virtualx-engine/tests/scene/test_arraymesh.h
Rémi Verschelde d95794ec8a
One Copyright Update to rule them all
As many open source projects have started doing it, we're removing the
current year from the copyright notice, so that we don't need to bump
it every year.

It seems like only the first year of publication is technically
relevant for copyright notices, and even that seems to be something
that many companies stopped listing altogether (in a version controlled
codebase, the commits are a much better source of date of publication
than a hardcoded copyright statement).

We also now list Godot Engine contributors first as we're collectively
the current maintainers of the project, and we clarify that the
"exclusive" copyright of the co-founders covers the timespan before
opensourcing (their further contributions are included as part of Godot
Engine contributors).

Also fixed "cf." Frenchism - it's meant as "refer to / see".
2023-01-05 13:25:55 +01:00

325 lines
13 KiB
C++

/**************************************************************************/
/* test_arraymesh.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_ARRAYMESH_H
#define TEST_ARRAYMESH_H
#include "scene/resources/mesh.h"
#include "scene/resources/primitive_meshes.h"
#include "tests/test_macros.h"
namespace TestArrayMesh {
TEST_CASE("[SceneTree][ArrayMesh] Adding and modifying blendshapes.") {
Ref<ArrayMesh> mesh = memnew(ArrayMesh);
StringName name_a{ "ShapeA" };
StringName name_b{ "ShapeB" };
SUBCASE("Adding a blend shape to the mesh before a surface is added.") {
mesh->add_blend_shape(name_a);
mesh->add_blend_shape(name_b);
CHECK(mesh->get_blend_shape_name(0) == name_a);
CHECK(mesh->get_blend_shape_name(1) == name_b);
}
SUBCASE("Add same blend shape multiple times appends name with number.") {
mesh->add_blend_shape(name_a);
mesh->add_blend_shape(name_a);
mesh->add_blend_shape(name_a);
CHECK(mesh->get_blend_shape_name(0) == "ShapeA");
bool all_different = (static_cast<String>(mesh->get_blend_shape_name(0)) != static_cast<String>(mesh->get_blend_shape_name(1))) &&
(static_cast<String>(mesh->get_blend_shape_name(1)) != static_cast<String>(mesh->get_blend_shape_name(2))) &&
(static_cast<String>(mesh->get_blend_shape_name(0)) != static_cast<String>(mesh->get_blend_shape_name(2)));
bool all_have_name = static_cast<String>(mesh->get_blend_shape_name(1)).contains("ShapeA") &&
static_cast<String>(mesh->get_blend_shape_name(2)).contains("ShapeA");
CHECK((all_different && all_have_name));
}
SUBCASE("ArrayMesh keeps correct count of number of blend shapes") {
mesh->add_blend_shape(name_a);
mesh->add_blend_shape(name_a);
mesh->add_blend_shape(name_b);
mesh->add_blend_shape(name_b);
mesh->add_blend_shape(name_b);
REQUIRE(mesh->get_blend_shape_count() == 5);
}
SUBCASE("Adding blend shape after surface is added causes error") {
Ref<CylinderMesh> cylinder = memnew(CylinderMesh);
Array cylinder_array{};
cylinder_array.resize(Mesh::ARRAY_MAX);
cylinder->create_mesh_array(cylinder_array, 3.f, 3.f, 5.f);
mesh->add_surface_from_arrays(Mesh::PRIMITIVE_TRIANGLES, cylinder_array);
ERR_PRINT_OFF
mesh->add_blend_shape(name_a);
ERR_PRINT_ON
CHECK(mesh->get_blend_shape_count() == 0);
}
SUBCASE("Change blend shape name after adding.") {
mesh->add_blend_shape(name_a);
mesh->set_blend_shape_name(0, name_b);
CHECK(mesh->get_blend_shape_name(0) == name_b);
}
SUBCASE("Change blend shape name to the name of one already there, should append number to end") {
mesh->add_blend_shape(name_a);
mesh->add_blend_shape(name_b);
mesh->set_blend_shape_name(0, name_b);
String name_string = mesh->get_blend_shape_name(0);
CHECK(name_string.contains("ShapeB"));
CHECK(name_string.length() > static_cast<String>(name_b).size());
}
SUBCASE("Clear all blend shapes before surface has been added.") {
