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322 lines
12 KiB
C++
322 lines
12 KiB
C++
/*************************************************************************/
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/* test_arraymesh.h */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#ifndef TEST_ARRAYMESH_H
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#define TEST_ARRAYMESH_H
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#include "scene/resources/mesh.h"
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#include "scene/resources/primitive_meshes.h"
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#include "tests/test_macros.h"
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namespace TestArrayMesh {
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TEST_CASE("[SceneTree][ArrayMesh] Adding and modifying blendshapes.") {
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Ref<ArrayMesh> mesh = memnew(ArrayMesh);
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StringName name_a{ "ShapeA" };
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StringName name_b{ "ShapeB" };
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SUBCASE("Adding a blend shape to the mesh before a surface is added.") {
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mesh->add_blend_shape(name_a);
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mesh->add_blend_shape(name_b);
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CHECK(mesh->get_blend_shape_name(0) == name_a);
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CHECK(mesh->get_blend_shape_name(1) == name_b);
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}
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SUBCASE("Add same blend shape multiple times appends name with number.") {
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mesh->add_blend_shape(name_a);
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mesh->add_blend_shape(name_a);
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mesh->add_blend_shape(name_a);
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CHECK(mesh->get_blend_shape_name(0) == "ShapeA");
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bool all_different = (static_cast<String>(mesh->get_blend_shape_name(0)) != static_cast<String>(mesh->get_blend_shape_name(1))) &&
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(static_cast<String>(mesh->get_blend_shape_name(1)) != static_cast<String>(mesh->get_blend_shape_name(2))) &&
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(static_cast<String>(mesh->get_blend_shape_name(0)) != static_cast<String>(mesh->get_blend_shape_name(2)));
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bool all_have_name = static_cast<String>(mesh->get_blend_shape_name(1)).contains("ShapeA") &&
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static_cast<String>(mesh->get_blend_shape_name(2)).contains("ShapeA");
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CHECK((all_different && all_have_name));
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}
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SUBCASE("ArrayMesh keeps correct count of number of blend shapes") {
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mesh->add_blend_shape(name_a);
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mesh->add_blend_shape(name_a);
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mesh->add_blend_shape(name_b);
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mesh->add_blend_shape(name_b);
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mesh->add_blend_shape(name_b);
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REQUIRE(mesh->get_blend_shape_count() == 5);
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}
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SUBCASE("Adding blend shape after surface is added causes error") {
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Ref<CylinderMesh> cylinder = memnew(CylinderMesh);
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Array cylinder_array{};
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cylinder_array.resize(Mesh::ARRAY_MAX);
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cylinder->create_mesh_array(cylinder_array, 3.f, 3.f, 5.f);
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mesh->add_surface_from_arrays(Mesh::PRIMITIVE_TRIANGLES, cylinder_array);
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mesh->add_blend_shape(name_a);
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CHECK(mesh->get_blend_shape_count() == 0);
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}
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SUBCASE("Change blend shape name after adding.") {
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mesh->add_blend_shape(name_a);
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mesh->set_blend_shape_name(0, name_b);
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CHECK(mesh->get_blend_shape_name(0) == name_b);
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}
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SUBCASE("Change blend shape name to the name of one already there, should append number to end") {
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mesh->add_blend_shape(name_a);
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mesh->add_blend_shape(name_b);
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mesh->set_blend_shape_name(0, name_b);
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String name_string = mesh->get_blend_shape_name(0);
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CHECK(name_string.contains("ShapeB"));
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CHECK(name_string.length() > static_cast<String>(name_b).size());
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}
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SUBCASE("Clear all blend shapes before surface has been added.") {
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mesh->add_blend_shape(name_a);
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mesh->add_blend_shape(name_b);
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CHECK(mesh->get_blend_shape_count() == 2);
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mesh->clear_blend_shapes();
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CHECK(mesh->get_blend_shape_count() == 0);
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}
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SUBCASE("Can't clear blend shapes after surface had been added.") {
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mesh->add_blend_shape(name_a);
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mesh->add_blend_shape(name_b);
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Ref<CylinderMesh> cylinder = memnew(CylinderMesh);
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Array cylinder_array{};
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cylinder_array.resize(Mesh::ARRAY_MAX);
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cylinder->create_mesh_array(cylinder_array, 3.f, 3.f, 5.f);
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mesh->add_surface_from_arrays(Mesh::PRIMITIVE_TRIANGLES, cylinder_array);
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mesh->clear_blend_shapes();
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CHECK(mesh->get_blend_shape_count() == 2);
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}
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SUBCASE("Set the blend shape mode of ArrayMesh and underlying mesh RID.") {
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mesh->set_blend_shape_mode(Mesh::BLEND_SHAPE_MODE_RELATIVE);
