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godotengine
GitHub Repository: godotengine/godot
Path: blob/master/tests/scene/test_gltf_document.h
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/**************************************************************************/
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/* test_gltf_document.h */
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/**************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/**************************************************************************/
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/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
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/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/**************************************************************************/
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#pragma once
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#include "modules/gltf/extensions/gltf_document_extension_convert_importer_mesh.h"
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#include "modules/gltf/gltf_document.h"
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#include "tests/test_macros.h"
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#include "tests/test_utils.h"
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namespace TestGLTFDocument {
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struct GLTFArraySize {
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String key;
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int val;
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};
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struct GLTFKeyValue {
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String key;
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Variant val;
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};
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struct GLTFTestCase {
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String filename;
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String copyright;
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String generator;
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String version;
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Vector<GLTFArraySize> array_sizes;
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Vector<GLTFArraySize> json_array_sizes;
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Vector<GLTFKeyValue> keyvalues;
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};
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const GLTFTestCase glTF_test_cases[] = {
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{ "models/cube.gltf",
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"",
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"Khronos glTF Blender I/O v4.3.47",
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"2.0",
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// Here are the array sizes.
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{
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{ "nodes", 1 },
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{ "buffers", 1 },
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{ "buffer_views", 13 },
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{ "accessors", 13 },
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{ "meshes", 1 },
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{ "materials", 2 },
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{ "root_nodes", 1 },
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{ "textures", 0 },
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{ "texture_samplers", 0 },
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{ "images", 0 },
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{ "skins", 0 },
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{ "cameras", 0 },
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{ "lights", 0 },
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{ "skeletons", 0 },
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{ "animations", 1 },
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},
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// Here are the json array sizes.
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{
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{ "scenes", 1 },
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{ "nodes", 1 },
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{ "animations", 1 },
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{ "meshes", 1 },
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{ "accessors", 13 },
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{ "bufferViews", 13 },
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{ "buffers", 1 },
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},
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// Here are the key-value pairs.
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{
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{ "major_version", 2 },
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{ "minor_version", 0 },
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{ "scene_name", "cube" },
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{ "filename", "cube" } } },
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{ "models/suzanne.glb",
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"this is example text",
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"Khronos glTF Blender I/O v4.3.47",
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"2.0",
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// Here are the array sizes.
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{
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{ "glb_data", 68908 },
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{ "nodes", 2 },
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{ "buffers", 1 },
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{ "buffer_views", 5 },
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{ "accessors", 4 },
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{ "meshes", 1 },
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{ "materials", 1 },
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{ "root_nodes", 2 },
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{ "textures", 1 },
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{ "texture_samplers", 1 },
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{ "images", 1 },
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{ "skins", 0 },
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{ "cameras", 1 },
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{ "lights", 0 },
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{ "unique_names", 4 },
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{ "skeletons", 0 },
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{ "animations", 0 },
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},
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// Here are the json array sizes.
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{
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{ "scenes", 1 },
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{ "nodes", 2 },
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{ "cameras", 1 },
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{ "materials", 1 },
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{ "meshes", 1 },
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{ "textures", 1 },
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{ "images", 1 },
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{ "accessors", 4 },
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{ "bufferViews", 5 },
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{ "buffers", 1 },
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},
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// Here are the key-value pairs.
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{
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{ "major_version", 2 },
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{ "minor_version", 0 },
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{ "scene_name", "suzanne" },
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{ "filename", "suzanne" } } },
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};
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void register_gltf_extension() {
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GLTFDocument::unregister_all_gltf_document_extensions();
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// Ensures meshes become a MeshInstance3D and not an ImporterMeshInstance3D.