mesh->add_blend_shape(name_a);
mesh->add_blend_shape(name_b);
CHECK(mesh->get_blend_shape_count() == 2);
mesh->clear_blend_shapes();
CHECK(mesh->get_blend_shape_count() == 0);
}
SUBCASE("Can't clear blend shapes after surface had been added.") {
mesh->add_blend_shape(name_a);
mesh->add_blend_shape(name_b);
Ref<CylinderMesh> cylinder = memnew(CylinderMesh);
Array cylinder_array{};
cylinder_array.resize(Mesh::ARRAY_MAX);
cylinder->create_mesh_array(cylinder_array, 3.f, 3.f, 5.f);
mesh->add_surface_from_arrays(Mesh::PRIMITIVE_TRIANGLES, cylinder_array);
ERR_PRINT_OFF
mesh->clear_blend_shapes();
ERR_PRINT_ON
CHECK(mesh->get_blend_shape_count() == 2);
}
SUBCASE("Set the blend shape mode of ArrayMesh and underlying mesh RID.") {
mesh->set_blend_shape_mode(Mesh::BLEND_SHAPE_MODE_RELATIVE);
CHECK(mesh->get_blend_shape_mode() == Mesh::BLEND_SHAPE_MODE_RELATIVE);
}
}
TEST_CASE("[SceneTree][ArrayMesh] Surface meta data tests.") {
Ref<ArrayMesh> mesh = memnew(ArrayMesh);
Ref<CylinderMesh> cylinder = memnew(CylinderMesh);
Array cylinder_array{};
cylinder_array.resize(Mesh::ARRAY_MAX);
cylinder->create_mesh_array(cylinder_array, 3.f, 3.f, 5.f);
mesh->add_surface_from_arrays(Mesh::PRIMITIVE_TRIANGLES, cylinder_array);
Ref<BoxMesh> box = memnew(BoxMesh);
Array box_array{};
box_array.resize(Mesh::ARRAY_MAX);
box->create_mesh_array(box_array, Vector3(2.f, 1.2f, 1.6f));
mesh->add_surface_from_arrays(Mesh::PRIMITIVE_TRIANGLES, box_array);
SUBCASE("Add 2 surfaces and count the number of surfaces in the mesh.") {
REQUIRE(mesh->get_surface_count() == 2);
}
SUBCASE("Get the surface array from mesh.") {
REQUIRE(mesh->surface_get_arrays(0)[0] == cylinder_array[0]);
REQUIRE(mesh->surface_get_arrays(1)[0] == box_array[0]);
}
SUBCASE("Get the array length of a particular surface.") {
CHECK(mesh->surface_get_array_len(0) == static_cast<Vector<Vector3>>(cylinder_array[RenderingServer::ARRAY_VERTEX]).size());
CHECK(mesh->surface_get_array_len(1) == static_cast<Vector<Vector3>>(box_array[RenderingServer::ARRAY_VERTEX]).size());
}
SUBCASE("Get the index array length of a particular surface.") {
CHECK(mesh->surface_get_array_index_len(0) == static_cast<Vector<Vector3>>(cylinder_array[RenderingServer::ARRAY_INDEX]).size());
CHECK(mesh->surface_get_array_index_len(1) == static_cast<Vector<Vector3>>(box_array[RenderingServer::ARRAY_INDEX]).size());
}
SUBCASE("Get correct primitive type") {
CHECK(mesh->surface_get_primitive_type(0) == Mesh::PRIMITIVE_TRIANGLES);
CHECK(mesh->surface_get_primitive_type(1) == Mesh::PRIMITIVE_TRIANGLES);
mesh->add_surface_from_arrays(Mesh::PRIMITIVE_TRIANGLE_STRIP, box_array);
CHECK(mesh->surface_get_primitive_type(2) == Mesh::PRIMITIVE_TRIANGLE_STRIP);
}
SUBCASE("Returns correct format for the mesh") {
auto format = RS::ARRAY_FORMAT_BLEND_SHAPE_MASK | RS::ARRAY_FORMAT_TEX_UV | RS::ARRAY_FORMAT_INDEX;
CHECK((mesh->surface_get_format(0) & format) != 0);
CHECK((mesh->surface_get_format(1) & format) != 0);
}
SUBCASE("Set a surface name and retrieve it by name.") {
mesh->surface_set_name(0, "surf1");
CHECK(mesh->surface_find_by_name("surf1") == 0);
CHECK(mesh->surface_get_name(0) == "surf1");
}
SUBCASE("Set material to two different surfaces.") {
Ref<Material> mat = memnew(Material);
mesh->surface_set_material(0, mat);
CHECK(mesh->surface_get_material(0) == mat);
mesh->surface_set_material(1, mat);
CHECK(mesh->surface_get_material(1) == mat);
}
SUBCASE("Set same material multiple times doesn't change material of surface.") {
Ref<Material> mat = memnew(Material);
mesh->surface_set_material(0, mat);
mesh->surface_set_material(0, mat);
mesh->surface_set_material(0, mat);
CHECK(mesh->surface_get_material(0) == mat);
}
SUBCASE("Set material of surface then change to different material.") {
Ref<Material> mat1 = memnew(Material);
