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#include "RadiantTest.h"
#include "imodel.h"
#include "imodelcache.h"
#include "imap.h"
#include "ieclass.h"
#include "ientity.h"
#include "ModelExportOptions.h"
#include "algorithm/Primitives.h"
#include "algorithm/Scene.h"
#include "scenelib.h"
#include "os/file.h"
#include "os/path.h"
#include "string/case_conv.h"
namespace test
{
using ModelExportTest = RadiantTest;
TEST_F(ModelExportTest, ExportPatchMesh)
{
// Load a map with a cylinder patch
loadMap("modelexport_patch.map");
auto patchNode = algorithm::findFirstPatchWithMaterial(GlobalMapModule().findOrInsertWorldspawn(),
"textures/darkmod/wood/boards/ship_hull_medium");
EXPECT_TRUE(patchNode);
Node_setSelected(patchNode, true);
// Choose a file in our temp data folder
std::string modRelativePath = "models/temp/temp_patch.lwo";
fs::path outputFilename = _context.getTestProjectPath();
outputFilename /= modRelativePath;
os::makeDirectory(outputFilename.parent_path().string());
auto exporter = GlobalModelFormatManager().getExporter("lwo");
cmd::ArgumentList argList;
// ExportSelectedAsModel <Path> <ExportFormat> [<ExportOrigin>] [<OriginEntityName>] [<CustomOrigin>][<SkipCaulk>][<ReplaceSelectionWithModel>][<ExportLightsAsObjects>]
argList.push_back(outputFilename.string());
argList.push_back(std::string("lwo"));
argList.push_back(model::getExportOriginString(model::ModelExportOrigin::SelectionCenter)); // centerObjects
argList.push_back(std::string()); // OriginEntityName
argList.push_back(Vector3()); // CustomOrigin
argList.push_back(true); // skipCaulk
argList.push_back(false); // replaceSelectionWithModel
argList.push_back(false); // exportLightsAsObjects
GlobalCommandSystem().executeCommand("ExportSelectedAsModel", argList);
auto model = GlobalModelCache().getModel(modRelativePath);
EXPECT_TRUE(model);
// We expect exactly the same amount of vertices as in the patch mesh
// This ensures that no vertices have been duplicated or faces separated
auto patch = std::dynamic_pointer_cast<IPatchNode>(patchNode);
EXPECT_EQ(model->getVertexCount(), patch->getPatch().getTesselatedPatchMesh().vertices.size());
// Clean up the file
fs::remove(outputFilename);
}
// #5658: Model exporter failed to write the file if the folder doesn't exist
TEST_F(ModelExportTest, ExportFolderNotExisting)
{
// Load a map with a cylinder patch
loadMap("modelexport_patch.map");
auto patchNode = algorithm::findFirstPatchWithMaterial(GlobalMapModule().findOrInsertWorldspawn(),
"textures/darkmod/wood/boards/ship_hull_medium");
EXPECT_TRUE(patchNode);
Node_setSelected(patchNode, true);
// A temporary location
fs::path outputFolder = _context.getTemporaryDataPath();
outputFolder /= "nonexistingfolder";
EXPECT_FALSE(fs::exists(outputFolder)) << "Output folder shouldn't exist";
auto exporter = GlobalModelFormatManager().getExporter("lwo");
constexpr const char* filename = "test.lwo";
auto outputPath = outputFolder / filename;
EXPECT_NO_THROW(exporter->exportToPath(outputFolder.string(), filename)) << "Exporter failed to export to " << outputPath;
EXPECT_TRUE(fs::exists(outputPath)) << "Exporter didn't create the file " << outputPath;
}
inline bool surfaceHasVertex(const model::IModelSurface& surface, const std::function<bool(const MeshVertex&)>& functor)
{
for (int i = 0; i < surface.getNumVertices(); ++i)
{
if (functor(surface.getVertex(i)))
{
return true;
}
}
return false;
}
const std::string CustomMaterialName = "custom_surface_name";
const Vector4 VertexColour1(0.1, 0.2, 0.3, 0.11);
const Vector4 VertexColour2(0.4, 0.5, 0.6, 0.12);
const Vector4 VertexColour3(0.7, 0.8, 0.9, 0.13);
inline model::ModelNodePtr getChildModelNode(const scene::INodePtr& entity)
{
// Locate the IModel node among the entity's children
