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#include "RadiantTest.h"
#include "ieclass.h"
#include "ientity.h"
#include "irendersystemfactory.h"
#include "iselectable.h"
#include "iselection.h"
#include "ifilesystem.h"
#include "isound.h"
#include "iundo.h"
#include "ishaders.h"
#include "render/RenderableCollectionWalker.h"
#include "render/NopVolumeTest.h"
#include "string/convert.h"
#include "transformlib.h"
#include "registry/registry.h"
#include "scenelib.h"
#include "algorithm/Entity.h"
#include "algorithm/Scene.h"
namespace test
{
using EntityTest = RadiantTest;
namespace
{
// Container for an entity under test. Stores the entity and adds it to the
// global map to enable undo.
struct TestEntity
{
IEntityNodePtr node;
Entity* spawnArgs = nullptr;
// Create an entity with the given class name
static TestEntity create(const std::string& className)
{
TestEntity result;
result.node = algorithm::createEntityByClassName(className);
result.spawnArgs = &result.node->getEntity();
// Enable undo
scene::addNodeToContainer(result.node, GlobalMapModule().getRoot());
return result;
}
// Access the spawnargs
Entity& args() { return *spawnArgs; }
};
// Obtain entity attachments as a simple std::list
std::list<Entity::Attachment> getAttachments(const IEntityNodePtr& node)
{
std::list<Entity::Attachment> attachments;
if (node)
{
node->getEntity().forEachAttachment(
[&](const Entity::Attachment& a) { attachments.push_back(a); }
);
}
return attachments;
}
}
using StringMap = std::map<std::string, std::string>;
TEST_F(EntityTest, CannotCreateEntityWithoutClass)
{
// Creating with a null entity class should throw an exception
EXPECT_THROW(GlobalEntityModule().createEntity({}), std::runtime_error);
}
TEST_F(EntityTest, CreateBasicLightEntity)
{
// Create a basic light
auto lightCls = GlobalEntityClassManager().findClass("light");
auto light = GlobalEntityModule().createEntity(lightCls);
// Light has a sensible autogenerated name
EXPECT_EQ(light->name(), "light_1");
// Entity should have a "classname" key matching the actual entity class we
// created
auto clsName = light->getEntity().getKeyValue("classname");
EXPECT_EQ(clsName, "light");
// Entity should have an IEntityClass pointer which matches the one we
// looked up
EXPECT_EQ(light->getEntity().getEntityClass().get(), lightCls.get());
// This basic light entity should have no attachments
auto attachments = getAttachments(light);
EXPECT_EQ(attachments.size(), 0);
}
TEST_F(EntityTest, EnumerateEntitySpawnargs)
{
auto light = algorithm::createEntityByClassName("light");
auto& spawnArgs = light->getEntity();
// Visit spawnargs by key and value string
StringMap keyValuesInit;
spawnArgs.forEachKeyValue([&](const std::string& k, const std::string& v) {
keyValuesInit.insert({k, v});
});
// Initial entity should have a name and a classname value and no other
// properties
EXPECT_EQ(keyValuesInit.size(), 2);
EXPECT_EQ(keyValuesInit["name"], light->name());
EXPECT_EQ(keyValuesInit["classname"], "light");
// Add some new properties of our own
spawnArgs.setKeyValue("origin", "128 256 -1024");
spawnArgs.setKeyValue("_color", "0.5 0.5 0.5");
// Ensure that our new properties are also enumerated
StringMap keyValuesAll;
spawnArgs.forEachKeyValue([&](const std::string& k, const std::string& v) {
keyValuesAll.insert({k, v});
});
EXPECT_EQ(keyValuesAll.size(), 4);
EXPECT_EQ(keyValuesAll["origin"], "128 256 -1024");
EXPECT_EQ(keyValuesAll["_color"], "0.5 0.5 0.5");
// Enumerate as full EntityKeyValue objects as well as strings
StringMap keyValuesByObj;
spawnArgs.forEachEntityKeyValue(
[&](const std::string& k, const EntityKeyValue& v) {
keyValuesByObj.insert({k, v.get()});
}
);
EXPECT_EQ(keyValuesAll, keyValuesByObj);
}
TEST_F(EntityTest, EnumerateInheritedSpawnargs)
{
auto light = algorithm::createEntityByClassName("atdm:light_base");
auto& spawnArgs = light->getEntity();
// Enumerate all keyvalues including the inherited ones
StringMap keyValues;
spawnArgs.forEachKeyValue(
[&](const std::string& k, const std::string& v) {
keyValues.insert({k, v});
},
true /* includeInherited */
);
// Check we have some inherited properties from the entitydef (including
// spawnclass from the entitydef's own parent def)
EXPECT_EQ(keyValues["spawnclass"], "idLight");
EXPECT_EQ(keyValues["shouldBeOn"], "0");
EXPECT_EQ(keyValues["AIUse"], "AIUSE_LIGHTSOURCE");
EXPECT_EQ(keyValues["noshadows"], "0");
}
TEST_F(EntityTest, GetKeyValuePairs)
{
auto torch = algorithm::createEntityByClassName("atdm:torch_brazier");
auto& spawnArgs = torch->getEntity();
using Pair = Entity::KeyValuePairs::value_type;
// Retrieve single spawnargs as single-element lists of pairs
auto classNamePairs = spawnArgs.getKeyValuePairs("classname");
EXPECT_EQ(classNamePairs.size(), 1);
EXPECT_EQ(classNamePairs[0], Pair("classname", "atdm:torch_brazier"));
auto namePairs = spawnArgs.getKeyValuePairs("name");
EXPECT_EQ(namePairs.size(), 1);
EXPECT_EQ(namePairs[0], Pair("name", "atdm_torch_brazier_1"));
// Add some spawnargs with a common prefix
const StringMap SR_KEYS{
{"sr_type_1", "blah"},
{"sr_type_2", "bleh"},
{"sR_tYpE_a", "123"},
{"SR_type_1a", "0 123 -120"},
};
for (const auto& pair: SR_KEYS)
spawnArgs.setKeyValue(pair.first, pair.second);
// Confirm all added prefix keys are found regardless of case
auto srPairs = spawnArgs.getKeyValuePairs("sr_type");
EXPECT_EQ(srPairs.size(), SR_KEYS.size());
for (const auto& pair: srPairs)
EXPECT_EQ(SR_KEYS.at(pair.first), pair.second);
}
TEST_F(EntityTest, CopySpawnargs)
{
auto light = algorithm::createEntityByClassName("atdm:light_base");
auto& spawnArgs = light->getEntity();
// Add some custom spawnargs to copy
const StringMap EXTRA_SPAWNARGS{{"first", "1"},
{"second", "two"},
{"THIRD", "3333"},
{"_color", "1 0 1"}};
for (const auto& pair: EXTRA_SPAWNARGS)
spawnArgs.setKeyValue(pair.first, pair.second);
// Clone the entity node
auto lightCopy = light->clone();
Entity* clonedEnt = Node_getEntity(lightCopy);
ASSERT_TRUE(clonedEnt);
// Clone should have all the same spawnarg strings
std::size_t count = 0;
clonedEnt->forEachKeyValue([&](const std::string& k, const std::string& v) {
EXPECT_EQ(spawnArgs.getKeyValue(k), v);
++count;
});
EXPECT_EQ(count, EXTRA_SPAWNARGS.size() + 2 /* name and classname */);
// Clone should NOT have the same actual KeyValue object pointers, although
// the count should be the same
std::set<EntityKeyValue*> origPointers;
std::set<EntityKeyValue*> copiedPointers;
spawnArgs.forEachEntityKeyValue(
[&](const std::string& k, EntityKeyValue& v) {
origPointers.insert(&v);
});
clonedEnt->forEachEntityKeyValue(
[&](const std::string& k, EntityKeyValue& v) {
copiedPointers.insert(&v);
});
EXPECT_EQ(origPointers.size(), count);
EXPECT_EQ(copiedPointers.size(), count);
std::vector<EntityKeyValue*> overlap;
std::set_intersection(origPointers.begin(), origPointers.end(),
copiedPointers.begin(), copiedPointers.end(),
std::back_inserter(overlap));
EXPECT_EQ(overlap.size(), 0);
}
TEST_F(EntityTest, UndoRedoSpawnargValueChange)
{
// Create entity with initial default args.