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Ref<GLTFDocumentExtensionConvertImporterMesh> extension_GLTFDocumentExtensionConvertImporterMesh;
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extension_GLTFDocumentExtensionConvertImporterMesh.instantiate();
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GLTFDocument::register_gltf_document_extension(extension_GLTFDocumentExtensionConvertImporterMesh);
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}
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void test_gltf_document_values(Ref<GLTFDocument> &p_gltf_document, Ref<GLTFState> &p_gltf_state, const GLTFTestCase &p_test_case) {
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const Error err = p_gltf_document->append_from_file(TestUtils::get_data_path(p_test_case.filename), p_gltf_state);
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REQUIRE(err == OK);
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for (GLTFArraySize array_size : p_test_case.array_sizes) {
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CHECK_MESSAGE(((Array)(p_gltf_state->getvar(array_size.key))).size() == array_size.val, "Expected \"", array_size.key, "\" to have ", array_size.val, " elements.");
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}
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for (GLTFArraySize array_size : p_test_case.json_array_sizes) {
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CHECK(p_gltf_state->get_json().has(array_size.key));
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CHECK_MESSAGE(((Array)(p_gltf_state->get_json()[array_size.key])).size() == array_size.val, "Expected \"", array_size.key, "\" to have ", array_size.val, " elements.");
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}
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for (GLTFKeyValue key_value : p_test_case.keyvalues) {
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CHECK_MESSAGE(p_gltf_state->getvar(key_value.key) == key_value.val, "Expected \"", key_value.key, "\" to be \"", key_value.val, "\".");
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}
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CHECK(p_gltf_state->get_copyright() == p_test_case.copyright);
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CHECK(((Dictionary)p_gltf_state->get_json()["asset"])["generator"] == p_test_case.generator);
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CHECK(((Dictionary)p_gltf_state->get_json()["asset"])["version"] == p_test_case.version);
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}
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void test_gltf_save(Node *p_node) {
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Ref<GLTFDocument> gltf_document_save;
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gltf_document_save.instantiate();
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Ref<GLTFState> gltf_state_save;
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gltf_state_save.instantiate();
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gltf_document_save->append_from_scene(p_node, gltf_state_save);
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// Check saving the scene to gltf and glb.
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const Error err_save_gltf = gltf_document_save->write_to_filesystem(gltf_state_save, TestUtils::get_temp_path("cube.gltf"));
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const Error err_save_glb = gltf_document_save->write_to_filesystem(gltf_state_save, TestUtils::get_temp_path("cube.glb"));
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CHECK(err_save_gltf == OK);
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CHECK(err_save_glb == OK);
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}
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TEST_CASE("[SceneTree][GLTFDocument] Load cube.gltf") {
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register_gltf_extension();
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Ref<GLTFDocument> gltf_document;
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gltf_document.instantiate();
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Ref<GLTFState> gltf_state;
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gltf_state.instantiate();
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test_gltf_document_values(gltf_document, gltf_state, glTF_test_cases[0]);
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Node *node = gltf_document->generate_scene(gltf_state);
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// Check the loaded scene.
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CHECK(node->is_class("Node3D"));
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CHECK(node->get_name() == "cube");
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CHECK(node->get_child(0)->is_class("MeshInstance3D"));
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CHECK(node->get_child(0)->get_name() == "Cube");
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CHECK(node->get_child(1)->is_class("AnimationPlayer"));
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CHECK(node->get_child(1)->get_name() == "AnimationPlayer");
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test_gltf_save(node);
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// Clean up the node.
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memdelete(node);
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}
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TEST_CASE("[SceneTree][GLTFDocument] Load suzanne.glb") {
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register_gltf_extension();
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Ref<GLTFDocument> gltf_document;
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gltf_document.instantiate();
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Ref<GLTFState> gltf_state;
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gltf_state.instantiate();
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test_gltf_document_values(gltf_document, gltf_state, glTF_test_cases[1]);
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Node *node = gltf_document->generate_scene(gltf_state);
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// Check the loaded scene.
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CHECK(node->is_class("Node3D"));
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CHECK(node->get_name() == "suzanne");
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CHECK(node->get_child(0)->is_class("MeshInstance3D"));
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CHECK(node->get_child(0)->get_name() == "Suzanne");
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CHECK(node->get_child(1)->is_class("Camera3D"));
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CHECK(node->get_child(1)->get_name() == "Camera");
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test_gltf_save(node);
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// Clean up the node.
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memdelete(node);
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}
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} // namespace TestGLTFDocument
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