Ref<Material> mat2 = memnew(Material);
mesh->surface_set_material(1, mat1);
CHECK(mesh->surface_get_material(1) == mat1);
mesh->surface_set_material(1, mat2);
CHECK(mesh->surface_get_material(1) == mat2);
}
SUBCASE("Get the LOD of the mesh.") {
Dictionary lod{};
mesh->add_surface_from_arrays(Mesh::PRIMITIVE_TRIANGLES, cylinder_array, TypedArray<Array>{}, lod);
CHECK(mesh->surface_get_lods(2) == lod);
}
SUBCASE("Get the blend shape arrays from the mesh.") {
TypedArray<Array> blend{};
mesh->add_surface_from_arrays(Mesh::PRIMITIVE_TRIANGLES, cylinder_array, blend);
CHECK(mesh->surface_get_blend_shape_arrays(2) == blend);
}
}
TEST_CASE("[SceneTree][ArrayMesh] Get/Set mesh metadata and actions") {
Ref<ArrayMesh> mesh = memnew(ArrayMesh);
Ref<CylinderMesh> cylinder = memnew(CylinderMesh);
Array cylinder_array{};
cylinder_array.resize(Mesh::ARRAY_MAX);
cylinder->create_mesh_array(cylinder_array, 3.f, 3.f, 5.f);
mesh->add_surface_from_arrays(Mesh::PRIMITIVE_TRIANGLES, cylinder_array);
Ref<BoxMesh> box = memnew(BoxMesh);
Array box_array{};
box_array.resize(Mesh::ARRAY_MAX);
box->create_mesh_array(box_array, Vector3(2.f, 1.2f, 1.6f));
mesh->add_surface_from_arrays(Mesh::PRIMITIVE_TRIANGLES, box_array);
SUBCASE("Set the shadow mesh.") {
Ref<ArrayMesh> shadow = memnew(ArrayMesh);
mesh->set_shadow_mesh(shadow);
CHECK(mesh->get_shadow_mesh() == shadow);
}
SUBCASE("Set the shadow mesh multiple times.") {
Ref<ArrayMesh> shadow = memnew(ArrayMesh);
mesh->set_shadow_mesh(shadow);
mesh->set_shadow_mesh(shadow);
mesh->set_shadow_mesh(shadow);
mesh->set_shadow_mesh(shadow);
CHECK(mesh->get_shadow_mesh() == shadow);
}
SUBCASE("Set the same shadow mesh on multiple meshes.") {
Ref<ArrayMesh> shadow = memnew(ArrayMesh);
Ref<ArrayMesh> mesh2 = memnew(ArrayMesh);
mesh->set_shadow_mesh(shadow);
mesh2->set_shadow_mesh(shadow);
CHECK(mesh->get_shadow_mesh() == shadow);
CHECK(mesh2->get_shadow_mesh() == shadow);
}
SUBCASE("Set the shadow mesh and then change it.") {
Ref<ArrayMesh> shadow = memnew(ArrayMesh);
mesh->set_shadow_mesh(shadow);
CHECK(mesh->get_shadow_mesh() == shadow);
Ref<ArrayMesh> shadow2 = memnew(ArrayMesh);
mesh->set_shadow_mesh(shadow2);
CHECK(mesh->get_shadow_mesh() == shadow2);
}
SUBCASE("Set custom AABB.") {
AABB bound{};
mesh->set_custom_aabb(bound);
CHECK(mesh->get_custom_aabb() == bound);
}
SUBCASE("Set custom AABB multiple times.") {
AABB bound{};
mesh->set_custom_aabb(bound);
mesh->set_custom_aabb(bound);
mesh->set_custom_aabb(bound);
mesh->set_custom_aabb(bound);
CHECK(mesh->get_custom_aabb() == bound);
}
SUBCASE("Set custom AABB then change to another AABB.") {
AABB bound{};
AABB bound2{};
mesh->set_custom_aabb(bound);
CHECK(mesh->get_custom_aabb() == bound);
mesh->set_custom_aabb(bound2);
CHECK(mesh->get_custom_aabb() == bound2);
}
SUBCASE("Clear all surfaces should leave zero count.") {
mesh->clear_surfaces();
CHECK(mesh->get_surface_count() == 0);
}
SUBCASE("Able to get correct mesh RID.") {
RID rid = mesh->get_rid();
CHECK(RS::get_singleton()->mesh_get_surface_count(rid) == 2);
}
SUBCASE("Create surface from raw SurfaceData data.") {
RID mesh_rid = mesh->get_rid();
RS::SurfaceData surface_data = RS::get_singleton()->mesh_get_surface(mesh_rid, 0);
Ref<ArrayMesh> mesh2 = memnew(ArrayMesh);
mesh2->add_surface(surface_data.format, Mesh::PRIMITIVE_TRIANGLES, surface_data.vertex_data, surface_data.attribute_data,
surface_data.skin_data, surface_data.vertex_count, surface_data.index_data, surface_data.index_count, surface_data.aabb);
CHECK(mesh2->get_surface_count() == 1);
CHECK(mesh2->surface_get_primitive_type(0) == Mesh::PRIMITIVE_TRIANGLES);
CHECK((mesh2->surface_get_format(0) & surface_data.format) != 0);
CHECK(mesh2->get_aabb().is_equal_approx(surface_data.aabb));
}
}
} // namespace TestArrayMesh
#endif // TEST_ARRAYMESH_H