/**************************************************************************/ /* 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, */ /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ /**************************************************************************/ #ifndef TEST_GLTF_EXTRAS_H #define TEST_GLTF_EXTRAS_H #include "tests/test_macros.h" #ifdef TOOLS_ENABLED #include "core/os/os.h" #include "editor/import/3d/resource_importer_scene.h" #include "modules/gltf/editor/editor_scene_importer_gltf.h" #include "modules/gltf/gltf_document.h" #include "modules/gltf/gltf_state.h" #include "scene/3d/mesh_instance_3d.h" #include "scene/3d/skeleton_3d.h" #include "scene/main/window.h" #include "scene/resources/3d/primitive_meshes.h" #include "scene/resources/material.h" #include "scene/resources/packed_scene.h" namespace TestGltfExtras { static Node *_gltf_export_then_import(Node *p_root, String &p_tempfilebase) { Ref doc; doc.instantiate(); Ref state; state.instantiate(); Error err = doc->append_from_scene(p_root, state, EditorSceneFormatImporter::IMPORT_USE_NAMED_SKIN_BINDS); CHECK_MESSAGE(err == OK, "GLTF state generation failed."); err = doc->write_to_filesystem(state, p_tempfilebase + ".gltf"); CHECK_MESSAGE(err == OK, "Writing GLTF to cache dir failed."); // Setting up importers. Ref import_scene = memnew(ResourceImporterScene("PackedScene", true)); ResourceFormatImporter::get_singleton()->add_importer(import_scene); Ref import_gltf; import_gltf.instantiate(); ResourceImporterScene::add_scene_importer(import_gltf); // GTLF importer behaves differently outside of editor, it's too late to modify Engine::get_editor_hint // as the registration of runtime extensions already happened, so remove them. See modules/gltf/register_types.cpp GLTFDocument::unregister_all_gltf_document_extensions(); HashMap options(20); options["nodes/root_type"] = ""; options["nodes/root_name"] = ""; options["nodes/apply_root_scale"] = true; options["nodes/root_scale"] = 1.0; options["meshes/ensure_tangents"] = true; options["meshes/generate_lods"] = false; options["meshes/create_shadow_meshes"] = true; options["meshes/light_baking"] = 1; options["meshes/lightmap_texel_size"] = 0.2; options["meshes/force_disable_compression"] = false; options["skins/use_named_skins"] = true; options["animation/import"] = true; options["animation/fps"] = 30; options["animation/trimming"] = false; options["animation/remove_immutable_tracks"] = true; options["import_script/path"] = ""; options["_subresources"] = Dictionary(); options["gltf/naming_version"] = 1; // Process gltf file, note that this generates `.scn` resource from the 2nd argument. err = import_scene->import(p_tempfilebase + ".gltf", p_tempfilebase, options, nullptr, nullptr, nullptr); CHECK_MESSAGE(err == OK, "GLTF import failed."); ResourceImporterScene::remove_scene_importer(import_gltf); Ref packed_scene = ResourceLoader::load(p_tempfilebase + ".scn", "", ResourceFormatLoader::CACHE_MODE_REPLACE, &err); CHECK_MESSAGE(err == OK, "Loading scene failed."); Node *p_scene = packed_scene->instantiate(); return p_scene; } TEST_CASE("[SceneTree][Node] GLTF test mesh and material meta export and import") { // Setup scene. Ref 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 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"); // Convert to GLFT and back. String tempfile = OS::get_singleton()->get_cache_path().path_join("gltf_extras"); Node *loaded = _gltf_export_then_import(original, tempfile); // 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(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_instance_3d->get_mesh(); CHECK(Dictionary(mesh->get_meta("extras"))["node_type"] == "planemesh"); Ref 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") { // 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 meshdata = memnew(PlaneMesh); meshdata->set_name("planemesh"); MeshInstance3D *mesh = memnew(MeshInstance3D); mesh->set_mesh(meshdata); mesh->set_name("mesh_instance_3d"); Node3D *scene = memnew(Node3D); SceneTree::get_singleton()->get_root()->add_child(scene); scene->add_child(skeleton); scene->add_child(mesh); scene->set_name("node3d"); // Now that both skeleton and mesh are part of scene, link them. mesh->set_skeleton_path(mesh->get_path_to(skeleton)); // Convert to GLFT and back. String tempfile = OS::get_singleton()->get_cache_path().path_join("gltf_bone_extras"); Node *loaded = _gltf_export_then_import(scene, tempfile); // Compare the results. CHECK(loaded->get_name() == "node3d"); Skeleton3D *result = Object::cast_to(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(scene); memdelete(loaded); } } // namespace TestGltfExtras #endif // TOOLS_ENABLED #endif // TEST_GLTF_EXTRAS_H