virtualx-engine/tests/scene/test_height_map_shape_3d.h

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/**************************************************************************/
/* test_height_map_shape_3d.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_HEIGHT_MAP_SHAPE_3D_H
#define TEST_HEIGHT_MAP_SHAPE_3D_H
#include "scene/resources/3d/height_map_shape_3d.h"
#include "scene/resources/image_texture.h"
#include "tests/test_macros.h"
#include "tests/test_utils.h"
namespace TestHeightMapShape3D {
TEST_CASE("[SceneTree][HeightMapShape3D] Constructor") {
Ref<HeightMapShape3D> height_map_shape = memnew(HeightMapShape3D);
CHECK(height_map_shape->get_map_width() == 2);
CHECK(height_map_shape->get_map_depth() == 2);
CHECK(height_map_shape->get_map_data().size() == 4);
CHECK(height_map_shape->get_min_height() == 0.0);
CHECK(height_map_shape->get_max_height() == 0.0);
}
TEST_CASE("[SceneTree][HeightMapShape3D] set_map_width and get_map_width") {
Ref<HeightMapShape3D> height_map_shape = memnew(HeightMapShape3D);
height_map_shape->set_map_width(10);
CHECK(height_map_shape->get_map_width() == 10);
}
TEST_CASE("[SceneTree][HeightMapShape3D] set_map_depth and get_map_depth") {
Ref<HeightMapShape3D> height_map_shape = memnew(HeightMapShape3D);
height_map_shape->set_map_depth(15);
CHECK(height_map_shape->get_map_depth() == 15);
}
TEST_CASE("[SceneTree][HeightMapShape3D] set_map_data and get_map_data") {
Ref<HeightMapShape3D> height_map_shape = memnew(HeightMapShape3D);
Vector<real_t> map_data;
map_data.push_back(1.0);
map_data.push_back(2.0);
height_map_shape->set_map_data(map_data);
CHECK(height_map_shape->get_map_data().size() == 4.0);
CHECK(height_map_shape->get_map_data()[0] == 0.0);
CHECK(height_map_shape->get_map_data()[1] == 0.0);
}
TEST_CASE("[SceneTree][HeightMapShape3D] get_min_height") {
Ref<HeightMapShape3D> height_map_shape = memnew(HeightMapShape3D);
height_map_shape->set_map_width(3);
height_map_shape->set_map_depth(1);
height_map_shape->set_map_data(Vector<real_t>{ 1.0, 2.0, 0.5 });
CHECK(height_map_shape->get_min_height() == 0.5);
}
TEST_CASE("[SceneTree][HeightMapShape3D] get_max_height") {
Ref<HeightMapShape3D> height_map_shape = memnew(HeightMapShape3D);
height_map_shape->set_map_width(3);
height_map_shape->set_map_depth(1);
height_map_shape->set_map_data(Vector<real_t>{ 1.0, 2.0, 0.5 });
CHECK(height_map_shape->get_max_height() == 2.0);
}
TEST_CASE("[SceneTree][HeightMapShape3D] update_map_data_from_image") {
// Create a HeightMapShape3D instance.
Ref<HeightMapShape3D> height_map_shape = memnew(HeightMapShape3D);
// Create a mock image with FORMAT_R8 and set its data.
Vector<uint8_t> image_data;
image_data.push_back(0);
image_data.push_back(128);
image_data.push_back(255);
image_data.push_back(64);
Ref<Image> image = memnew(Image);
image->set_data(2, 2, false, Image::FORMAT_R8, image_data);
height_map_shape->update_map_data_from_image(image, 0.0, 10.0);
// Check the map data.
Vector<real_t> expected_map_data = { 0.0, 5.0, 10.0, 2.5 };
Vector<real_t> actual_map_data = height_map_shape->get_map_data();
real_t tolerance = 0.1;
for (int i = 0; i < expected_map_data.size(); ++i) {
CHECK(Math::abs(actual_map_data[i] - expected_map_data[i]) < tolerance);
}
// Check the min and max heights.
CHECK(height_map_shape->get_min_height() == 0.0);
CHECK(height_map_shape->get_max_height() == 10.0);
}
} // namespace TestHeightMapShape3D
#endif // TEST_HEIGHT_MAP_SHAPE_3D_H