model::ModelNodePtr model;
entity->foreachNode([&](const scene::INodePtr& node)
{
if (Node_isModel(node))
{
model = Node_getModel(node);
}
return true;
});
return model;
}
inline void checkVertexColoursOfExportedModel(const model::IModelExporterPtr& exporter, const std::string& outputPath_)
{
fs::path outputPath = outputPath_;
outputPath /= "models/";
fs::path filename = "dummy.lwo";
EXPECT_FALSE(fs::exists(outputPath / filename)) << filename << " already exists in " << outputPath.string();
exporter->exportToPath(outputPath.string(), filename.string());
EXPECT_TRUE(fs::exists(outputPath / filename)) << filename << " should exists in " << outputPath.string();
try
{
// Create a func_static using this new model
auto eclass = GlobalEntityClassManager().findClass("func_static");
auto entity = GlobalEntityModule().createEntity(eclass);
scene::addNodeToContainer(entity, GlobalMapModule().getRoot());
// This should assign the model node to the entity
Node_getEntity(entity)->setKeyValue("model", "models/" + filename.string());
// Locate the IModel node among the entity's children
model::ModelNodePtr model = getChildModelNode(entity);
EXPECT_TRUE(model) << "Could not locate the model node of the entity";
EXPECT_EQ(model->getIModel().getSurfaceCount(), 1);
const auto& surface = model->getIModel().getSurface(0);
EXPECT_EQ(surface.getDefaultMaterial(), CustomMaterialName);
EXPECT_EQ(surface.getNumVertices(), 3);
// The three colours we exported need to be present in the mesh
EXPECT_TRUE(surfaceHasVertex(surface, [&](const MeshVertex& vertex)
{
return math::isNear(vertex.colour, VertexColour1, 0.01);
}));
EXPECT_TRUE(surfaceHasVertex(surface, [&](const MeshVertex& vertex)
{
return math::isNear(vertex.colour, VertexColour2, 0.01);
}));
EXPECT_TRUE(surfaceHasVertex(surface, [&](const MeshVertex& vertex)
{
return math::isNear(vertex.colour, VertexColour3, 0.01);
}));
fs::remove(outputPath / filename);
}
catch (const std::exception&)
{
fs::remove(outputPath / filename);
throw;
}
}
// #5717: LWO Model exporter didn't write any vertex colours
TEST_F(ModelExportTest, LwoVertexColoursAddedByPolygon)
{
auto exporter = GlobalModelFormatManager().getExporter("lwo");
EXPECT_TRUE(exporter);
// Create a few vertices with custom colours
std::vector<model::ModelPolygon> polys;
polys.emplace_back(model::ModelPolygon
{
MeshVertex(Vertex3(1,0,0), Normal3(1,0,0), TexCoord2f(1,0), VertexColour1),
MeshVertex(Vertex3(0,1,0), Normal3(1,0,0), TexCoord2f(0,0), VertexColour2),
MeshVertex(Vertex3(1,1,0), Normal3(1,0,0), TexCoord2f(1,0), VertexColour3)
});
exporter->addPolygons(CustomMaterialName, polys, Matrix4::getIdentity());
checkVertexColoursOfExportedModel(exporter, _context.getTestProjectPath());
}
class TestModelSurface :
public model::IIndexedModelSurface
{
public:
std::vector<MeshVertex> vertices;
std::vector<unsigned int> indices;
int getNumVertices() const override
{
return static_cast<int>(vertices.size());
}
int getNumTriangles() const override
{
return static_cast<int>(indices.size() / 3);
}
const MeshVertex& getVertex(int vertexNum) const override
{
return vertices[vertexNum];
}
model::ModelPolygon getPolygon(int polygonNum) const override
{
return model::ModelPolygon
{
vertices[polygonNum * 3 + 0],
vertices[polygonNum * 3 + 1],
vertices[polygonNum * 3 + 2]
};
}
const std::string& getDefaultMaterial() const override
{
return CustomMaterialName;
}
const std::string& getActiveMaterial() const override
{
return getDefaultMaterial();
}
const std::vector<MeshVertex>& getVertexArray() const override
{
return vertices;
}
const std::vector<unsigned int>& getIndexArray() const override
{
return indices;
}
const AABB& getSurfaceBounds() const override
{
static AABB aabb;
aabb = AABB();
for (const auto& vertex : vertices)
