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Follow-up of ArrayMesh::surface_remove addition

This commit is contained in:
ze2j
2024-12-20 10:53:43 +01:00
parent 89001f91d2
commit 97b093617d
6 changed files with 73 additions and 52 deletions

View File

@@ -39,7 +39,8 @@
namespace TestArrayMesh {
TEST_CASE("[SceneTree][ArrayMesh] Adding and modifying blendshapes.") {
Ref<ArrayMesh> mesh = memnew(ArrayMesh);
Ref<ArrayMesh> mesh;
mesh.instantiate();
StringName name_a{ "ShapeA" };
StringName name_b{ "ShapeB" };
@@ -76,8 +77,9 @@ TEST_CASE("[SceneTree][ArrayMesh] Adding and modifying blendshapes.") {
}
SUBCASE("Adding blend shape after surface is added causes error") {
Ref<CylinderMesh> cylinder = memnew(CylinderMesh);
Array cylinder_array{};
Ref<CylinderMesh> cylinder;
cylinder.instantiate();
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);
@@ -89,8 +91,9 @@ TEST_CASE("[SceneTree][ArrayMesh] Adding and modifying blendshapes.") {
}
SUBCASE("Adding blend shapes once all surfaces have been removed is allowed") {
Ref<CylinderMesh> cylinder = memnew(CylinderMesh);
Array cylinder_array{};
Ref<CylinderMesh> cylinder;
cylinder.instantiate();
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);
@@ -136,16 +139,17 @@ TEST_CASE("[SceneTree][ArrayMesh] Adding and modifying blendshapes.") {
SUBCASE("Clearing all blend shapes once all surfaces have been removed is allowed") {
mesh->add_blend_shape(name_a);
mesh->add_blend_shape(name_b);
Ref<CylinderMesh> cylinder = memnew(CylinderMesh);
Array cylinder_array{};
Ref<CylinderMesh> cylinder;
cylinder.instantiate();
Array cylinder_array;
cylinder_array.resize(Mesh::ARRAY_MAX);
cylinder->create_mesh_array(cylinder_array, 3.f, 3.f, 5.f);
Array blend_shape{};
Array blend_shape;
blend_shape.resize(Mesh::ARRAY_MAX);
blend_shape[Mesh::ARRAY_VERTEX] = cylinder_array[Mesh::ARRAY_VERTEX];
blend_shape[Mesh::ARRAY_NORMAL] = cylinder_array[Mesh::ARRAY_NORMAL];
blend_shape[Mesh::ARRAY_TANGENT] = cylinder_array[Mesh::ARRAY_TANGENT];
Array blend_shapes{};
Array blend_shapes;
blend_shapes.push_back(blend_shape);
blend_shapes.push_back(blend_shape);
mesh->add_surface_from_arrays(Mesh::PRIMITIVE_TRIANGLES, cylinder_array, blend_shapes);
@@ -165,8 +169,7 @@ TEST_CASE("[SceneTree][ArrayMesh] Adding and modifying blendshapes.") {
SUBCASE("Can't add surface with incorrect number of blend shapes.") {
mesh->add_blend_shape(name_a);
mesh->add_blend_shape(name_b);
Ref<CylinderMesh> cylinder = memnew(CylinderMesh);
Array cylinder_array{};
Array cylinder_array;
ERR_PRINT_OFF
mesh->add_surface_from_arrays(Mesh::PRIMITIVE_TRIANGLES, cylinder_array);
ERR_PRINT_ON
@@ -176,16 +179,17 @@ TEST_CASE("[SceneTree][ArrayMesh] Adding and modifying blendshapes.") {
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{};
Ref<CylinderMesh> cylinder;
cylinder.instantiate();
Array cylinder_array;
cylinder_array.resize(Mesh::ARRAY_MAX);
cylinder->create_mesh_array(cylinder_array, 3.f, 3.f, 5.f);
Array blend_shape{};
Array blend_shape;
blend_shape.resize(Mesh::ARRAY_MAX);
blend_shape[Mesh::ARRAY_VERTEX] = cylinder_array[Mesh::ARRAY_VERTEX];
blend_shape[Mesh::ARRAY_NORMAL] = cylinder_array[Mesh::ARRAY_NORMAL];
blend_shape[Mesh::ARRAY_TANGENT] = cylinder_array[Mesh::ARRAY_TANGENT];
Array blend_shapes{};
Array blend_shapes;
blend_shapes.push_back(blend_shape);
blend_shapes.push_back(blend_shape);
mesh->add_surface_from_arrays(Mesh::PRIMITIVE_TRIANGLES, cylinder_array, blend_shapes);
@@ -203,15 +207,18 @@ TEST_CASE("[SceneTree][ArrayMesh] Adding and modifying blendshapes.") {
}
TEST_CASE("[SceneTree][ArrayMesh] Surface metadata tests.") {
Ref<ArrayMesh> mesh = memnew(ArrayMesh);
Ref<CylinderMesh> cylinder = memnew(CylinderMesh);
Array cylinder_array{};
Ref<ArrayMesh> mesh;
mesh.instantiate();
Ref<CylinderMesh> cylinder;
cylinder.instantiate();
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{};
Ref<BoxMesh> box;
box.instantiate();
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);
@@ -255,7 +262,8 @@ TEST_CASE("[SceneTree][ArrayMesh] Surface metadata tests.") {
}
SUBCASE("Set material to two different surfaces.") {
Ref<Material> mat = memnew(Material);
