0468bea899
Individual bones are not represented as `Node`s in Godot, in order to support meta functionality for them the skeleton has to carry the information similarly to how other per-bone properties are handled. - Also adds support for GLTF import/export
223 lines
9.6 KiB
C++
223 lines
9.6 KiB
C++
/**************************************************************************/
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/* test_gltf_extras.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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#ifndef TEST_GLTF_EXTRAS_H
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#define TEST_GLTF_EXTRAS_H
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#include "tests/test_macros.h"
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#ifdef TOOLS_ENABLED
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#include "core/os/os.h"
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#include "editor/import/3d/resource_importer_scene.h"
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#include "modules/gltf/editor/editor_scene_importer_gltf.h"
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#include "modules/gltf/gltf_document.h"
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#include "modules/gltf/gltf_state.h"
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#include "scene/3d/mesh_instance_3d.h"
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#include "scene/3d/skeleton_3d.h"
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#include "scene/main/window.h"
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#include "scene/resources/3d/primitive_meshes.h"
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#include "scene/resources/material.h"
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#include "scene/resources/packed_scene.h"
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namespace TestGltfExtras {
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static Node *_gltf_export_then_import(Node *p_root, String &p_tempfilebase) {
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Ref<GLTFDocument> doc;
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doc.instantiate();
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Ref<GLTFState> state;
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state.instantiate();
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Error err = doc->append_from_scene(p_root, state, EditorSceneFormatImporter::IMPORT_USE_NAMED_SKIN_BINDS);
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CHECK_MESSAGE(err == OK, "GLTF state generation failed.");
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err = doc->write_to_filesystem(state, p_tempfilebase + ".gltf");
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CHECK_MESSAGE(err == OK, "Writing GLTF to cache dir failed.");
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// Setting up importers.
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Ref<ResourceImporterScene> import_scene = memnew(ResourceImporterScene("PackedScene", true));
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ResourceFormatImporter::get_singleton()->add_importer(import_scene);
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Ref<EditorSceneFormatImporterGLTF> import_gltf;
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import_gltf.instantiate();
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ResourceImporterScene::add_scene_importer(import_gltf);
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// GTLF importer behaves differently outside of editor, it's too late to modify Engine::get_editor_hint
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// as the registration of runtime extensions already happened, so remove them. See modules/gltf/register_types.cpp
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GLTFDocument::unregister_all_gltf_document_extensions();
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HashMap<StringName, Variant> options(20);
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options["nodes/root_type"] = "";
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options["nodes/root_name"] = "";
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options["nodes/apply_root_scale"] = true;
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options["nodes/root_scale"] = 1.0;
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options["meshes/ensure_tangents"] = true;
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options["meshes/generate_lods"] = false;
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options["meshes/create_shadow_meshes"] = true;
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options["meshes/light_baking"] = 1;
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options["meshes/lightmap_texel_size"] = 0.2;
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options["meshes/force_disable_compression"] = false;
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options["skins/use_named_skins"] = true;
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options["animation/import"] = true;
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options["animation/fps"] = 30;
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options["animation/trimming"] = false;
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options["animation/remove_immutable_tracks"] = true;
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options["import_script/path"] = "";
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options["_subresources"] = Dictionary();
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options["gltf/naming_version"] = 1;
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// Process gltf file, note that this generates `.scn` resource from the 2nd argument.
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err = import_scene->import(p_tempfilebase + ".gltf", p_tempfilebase, options, nullptr, nullptr, nullptr);
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CHECK_MESSAGE(err == OK, "GLTF import failed.");
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ResourceImporterScene::remove_scene_importer(import_gltf);
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Ref<PackedScene> packed_scene = ResourceLoader::load(p_tempfilebase + ".scn", "", ResourceFormatLoader::CACHE_MODE_REPLACE, &err);
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CHECK_MESSAGE(err == OK, "Loading scene failed.");
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Node *p_scene = packed_scene->instantiate();
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return p_scene;
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}
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TEST_CASE("[SceneTree][Node] GLTF test mesh and material meta export and import") {
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// Setup scene.
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Ref<StandardMaterial3D> original_material = memnew(StandardMaterial3D);
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original_material->set_albedo(Color(1.0, .0, .0));
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original_material->set_name("material");
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Dictionary material_dict;
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material_dict["node_type"] = "material";
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original_material->set_meta("extras", material_dict);
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Ref<PlaneMesh> original_meshdata = memnew(PlaneMesh);
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original_meshdata->set_name("planemesh");
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Dictionary meshdata_dict;
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meshdata_dict["node_type"] = "planemesh";
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original_meshdata->set_meta("extras", meshdata_dict);
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original_meshdata->surface_set_material(0, original_material);
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MeshInstance3D *original_mesh_instance = memnew(MeshInstance3D);
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original_mesh_instance->set_mesh(original_meshdata);
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original_mesh_instance->set_name("mesh_instance_3d");
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Dictionary mesh_instance_dict;
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mesh_instance_dict["node_type"] = "mesh_instance_3d";
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original_mesh_instance->set_meta("extras", mesh_instance_dict);
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Node3D *original = memnew(Node3D);
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SceneTree::get_singleton()->get_root()->add_child(original);
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original->add_child(original_mesh_instance);
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original->set_name("node3d");
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Dictionary node_dict;
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node_dict["node_type"] = "node3d";
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original->set_meta("extras", node_dict);
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original->set_meta("meta_not_nested_under_extras", "should not propagate");
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// Convert to GLFT and back.