{
aabb.includePoint(vertex);
}
return aabb;
}
};
TEST_F(ModelExportTest, LwoVertexColoursAddedBySurface)
{
auto exporter = GlobalModelFormatManager().getExporter("lwo");
EXPECT_TRUE(exporter);
// Create a few vertices with custom colours
TestModelSurface surface;
surface.vertices.emplace_back(Vertex3(1, 0, 0), Normal3(1, 0, 0), TexCoord2f(1, 0), VertexColour1);
surface.vertices.emplace_back(Vertex3(0, 1, 0), Normal3(1, 0, 0), TexCoord2f(0, 0), VertexColour2);
surface.vertices.emplace_back(Vertex3(1, 1, 0), Normal3(1, 0, 0), TexCoord2f(1, 0), VertexColour3);
surface.indices.push_back(0);
surface.indices.push_back(1);
surface.indices.push_back(2);
exporter->addSurface(surface, Matrix4::getIdentity());
checkVertexColoursOfExportedModel(exporter, _context.getTestProjectPath());
}
inline void runConverterCode(const std::string& inputPath, const std::string& outputPath)
{
auto extension = string::to_upper_copy(os::getExtension(outputPath));
EXPECT_FALSE(fs::exists(outputPath)) << outputPath << " already exists";
// Invoke the converter code
GlobalCommandSystem().executeCommand("ConvertModel", cmd::ArgumentList{ inputPath, outputPath, extension });
EXPECT_TRUE(fs::exists(outputPath)) << outputPath << " should have been created";
auto importer = GlobalModelFormatManager().getImporter(extension);
auto exportedModel = importer->loadModelFromPath(outputPath);
EXPECT_TRUE(exportedModel);
EXPECT_EQ(exportedModel->getSurfaceCount(), 3);
EXPECT_EQ(exportedModel->getVertexCount(), 180);
EXPECT_EQ(exportedModel->getPolyCount(), 258);
}
TEST_F(ModelExportTest, ConvertLwoToAse)
{
auto outputPath = _context.getTemporaryDataPath() + "conversiontest.ase";
runConverterCode(_context.getTestProjectPath() + "models/torch.lwo", outputPath);
}
TEST_F(ModelExportTest, ConvertFbxToAse)
{
auto outputPath = _context.getTemporaryDataPath() + "conversiontest.ase";
auto extension = string::to_upper_copy(os::getExtension(outputPath));
auto inputPath = _context.getTestResourcePath() + "fbx/test_cube.fbx";
EXPECT_FALSE(fs::exists(outputPath)) << outputPath << " already exists";
// Invoke the converter code
GlobalCommandSystem().executeCommand("ConvertModel", cmd::ArgumentList{ inputPath, outputPath, extension });
EXPECT_TRUE(fs::exists(outputPath)) << outputPath << " should have been created";
auto importer = GlobalModelFormatManager().getImporter(extension);
auto exportedModel = importer->loadModelFromPath(outputPath);
EXPECT_TRUE(exportedModel) << "No FBX model has been created";
EXPECT_EQ(exportedModel->getSurfaceCount(), 1);
EXPECT_EQ(exportedModel->getSurface(0).getDefaultMaterial(), "phong1");
EXPECT_EQ(exportedModel->getVertexCount(), 24);
EXPECT_EQ(exportedModel->getPolyCount(), 12);
}
TEST_F(ModelExportTest, ConvertAseToLwo)
{
// Convert the torch to ASE first, then back to LWO
auto aseOutputPath = _context.getTemporaryDataPath() + "conversiontest.ase";
runConverterCode(_context.getTestProjectPath() + "models/torch.lwo", aseOutputPath);
auto lwoOutputPath = _context.getTemporaryDataPath() + "conversiontest.lwo";
runConverterCode(aseOutputPath, lwoOutputPath);
}
// #5659: Exporting a model should be reloaded automatically
TEST_F(ModelExportTest, ExportedModelTriggersEntityRefresh)
{
auto originalModelMaterial = "textures/numbers/1";
auto changedModelMaterial = "textures/numbers/2";
auto modRelativePath = "models/refresh_test.ase";
auto aseOutputPath = _context.getTestProjectPath() + modRelativePath;
auto brush = algorithm::createCubicBrush(
GlobalMapModule().findOrInsertWorldspawn(), Vector3(0, 0, 0), originalModelMaterial);
GlobalSelectionSystem().setSelectedAll(false);
Node_setSelected(brush, true);
// Export this model to the mod-relative location
GlobalCommandSystem().executeCommand("ExportSelectedAsModel", { aseOutputPath, cmd::Argument("ase") });
