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nvidia-rtx-godot / 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,   */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.                 */
/**************************************************************************/

#pragma once

#include "test_gltf.h"

#ifdef TOOLS_ENABLED

#include "../editor/editor_scene_importer_gltf.h"

#include "editor/import/3d/resource_importer_scene.h"
#include "scene/3d/mesh_instance_3d.h"
#include "scene/3d/skeleton_3d.h"
#include "scene/main/scene_tree.h"
#include "scene/main/window.h"
#include "scene/resources/3d/primitive_meshes.h"
#include "scene/resources/material.h"
#include "tests/test_macros.h"

namespace TestGltf {

TEST_CASE("[SceneTree][Node] GLTF test mesh and material meta export and import") {
	init("gltf_mesh_material_extras");
	// 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");

	original->set_owner(SceneTree::get_singleton()->get_root());
	original_mesh_instance->set_owner(SceneTree::get_singleton()->get_root());

	// Convert to GLFT and back.
	Node *loaded = gltf_export_then_import(original, "gltf_extras");

	// 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") {
	init("gltf_skeleton_extras");
	// 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 *original = memnew(Node3D);
	SceneTree::get_singleton()->get_root()->add_child(original);
	original->add_child(skeleton);
	original->add_child(mesh);
	original->set_name("node3d");

	// Now that both skeleton and mesh are part of scene, link them.
	mesh->set_skeleton_path(mesh->get_path_to(skeleton));

	mesh->set_owner(SceneTree::get_singleton()->get_root());
	original->set_owner(SceneTree::get_singleton()->get_root());

	// Convert to GLFT and back.
	Node *loaded = gltf_export_then_import(original, "gltf_bone_extras");

	// 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(original);
	memdelete(loaded);
}
} //namespace TestGltf

#endif // TOOLS_ENABLED