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XCEngine/tests/Components/test_game_object.cpp

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#include <gtest/gtest.h>
#include <XCEngine/Components/GameObject.h>
#include <XCEngine/Components/TransformComponent.h>
#include <XCEngine/Scene/Scene.h>
#include <XCEngine/Core/Math/Vector3.h>
using namespace XCEngine::Components;
using namespace XCEngine::Math;
namespace {
class TestComponent : public Component {
public:
TestComponent() = default;
explicit TestComponent(const std::string& name) : m_customName(name) {}
std::string GetName() const override {
return m_customName.empty() ? "TestComponent" : m_customName;
}
bool m_awakeCalled = false;
bool m_startCalled = false;
bool m_updateCalled = false;
void Awake() override { m_awakeCalled = true; }
void Start() override { m_startCalled = true; }
void Update(float deltaTime) override { m_updateCalled = true; }
private:
std::string m_customName;
};
class GameObjectTest : public ::testing::Test {
protected:
void SetUp() override {
testScene = std::make_unique<Scene>("TestScene");
}
std::unique_ptr<Scene> testScene;
};
TEST(GameObject_Test, DefaultConstructor_DefaultValues) {
GameObject go;
EXPECT_EQ(go.GetName(), "GameObject");
EXPECT_TRUE(go.IsActive());
EXPECT_NE(go.GetID(), GameObject::INVALID_ID);
EXPECT_EQ(go.GetID(), 1u);
}
TEST(GameObject_Test, NamedConstructor) {
GameObject go("TestObject");
EXPECT_EQ(go.GetName(), "TestObject");
}
TEST(GameObject_Test, AddComponent_Single) {
GameObject go;
TestComponent* comp = go.AddComponent<TestComponent>();
EXPECT_NE(comp, nullptr);
EXPECT_EQ(go.GetComponent<TestComponent>(), comp);
}
TEST(GameObject_Test, AddComponent_Multiple) {
GameObject go;
TestComponent* comp1 = go.AddComponent<TestComponent>();
TestComponent* comp2 = go.AddComponent<TestComponent>();
EXPECT_NE(comp1, nullptr);
EXPECT_NE(comp2, nullptr);
EXPECT_NE(comp1, comp2);
}
TEST(GameObject_Test, AddComponent_TransformComponent) {
GameObject go;
TransformComponent* tc = go.GetTransform();
EXPECT_NE(tc, nullptr);
EXPECT_EQ(tc->GetName(), "Transform");
}
TEST(GameObject_Test, GetComponent_Exists) {
GameObject go;
TestComponent* comp = go.AddComponent<TestComponent>();
TestComponent* found = go.GetComponent<TestComponent>();
EXPECT_EQ(found, comp);
}
TEST(GameObject_Test, GetComponent_NotExists) {
GameObject go;
TestComponent* found = go.GetComponent<TestComponent>();
EXPECT_EQ(found, nullptr);
}
TEST(GameObject_Test, GetComponents_Multiple) {
GameObject go;
go.AddComponent<TestComponent>();
go.AddComponent<TestComponent>();
go.AddComponent<TestComponent>();
std::vector<TestComponent*> comps = go.GetComponents<TestComponent>();
EXPECT_EQ(comps.size(), 3u);
}
TEST(GameObject_Test, GetTransform_ReturnsTransform) {
GameObject go;
TransformComponent* tc = go.GetTransform();
EXPECT_NE(tc, nullptr);
}
TEST(GameObject_Test, SetParent_WithWorldPosition) {
GameObject parent("Parent");
GameObject child("Child");
parent.GetTransform()->SetLocalPosition(Vector3(1.0f, 0.0f, 0.0f));
child.GetTransform()->SetLocalPosition(Vector3(2.0f, 0.0f, 0.0f));