// Create two entities referencing this new model
auto eclass = GlobalEntityClassManager().findClass("func_static");
auto entity1 = GlobalEntityModule().createEntity(eclass);
auto entity2 = GlobalEntityModule().createEntity(eclass);
scene::addNodeToContainer(entity1, GlobalMapModule().getRoot());
scene::addNodeToContainer(entity2, GlobalMapModule().getRoot());
// This should assign the model node to the entity
Node_getEntity(entity1)->setKeyValue("model", modRelativePath);
Node_getEntity(entity2)->setKeyValue("model", modRelativePath);
model::ModelNodePtr model1 = getChildModelNode(entity1);
model::ModelNodePtr model2 = getChildModelNode(entity2);
EXPECT_TRUE(model1) << "Could not locate the model node of the entity";
EXPECT_TRUE(model2) << "Could not locate the model node of the entity";
EXPECT_EQ(model1->getIModel().getSurface(0).getDefaultMaterial(), originalModelMaterial);
EXPECT_EQ(model2->getIModel().getSurface(0).getDefaultMaterial(), originalModelMaterial);
// Now change the brush texture and re-export the model
Node_getIBrush(brush)->setShader(changedModelMaterial);
GlobalSelectionSystem().setSelectedAll(false);
Node_setSelected(brush, true);
// Re-export this model to the mod-relative location
GlobalCommandSystem().executeCommand("ExportSelectedAsModel", { aseOutputPath, cmd::Argument("ase") });
// If all went well, the entity has automatically refreshed its model
model1 = getChildModelNode(entity1);
model2 = getChildModelNode(entity2);
EXPECT_TRUE(model1) << "Could not locate the model node of the entity";
EXPECT_TRUE(model2) << "Could not locate the model node of the entity";
EXPECT_EQ(model1->getIModel().getSurface(0).getDefaultMaterial(), changedModelMaterial);
EXPECT_EQ(model2->getIModel().getSurface(0).getDefaultMaterial(), changedModelMaterial);
fs::remove(aseOutputPath);
}
// #5705: "Replace Selection with exported Model" should preserve spawnargs
// #5858: "Replace Selection with exported Model" sets classname to "func_static".
TEST_F(ModelExportTest, ExportedModelInheritsSpawnargs)
{
auto modelPath = "models/torch.lwo";
auto exportedModelPath = "models/export_test.lwo";
auto fullModelPath = _context.getTestProjectPath() + exportedModelPath;
// Create an entity referencing this new model, let's use a mover door
auto eclass = GlobalEntityClassManager().findClass("atdm:mover_door");
auto entity = GlobalEntityModule().createEntity(eclass);
scene::addNodeToContainer(entity, GlobalMapModule().getRoot());
// This should assign the model node to the entity
Node_getEntity(entity)->setKeyValue("model", modelPath);
auto brush = algorithm::createCubicBrush(
GlobalMapModule().findOrInsertWorldspawn(), Vector3(0, 0, 0), "textures/numbers/1");
// Add another entity, which is just around to be selected
auto entity2 = GlobalEntityModule().createEntity(eclass);
scene::addNodeToContainer(entity2, GlobalMapModule().getRoot());
Node_getEntity(entity2)->setKeyValue("name", "HenryTheFifth");
Node_getEntity(entity2)->setKeyValue("henrys_key", "henrys_value");
// Set some spawnargs which should be preserved after export and give it a name
Node_getEntity(entity)->setKeyValue("name", "HarryTheTorch");
Node_getEntity(entity)->setKeyValue("dummy1", "value1");
Node_getEntity(entity)->setKeyValue("dummy2", "value2");
// Select the named entity as last item, it should dictate which spawnargs to preserve
GlobalSelectionSystem().setSelectedAll(false);
Node_setSelected(brush, true);
Node_setSelected(entity2, true);
Node_setSelected(entity, true);
// Export this model to a mod-relative location
cmd::ArgumentList argList;
// ExportSelectedAsModel <Path> <ExportFormat> [<ExportOrigin>] [<OriginEntityName>] [<CustomOrigin>][<SkipCaulk>][<ReplaceSelectionWithModel>][<ExportLightsAsObjects>]
