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
79 lines
4.0 KiB
C++
79 lines
4.0 KiB
C++
/**************************************************************************/
|
|
/* test_skeleton_3d.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_SKELETON_3D_H
|
|
#define TEST_SKELETON_3D_H
|
|
|
|
#include "tests/test_macros.h"
|
|
|
|
#include "scene/3d/skeleton_3d.h"
|
|
|
|
namespace TestSkeleton3D {
|
|
|
|
TEST_CASE("[Skeleton3D] Test per-bone meta") {
|
|
Skeleton3D *skeleton = memnew(Skeleton3D);
|
|
skeleton->add_bone("root");
|
|
skeleton->set_bone_rest(0, Transform3D());
|
|
|
|
// Adding meta to bone.
|
|
skeleton->set_bone_meta(0, "key1", "value1");
|
|
skeleton->set_bone_meta(0, "key2", 12345);
|
|
CHECK_MESSAGE(skeleton->get_bone_meta(0, "key1") == "value1", "Bone meta missing.");
|
|
CHECK_MESSAGE(skeleton->get_bone_meta(0, "key2") == Variant(12345), "Bone meta missing.");
|
|
|
|
// Rename bone and check if meta persists.
|
|
skeleton->set_bone_name(0, "renamed_root");
|
|
CHECK_MESSAGE(skeleton->get_bone_meta(0, "key1") == "value1", "Bone meta missing.");
|
|
CHECK_MESSAGE(skeleton->get_bone_meta(0, "key2") == Variant(12345), "Bone meta missing.");
|
|
|
|
// Retrieve list of keys.
|
|
List<StringName> keys;
|
|
skeleton->get_bone_meta_list(0, &keys);
|
|
CHECK_MESSAGE(keys.size() == 2, "Wrong number of bone meta keys.");
|
|
CHECK_MESSAGE(keys.find("key1"), "key1 not found in bone meta list");
|
|
CHECK_MESSAGE(keys.find("key2"), "key2 not found in bone meta list");
|
|
|
|
// Removing meta.
|
|
skeleton->set_bone_meta(0, "key1", Variant());
|
|
skeleton->set_bone_meta(0, "key2", Variant());
|
|
CHECK_MESSAGE(!skeleton->has_bone_meta(0, "key1"), "Bone meta key1 should be deleted.");
|
|
CHECK_MESSAGE(!skeleton->has_bone_meta(0, "key2"), "Bone meta key2 should be deleted.");
|
|
List<StringName> should_be_empty_keys;
|
|
skeleton->get_bone_meta_list(0, &should_be_empty_keys);
|
|
CHECK_MESSAGE(should_be_empty_keys.size() == 0, "Wrong number of bone meta keys.");
|
|
|
|
// Deleting non-existing key should succeed.
|
|
skeleton->set_bone_meta(0, "non-existing-key", Variant());
|
|
memdelete(skeleton);
|
|
}
|
|
} // namespace TestSkeleton3D
|
|
|
|
#endif // TEST_SKELETON_3D_H
|