child.SetParent(&parent, true);
Vector3 childWorldPos = child.GetTransform()->GetPosition();
EXPECT_NEAR(childWorldPos.x, 2.0f, 0.001f);
}
TEST(GameObject_Test, SetParent_WithoutWorldPosition) {
GameObject parent("Parent");
GameObject child("Child");
parent.GetTransform()->SetLocalPosition(Vector3(1.0f, 0.0f, 0.0f));
child.GetTransform()->SetLocalPosition(Vector3(2.0f, 0.0f, 0.0f));
child.SetParent(&parent, false);
Vector3 childWorldPos = child.GetTransform()->GetPosition();
EXPECT_NEAR(childWorldPos.x, 3.0f, 0.001f);
}
TEST(GameObject_Test, GetChild_ValidIndex) {
GameObject parent("Parent");
GameObject child("Child");
child.SetParent(&parent);
GameObject* found = parent.GetChild(0);
EXPECT_EQ(found, &child);
}
TEST(GameObject_Test, GetChild_InvalidIndex) {
GameObject parent("Parent");
GameObject* found = parent.GetChild(0);
EXPECT_EQ(found, nullptr);
}
TEST(GameObject_Test, GetChildren_ReturnsAllChildren) {
GameObject parent("Parent");
GameObject child1("Child1");
GameObject child2("Child2");
child1.SetParent(&parent);
child2.SetParent(&parent);
std::vector<GameObject*> children = parent.GetChildren();
EXPECT_EQ(children.size(), 2u);
}
TEST(GameObject_Test, DetachChildren) {
GameObject parent("Parent");
GameObject child("Child");
child.SetParent(&parent);
EXPECT_EQ(parent.GetChildCount(), 1u);
parent.DetachChildren();
EXPECT_EQ(parent.GetChildCount(), 0u);
}
TEST(GameObject_Test, IsActive_DefaultTrue) {
GameObject go;
EXPECT_TRUE(go.IsActive());
}
TEST(GameObject_Test, SetActive_False) {
GameObject go;
go.SetActive(false);
EXPECT_FALSE(go.IsActive());
}
TEST(GameObject_Test, IsActiveInHierarchy_True) {
GameObject parent("Parent");
GameObject child("Child");
child.SetParent(&parent);
EXPECT_TRUE(child.IsActiveInHierarchy());
}
TEST(GameObject_Test, IsActiveInHierarchy_FalseWhenParentInactive) {
GameObject parent("Parent");
GameObject child("Child");
child.SetParent(&parent);
parent.SetActive(false);
EXPECT_FALSE(child.IsActiveInHierarchy());
}
TEST(GameObject_Test, Lifecycle_Awake) {
GameObject go;
TestComponent* comp = go.AddComponent<TestComponent>();
go.Awake();
EXPECT_TRUE(comp->m_awakeCalled);
}
TEST(GameObject_Test, Lifecycle_Start) {
GameObject go;
TestComponent* comp = go.AddComponent<TestComponent>();
go.Start();
EXPECT_TRUE(comp->m_startCalled);
}
TEST(GameObject_Test, Lifecycle_Update) {
GameObject go;
TestComponent* comp = go.AddComponent<TestComponent>();
go.Update(0.016f);
EXPECT_TRUE(comp->m_updateCalled);
}
TEST_F(GameObjectTest, Find_Exists) {
GameObject* go = testScene->CreateGameObject("TestObject");
GameObject* found = GameObject::Find("TestObject");
EXPECT_NE(found, nullptr);
EXPECT_EQ(found->GetName(), "TestObject");
}
TEST(GameObject_Test, Find_NotExists) {
GameObject* found = GameObject::Find("NonExistent");
EXPECT_EQ(found, nullptr);
}
TEST(GameObject_Test, GetChildCount) {
GameObject parent("Parent");
GameObject child1("Child1");
GameObject child2("Child2");
child1.SetParent(&parent);
child2.SetParent(&parent);
EXPECT_EQ(parent.GetChildCount(), 2u);
}
} // namespace