argList.push_back(fullModelPath);
argList.push_back(os::getExtension(exportedModelPath)); // lwo
argList.push_back(model::getExportOriginString(model::ModelExportOrigin::MapOrigin)); // don't center objects
argList.push_back(std::string()); // OriginEntityName
argList.push_back(Vector3()); // CustomOrigin
argList.push_back(false); // skipCaulk
argList.push_back(true); // replaceSelectionWithModel
argList.push_back(false); // exportLightsAsObjects
GlobalCommandSystem().executeCommand("ExportSelectedAsModel", argList);
// The entities and the brush should have been replaced (remove from the scene, no parent)
EXPECT_FALSE(entity->getParent());
EXPECT_FALSE(entity2->getParent());
EXPECT_FALSE(brush->getParent());
// Henry the fifth should be gone
auto henry = algorithm::getEntityByName(GlobalMapModule().getRoot(), "HenryTheFifth");
EXPECT_FALSE(henry);
auto newEntityNode = algorithm::getEntityByName(GlobalMapModule().getRoot(), "HarryTheTorch");
EXPECT_TRUE(newEntityNode) << "Could not locate the named entity after replacing it with a model";
auto newEntity = Node_getEntity(newEntityNode);
EXPECT_EQ(newEntity->getKeyValue("name"), "HarryTheTorch");
EXPECT_EQ(newEntity->getKeyValue("model"), exportedModelPath);
EXPECT_EQ(newEntity->getKeyValue("dummy1"), "value1");
EXPECT_EQ(newEntity->getKeyValue("dummy2"), "value2");
EXPECT_EQ(newEntity->getKeyValue("classname"), "atdm:mover_door");
EXPECT_EQ(newEntity->getEntityClass()->getDeclName(), "atdm:mover_door");
// This one should not have been inherited, it was belonging to the other entity
EXPECT_EQ(newEntity->getKeyValue("henrys_key"), "");
fs::remove(fullModelPath);
}
// #55687: "Replace Selection with exported Model" should accumulate layers of selection
TEST_F(ModelExportTest, ExportedModelInheritsLayers)
{
auto modelPath = "models/torch.lwo";
auto exportedModelPath = "models/export_test.lwo";
auto fullModelPath = _context.getTestProjectPath() + exportedModelPath;
// Create an entity referencing this new model
auto eclass = GlobalEntityClassManager().findClass("func_static");
auto entity = GlobalEntityModule().createEntity(eclass);
scene::addNodeToContainer(entity, GlobalMapModule().getRoot());
// This should assign the model node to the entity
Node_getEntity(entity)->setKeyValue("model", modelPath);
auto brush1 = algorithm::createCubicBrush(
GlobalMapModule().findOrInsertWorldspawn(), Vector3(0, 0, 0), "textures/numbers/1");
auto brush2 = algorithm::createCubicBrush(
GlobalMapModule().findOrInsertWorldspawn(), Vector3(0, 0, 0), "textures/numbers/2");
auto brush3 = algorithm::createCubicBrush(
GlobalMapModule().findOrInsertWorldspawn(), Vector3(0, 0, 0), "textures/numbers/3");
auto layer1 = GlobalMapModule().getRoot()->getLayerManager().createLayer("Layer1");
auto layer2 = GlobalMapModule().getRoot()->getLayerManager().createLayer("Layer2");
auto layer3 = GlobalMapModule().getRoot()->getLayerManager().createLayer("Layer3");
// Assign the objects to a few layers
entity->assignToLayers(scene::LayerList{ layer1, layer2 });
brush1->assignToLayers(scene::LayerList{ layer1 });
brush2->assignToLayers(scene::LayerList{ layer2 });
brush3->assignToLayers(scene::LayerList{ layer3 });
// Select the objects
GlobalSelectionSystem().setSelectedAll(false);
Node_setSelected(entity, true);
Node_setSelected(brush1, true);
Node_setSelected(brush2, true);
Node_setSelected(brush3, true);
// Export this model to a mod-relative location
cmd::ArgumentList argList;
// ExportSelectedAsModel <Path> <ExportFormat> [<ExportOrigin>] [<OriginEntityName>] [<CustomOrigin>][<SkipCaulk>][<ReplaceSelectionWithModel>][<ExportLightsAsObjects>]
argList.push_back(fullModelPath);
argList.push_back(os::getExtension(exportedModelPath)); // lwo