Ref<Material> mat;
mat.instantiate();
mesh->surface_set_material(0, mat);
CHECK(mesh->surface_get_material(0) == mat);
mesh->surface_set_material(1, mat);
@@ -263,7 +271,8 @@ TEST_CASE("[SceneTree][ArrayMesh] Surface metadata tests.") {
}
SUBCASE("Set same material multiple times doesn't change material of surface.") {
Ref<Material> mat = memnew(Material);
Ref<Material> mat;
mat.instantiate();
mesh->surface_set_material(0, mat);
mesh->surface_set_material(0, mat);
mesh->surface_set_material(0, mat);
@@ -271,8 +280,10 @@ TEST_CASE("[SceneTree][ArrayMesh] Surface metadata tests.") {
}
SUBCASE("Set material of surface then change to different material.") {
Ref<Material> mat1 = memnew(Material);
Ref<Material> mat2 = memnew(Material);
Ref<Material> mat1;
mat1.instantiate();
Ref<Material> mat2;
mat2.instantiate();
mesh->surface_set_material(1, mat1);
CHECK(mesh->surface_get_material(1) == mat1);
mesh->surface_set_material(1, mat2);
@@ -280,43 +291,48 @@ TEST_CASE("[SceneTree][ArrayMesh] Surface metadata tests.") {
}
SUBCASE("Get the LOD of the mesh.") {
Dictionary lod{};
mesh->add_surface_from_arrays(Mesh::PRIMITIVE_TRIANGLES, cylinder_array, TypedArray<Array>{}, lod);
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{};
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{};
Ref<ArrayMesh> mesh;
mesh.instantiate();
Ref<CylinderMesh> cylinder;
cylinder.instantiate();
Array cylinder_array;
cylinder_array.resize(Mesh::ARRAY_MAX);
constexpr float cylinder_radius = 3.f;
constexpr float cylinder_height = 5.f;
cylinder->create_mesh_array(cylinder_array, cylinder_radius, cylinder_radius, cylinder_height);
mesh->add_surface_from_arrays(Mesh::PRIMITIVE_TRIANGLES, cylinder_array);
Ref<BoxMesh> box = memnew(BoxMesh);
Array box_array{};
Ref<BoxMesh> box;
box.instantiate();
Array box_array;
box_array.resize(Mesh::ARRAY_MAX);
const Vector3 box_size = Vector3(2.f, 1.2f, 1.6f);
box->create_mesh_array(box_array, box_size);
mesh->add_surface_from_arrays(Mesh::PRIMITIVE_TRIANGLES, box_array);
SUBCASE("Set the shadow mesh.") {
Ref<ArrayMesh> shadow = memnew(ArrayMesh);
Ref<ArrayMesh> shadow;
shadow.instantiate();
mesh->set_shadow_mesh(shadow);
CHECK(mesh->get_shadow_mesh() == shadow);
}
SUBCASE("Set the shadow mesh multiple times.") {
Ref<ArrayMesh> shadow = memnew(ArrayMesh);
Ref<ArrayMesh> shadow;
shadow.instantiate();
mesh->set_shadow_mesh(shadow);
mesh->set_shadow_mesh(shadow);
mesh->set_shadow_mesh(shadow);
@@ -325,8 +341,10 @@ TEST_CASE("[SceneTree][ArrayMesh] Get/Set mesh metadata and actions") {
}
SUBCASE("Set the same shadow mesh on multiple meshes.") {
Ref<ArrayMesh> shadow = memnew(ArrayMesh);
Ref<ArrayMesh> mesh2 = memnew(ArrayMesh);
Ref<ArrayMesh> shadow;
shadow.instantiate();
Ref<ArrayMesh> mesh2;
mesh2.instantiate();
mesh->set_shadow_mesh(shadow);
mesh2->set_shadow_mesh(shadow);
@@ -335,22 +353,24 @@ TEST_CASE("[SceneTree][ArrayMesh] Get/Set mesh metadata and actions") {
}
SUBCASE("Set the shadow mesh and then change it.") {
Ref<ArrayMesh> shadow = memnew(ArrayMesh);
Ref<ArrayMesh> shadow;
shadow.instantiate();
mesh->set_shadow_mesh(shadow);
CHECK(mesh->get_shadow_mesh() == shadow);
Ref<ArrayMesh> shadow2 = memnew(ArrayMesh);
Ref<ArrayMesh> shadow2;
shadow2.instantiate();
mesh->set_shadow_mesh(shadow2);
CHECK(mesh->get_shadow_mesh() == shadow2);
}
SUBCASE("Set custom AABB.") {
AABB bound{};
AABB bound;
mesh->set_custom_aabb(bound);
CHECK(mesh->get_custom_aabb() == bound);
}
SUBCASE("Set custom AABB multiple times.") {
AABB bound{};
AABB bound;
mesh->set_custom_aabb(bound);
mesh->set_custom_aabb(bound);
mesh->set_custom_aabb(bound);
@@ -359,8 +379,8 @@ TEST_CASE("[SceneTree][ArrayMesh] Get/Set mesh metadata and actions") {
}
SUBCASE("Set custom AABB then change to another AABB.") {
AABB bound{};
AABB bound2{};
AABB bound;
AABB bound2;
mesh->set_custom_aabb(bound);
CHECK(mesh->get_custom_aabb() == bound);
mesh->set_custom_aabb(bound2);
@@ -380,7 +400,8 @@ TEST_CASE("[SceneTree][ArrayMesh] Get/Set mesh metadata and actions") {
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);
Ref<ArrayMesh> mesh2;
mesh2.instantiate();
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);