auto entity = TestEntity::create("bucket_metal");
// Make a simple value change
EXPECT_EQ(entity.args().getKeyValue("name"), "bucket_metal_1");
{
UndoableCommand cmd("changeKeyValue");
entity.args().setKeyValue("name", "another_bucket");
}
// Confirm we can undo this change
EXPECT_EQ(entity.args().getKeyValue("name"), "another_bucket");
GlobalUndoSystem().undo();
EXPECT_EQ(entity.args().getKeyValue("name"), "bucket_metal_1");
// Confirm we can redo the change
GlobalUndoSystem().redo();
EXPECT_EQ(entity.args().getKeyValue("name"), "another_bucket");
}
TEST_F(EntityTest, SelectEntity)
{
auto light = algorithm::createEntityByClassName("light");
// Confirm that setting entity node's selection status propagates to the
// selection system
EXPECT_EQ(GlobalSelectionSystem().countSelected(), 0);
scene::node_cast<ISelectable>(light)->setSelected(true);
EXPECT_EQ(GlobalSelectionSystem().countSelected(), 1);
scene::node_cast<ISelectable>(light)->setSelected(false);
EXPECT_EQ(GlobalSelectionSystem().countSelected(), 0);
}
TEST_F(EntityTest, DestroySelectedEntity)
{
auto light = algorithm::createEntityByClassName("light");
// Confirm that setting entity node's selection status propagates to the
// selection system
EXPECT_EQ(GlobalSelectionSystem().countSelected(), 0);
scene::node_cast<ISelectable>(light)->setSelected(true);
EXPECT_EQ(GlobalSelectionSystem().countSelected(), 1);
// Destructor called here and should not crash
}
namespace
{
// A simple RenderableCollector which just logs/stores whatever is submitted
struct TestRenderableCollector :
public render::RenderableCollectorBase
{
TestRenderableCollector(bool solid) :
renderSolid(solid)
{}
bool renderSolid;
// Count of submitted and processed renderables, and lights
int processedNodes = 0;
int highlightRenderables = 0;
std::vector<const OpenGLRenderable*> highlightRenderablePtrs;
void processNode(const scene::INodePtr& node, const VolumeTest& volume) override
{
RenderableCollectorBase::processNode(node, volume);
++processedNodes;
}
void addHighlightRenderable(const OpenGLRenderable& renderable,
const Matrix4& localToWorld) override
{
++highlightRenderables;
highlightRenderablePtrs.push_back(&renderable);
}
bool supportsFullMaterials() const override { return true; }
};
// Collection of objects needed for rendering. Since not all tests require
// rendering, these objects are in an auxiliary fixture created when needed
// rather than part of the EntityTest fixture used by every test. This class
// also implements scene::NodeVisitor enabling it to visit trees of nodes
// for rendering.
struct RenderFixture: public scene::NodeVisitor
{
RenderSystemPtr backend = GlobalRenderSystemFactory().createRenderSystem();
render::NopVolumeTest volumeTest;
TestRenderableCollector collector;
// Keep track of nodes visited
int nodesVisited = 0;
// Construct
RenderFixture(bool solid = false) :
collector(solid)
{}
// Convenience method to set render backend and traverse a node and its
// children for rendering
void renderSubGraph(const scene::INodePtr& node)
{
node->setRenderSystem(backend);
node->traverse(*this);
}
// NodeVisitor implementation
bool pre(const scene::INodePtr& node) override
{
// Count the node itself
++nodesVisited;
// Render the node in appropriate mode
node->onPreRender(volumeTest);
// Continue traversing
return true;
}
};
}
TEST_F(EntityTest, LightLocalToWorldFromOrigin)
{
auto light = algorithm::createEntityByClassName("light");
// Initial localToWorld should be identity
EXPECT_EQ(light->localToWorld(), Matrix4::getIdentity());
// Set an origin
const Vector3 ORIGIN(123, 456, -10);
light->getEntity().setKeyValue("origin", string::to_string(ORIGIN));
// localToParent should reflect the new origin
auto transformNode = std::dynamic_pointer_cast<ITransformNode>(light);
ASSERT_TRUE(transformNode);
EXPECT_EQ(transformNode->localToParent(), Matrix4::getTranslation(ORIGIN));
// Since there is no parent, the final localToWorld should be the same as
// localToParent
EXPECT_EQ(light->localToWorld(), Matrix4::getTranslation(ORIGIN));
}
TEST_F(EntityTest, LightWireframeShader)
{
auto light = algorithm::createEntityByClassName("light");
// Initially there is no shader because there is no rendersystem
auto wireSh = light->getWireShader();
EXPECT_FALSE(wireSh);
// Set a render system
RenderSystemPtr backend = GlobalRenderSystemFactory().createRenderSystem();
light->setRenderSystem(backend);
// There should be a shader now
auto newWireSh = light->getWireShader();
ASSERT_TRUE(newWireSh);
// Get the name for the shader. Since this is a simple built-in wireframe
// shader, this should be an internally-constructed name based on the entity
// colour. Note that this colour is derived from the entity *class*, which
// for "light" is a default green. Actual lights will be rendered with a
// colour based on their _color key.
EXPECT_EQ(newWireSh->getName(), "<0.000000 1.000000 0.000000>");
}
// Disabled test, since the Shader implementation currently offers no public interface
// to enumerate or inspect the submitted geometry - needs more thought
#if 0
TEST_F(EntityTest, LightVolumeColorFromColorKey)
{
// Create a default light
auto light = algorithm::createEntityByClassName("light");
{
// Render the default light
RenderFixture rf;
rf.renderSubGraph(light);
// Shader should have been submitted. Since a light's default _color is
// white, this is the shader we should get for rendering.
EXPECT_EQ(rf.collector.renderables, 1);
const Shader* shader = rf.collector.renderablePtrs.at(0).first;
ASSERT_TRUE(shader);
EXPECT_EQ(shader->getName(), "<1.000000 1.000000 1.000000>");
}
// Set a different colour on the light
light->getEntity().setKeyValue("_color", "0.75 0.25 0.1");
{
// Re-render the light
RenderFixture rf;
rf.renderSubGraph(light);
// The shader should have changed to match the new _color
EXPECT_EQ(rf.collector.renderables, 1);
const Shader* shader = rf.collector.renderablePtrs.at(0).first;
ASSERT_TRUE(shader);
EXPECT_EQ(shader->getName(), "<0.750000 0.250000 0.100000>");
}
}
TEST_F(EntityTest, OverrideLightVolumeColour)
{
// Create a light with an arbitrary colour
auto light = algorithm::createEntityByClassName("light");
light->getEntity().setKeyValue("_color", "0.25 0.55 0.9");
// Set the "override light volume colour" key
registry::setValue(colours::RKEY_OVERRIDE_LIGHTCOL, true);
{
RenderFixture rf;
rf.renderSubGraph(light);
// The shader should ignore the _color key and render based on the entity
// class colour
EXPECT_EQ(rf.collector.renderables, 1);
const Shader* shader = rf.collector.renderablePtrs.at(0).first;
ASSERT_TRUE(shader);
EXPECT_EQ(shader->getName(), "<0.000000 1.000000 0.000000>");
}
// Unset the override key
registry::setValue(colours::RKEY_OVERRIDE_LIGHTCOL, false);
{
RenderFixture rf;
rf.renderSubGraph(light);
// Light should be rendered with its original _color key again
EXPECT_EQ(rf.collector.renderables, 1);
const Shader* shader = rf.collector.renderablePtrs.at(0).first;
ASSERT_TRUE(shader);
EXPECT_EQ(shader->getName(), "<0.250000 0.550000 0.900000>");
}
// Changing the override key after deleting the light must not crash
// (because the LightNode's CachedKey is sigc::trackable)
light.reset();
registry::setValue(colours::RKEY_OVERRIDE_LIGHTCOL, true);
registry::setValue(colours::RKEY_OVERRIDE_LIGHTCOL, false);
}
#endif
TEST_F(EntityTest, FuncStaticLocalToWorld)
{
auto funcStatic = algorithm::createEntityByClassName("func_static");
funcStatic->getEntity().setKeyValue("model", "models/torch.lwo");
auto& spawnArgs = funcStatic->getEntity();
spawnArgs.setKeyValue("origin", "0 0 0");
// Initial localToWorld should be an identity matrix
EXPECT_EQ(funcStatic->localToWorld(), Matrix4::getIdentity());
// Set a new origin and make sure the localToWorld reflects the
// corresponding translation
const Vector3 MOVED(46, -128, 4096);
spawnArgs.setKeyValue("origin", string::to_string(MOVED));
EXPECT_EQ(funcStatic->localToWorld(),
Matrix4::getTranslation(MOVED));