argList.push_back(model::getExportOriginString(model::ModelExportOrigin::MapOrigin)); // don't center objects
argList.push_back(std::string()); // OriginEntityName
argList.push_back(Vector3()); // CustomOrigin
argList.push_back(false); // skipCaulk
argList.push_back(true); // replaceSelectionWithModel
argList.push_back(false); // exportLightsAsObjects
GlobalCommandSystem().executeCommand("ExportSelectedAsModel", argList);
// The entities and the brush should have been replaced (remove from the scene, no parent)
EXPECT_FALSE(entity->getParent()) << "Node should have been removed from the scene";
EXPECT_FALSE(brush1->getParent()) << "Node should have been removed from the scene";
EXPECT_FALSE(brush2->getParent()) << "Node should have been removed from the scene";
EXPECT_FALSE(brush3->getParent()) << "Node should have been removed from the scene";
EXPECT_EQ(GlobalSelectionSystem().countSelected(), 1) << "One item should be selected after export";
auto newEntity = GlobalSelectionSystem().ultimateSelected();
EXPECT_EQ(Node_getEntity(newEntity)->getKeyValue("model"), exportedModelPath);
// Check the layers of this new entity, it should contain the union of all layers
auto layers = newEntity->getLayers();
EXPECT_EQ(layers.size(), 3) << "New model should be part of 3 layers";
EXPECT_EQ(layers.count(layer1), 1) << "New model should be part of Layer 1";
EXPECT_EQ(layers.count(layer2), 1) << "New model should be part of Layer 2";
EXPECT_EQ(layers.count(layer3), 1) << "New model should be part of Layer 3";
fs::remove(fullModelPath);
}
TEST_F(ModelExportTest, ExportUsingEntityOrigin)
{
auto modelPath = "models/torch.lwo";
auto exportedModelPath = "models/export_test.lwo";
auto fullModelPath = _context.getTestProjectPath() + exportedModelPath;
// Create an entity referencing this new model
auto eclass = GlobalEntityClassManager().findClass("func_static");
auto entity = GlobalEntityModule().createEntity(eclass);
scene::addNodeToContainer(entity, GlobalMapModule().getRoot());
// This should assign the model node to the entity
Node_getEntity(entity)->setKeyValue("model", modelPath);
// Offset this entity from the origin
Node_getEntity(entity)->setKeyValue("origin", "300 400 50");
Node_setSelected(entity, true);
// Choose a file in our temp data folder
std::string modRelativePath = "models/temp/temp_model_keeping_origin.lwo";
fs::path outputFilename = _context.getTestProjectPath();
outputFilename /= modRelativePath;
os::makeDirectory(outputFilename.parent_path().string());
auto exporter = GlobalModelFormatManager().getExporter("lwo");
cmd::ArgumentList argList;
// ExportSelectedAsModel <Path> <ExportFormat> [<ExportOrigin>] [<OriginEntityName>] [<CustomOrigin>][<SkipCaulk>][<ReplaceSelectionWithModel>][<ExportLightsAsObjects>]
argList.push_back(outputFilename.string());
argList.push_back(std::string("lwo"));
argList.push_back(model::getExportOriginString(model::ModelExportOrigin::EntityOrigin)); // center objects
argList.push_back(Node_getEntity(entity)->getKeyValue("name")); // OriginEntityName
argList.push_back(Vector3()); // CustomOrigin
argList.push_back(true); // skipCaulk
argList.push_back(false); // replaceSelectionWithModel
argList.push_back(false); // exportLightsAsObjects
GlobalCommandSystem().executeCommand("ExportSelectedAsModel", argList);
auto model = GlobalModelCache().getModel(modRelativePath);
EXPECT_TRUE(model);
// Model should be centered around the entity's origin
auto entityOrigin = string::convert<Vector3>(entity->getEntity().getKeyValue("origin"));
EXPECT_TRUE(math::isNear(model->localAABB().getOrigin(), entity->worldAABB().getOrigin() - entityOrigin, 0.01));
EXPECT_TRUE(math::isNear(model->localAABB().getExtents(), entity->worldAABB().getExtents(), 0.01));
// Clean up the file