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String tempfile = OS::get_singleton()->get_cache_path().path_join("gltf_extras");
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Node *loaded = _gltf_export_then_import(original, tempfile);
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// Compare the results.
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CHECK(loaded->get_name() == "node3d");
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CHECK(Dictionary(loaded->get_meta("extras")).size() == 1);
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CHECK(Dictionary(loaded->get_meta("extras"))["node_type"] == "node3d");
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CHECK_FALSE(loaded->has_meta("meta_not_nested_under_extras"));
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CHECK_FALSE(Dictionary(loaded->get_meta("extras")).has("meta_not_nested_under_extras"));
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MeshInstance3D *mesh_instance_3d = Object::cast_to<MeshInstance3D>(loaded->find_child("mesh_instance_3d", false, true));
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CHECK(mesh_instance_3d->get_name() == "mesh_instance_3d");
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CHECK(Dictionary(mesh_instance_3d->get_meta("extras"))["node_type"] == "mesh_instance_3d");
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Ref<Mesh> mesh = mesh_instance_3d->get_mesh();
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CHECK(Dictionary(mesh->get_meta("extras"))["node_type"] == "planemesh");
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Ref<Material> material = mesh->surface_get_material(0);
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CHECK(material->get_name() == "material");
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CHECK(Dictionary(material->get_meta("extras"))["node_type"] == "material");
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memdelete(original_mesh_instance);
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memdelete(original);
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memdelete(loaded);
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}
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TEST_CASE("[SceneTree][Node] GLTF test skeleton and bone export and import") {
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// Setup scene.
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Skeleton3D *skeleton = memnew(Skeleton3D);
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skeleton->set_name("skeleton");
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Dictionary skeleton_extras;
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skeleton_extras["node_type"] = "skeleton";
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skeleton->set_meta("extras", skeleton_extras);
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skeleton->add_bone("parent");
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skeleton->set_bone_rest(0, Transform3D());
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Dictionary parent_bone_extras;
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parent_bone_extras["bone"] = "i_am_parent_bone";
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skeleton->set_bone_meta(0, "extras", parent_bone_extras);
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skeleton->add_bone("child");
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skeleton->set_bone_rest(1, Transform3D());
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skeleton->set_bone_parent(1, 0);
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Dictionary child_bone_extras;
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child_bone_extras["bone"] = "i_am_child_bone";
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skeleton->set_bone_meta(1, "extras", child_bone_extras);
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// We have to have a mesh to link with skeleton or it will not get imported.
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Ref<PlaneMesh> meshdata = memnew(PlaneMesh);
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meshdata->set_name("planemesh");
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MeshInstance3D *mesh = memnew(MeshInstance3D);
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mesh->set_mesh(meshdata);
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mesh->set_name("mesh_instance_3d");
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Node3D *scene = memnew(Node3D);
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SceneTree::get_singleton()->get_root()->add_child(scene);
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scene->add_child(skeleton);
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scene->add_child(mesh);
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scene->set_name("node3d");
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// Now that both skeleton and mesh are part of scene, link them.
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mesh->set_skeleton_path(mesh->get_path_to(skeleton));
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// Convert to GLFT and back.
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String tempfile = OS::get_singleton()->get_cache_path().path_join("gltf_bone_extras");
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Node *loaded = _gltf_export_then_import(scene, tempfile);
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// Compare the results.
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CHECK(loaded->get_name() == "node3d");
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Skeleton3D *result = Object::cast_to<Skeleton3D>(loaded->find_child("Skeleton3D", false, true));
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CHECK(result->get_bone_name(0) == "parent");
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CHECK(Dictionary(result->get_bone_meta(0, "extras"))["bone"] == "i_am_parent_bone");
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CHECK(result->get_bone_name(1) == "child");
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CHECK(Dictionary(result->get_bone_meta(1, "extras"))["bone"] == "i_am_child_bone");
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memdelete(skeleton);
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memdelete(mesh);
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memdelete(scene);
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memdelete(loaded);
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}
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} // namespace TestGltfExtras
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#endif // TOOLS_ENABLED
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#endif // TEST_GLTF_EXTRAS_H
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