// Clear transformation and get back to identity
spawnArgs.setKeyValue("origin", "0 0 0");
EXPECT_EQ(funcStatic->localToWorld(), Matrix4::getIdentity());
}
TEST_F(EntityTest, TranslateFuncStatic)
{
auto torch = TestEntity::create("func_static");
torch.args().setKeyValue("origin", "0 0 0");
torch.args().setKeyValue("model", "models/torch.lwo");
// Set translation via the ITransformable interface
auto transformable = scene::node_cast<ITransformable>(torch.node);
ASSERT_TRUE(transformable);
transformable->setTranslation(Vector3(128, 56, -64));
// Translation does not appear in origin spawnarg until frozen
EXPECT_EQ(torch.args().getKeyValue("origin"), "0 0 0");
transformable->freezeTransform();
EXPECT_EQ(torch.args().getKeyValue("origin"), "128 56 -64");
}
TEST_F(EntityTest, RotateFuncStatic)
{
auto torch = TestEntity::create("func_static");
torch.args().setKeyValue("origin", "0 0 0");
torch.args().setKeyValue("model", "models/torch.lwo");
// Set rotation via the ITransformable interface
auto transformable = scene::node_cast<ITransformable>(torch.node);
ASSERT_TRUE(transformable);
transformable->setRotation(Quaternion::createForEulerXYZDegrees(Vector3(0, 0, 45)));
// Should not appear in spawnargs until frozen
EXPECT_EQ(torch.args().getKeyValue("rotation"), "");
transformable->freezeTransform();
EXPECT_EQ(torch.args().getKeyValue("rotation"),
"0.707107 0.707107 0 -0.707107 0.707107 0 0 0 1");
// Applying the transform should be idempotent
transformable->freezeTransform();
EXPECT_EQ(torch.args().getKeyValue("rotation"),
"0.707107 0.707107 0 -0.707107 0.707107 0 0 0 1");
// Rotation does not change origin
EXPECT_EQ(torch.args().getKeyValue("origin"), "0 0 0");
}
TEST_F(EntityTest, RotateLight)
{
auto light = TestEntity::create("light");
light.args().setKeyValue("origin", "0 0 0");
// Rotate the light via ITransformable
auto transformable = scene::node_cast<ITransformable>(light.node);
ASSERT_TRUE(transformable);
transformable->setRotation(Quaternion::createForEulerXYZDegrees(Vector3(0, 0, 75)));
// Rotation appears after freezing transform
EXPECT_EQ(light.args().getKeyValue("rotation"), "");
transformable->freezeTransform();
EXPECT_EQ(light.args().getKeyValue("rotation"),
"0.258819 0.965926 0 -0.965926 0.258819 0 0 0 1");
}
TEST_F(EntityTest, TranslateFuncStaticAfterRotation)
{
auto torch = TestEntity::create("func_static");
torch.args().setKeyValue("origin", "0 0 0");
torch.args().setKeyValue("model", "models/torch.lwo");
// Set rotation via the ITransformable interface and freeze the transform
auto transformable = scene::node_cast<ITransformable>(torch.node);
ASSERT_TRUE(transformable);
transformable->setRotation(Quaternion::createForEulerXYZDegrees(Vector3(0, 0, 90)));
transformable->freezeTransform();
EXPECT_EQ(torch.args().getKeyValue("rotation"), "0 1 0 -1 0 0 0 0 1");
// Now add a translation
transformable->setTranslation(Vector3(-1200, 45, 962));
transformable->freezeTransform();
EXPECT_EQ(torch.args().getKeyValue("origin"), "-1200 45 962");
// Rotation must not have changed
EXPECT_EQ(torch.args().getKeyValue("rotation"), "0 1 0 -1 0 0 0 0 1");
}
TEST_F(EntityTest, TranslateLightAfterRotation)
{
auto light = TestEntity::create("light");
light.args().setKeyValue("origin", "0 0 0");
// Set rotation via the ITransformable interface and freeze the transform
auto transformable = scene::node_cast<ITransformable>(light.node);
ASSERT_TRUE(transformable);
transformable->setRotation(Quaternion::createForEulerXYZDegrees(Vector3(0, 0, 90)));
transformable->freezeTransform();
EXPECT_EQ(light.args().getKeyValue("rotation"), "0 1 0 -1 0 0 0 0 1");
// Now add a translation
transformable->setTranslation(Vector3(565.25, -450, 35.2));
transformable->freezeTransform();
EXPECT_EQ(light.args().getKeyValue("origin"), "565.25 -450 35.2");
// Rotation must not have changed
EXPECT_EQ(light.args().getKeyValue("rotation"), "0 1 0 -1 0 0 0 0 1");
}
namespace detail
{
// Returns the first render entity registered in the rendersystem, matching the given predicate
inline IRenderEntityPtr getFirstRenderEntity(std::function<bool(IRenderEntityPtr)> predicate)
{
IRenderEntityPtr result;
auto renderSystem = GlobalMapModule().getRoot()->getRenderSystem();
renderSystem->foreachEntity([&](const IRenderEntityPtr& entity)
{
if (!result && predicate(entity))
{
result = entity;
}
});
return result;
}
inline std::set<RendererLightPtr> getAllRenderLights()
{
std::set<RendererLightPtr> result;
auto renderSystem = GlobalMapModule().getRoot()->getRenderSystem();
renderSystem->foreachLight([&](const RendererLightPtr& light)
{
result.insert(light);
});
return result;
}
inline std::set<render::IRenderableObject::Ptr> getAllObjects(IRenderEntityPtr entity)
{
std::set<render::IRenderableObject::Ptr> result;
AABB hugeBounds({ 0,0,0 }, { 65536, 65536, 65536 });
entity->foreachRenderableTouchingBounds(hugeBounds, [&](const render::IRenderableObject::Ptr& object, Shader*)
{
result.insert(object);
});
return result;
}
}
TEST_F(EntityTest, ForeachAttachment)
{
// Insert a static entity with an attached light to the scene
auto torch = algorithm::createEntityByClassName("atdm:torch_brazier");
scene::addNodeToContainer(torch, GlobalMapModule().getRoot());
int attachmentCount = 0;
torch->foreachAttachment([&](const IEntityNodePtr& attachment)
{
attachmentCount++;
EXPECT_TRUE(attachment->getEntity().isOfType("light_cageflame_small"));
});
EXPECT_EQ(attachmentCount, 1) << "No attachment found on entity " << torch->name();
}
TEST_F(EntityTest, LightTransformedByParent)
{
// Parent a light to another entity (this isn't currently how the attachment
// system is implemented, but it should validate that a light node can
// inherit the transformation of its parent).
auto light = algorithm::createEntityByClassName("light");
auto parentModel = algorithm::createEntityByClassName("func_static");
parentModel->getEntity().setKeyValue("model", "models/torch.lwo");
scene::addNodeToContainer(light, parentModel);
scene::addNodeToContainer(parentModel, GlobalMapModule().getRoot());
// Parenting should automatically set the parent pointer of the child
EXPECT_EQ(light->getParent(), parentModel);
// Set an offset for the parent model
const Vector3 ORIGIN(1024, 512, -320);
parentModel->getEntity().setKeyValue("origin", string::to_string(ORIGIN));
// Parent entity should have a transform matrix corresponding to its
// translation
EXPECT_EQ(parentModel->localToWorld(), Matrix4::getTranslation(ORIGIN));
// The light itself should have the same transformation as the parent (since
// the method is localToWorld not localToParent).
EXPECT_EQ(light->localToWorld(), Matrix4::getTranslation(ORIGIN));
// Get the first light in the render system
auto lights = detail::getAllRenderLights();
EXPECT_EQ(lights.size(), 1) << "Expected 1 light registered in the render system";
auto rLight = *lights.begin();
EXPECT_EQ(rLight->getLightOrigin(), ORIGIN);
EXPECT_EQ(rLight->lightAABB().origin, ORIGIN);
EXPECT_EQ(rLight->lightAABB().extents, Vector3(320, 320, 320));
}
TEST_F(EntityTest, RenderUnselectedLightEntity)
{
RenderFixture fixture;
auto light = algorithm::createEntityByClassName("light");
scene::addNodeToContainer(light, GlobalMapModule().getRoot());
// Run the front-end collector through the scene
render::RenderableCollectionWalker::CollectRenderablesInScene(fixture.collector, fixture.volumeTest);
// Only the light origin diamond should be rendered
EXPECT_EQ(fixture.collector.highlightRenderables, 0);
}
TEST_F(EntityTest, RenderSelectedLightEntity)
{
RenderFixture fixture;
auto light = algorithm::createEntityByClassName("light");
scene::addNodeToContainer(light, GlobalMapModule().getRoot());
// Select the light then render it
Node_setSelected(light, true);
// Run the front-end collector through the scene
render::RenderableCollectionWalker::CollectRenderablesInScene(fixture.collector, fixture.volumeTest);
// With the light selected, we should get the origin diamond, the radius and
// the center vertex.