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CHECK(mesh->get_blend_shape_mode() == Mesh::BLEND_SHAPE_MODE_RELATIVE);
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}
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}
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TEST_CASE("[SceneTree][ArrayMesh] Surface meta data tests.") {
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Ref<ArrayMesh> mesh = memnew(ArrayMesh);
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Ref<CylinderMesh> cylinder = memnew(CylinderMesh);
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Array cylinder_array{};
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cylinder_array.resize(Mesh::ARRAY_MAX);
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cylinder->create_mesh_array(cylinder_array, 3.f, 3.f, 5.f);
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mesh->add_surface_from_arrays(Mesh::PRIMITIVE_TRIANGLES, cylinder_array);
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Ref<BoxMesh> box = memnew(BoxMesh);
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Array box_array{};
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box_array.resize(Mesh::ARRAY_MAX);
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box->create_mesh_array(box_array, Vector3(2.f, 1.2f, 1.6f));
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mesh->add_surface_from_arrays(Mesh::PRIMITIVE_TRIANGLES, box_array);
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SUBCASE("Add 2 surfaces and count the number of surfaces in the mesh.") {
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REQUIRE(mesh->get_surface_count() == 2);
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}
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SUBCASE("Get the surface array from mesh.") {
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REQUIRE(mesh->surface_get_arrays(0)[0] == cylinder_array[0]);
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REQUIRE(mesh->surface_get_arrays(1)[0] == box_array[0]);
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}
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SUBCASE("Get the array length of a particular surface.") {
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CHECK(mesh->surface_get_array_len(0) == static_cast<Vector<Vector3>>(cylinder_array[RenderingServer::ARRAY_VERTEX]).size());
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CHECK(mesh->surface_get_array_len(1) == static_cast<Vector<Vector3>>(box_array[RenderingServer::ARRAY_VERTEX]).size());
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}
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SUBCASE("Get the index array length of a particular surface.") {
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CHECK(mesh->surface_get_array_index_len(0) == static_cast<Vector<Vector3>>(cylinder_array[RenderingServer::ARRAY_INDEX]).size());
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CHECK(mesh->surface_get_array_index_len(1) == static_cast<Vector<Vector3>>(box_array[RenderingServer::ARRAY_INDEX]).size());
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}
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SUBCASE("Get correct primitive type") {
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CHECK(mesh->surface_get_primitive_type(0) == Mesh::PRIMITIVE_TRIANGLES);
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CHECK(mesh->surface_get_primitive_type(1) == Mesh::PRIMITIVE_TRIANGLES);
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mesh->add_surface_from_arrays(Mesh::PRIMITIVE_TRIANGLE_STRIP, box_array);
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CHECK(mesh->surface_get_primitive_type(2) == Mesh::PRIMITIVE_TRIANGLE_STRIP);
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}
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SUBCASE("Returns correct format for the mesh") {
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auto format = RS::ARRAY_FORMAT_BLEND_SHAPE_MASK | RS::ARRAY_FORMAT_TEX_UV | RS::ARRAY_FORMAT_INDEX;
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CHECK((mesh->surface_get_format(0) & format) != 0);
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CHECK((mesh->surface_get_format(1) & format) != 0);
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}
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SUBCASE("Set a surface name and retrieve it by name.") {
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mesh->surface_set_name(0, "surf1");
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CHECK(mesh->surface_find_by_name("surf1") == 0);
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CHECK(mesh->surface_get_name(0) == "surf1");
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}
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SUBCASE("Set material to two different surfaces.") {
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Ref<Material> mat = memnew(Material);
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mesh->surface_set_material(0, mat);
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CHECK(mesh->surface_get_material(0) == mat);
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mesh->surface_set_material(1, mat);
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CHECK(mesh->surface_get_material(1) == mat);
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}
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SUBCASE("Set same material multiple times doesn't change material of surface.") {
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Ref<Material> mat = memnew(Material);
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mesh->surface_set_material(0, mat);
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mesh->surface_set_material(0, mat);
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mesh->surface_set_material(0, mat);
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CHECK(mesh->surface_get_material(0) == mat);
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}
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SUBCASE("Set material of surface then change to different material.") {
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Ref<Material> mat1 = memnew(Material);
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Ref<Material> mat2 = memnew(Material);
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mesh->surface_set_material(1, mat1);
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CHECK(mesh->surface_get_material(1) == mat1);
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mesh->surface_set_material(1, mat2);
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CHECK(mesh->surface_get_material(1) == mat2);
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}
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SUBCASE("Get the LOD of the mesh.") {
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Dictionary lod{};
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mesh->add_surface_from_arrays(Mesh::PRIMITIVE_TRIANGLES, cylinder_array, TypedArray<Array>{}, lod);
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CHECK(mesh->surface_get_lods(2) == lod);
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}
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SUBCASE("Get the blend shape arrays from the mesh.") {
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TypedArray<Array> blend{};
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mesh->add_surface_from_arrays(Mesh::PRIMITIVE_TRIANGLES, cylinder_array, blend);
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CHECK(mesh->surface_get_blend_shape_arrays(2) == blend);
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}
