godot-module-template/engine/modules/gltf/tests/test_gltf.h

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/**************************************************************************/
/* 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 */
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/**************************************************************************/
#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<ResourceImporterScene> import_scene;
import_scene.instantiate("PackedScene", true);
ResourceFormatImporter::get_singleton()->add_importer(import_scene);
Ref<EditorSceneFormatImporterGLTF> import_gltf;
import_gltf.instantiate();
ResourceImporterScene::add_scene_importer(import_gltf);
// Support processing png files in editor import.
Ref<ResourceImporterTexture> 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<ResourceFormatLoaderCompressedTexture2D> resource_loader_stream_texture;
resource_loader_stream_texture.instantiate();
ResourceLoader::add_resource_format_loader(resource_loader_stream_texture);
HashMap<StringName, Variant> 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<PackedScene> 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<GLTFDocument> doc;
doc.instantiate();
Ref<GLTFState> 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<DirAccess> 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<FileAccess> 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