EXPECT_EQ(fixture.collector.highlightRenderables, 2);
}
TEST_F(EntityTest, RenderLightProperties)
{
auto light = algorithm::createEntityByClassName("light_torchflame_small");
scene::addNodeToContainer(light, GlobalMapModule().getRoot());
auto& spawnArgs = light->getEntity();
// Set a non-default origin for the light
static const Vector3 ORIGIN(-64, 128, 963);
spawnArgs.setKeyValue("origin", string::to_string(ORIGIN));
RenderFixture fixture;
// Run the front-end collector through the scene
render::RenderableCollectionWalker::CollectRenderablesInScene(fixture.collector, fixture.volumeTest);
// Confirm properties of the registered RendererLight
auto lights = detail::getAllRenderLights();
EXPECT_EQ(lights.size(), 1) << "Expected 1 light registered in the render system";
auto rLight = *lights.begin();
EXPECT_EQ(rLight->getLightOrigin(), ORIGIN);
EXPECT_EQ(rLight->lightAABB().origin, ORIGIN);
// Default light properties from the entitydef
EXPECT_EQ(rLight->lightAABB().extents, Vector3(240, 240, 240));
ASSERT_TRUE(rLight->getShader() && rLight->getShader()->getMaterial());
EXPECT_EQ(rLight->getShader()->getMaterial()->getName(),
"lights/biground_torchflicker");
}
TEST_F(EntityTest, RenderEmptyFuncStatic)
{
auto funcStatic = algorithm::createEntityByClassName("func_static");
// Func static without a model key is empty
RenderFixture rf;
rf.renderSubGraph(funcStatic);
EXPECT_EQ(rf.nodesVisited, 1);
}
TEST_F(EntityTest, RenderFuncStaticWithModel)
{
// Create a func_static with a model key
auto funcStatic = algorithm::createEntityByClassName("func_static");
funcStatic->getEntity().setKeyValue("model", "models/moss_patch.ase");
scene::addNodeToContainer(funcStatic, GlobalMapModule().getRoot());
// Run the front-end collector through the scene
RenderFixture fixture;
render::RenderableCollectionWalker::CollectRenderablesInScene(fixture.collector, fixture.volumeTest);
// The entity node itself does not render the model; it is a parent node
// with the model as a child (e.g. as a StaticModelNode). Therefore we
// should have called onPreRender on three nodes in total: the root, the entity and its model child.
EXPECT_EQ(fixture.collector.processedNodes, 3);
// Get the first render entity
auto entity = detail::getFirstRenderEntity([&](IRenderEntityPtr candidate)
{
return candidate == funcStatic;
});
EXPECT_TRUE(entity);
// Check the renderables attached to this entity
auto objects = detail::getAllObjects(entity);
EXPECT_EQ(objects.size(), 1) << "Expected one renderable object attached to the func_static";
}
TEST_F(EntityTest, RenderFuncStaticWithMultiSurfaceModel)
{
// Create a func_static with a model key
auto funcStatic = algorithm::createEntityByClassName("func_static");
funcStatic->getEntity().setKeyValue("model", "models/torch.lwo");
scene::addNodeToContainer(funcStatic, GlobalMapModule().getRoot());
// Run the front-end collector through the scene
RenderFixture fixture;
render::RenderableCollectionWalker::CollectRenderablesInScene(fixture.collector, fixture.volumeTest);
// Get the first render entity
auto entity = detail::getFirstRenderEntity([&](IRenderEntityPtr candidate)
{
return candidate == funcStatic;
});
EXPECT_TRUE(entity);
// Check the renderables attached to this entity
auto objects = detail::getAllObjects(entity);
// This torch model has 3 renderable surfaces
EXPECT_EQ(objects.size(), 3) << "Expected one renderable object attached to the func_static";
}
TEST_F(EntityTest, EntityNodeRGBShaderParms)
{
auto funcStatic = TestEntity::create("func_static");
// Parms 0-3 represent the colour (RGBA)
EXPECT_EQ(funcStatic.node->getShaderParm(0), 1.0f);
EXPECT_EQ(funcStatic.node->getShaderParm(1), 1.0f);
EXPECT_EQ(funcStatic.node->getShaderParm(2), 1.0f);
EXPECT_EQ(funcStatic.node->getShaderParm(3), 1.0f);
// Change the colour and observe the new shader parms
funcStatic.args().setKeyValue("_color", "0.25 0.3 0.75");
EXPECT_EQ(funcStatic.node->getShaderParm(0), 0.25f);
EXPECT_EQ(funcStatic.node->getShaderParm(1), 0.3f);
EXPECT_EQ(funcStatic.node->getShaderParm(2), 0.75f);
EXPECT_EQ(funcStatic.node->getShaderParm(3), 1.0f);
}
TEST_F(EntityTest, EntityNodeGenericShaderParms)
{
auto torch = TestEntity::create("atdm:torch_brazier");
// Initial params should be 0
EXPECT_EQ(torch.node->getShaderParm(4), 0.0f);
EXPECT_EQ(torch.node->getShaderParm(5), 0.0f);
EXPECT_EQ(torch.node->getShaderParm(8), 0.0f);
// Set some values
torch.args().setKeyValue("shaderParm4", "127");
torch.args().setKeyValue("shaderParm5", "-0.5");
torch.args().setKeyValue("shaderParm8", "10245");
// Values should be reflected in shader parm floats
EXPECT_EQ(torch.node->getShaderParm(4), 127.0f);
EXPECT_EQ(torch.node->getShaderParm(5), -0.5f);
EXPECT_EQ(torch.node->getShaderParm(8), 10245.0f);
// Remove the spawnargs again
torch.args().setKeyValue("shaderParm4", "");
torch.args().setKeyValue("shaderParm5", "");
torch.args().setKeyValue("shaderParm8", "");
// Params should revert to their initial state
EXPECT_EQ(torch.node->getShaderParm(4), 0.0f);
EXPECT_EQ(torch.node->getShaderParm(5), 0.0f);
EXPECT_EQ(torch.node->getShaderParm(8), 0.0f);
}
TEST_F(EntityTest, CreateAttachedLightEntity)
{
// Create the torch entity which has an attached light
auto torch = algorithm::createEntityByClassName("atdm:torch_brazier");
ASSERT_TRUE(torch);
// Check that the attachment spawnargs are present
const Entity& spawnArgs = torch->getEntity();
EXPECT_EQ(spawnArgs.getKeyValue("def_attach"), "light_cageflame_small");
EXPECT_EQ(spawnArgs.getKeyValue("pos_attach"), "flame");
EXPECT_EQ(spawnArgs.getKeyValue("name_attach"), "flame");
// Spawnargs should be parsed into a single attachment
auto attachments = getAttachments(torch);
EXPECT_EQ(attachments.size(), 1);
// Examine the properties of the single attachment
Entity::Attachment attachment = attachments.front();
EXPECT_EQ(attachment.eclass, spawnArgs.getKeyValue("def_attach"));
EXPECT_EQ(attachment.offset, Vector3(0, 0, 10));
EXPECT_EQ(attachment.name, spawnArgs.getKeyValue("name_attach"));
}
TEST_F(EntityTest, RenderAttachedLightEntity)
{
auto torch = TestEntity::create("atdm:torch_brazier");
// Confirm that def has the right model
EXPECT_EQ(torch.args().getKeyValue("model"), "models/torch.lwo");
RenderFixture fixture;
render::RenderableCollectionWalker::CollectRenderablesInScene(fixture.collector, fixture.volumeTest);
EXPECT_EQ(fixture.collector.processedNodes, 3);
auto lights = detail::getAllRenderLights();
EXPECT_EQ(lights.size(), 1) << "Attached light not registered";
// The submitted light should be fully realised with a light shader
auto rLight = *lights.begin();
ASSERT_TRUE(rLight);
EXPECT_TRUE(rLight->getShader());
}
TEST_F(EntityTest, AttachedLightAtCorrectPosition)
{
const Vector3 ORIGIN(256, -128, 635);
const Vector3 EXPECTED_OFFSET(0, 0, 10); // attach offset in def
// Create a torch node and set a non-zero origin
auto torch = algorithm::createEntityByClassName("atdm:torch_brazier");
torch->getEntity().setKeyValue("origin", string::to_string(ORIGIN));
scene::addNodeToContainer(torch, GlobalMapModule().getRoot());
// Render the torch
RenderFixture fixture;
render::RenderableCollectionWalker::CollectRenderablesInScene(fixture.collector, fixture.volumeTest);
auto lights = detail::getAllRenderLights();
EXPECT_EQ(lights.size(), 1) << "Attached light not registered";
auto rLight = *lights.begin();
// Check the light source's position
EXPECT_EQ(rLight->getLightOrigin(), ORIGIN + EXPECTED_OFFSET);
EXPECT_EQ(rLight->lightAABB().origin, ORIGIN + EXPECTED_OFFSET);
}
TEST_F(EntityTest, ReloadDefsDoesNotChangeAttachPos)
{
const Vector3 ORIGIN(-10, 25, 320);
const Vector3 EXPECTED_OFFSET(0, 0, 10);
// Create a torch node at the origin
auto torch = TestEntity::create("atdm:torch_brazier");
torch.args().setKeyValue("origin", string::to_string(ORIGIN));
// Reload all entity defs
GlobalEntityClassManager().reloadDefs();
// Render the torch
RenderFixture fixture;
render::RenderableCollectionWalker::CollectRenderablesInScene(fixture.collector, fixture.volumeTest);
auto lights = detail::getAllRenderLights();
EXPECT_EQ(lights.size(), 1) << "Attached light not registered";
auto rLight = *lights.begin();
