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0468bea899
Individual bones are not represented as `Node`s in Godot, in order to support meta functionality for them the skeleton has to carry the information similarly to how other per-bone properties are handled. - Also adds support for GLTF import/export
79 lines
4.0 KiB
C++
79 lines
4.0 KiB
C++
/**************************************************************************/
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/* test_skeleton_3d.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) 2014-present Godot Engine contributors (see AUTHORS.md). */
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/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
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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_SKELETON_3D_H
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#define TEST_SKELETON_3D_H
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#include "tests/test_macros.h"
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#include "scene/3d/skeleton_3d.h"
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namespace TestSkeleton3D {
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TEST_CASE("[Skeleton3D] Test per-bone meta") {
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Skeleton3D *skeleton = memnew(Skeleton3D);
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skeleton->add_bone("root");
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skeleton->set_bone_rest(0, Transform3D());
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// Adding meta to bone.
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skeleton->set_bone_meta(0, "key1", "value1");
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skeleton->set_bone_meta(0, "key2", 12345);
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CHECK_MESSAGE(skeleton->get_bone_meta(0, "key1") == "value1", "Bone meta missing.");
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CHECK_MESSAGE(skeleton->get_bone_meta(0, "key2") == Variant(12345), "Bone meta missing.");
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// Rename bone and check if meta persists.
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skeleton->set_bone_name(0, "renamed_root");
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CHECK_MESSAGE(skeleton->get_bone_meta(0, "key1") == "value1", "Bone meta missing.");
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CHECK_MESSAGE(skeleton->get_bone_meta(0, "key2") == Variant(12345), "Bone meta missing.");
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// Retrieve list of keys.
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List<StringName> keys;
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skeleton->get_bone_meta_list(0, &keys);
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CHECK_MESSAGE(keys.size() == 2, "Wrong number of bone meta keys.");
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CHECK_MESSAGE(keys.find("key1"), "key1 not found in bone meta list");
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CHECK_MESSAGE(keys.find("key2"), "key2 not found in bone meta list");
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// Removing meta.
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skeleton->set_bone_meta(0, "key1", Variant());
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skeleton->set_bone_meta(0, "key2", Variant());
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CHECK_MESSAGE(!skeleton->has_bone_meta(0, "key1"), "Bone meta key1 should be deleted.");
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CHECK_MESSAGE(!skeleton->has_bone_meta(0, "key2"), "Bone meta key2 should be deleted.");
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List<StringName> should_be_empty_keys;
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skeleton->get_bone_meta_list(0, &should_be_empty_keys);
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CHECK_MESSAGE(should_be_empty_keys.size() == 0, "Wrong number of bone meta keys.");
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// Deleting non-existing key should succeed.
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skeleton->set_bone_meta(0, "non-existing-key", Variant());
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memdelete(skeleton);
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}
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} // namespace TestSkeleton3D
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#endif // TEST_SKELETON_3D_H
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