fs::remove(outputFilename);
}
TEST_F(ModelExportTest, ExportUsingCustomOrigin)
{
auto modelPath = "models/torch.lwo";
auto exportedModelPath = "models/export_test.lwo";
auto fullModelPath = _context.getTestProjectPath() + exportedModelPath;
// Create an entity referencing this new model
auto eclass = GlobalEntityClassManager().findClass("func_static");
auto entity = GlobalEntityModule().createEntity(eclass);
scene::addNodeToContainer(entity, GlobalMapModule().getRoot());
// This should assign the model node to the entity
Node_getEntity(entity)->setKeyValue("model", modelPath);
// Offset this entity from the origin
Node_getEntity(entity)->setKeyValue("origin", "300 400 50");
Node_setSelected(entity, true);
// Choose a file in our temp data folder
std::string modRelativePath = "models/temp/temp_model_keeping_origin.lwo";
fs::path outputFilename = _context.getTestProjectPath();
outputFilename /= modRelativePath;
os::makeDirectory(outputFilename.parent_path().string());
auto exporter = GlobalModelFormatManager().getExporter("lwo");
Vector3 customOrigin(70, -17, 600);
cmd::ArgumentList argList;
// ExportSelectedAsModel <Path> <ExportFormat> [<ExportOrigin>] [<OriginEntityName>] [<CustomOrigin>][<SkipCaulk>][<ReplaceSelectionWithModel>][<ExportLightsAsObjects>]
argList.push_back(outputFilename.string());
argList.push_back(std::string("lwo"));
argList.push_back(model::getExportOriginString(model::ModelExportOrigin::CustomOrigin)); // center objects
argList.push_back(std::string()); // OriginEntityName
argList.push_back(customOrigin); // CustomOrigin
argList.push_back(true); // skipCaulk
argList.push_back(false); // replaceSelectionWithModel
argList.push_back(false); // exportLightsAsObjects
GlobalCommandSystem().executeCommand("ExportSelectedAsModel", argList);
auto model = GlobalModelCache().getModel(modRelativePath);
EXPECT_TRUE(model);
// Model should be centered around the custom origin
EXPECT_TRUE(math::isNear(model->localAABB().getOrigin(), entity->worldAABB().getOrigin() - customOrigin, 0.01));
EXPECT_TRUE(math::isNear(model->localAABB().getExtents(), entity->worldAABB().getExtents(), 0.01));
// Clean up the file
fs::remove(outputFilename);
}
// #5997: ExportSelectedAsCollisionModel should auto-create any necessary folders
TEST_F(ModelExportTest, ExportSelectedAsCollisionModelCreatesFolder)
{
// Create a func_static
auto eclass = GlobalEntityClassManager().findClass("func_static");
auto entity = GlobalEntityModule().createEntity(eclass);
scene::addNodeToContainer(entity, GlobalMapModule().getRoot());
auto brush = algorithm::createCubicBrush(entity, Vector3(50, 50, 50));
// Select just the entity
GlobalSelectionSystem().setSelectedAll(false);
Node_setSelected(entity, true);
auto relativeModelPath = "models/some_folder_not_existing_outside_pk4s/testcube.ase";
auto expectedPhysicalPath = _context.getTestProjectPath() + relativeModelPath;
expectedPhysicalPath = os::replaceExtension(expectedPhysicalPath, "cm");
// Make sure the folder is not there
fs::remove_all(os::getDirectory(expectedPhysicalPath));
EXPECT_FALSE(os::fileOrDirExists(os::getDirectory(expectedPhysicalPath))) << "Folder should not exist yet";
EXPECT_FALSE(os::fileOrDirExists(expectedPhysicalPath)) << "Export CM should not exist yet";
// Export the selection as collision mesh for the torch model
GlobalCommandSystem().executeCommand("ExportSelectedAsCollisionModel", { relativeModelPath });
// Both file and folder need to exist, just check the file
EXPECT_TRUE(os::fileOrDirExists(expectedPhysicalPath)) << "Folder should have been created by ExportSelectedAsCollisionModel";
// Remove the folder after the test is done
fs::remove_all(os::getDirectory(expectedPhysicalPath));
}
}
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