// The light source should still have the expected offset
EXPECT_EQ(rLight->getLightOrigin(), ORIGIN + EXPECTED_OFFSET);
EXPECT_EQ(rLight->lightAABB().origin, ORIGIN + EXPECTED_OFFSET);
}
TEST_F(EntityTest, AttachedLightMovesWithEntity)
{
const Vector3 ORIGIN(12, -0.5, 512);
const Vector3 EXPECTED_OFFSET(0, 0, 10); // attach offset in def
// Create a torch node and set a non-zero origin
auto torch = algorithm::createEntityByClassName("atdm:torch_brazier");
torch->getEntity().setKeyValue("origin", string::to_string(ORIGIN));
scene::addNodeToContainer(torch, GlobalMapModule().getRoot());
// First render
{
RenderFixture fixture;
render::RenderableCollectionWalker::CollectRenderablesInScene(fixture.collector, fixture.volumeTest);
}
// Move the torch
const Vector3 NEW_ORIGIN = ORIGIN + Vector3(128, 512, -54);
torch->getEntity().setKeyValue("origin", string::to_string(NEW_ORIGIN));
// Render again to get positions
RenderFixture fixture;
render::RenderableCollectionWalker::CollectRenderablesInScene(fixture.collector, fixture.volumeTest);
// Access the submitted light source
auto lights = detail::getAllRenderLights();
EXPECT_EQ(lights.size(), 1) << "Attached light not registered";
auto rLight = *lights.begin();
// Check the light source's position
EXPECT_EQ(rLight->getLightOrigin(), NEW_ORIGIN + EXPECTED_OFFSET);
EXPECT_EQ(rLight->lightAABB().origin, NEW_ORIGIN + EXPECTED_OFFSET);
}
TEST_F(EntityTest, CreateAIEntity)
{
auto guard = algorithm::createEntityByClassName("atdm:ai_builder_guard");
ASSERT_TRUE(guard);
// Guard should have a hammer attachment
auto attachments = getAttachments(guard);
EXPECT_EQ(attachments.size(), 1);
EXPECT_EQ(attachments.front().eclass, "atdm:moveable_warhammer");
EXPECT_EQ(attachments.front().offset, Vector3(14, -6, -6));
EXPECT_EQ(attachments.front().joint, "Spine2");
}
namespace
{
class TestEntityObserver final :
public Entity::Observer
{
public:
bool insertFired;
bool changeFired;
bool eraseFired;
std::vector<std::pair<std::string, std::string>> insertStack;
std::vector<std::pair<std::string, std::string>> changeStack;
std::vector<std::pair<std::string, std::string>> eraseStack;
TestEntityObserver()
{
reset();
}
void reset()
{
insertFired = false;
insertStack.clear();
changeFired = false;
changeStack.clear();
eraseFired = false;
eraseStack.clear();
}
void onKeyInsert(const std::string& key, EntityKeyValue& value) override
{
insertFired = true;
insertStack.emplace_back(key, value.get());
}
void onKeyChange(const std::string& key, const std::string& value) override
{
changeFired = true;
changeStack.emplace_back(key, value);
}
void onKeyErase(const std::string& key, EntityKeyValue& value) override
{
eraseFired = true;
eraseStack.emplace_back(key, value.get());
}
};
inline bool stackHasKeyValuePair(const std::vector<std::pair<std::string, std::string>>& stack,
const std::string& key, const std::string& value)
{
auto it = std::find(stack.begin(), stack.end(), std::make_pair(key, value));
return it != stack.end();
}
inline bool stackHasKey(const std::vector<std::pair<std::string, std::string>>& stack,
const std::string& key)
{
for (const auto& pair : stack)
{
if (pair.first == key) return true;
}
return false;
}
// Test observer which keeps track of invocations and last received value
class TestKeyObserver: public KeyObserver
{
public:
int invocationCount = 0;
std::string receivedValue;
TestKeyObserver()
{
reset();
}
void reset()
{
invocationCount = 0;
receivedValue.clear();
}
// KeyObserver implementation
void onKeyValueChanged(const std::string& newValue) override
{
++invocationCount;
receivedValue = newValue;
}
// Return true if the observer has been invoked at least once
bool hasBeenInvoked() const { return invocationCount > 0; }
};
inline EntityKeyValue* findKeyValue(Entity* entity, const std::string& keyToFind)
{
EntityKeyValue* keyValue = nullptr;
entity->forEachEntityKeyValue([&](const std::string& key, EntityKeyValue& value)
{
if (!keyValue && key == keyToFind)
{
keyValue = &value;
}
});
return keyValue;
}
inline void expectKeyValuesAreEquivalent(const std::vector<std::pair<std::string, std::string>>& stack1,
const std::vector<std::pair<std::string, std::string>>& stack2)
{
EXPECT_EQ(stack1.size(), stack2.size()) << "Stack1 differs from Stack 2 in size";
for (const auto& pair : stack1)
{
EXPECT_TRUE(stackHasKeyValuePair(stack2, pair.first, pair.second)) <<
"Stack 2 was missing the key value pair " << pair.first << " = " << pair.second;
}
}
}
TEST_F(EntityTest, EntityObserverAttachDetach)
{
auto guardNode = algorithm::createEntityByClassName("atdm:ai_builder_guard");
auto guard = Node_getEntity(guardNode);
TestEntityObserver observer;
// Collect all existing key values of this entity
auto existingKeyValues = algorithm::getAllKeyValuePairs(guard);
EXPECT_FALSE(existingKeyValues.empty()) << "Entity doesn't have any keys";
// On attachment, the observer gets notified about all existing keys (insert)
guard->attachObserver(&observer);
EXPECT_EQ(observer.insertStack.size(), existingKeyValues.size()) << "Observer didn't get notified about all keys";
for (const auto& pair : existingKeyValues)
{
EXPECT_TRUE(stackHasKeyValuePair(observer.insertStack, pair.first, pair.second)) <<
"Insert stack doesn't have the expected kv " << pair.first << " = " << pair.second;
}
// Everything else should be silent
EXPECT_TRUE(observer.changeStack.empty()) << "Change stack should be clean";
EXPECT_TRUE(observer.eraseStack.empty()) << "Erase stack should be clean";
observer.reset();
// On detaching the observer receives an erase call for each key value pair
guard->detachObserver(&observer);
EXPECT_EQ(observer.eraseStack.size(), existingKeyValues.size()) << "Observer didn't get notified about all keys";
for (const auto& pair : existingKeyValues)
{
EXPECT_TRUE(stackHasKeyValuePair(observer.eraseStack, pair.first, pair.second)) <<
"Erase stack doesn't have the expected kv " << pair.first << " = " << pair.second;
}
// Everything else should be silent
EXPECT_TRUE(observer.insertStack.empty()) << "Insert stack should be clean";
EXPECT_TRUE(observer.changeStack.empty()) << "Change stack should be clean";
}
TEST_F(EntityTest, EntityObserverKeyAddition)
{
auto guardNode = algorithm::createEntityByClassName("atdm:ai_builder_guard");
auto guard = Node_getEntity(guardNode);
TestEntityObserver observer;
// Attach and reset the observer
guard->attachObserver(&observer);
observer.reset();
constexpr const char* key = "New_Unique_Key";
constexpr const char* value = "New_Unique_Value";
guard->setKeyValue(key, value);
// Assert on the new key
EXPECT_EQ(observer.insertStack.size(), 1) << "Observer didn't get notified about the new key";
EXPECT_TRUE(stackHasKeyValuePair(observer.insertStack, key, value)) <<
"Insert stack doesn't have the expected kv " << key << " = " << value;
// Everything else should be silent
EXPECT_TRUE(observer.changeStack.empty()) << "Change stack should be clean";
EXPECT_TRUE(observer.eraseStack.empty()) << "Erase stack should be clean";
observer.reset();
// On detaching the observer should receive a corresponding erase for the new key
guard->detachObserver(&observer);
EXPECT_TRUE(stackHasKeyValuePair(observer.eraseStack, key, value)) <<
"Insert stack doesn't have the expected kv " << key << " = " << value;
}
TEST_F(EntityTest, EntityObserverKeyRemoval)
{
auto guardNode = algorithm::createEntityByClassName("atdm:ai_builder_guard");
auto guard = Node_getEntity(guardNode);
TestEntityObserver observer;
constexpr const char* key = "New_Unique_Key";
constexpr const char* value = "New_Unique_Value";
guard->setKeyValue(key, value);
// Attach and reset the observer
guard->attachObserver(&observer);
observer.reset();
// Remove the key
guard->setKeyValue(key, "");
// Assert on the event that should have been received
EXPECT_EQ(observer.eraseStack.size(), 1) << "Observer didn't get notified about the removed key";
EXPECT_TRUE(stackHasKeyValuePair(observer.eraseStack, key, value)) <<
"Erase stack doesn't have the expected kv " << key << " = " << value;
// Everything else should be silent
EXPECT_TRUE(observer.changeStack.empty()) << "Change stack should be clean";
EXPECT_TRUE(observer.insertStack.empty()) << "Insert stack should be clean";
