK(err_save_glb == OK);
}
TEST_CASE("[SceneTree][GLTFDocument] Load cube.gltf") {
register_gltf_extension();
Ref<GLTFDocument> gltf_document;
gltf_document.instantiate();
Ref<GLTFState> gltf_state;
gltf_state.instantiate();
test_gltf_document_values(gltf_document, gltf_state, glTF_test_cases[0]);
Node *node = gltf_document->generate_scene(gltf_state);
// Check the loaded scene.
CHECK(node->is_class("Node3D"));
CHECK(node->get_name() == "cube");
CHECK(node->get_child(0)->is_class("MeshInstance3D"));
CHECK(node->get_child(0)->get_name() == "Cube");
CHECK(node->get_child(1)->is_class("AnimationPlayer"));
CHECK(node->get_child(1)->get_name() == "AnimationPlayer");
test_gltf_save(node);
// Clean up the node.
memdelete(node);
}
TEST_CASE("[SceneTree][GLTFDocument] Load suzanne.glb") {
register_gltf_extension();
Ref<GLTFDocument> gltf_document;
gltf_document.instantiate();
Ref<GLTFState> gltf_state;
gltf_state.instantiate();
test_gltf_document_values(gltf_document, gltf_state, glTF_test_cases[1]);
Node *node = gltf_document->generate_scene(gltf_state);
// Check the loaded scene.
CHECK(node->is_class("Node3D"));
CHECK(node->get_name() == "suzanne");
CHECK(node->get_child(0)->is_class("MeshInstance3D"));
CHECK(node->get_child(0)->get_name() == "Suzanne");
CHECK(node->get_child(1)->is_class("Camera3D"));
CHECK(node->get_child(1)->get_name() == "Camera");
test_gltf_save(node);
// Clean up the node.
memdelete(node);
}
} // namespace TestGLTFDocument
#endif // TEST_GLTF_DOCUMENT_H