/**************************************************************************/ /* 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 */ /* 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_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 array_sizes; Vector json_array_sizes; Vector 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 extension_GLTFDocumentExtensionConvertImporterMesh; extension_GLTFDocumentExtensionConvertImporterMesh.instantiate(); GLTFDocument::register_gltf_document_extension(extension_GLTFDocumentExtensionConvertImporterMesh); } void test_gltf_document_values(Ref &p_gltf_document, Ref &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 gltf_document_save; gltf_document_save.instantiate(); Ref 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 gltf_document; gltf_document.instantiate(); Ref 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 gltf_document; gltf_document.instantiate(); Ref 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