observer.reset();
// On detaching the observer should not receive a corresponding erase for the already removed key
guard->detachObserver(&observer);
EXPECT_FALSE(stackHasKeyValuePair(observer.eraseStack, key, value)) <<
"Erase stack unexpectedly contained the kv " << key << " = " << value;
}
TEST_F(EntityTest, EntityObserverKeyChange)
{
auto guardNode = algorithm::createEntityByClassName("atdm:ai_builder_guard");
auto guard = Node_getEntity(guardNode);
TestEntityObserver observer;
// Attach and reset the observer
guard->attachObserver(&observer);
observer.reset();
constexpr const char* NameKey = "name";
constexpr const char* NewName = "Ignazius";
EXPECT_FALSE(guard->getKeyValue(NameKey).empty()) << "Key " << NameKey << " must exist for this test";
guard->setKeyValue(NameKey, NewName);
// Assert on the event that should have been received
EXPECT_EQ(observer.changeStack.size(), 1) << "Observer didn't get notified about the changed key";
EXPECT_TRUE(stackHasKeyValuePair(observer.changeStack, NameKey, NewName)) <<
"Erase stack doesn't have the expected kv " << NameKey << " = " << NewName;
// Everything else should be silent
EXPECT_TRUE(observer.insertStack.empty()) << "Insert stack should be clean";
EXPECT_TRUE(observer.eraseStack.empty()) << "Erase stack should be clean";
observer.reset();
constexpr const char* EvenNewerName = "Bonifazius";
guard->setKeyValue(NameKey, EvenNewerName);
// Assert on the event that should have been received
EXPECT_EQ(observer.changeStack.size(), 1) << "Observer didn't get notified about the changed key";
EXPECT_TRUE(stackHasKeyValuePair(observer.changeStack, NameKey, EvenNewerName)) <<
"Erase stack doesn't have the expected kv " << NameKey << " = " << EvenNewerName;
// On detaching the observer should not receive a corresponding erase for the newer value
guard->detachObserver(&observer);
EXPECT_TRUE(stackHasKeyValuePair(observer.eraseStack, NameKey, EvenNewerName)) <<
"Erase stack unexpectedly contained the kv " << NameKey << " = " << EvenNewerName;
}
TEST_F(EntityTest, EntityObserverUndoRedo)
{
auto [guardNode, guard] = TestEntity::create("atdm:ai_builder_guard");
constexpr const char* NewKey = "New_Unique_Key";
constexpr const char* NewValue = "New_Unique_Value";
guard->setKeyValue(NewKey, NewValue);
constexpr const char* NewKey2 = "New_Unique_Key2";
constexpr const char* NewValue2 = "New_Unique_Value2";
constexpr const char* NameKey = "name";
constexpr const char* NewNameValue = "Ignazius";
auto originalName = guard->getKeyValue(NameKey);
TestEntityObserver observer;
// Collect all existing key values of this entity
auto keyValuesBeforeChange = algorithm::getAllKeyValuePairs(guard);
EXPECT_FALSE(keyValuesBeforeChange.empty()) << "Entity doesn't have any keys";
// On attachment, the observer gets notified about all existing keys (insert)
guard->attachObserver(&observer);
// Perform an undoable operation. The order of additions/changes/removals
// does actually matter, since adding/removing will push the whole spawnarg set to the undo stack
// whereas changing a single key will only push that single value to the stack
{
UndoableCommand cmd("testcommand");
// Add another key
guard->setKeyValue(NewKey2, NewValue2);
// Change an existing key value
guard->setKeyValue(NameKey, NewNameValue);
// Remove a previously existing key
guard->setKeyValue(NewKey, "");
}
auto keyValuesAfterChange = algorithm::getAllKeyValuePairs(guard);
observer.reset();
// UNDO
GlobalUndoSystem().undo();
// Check that the entity has now the same state as before the change
expectKeyValuesAreEquivalent(algorithm::getAllKeyValuePairs(guard), keyValuesBeforeChange);
// The Undo operation spams the observer with an erase() for each existing pair,
// and a subsequent insert() for each one imported from the undo stack
// Note that the value attached to the erase() event might depend on the order the SpawnArgs have been
// manipulated during the Undoable operation - if a key value got changed before a new one
// was added to the SpawnArg set, the value passed to erase() might differ from the case where
// these two operations were happening the other way around.
EXPECT_EQ(observer.eraseStack.size(), keyValuesAfterChange.size()) << "All keys before undo should have been reported";
for (const auto& pair : keyValuesAfterChange)
{
// Only check the key of the erase calls, not the value
EXPECT_TRUE(stackHasKey(observer.eraseStack, pair.first)) <<
"Erase stack doesn't have the expected key " << pair.first;
}
EXPECT_EQ(observer.insertStack.size(), keyValuesBeforeChange.size()) << "Not all keys got reported as re-inserted";
for (const auto& pair : keyValuesBeforeChange)
{
EXPECT_TRUE(stackHasKeyValuePair(observer.insertStack, pair.first, pair.second)) <<
"Erase stack doesn't have the expected kv " << pair.first << " = " << pair.second;
}
// The single key value change triggered one key value change notification
EXPECT_EQ(observer.changeStack.size(), 1) << "Change stack should just contain the single keyvalue change";
EXPECT_TRUE(stackHasKeyValuePair(observer.changeStack, NameKey, originalName))
<< "Change stack should just contain the single keyvalue change";
// REDO
observer.reset();
GlobalUndoSystem().redo();
// Check that the entity has now the same state as before the undo
expectKeyValuesAreEquivalent(algorithm::getAllKeyValuePairs(guard), keyValuesAfterChange);
// The Redo operation should behave analogous to the undo, report all key values before the change as erased
EXPECT_EQ(observer.eraseStack.size(), keyValuesBeforeChange.size()) << "All keys before redo should have been reported";
for (const auto& pair : keyValuesBeforeChange)
{
// Only check the key of the erase calls, not the value
EXPECT_TRUE(stackHasKey(observer.eraseStack, pair.first)) <<
"Erase stack doesn't have the expected key " << pair.first;
}
EXPECT_EQ(observer.insertStack.size(), keyValuesAfterChange.size()) << "Not all keys got reported as re-inserted";
// This can be considered a bug: on redo, not even the insert() call receives the correct
// name key value "Ignazius", instead it receives the name before the change "atdm:ai_builder_guard_1"
// So we can only assert on the key at this point
for (const auto& pair : keyValuesAfterChange)
{
EXPECT_TRUE(stackHasKey(observer.insertStack, pair.first)) <<
"Erase stack doesn't have the expected kv " << pair.first << " = " << pair.second;
}
// The single key value change triggered one key value change notification
EXPECT_EQ(observer.changeStack.size(), 1) << "Change stack should just contain the single keyvalue change";
EXPECT_TRUE(stackHasKeyValuePair(observer.changeStack, NameKey, NewNameValue))
<< "Change stack should just contain the single keyvalue change";
guard->detachObserver(&observer);
}
TEST_F(EntityTest, EntityObserverUndoSingleKeyValue)
{
auto [guardNode, guard] = TestEntity::create("atdm:ai_builder_guard");
constexpr const char* NewKey = "New_Unique_Key";
constexpr const char* NewValue = "New_Unique_Value";
guard->setKeyValue(NewKey, NewValue);
TestEntityObserver observer;
// On attachment, the observer gets notified about all existing keys (insert)
guard->attachObserver(&observer);
// Perform an undoable operation. In this scenario, we're only editing
// a single key, this means the entity is not saving the entire set to the stack
constexpr const char* SomeOtherValue = "SomeOtherValue";
{
UndoableCommand cmd("testcommand");
guard->setKeyValue(NewKey, SomeOtherValue);
}
// UNDO
observer.reset();
GlobalUndoSystem().undo();
EXPECT_EQ(guard->getKeyValue(NewKey), NewValue) << "Key value not reverted properly";
EXPECT_EQ(observer.changeStack.size(), 1) << "Reverted key didn't get reported";
EXPECT_TRUE(stackHasKeyValuePair(observer.changeStack, NewKey, NewValue)) <<
"Change stack doesn't have the expected kv " << NewKey << " = " << NewValue;
// Everything else should be silent
EXPECT_TRUE(observer.eraseStack.empty()) << "Erase stack should be clean";
EXPECT_TRUE(observer.insertStack.empty()) << "Insert stack should be clean";
// REDO
observer.reset();
GlobalUndoSystem().redo();
EXPECT_EQ(guard->getKeyValue(NewKey), SomeOtherValue) << "Key value not re-done properly";
