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authorjbcolli2 <jbcolli2@gmail.com>2022-10-14 09:44:20 -0400
committerjbcolli2 <jbcolli2@gmail.com>2022-10-24 15:15:05 -0400
commit24a3556bea3fcfd1136d6c4ca048bec1c9547917 (patch)
treed6aa51af22b571ac89af88d8fb153858b78fb25d /tests/scene/test_arraymesh.h
parent926429392a73a0c2261bc4ed4503c99025842d7c (diff)
ArrayMesh unit tests
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+/*************************************************************************/
+/* test_arraymesh.h */
+/*************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/*************************************************************************/
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
+/* */
+/* 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);
+
+ mesh->add_blend_shape(name_a);
+ 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);
+
+ mesh->clear_blend_shapes();
+ 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