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}
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TEST_CASE("[SceneTree][ArrayMesh] Get/Set mesh metadata and actions") {
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Ref<ArrayMesh> mesh = memnew(ArrayMesh);
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Ref<CylinderMesh> cylinder = memnew(CylinderMesh);
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Array cylinder_array{};
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cylinder_array.resize(Mesh::ARRAY_MAX);
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cylinder->create_mesh_array(cylinder_array, 3.f, 3.f, 5.f);
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mesh->add_surface_from_arrays(Mesh::PRIMITIVE_TRIANGLES, cylinder_array);
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Ref<BoxMesh> box = memnew(BoxMesh);
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Array box_array{};
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box_array.resize(Mesh::ARRAY_MAX);
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box->create_mesh_array(box_array, Vector3(2.f, 1.2f, 1.6f));
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mesh->add_surface_from_arrays(Mesh::PRIMITIVE_TRIANGLES, box_array);
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SUBCASE("Set the shadow mesh.") {
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Ref<ArrayMesh> shadow = memnew(ArrayMesh);
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mesh->set_shadow_mesh(shadow);
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CHECK(mesh->get_shadow_mesh() == shadow);
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}
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SUBCASE("Set the shadow mesh multiple times.") {
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Ref<ArrayMesh> shadow = memnew(ArrayMesh);
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mesh->set_shadow_mesh(shadow);
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mesh->set_shadow_mesh(shadow);
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mesh->set_shadow_mesh(shadow);
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mesh->set_shadow_mesh(shadow);
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CHECK(mesh->get_shadow_mesh() == shadow);
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}
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SUBCASE("Set the same shadow mesh on multiple meshes.") {
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Ref<ArrayMesh> shadow = memnew(ArrayMesh);
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Ref<ArrayMesh> mesh2 = memnew(ArrayMesh);
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mesh->set_shadow_mesh(shadow);
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mesh2->set_shadow_mesh(shadow);
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CHECK(mesh->get_shadow_mesh() == shadow);
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CHECK(mesh2->get_shadow_mesh() == shadow);
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}
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SUBCASE("Set the shadow mesh and then change it.") {
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Ref<ArrayMesh> shadow = memnew(ArrayMesh);
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mesh->set_shadow_mesh(shadow);
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CHECK(mesh->get_shadow_mesh() == shadow);
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Ref<ArrayMesh> shadow2 = memnew(ArrayMesh);
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mesh->set_shadow_mesh(shadow2);
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CHECK(mesh->get_shadow_mesh() == shadow2);
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}
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SUBCASE("Set custom AABB.") {
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AABB bound{};
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mesh->set_custom_aabb(bound);
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CHECK(mesh->get_custom_aabb() == bound);
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}
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SUBCASE("Set custom AABB multiple times.") {
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AABB bound{};
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mesh->set_custom_aabb(bound);
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mesh->set_custom_aabb(bound);
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mesh->set_custom_aabb(bound);
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mesh->set_custom_aabb(bound);
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CHECK(mesh->get_custom_aabb() == bound);
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}
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SUBCASE("Set custom AABB then change to another AABB.") {
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AABB bound{};
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AABB bound2{};
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mesh->set_custom_aabb(bound);
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CHECK(mesh->get_custom_aabb() == bound);
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mesh->set_custom_aabb(bound2);
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CHECK(mesh->get_custom_aabb() == bound2);
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}
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SUBCASE("Clear all surfaces should leave zero count.") {
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mesh->clear_surfaces();
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CHECK(mesh->get_surface_count() == 0);
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}
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SUBCASE("Able to get correct mesh RID.") {
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RID rid = mesh->get_rid();
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CHECK(RS::get_singleton()->mesh_get_surface_count(rid) == 2);
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}
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SUBCASE("Create surface from raw SurfaceData data.") {
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RID mesh_rid = mesh->get_rid();
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RS::SurfaceData surface_data = RS::get_singleton()->mesh_get_surface(mesh_rid, 0);
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Ref<ArrayMesh> mesh2 = memnew(ArrayMesh);
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mesh2->add_surface(surface_data.format, Mesh::PRIMITIVE_TRIANGLES, surface_data.vertex_data, surface_data.attribute_data,
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surface_data.skin_data, surface_data.vertex_count, surface_data.index_data, surface_data.index_count, surface_data.aabb);
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CHECK(mesh2->get_surface_count() == 1);
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CHECK(mesh2->surface_get_primitive_type(0) == Mesh::PRIMITIVE_TRIANGLES);
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CHECK((mesh2->surface_get_format(0) & surface_data.format) != 0);
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CHECK(mesh2->get_aabb().is_equal_approx(surface_data.aabb));
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}
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}
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} // namespace TestArrayMesh
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#endif // TEST_ARRAYMESH_H
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