EXPECT_EQ(observer.changeStack.size(), 1) << "Reverted key didn't get reported";
EXPECT_TRUE(stackHasKeyValuePair(observer.changeStack, NewKey, SomeOtherValue)) <<
"Change stack doesn't have the expected kv " << NewKey << " = " << SomeOtherValue;
// Everything else should be silent
EXPECT_TRUE(observer.eraseStack.empty()) << "Erase stack should be clean";
EXPECT_TRUE(observer.insertStack.empty()) << "Insert stack should be clean";
guard->detachObserver(&observer);
}
TEST_F(EntityTest, KeyObserverAttachDetach)
{
auto guardNode = algorithm::createEntityByClassName("atdm:ai_builder_guard");
auto guard = Node_getEntity(guardNode);
constexpr const char* NewKeyName = "New_Unique_Key";
constexpr const char* NewKeyValue = "New_Unique_Value";
guard->setKeyValue(NewKeyName, NewKeyValue);
TestKeyObserver observer;
EntityKeyValue* keyValue = findKeyValue(guard, NewKeyName);
EXPECT_TRUE(keyValue != nullptr) << "Could not locate the key value";
// On attachment, the observer gets notified about the existing value
keyValue->attach(observer);
EXPECT_TRUE(observer.hasBeenInvoked()) << "Observer didn't get notified on attach";
EXPECT_EQ(observer.receivedValue, NewKeyValue) << "Observer didn't get the correct value";
observer.reset();
observer.receivedValue = "dummyvalue_that_should_be_overwritten";
// On detaching the observer receives another call with an empty value
keyValue->detach(observer);
EXPECT_TRUE(observer.hasBeenInvoked()) << "Observer didn't get notified on attach";
EXPECT_EQ(observer.receivedValue, "") << "Observer didn't get the expected empty value";
}
TEST_F(EntityTest, KeyObserverValueChange)
{
auto guardNode = algorithm::createEntityByClassName("atdm:ai_builder_guard");
auto guard = Node_getEntity(guardNode);
constexpr const char* NewKeyName = "New_Unique_Key";
constexpr const char* NewKeyValue = "New_Unique_Value";
guard->setKeyValue(NewKeyName, NewKeyValue);
TestKeyObserver observer;
EntityKeyValue* keyValue = findKeyValue(guard, NewKeyName);
EXPECT_TRUE(keyValue != nullptr) << "Could not locate the key value";
keyValue->attach(observer);
observer.reset();
constexpr const char* SomeOtherValue = "SomeOtherValue";
guard->setKeyValue(NewKeyName, SomeOtherValue);
EXPECT_TRUE(observer.hasBeenInvoked()) << "Observer didn't get notified on change";
EXPECT_EQ(observer.receivedValue, SomeOtherValue) << "Observer didn't get the correct value";
// One more round, this time we use the assign() method
observer.reset();
constexpr const char* DistinguishableValue = "DistinguishableValue";
keyValue->assign(DistinguishableValue);
EXPECT_TRUE(observer.hasBeenInvoked()) << "Observer didn't get notified on assign";
EXPECT_EQ(observer.receivedValue, DistinguishableValue) << "Observer didn't get the correct value";
observer.reset();
keyValue->detach(observer);
EXPECT_TRUE(observer.hasBeenInvoked()) << "Observer didn't get notified on attach";
EXPECT_EQ(observer.receivedValue, "") << "Observer didn't get the expected empty value";
}
// Check that an KeyObserver stays attached to the key value after Undo
TEST_F(EntityTest, KeyObserverAttachedAfterUndo)
{
auto [guardNode, guard] = TestEntity::create("atdm:ai_builder_guard");
constexpr const char* NewKeyName = "New_Unique_Key";
constexpr const char* NewKeyValue = "New_Unique_Value";
guard->setKeyValue(NewKeyName, NewKeyValue);
TestKeyObserver observer;
EntityKeyValue* keyValue = findKeyValue(guard, NewKeyName);
EXPECT_TRUE(keyValue != nullptr) << "Could not locate the key value";
// Monitor this new key
keyValue->attach(observer);
observer.reset();
// Open an undoable transaction and change that keyvalue
constexpr const char* SomeOtherValue = "SomeOtherValue";
{
UndoableCommand cmd("changeKeyValue");
guard->setKeyValue(NewKeyName, SomeOtherValue);
}
EXPECT_TRUE(observer.hasBeenInvoked()) << "Observer didn't get notified on change";
EXPECT_EQ(observer.receivedValue, SomeOtherValue) << "Observer didn't get the correct value";
// Hit Undo to revert the changed value
GlobalUndoSystem().undo();
EXPECT_EQ(guard->getKeyValue(NewKeyName), NewKeyValue) << "Key is still changed after undo";
// Reset the observer and check whether it still receives messages
observer.reset();
guard->setKeyValue(NewKeyName, SomeOtherValue);
EXPECT_TRUE(observer.hasBeenInvoked()) << "Observer didn't get notified on assign";
EXPECT_EQ(observer.receivedValue, SomeOtherValue) << "Observer didn't get the correct value";
keyValue->detach(observer);
}
// Checks that the value changes by undo/redo commands are sent out to the KeyObservers
TEST_F(EntityTest, KeyObserverUndoRedoValueChange)
{
auto [guardNode, guard] = TestEntity::create("atdm:ai_builder_guard");
constexpr const char* NewKeyName = "New_Unique_Key";
constexpr const char* NewKeyValue = "New_Unique_Value";
guard->setKeyValue(NewKeyName, NewKeyValue);
TestKeyObserver observer;
EntityKeyValue* keyValue = findKeyValue(guard, NewKeyName);
EXPECT_TRUE(keyValue != nullptr) << "Could not locate the key value";
// Monitor this new key
keyValue->attach(observer);
observer.reset();
// Open an undoable transaction and change that keyvalue
constexpr const char* SomeOtherValue = "SomeOtherValue";
{
UndoableCommand cmd("changeKeyValue");
guard->setKeyValue(NewKeyName, SomeOtherValue);
}
// Undo
observer.reset();
GlobalUndoSystem().undo();
EXPECT_EQ(guard->getKeyValue(NewKeyName), NewKeyValue) << "Key value wasn't properly reverted";
EXPECT_TRUE(observer.hasBeenInvoked()) << "Observer didn't get notified on undo";
EXPECT_EQ(observer.receivedValue, NewKeyValue) << "Observer didn't get the value before change";
// Redo
observer.reset();
GlobalUndoSystem().redo();
EXPECT_EQ(guard->getKeyValue(NewKeyName), SomeOtherValue) << "Key value wasn't properly redone";
EXPECT_TRUE(observer.hasBeenInvoked()) << "Observer didn't get notified on redo";
EXPECT_EQ(observer.receivedValue, SomeOtherValue) << "Observer didn't get the value after change";
keyValue->detach(observer);
}
// KeyObserver doesn't get called when a key is removed entirely from the SpawnArgs
TEST_F(EntityTest, KeyObserverKeyRemoval)
{
auto [guardNode, guard] = TestEntity::create("atdm:ai_builder_guard");
constexpr const char* NewKeyName = "New_Unique_Key";
constexpr const char* NewKeyValue = "New_Unique_Value";
guard->setKeyValue(NewKeyName, NewKeyValue);
UndoableCommand cmd("removeKey"); // prevent the key value from going out of scope
TestKeyObserver observer;
EntityKeyValue* keyValue = findKeyValue(guard, NewKeyName);
EXPECT_TRUE(keyValue != nullptr) << "Could not locate the key value";
keyValue->attach(observer);
observer.reset();
// Remove the key
guard->setKeyValue(NewKeyName, "");
// The observer shouldn't have been notified
EXPECT_FALSE(observer.hasBeenInvoked()) << "Observer has been notified on key remove";
keyValue->detach(observer);
}
TEST_F(EntityTest, EntityNodeObserveKeyViaFunc)
{
auto [entityNode, _] = TestEntity::create("atdm:ai_builder_guard");
constexpr const char* TEST_KEY = "AnotherTestKey";
// No need for a KeyObserver, just store the info locally and bind it via lambdas
int invocationCount = 0;
std::string receivedValue;
// Observe key before creating it
entityNode->observeKey(TEST_KEY, [&](const std::string& value) {
++invocationCount;
receivedValue = value;
});
EXPECT_EQ(invocationCount, 1);
EXPECT_EQ(receivedValue, "");
// Add the key with a new value
entityNode->getEntity().setKeyValue(TEST_KEY, "First value");
EXPECT_EQ(invocationCount, 2);
EXPECT_EQ(receivedValue, "First value");
// Change the value
entityNode->getEntity().setKeyValue(TEST_KEY, "3.1425");
EXPECT_EQ(invocationCount, 3);
EXPECT_EQ(receivedValue, "3.1425");
// Remove the value
entityNode->getEntity().setKeyValue(TEST_KEY, "");
EXPECT_EQ(invocationCount, 4);
EXPECT_EQ(receivedValue, "");
// Set another value
entityNode->getEntity().setKeyValue(TEST_KEY, "-O-O-O-");
EXPECT_EQ(invocationCount, 5);
EXPECT_EQ(receivedValue, "-O-O-O-");
}
TEST_F(EntityTest, EntityNodeObserveKeyAutoDisconnect)
{
auto [entityNode, spawnArgs] = TestEntity::create("atdm:ai_builder_guard");
constexpr const char* TEST_KEY = "AnotherTestKey";
// Allocate observer on the heap, so we can free the memory and hopefully
// trigger a crash if the slot is called after deletion.
