virtualx-engine/modules/gltf/tests/test_gltf_extras.h

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/**************************************************************************/
/* test_gltf_extras.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_EXTRAS_H
#define TEST_GLTF_EXTRAS_H
#include "tests/test_macros.h"
#ifdef TOOLS_ENABLED
#include "core/os/os.h"
#include "editor/import/3d/resource_importer_scene.h"
#include "modules/gltf/editor/editor_scene_importer_gltf.h"
#include "modules/gltf/gltf_document.h"
#include "modules/gltf/gltf_state.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/material.h"
#include "scene/resources/packed_scene.h"
namespace TestGltfExtras {
static Node *_gltf_export_then_import(Node *p_root, String &p_tempfilebase) {
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, p_tempfilebase + ".gltf");
CHECK_MESSAGE(err == OK, "Writing GLTF to cache dir failed.");
// Setting up importers.
Ref<ResourceImporterScene> import_scene = memnew(ResourceImporterScene("PackedScene", true));
ResourceFormatImporter::get_singleton()->add_importer(import_scene);
Ref<EditorSceneFormatImporterGLTF> import_gltf;
import_gltf.instantiate();
ResourceImporterScene::add_scene_importer(import_gltf);
// GTLF importer behaves differently outside of editor, it's too late to modify Engine::get_editor_hint
// as the registration of runtime extensions already happened, so remove them. See modules/gltf/register_types.cpp
GLTFDocument::unregister_all_gltf_document_extensions();
HashMap<StringName, Variant> options(20);
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["_subresources"] = Dictionary();
options["gltf/naming_version"] = 1;
// Process gltf file, note that this generates `.scn` resource from the 2nd argument.
err = import_scene->import(p_tempfilebase + ".gltf", p_tempfilebase, options, nullptr, nullptr, nullptr);
CHECK_MESSAGE(err == OK, "GLTF import failed.");
ResourceImporterScene::remove_scene_importer(import_gltf);
Ref<PackedScene> packed_scene = ResourceLoader::load(p_tempfilebase + ".scn", "", ResourceFormatLoader::CACHE_MODE_REPLACE, &err);
CHECK_MESSAGE(err == OK, "Loading scene failed.");
Node *p_scene = packed_scene->instantiate();
return p_scene;
}
TEST_CASE("[SceneTree][Node] GLTF test mesh and material meta export and import") {
// Setup scene.
Ref<StandardMaterial3D> original_material = memnew(StandardMaterial3D);
original_material->set_albedo(Color(1.0, .0, .0));
original_material->set_name("material");
Dictionary material_dict;
material_dict["node_type"] = "material";
original_material->set_meta("extras", material_dict);
Ref<PlaneMesh> original_meshdata = memnew(PlaneMesh);
original_meshdata->set_name("planemesh");
Dictionary meshdata_dict;
meshdata_dict["node_type"] = "planemesh";
original_meshdata->set_meta("extras", meshdata_dict);
original_meshdata->surface_set_material(0, original_material);
MeshInstance3D *original_mesh_instance = memnew(MeshInstance3D);
original_mesh_instance->set_mesh(original_meshdata);
original_mesh_instance->set_name("mesh_instance_3d");
Dictionary mesh_instance_dict;
mesh_instance_dict["node_type"] = "mesh_instance_3d";
original_mesh_instance->set_meta("extras", mesh_instance_dict);
Node3D *original = memnew(Node3D);
SceneTree::get_singleton()->get_root()->add_child(original);
original->add_child(original_mesh_instance);
original->set_name("node3d");
Dictionary node_dict;
node_dict["node_type"] = "node3d";
original->set_meta("extras", node_dict);
original->set_meta("meta_not_nested_under_extras", "should not propagate");
// Convert to GLFT and back.
String tempfile = OS::get_singleton()->get_cache_path().path_join("gltf_extras");
Node *loaded = _gltf_export_then_import(original, tempfile);
// Compare the results.
CHECK(loaded->get_name() == "node3d");
CHECK(Dictionary(loaded->get_meta("extras")).size() == 1);
CHECK(Dictionary(loaded->get_meta("extras"))["node_type"] == "node3d");
CHECK_FALSE(loaded->has_meta("meta_not_nested_under_extras"));
CHECK_FALSE(Dictionary(loaded->get_meta("extras")).has("meta_not_nested_under_extras"));
MeshInstance3D *mesh_instance_3d = Object::cast_to<MeshInstance3D>(loaded->find_child("mesh_instance_3d", false, true));
CHECK(mesh_instance_3d->get_name() == "mesh_instance_3d");
CHECK(Dictionary(mesh_instance_3d->get_meta("extras"))["node_type"] == "mesh_instance_3d");
Ref<Mesh> mesh = mesh_instance_3d->get_mesh();
CHECK(Dictionary(mesh->get_meta("extras"))["node_type"] == "planemesh");
Ref<Material> material = mesh->surface_get_material(0);
CHECK(material->get_name() == "material");
CHECK(Dictionary(material->get_meta("extras"))["node_type"] == "material");
memdelete(original_mesh_instance);
memdelete(original);
memdelete(loaded);
}
TEST_CASE("[SceneTree][Node] GLTF test skeleton and bone export and import") {
// Setup scene.
Skeleton3D *skeleton = memnew(Skeleton3D);
skeleton->set_name("skeleton");
Dictionary skeleton_extras;
skeleton_extras["node_type"] = "skeleton";
skeleton->set_meta("extras", skeleton_extras);
skeleton->add_bone("parent");
skeleton->set_bone_rest(0, Transform3D());
Dictionary parent_bone_extras;
parent_bone_extras["bone"] = "i_am_parent_bone";
skeleton->set_bone_meta(0, "extras", parent_bone_extras);
skeleton->add_bone("child");
skeleton->set_bone_rest(1, Transform3D());
skeleton->set_bone_parent(1, 0);
Dictionary child_bone_extras;
child_bone_extras["bone"] = "i_am_child_bone";
skeleton->set_bone_meta(1, "extras", child_bone_extras);
// We have to have a mesh to link with skeleton or it will not get imported.
Ref<PlaneMesh> meshdata = memnew(PlaneMesh);
meshdata->set_name("planemesh");
MeshInstance3D *mesh = memnew(MeshInstance3D);
mesh->set_mesh(meshdata);
mesh->set_name("mesh_instance_3d");
Node3D *scene = memnew(Node3D);
SceneTree::get_singleton()->get_root()->add_child(scene);
scene->add_child(skeleton);
scene->add_child(mesh);
scene->set_name("node3d");
// Now that both skeleton and mesh are part of scene, link them.
mesh->set_skeleton_path(mesh->get_path_to(skeleton));
// Convert to GLFT and back.
String tempfile = OS::get_singleton()->get_cache_path().path_join("gltf_bone_extras");
Node *loaded = _gltf_export_then_import(scene, tempfile);
// Compare the results.
CHECK(loaded->get_name() == "node3d");
Skeleton3D *result = Object::cast_to<Skeleton3D>(loaded->find_child("Skeleton3D", false, true));
CHECK(result->get_bone_name(0) == "parent");
CHECK(Dictionary(result->get_bone_meta(0, "extras"))["bone"] == "i_am_parent_bone");
CHECK(result->get_bone_name(1) == "child");
CHECK(Dictionary(result->get_bone_meta(1, "extras"))["bone"] == "i_am_child_bone");
memdelete(skeleton);
memdelete(mesh);
memdelete(scene);
memdelete(loaded);
}
} // namespace TestGltfExtras
#endif // TOOLS_ENABLED
#endif // TEST_GLTF_EXTRAS_H