auto* observer = new TestKeyObserver();
// Observe key before creating it
entityNode->observeKey(TEST_KEY,
sigc::mem_fun(observer, &TestKeyObserver::onKeyValueChanged));
EXPECT_EQ(observer->invocationCount, 1);
EXPECT_EQ(observer->receivedValue, "");
// Destroy the observer and reclaim memory
delete observer;
// Making a new key change should not cause a crash
spawnArgs->setKeyValue(TEST_KEY, "whatever");
}
inline IEntityNodePtr findPlayerStartEntity()
{
IEntityNodePtr found;
algorithm::findFirstEntity(GlobalMapModule().getRoot(), [&](const IEntityNodePtr& entity)
{
if (entity->getEntity().getEntityClass()->getDeclName() == "info_player_start")
{
found = entity;
}
return found == nullptr;
});
return found;
}
TEST_F(EntityTest, AddPlayerStart)
{
// Empty map, check prerequisites
EXPECT_EQ(findPlayerStartEntity(), nullptr) << "Empty map shouldn't have a player start";
Vector3 position(50, 30, 40);
GlobalCommandSystem().executeCommand("PlacePlayerStart", cmd::Argument(position));
auto playerStart = findPlayerStartEntity();
EXPECT_TRUE(playerStart) << "Couldn't find the player start entity after placing it";
EXPECT_EQ(playerStart->getEntity().getKeyValue("origin"), string::to_string(position)) << "Origin has the wrong value";
EXPECT_TRUE(Node_isSelected(playerStart)) << "Player start should be selected after placement";
// Ensure this action is undoable
GlobalUndoSystem().undo();
EXPECT_EQ(findPlayerStartEntity(), nullptr) << "Couldn't undo the place player start action";
}
TEST_F(EntityTest, MovePlayerStart)
{
// Empty map, check prerequisites
auto originalPosition = "50 30 47";
auto playerStart = GlobalEntityModule().createEntity(
GlobalEntityClassManager().findOrInsert("info_player_start", false)
);
scene::addNodeToContainer(playerStart, GlobalMapModule().getRoot());
Node_getEntity(playerStart)->setKeyValue("origin", originalPosition);
Vector3 position(7, 2, -4);
GlobalCommandSystem().executeCommand("PlacePlayerStart", cmd::Argument(position));
EXPECT_EQ(Node_getEntity(playerStart)->getKeyValue("origin"), string::to_string(position)) << "Origin didn't get updated";
EXPECT_TRUE(Node_isSelected(playerStart)) << "Player start should be selected after placement";
// Ensure this action is undoable
GlobalUndoSystem().undo();
EXPECT_EQ(Node_getEntity(playerStart)->getKeyValue("origin"), originalPosition) << "Origin change didn't get undone";
}
TEST_F(EntityTest, CreateSpeaker)
{
std::string originalPosition = "50 30 47";
GlobalCommandSystem().executeCommand("CreateSpeaker", {
cmd::Argument("test/jorge"), cmd::Argument(originalPosition)
});
// The speaker should be in the map now
auto speaker = std::dynamic_pointer_cast<IEntityNode>(
algorithm::findFirstEntity(GlobalMapModule().getRoot(), [](const IEntityNodePtr& entity)
{
return entity->getEntity().getEntityClass()->getDeclName() == "speaker";
}));
EXPECT_TRUE(speaker) << "Could not locate the speaker in the map";
// Should be at the correct position
EXPECT_EQ(speaker->worldAABB().getOrigin(), string::convert<Vector3>(originalPosition));
EXPECT_EQ(speaker->getEntity().getKeyValue("origin"), originalPosition);
// Should carry the s_min/s_max/s_shader key values
EXPECT_EQ(speaker->getEntity().getKeyValue("s_shader"), "test/jorge");
auto soundShader = GlobalSoundManager().getSoundShader("test/jorge");
EXPECT_TRUE(soundShader) << "Could not locate the jorge sound shader";
EXPECT_EQ(speaker->getEntity().getKeyValue("s_mindistance"), string::to_string(soundShader->getRadii().getMin(true)));
EXPECT_EQ(speaker->getEntity().getKeyValue("s_maxdistance"), string::to_string(soundShader->getRadii().getMax(true)));
// The speaker should be selected
EXPECT_TRUE(Node_isSelected(speaker)) << "Speaker should be selected";
}
// #6062: Moving a speaker should no longer remove the s_mindistance/s_maxdistance key values on the entity
// even if they are matching the values defined in the sound shader declaration
TEST_F(EntityTest, MovingSpeakerNotRemovingDistanceArgs)
{
// Empty map, check prerequisites
GlobalCommandSystem().executeCommand("CreateSpeaker", {
cmd::Argument("test/jorge"), cmd::Argument("50 30 47")
});
auto node = algorithm::findFirstEntity(GlobalMapModule().getRoot(), [](const IEntityNodePtr& entity)
{
return entity->getEntity().getEntityClass()->getDeclName() == "speaker";
});
auto speaker = std::dynamic_pointer_cast<IEntityNode>(node);
EXPECT_TRUE(speaker);
EXPECT_NE(speaker->getEntity().getKeyValue("s_mindistance"), "");
EXPECT_NE(speaker->getEntity().getKeyValue("s_maxdistance"), "");
// Move the speaker
GlobalSelectionSystem().setSelectedAll(false);
Node_setSelected(speaker, true);
auto transformable = scene::node_cast<ITransformable>(speaker);
transformable->setType(TRANSFORM_PRIMITIVE);
transformable->setTranslation({ -64, 0, 0 });
transformable->freezeTransform();
EXPECT_NE(speaker->getEntity().getKeyValue("s_mindistance"), "") << "Key value has been lost in translation";
EXPECT_NE(speaker->getEntity().getKeyValue("s_maxdistance"), "") << "Key value has been lost in translation";
}
// #6274: Empty rotation when cloning an entity using editor_rotatable and an angle key
TEST_F(EntityTest, CloneGenericEntityRotatableAngle)
{
auto separator = algorithm::createEntityByClassName("info_vacuumSeparator");
separator->getEntity().setKeyValue("angle", "180.0");
// Direction should be negative x axis
EXPECT_TRUE(math::isNear(separator->getDirection(), Vector3(-1, 0, 0), 0.01));
// Clone the entity node
auto separatorCopy = std::dynamic_pointer_cast<IEntityNode>(separator->clone());
// Confirm the direction of clone is also negative x axis
EXPECT_TRUE(math::isNear(separatorCopy->getDirection(), Vector3(-1, 0, 0), 0.01));
Matrix4 mat = Matrix4::getRotationAboutZ(math::Degrees(180.0));
}
// Related to #6274: Confirm that still works correctly when using rotation
TEST_F(EntityTest, CloneGenericEntityRotatableRotation)
{
auto separator = algorithm::createEntityByClassName("info_vacuumSeparator");
separator->getEntity().setKeyValue("rotation", "-1 0 0 0 -1 0 0 0 1");
// Direction should be negative x axis
EXPECT_TRUE(math::isNear(separator->getDirection(), Vector3(-1, 0, 0), 0.01));
// Clone the entity node
auto separatorCopy = std::dynamic_pointer_cast<IEntityNode>(separator->clone());
// Confirm the direction of clone is also negative x axis
EXPECT_TRUE(math::isNear(separatorCopy->getDirection(), Vector3(-1, 0, 0), 0.01));
Matrix4 mat = Matrix4::getRotationAboutZ(math::Degrees(180.0));
}
}
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