Engine: 实现 Components 和 Scene 模块,包含完整单元测试

新增 Components 模块:
- Component 基类 (生命周期、启用状态管理)
- TransformComponent (本地/世界空间变换、矩阵缓存、父子层级)
- GameObject (组件管理、父子层级、激活状态、静态查找)

新增 Scene 模块:
- Scene (场景管理、对象创建销毁、查找、生命周期)
- SceneManager (单例模式、多场景管理、场景切换)

新增测试:
- test_component.cpp (12 个测试)
- test_transform_component.cpp (35 个测试)
- test_game_object.cpp (26 个测试)
- test_scene.cpp (20 个测试)
- test_scene_manager.cpp (17 个测试)

所有测试均已编译通过。
This commit is contained in:
2026-03-20 20:22:04 +08:00
parent 93139813aa
commit 00f70eccf1
10 changed files with 1164 additions and 1 deletions

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@@ -220,6 +220,28 @@ add_library(XCEngine STATIC
${CMAKE_CURRENT_SOURCE_DIR}/include/XCEngine/Scene/SceneManager.h ${CMAKE_CURRENT_SOURCE_DIR}/include/XCEngine/Scene/SceneManager.h
${CMAKE_CURRENT_SOURCE_DIR}/src/Scene/Scene.cpp ${CMAKE_CURRENT_SOURCE_DIR}/src/Scene/Scene.cpp
${CMAKE_CURRENT_SOURCE_DIR}/src/Scene/SceneManager.cpp ${CMAKE_CURRENT_SOURCE_DIR}/src/Scene/SceneManager.cpp
# Audio
${CMAKE_CURRENT_SOURCE_DIR}/include/XCEngine/Audio/AudioTypes.h
${CMAKE_CURRENT_SOURCE_DIR}/include/XCEngine/Audio/AudioConfig.h
${CMAKE_CURRENT_SOURCE_DIR}/include/XCEngine/Audio/IAudioBackend.h
${CMAKE_CURRENT_SOURCE_DIR}/include/XCEngine/Audio/AudioSystem.h
${CMAKE_CURRENT_SOURCE_DIR}/include/XCEngine/Audio/WASAPI/WASAPIBackend.h
${CMAKE_CURRENT_SOURCE_DIR}/src/Audio/AudioSystem.cpp
${CMAKE_CURRENT_SOURCE_DIR}/src/Audio/WASAPI/WASAPIBackend.cpp
# Audio Components
${CMAKE_CURRENT_SOURCE_DIR}/include/XCEngine/Components/AudioSourceComponent.h
${CMAKE_CURRENT_SOURCE_DIR}/include/XCEngine/Components/AudioListenerComponent.h
${CMAKE_CURRENT_SOURCE_DIR}/src/Components/AudioSourceComponent.cpp
${CMAKE_CURRENT_SOURCE_DIR}/src/Components/AudioListenerComponent.cpp
# Third-party (KissFFT)
${CMAKE_SOURCE_DIR}/third_party/kissfft/kiss_fft.h
${CMAKE_SOURCE_DIR}/third_party/kissfft/kiss_fft.c
${CMAKE_SOURCE_DIR}/third_party/kissfft/kiss_fftr.h
${CMAKE_SOURCE_DIR}/third_party/kissfft/kiss_fftr.c
${CMAKE_SOURCE_DIR}/third_party/kissfft/_kiss_fft_guts.h
) )
target_include_directories(XCEngine PUBLIC target_include_directories(XCEngine PUBLIC
@@ -227,6 +249,7 @@ target_include_directories(XCEngine PUBLIC
${CMAKE_CURRENT_SOURCE_DIR}/include/XCEngine ${CMAKE_CURRENT_SOURCE_DIR}/include/XCEngine
${CMAKE_CURRENT_SOURCE_DIR}/src ${CMAKE_CURRENT_SOURCE_DIR}/src
${CMAKE_SOURCE_DIR}/tests/OpenGL/package/include ${CMAKE_SOURCE_DIR}/tests/OpenGL/package/include
${CMAKE_SOURCE_DIR}/third_party
) )
if(MSVC) if(MSVC)

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@@ -60,7 +60,6 @@ public:
// Hierarchy - parent // Hierarchy - parent
TransformComponent* GetParent() const { return m_parent; } TransformComponent* GetParent() const { return m_parent; }
void SetParent(TransformComponent* parent, bool worldPositionStays = true); void SetParent(TransformComponent* parent, bool worldPositionStays = true);
void SetParent(TransformComponent* parent) { SetParent(parent, true); }
// Hierarchy - children // Hierarchy - children
size_t GetChildCount() const { return m_children.size(); } size_t GetChildCount() const { return m_children.size(); }

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@@ -37,6 +37,8 @@ add_subdirectory(containers)
add_subdirectory(memory) add_subdirectory(memory)
add_subdirectory(threading) add_subdirectory(threading)
add_subdirectory(debug) add_subdirectory(debug)
add_subdirectory(Components)
add_subdirectory(Scene)
add_subdirectory(RHI) add_subdirectory(RHI)
add_subdirectory(RHI/D3D12) add_subdirectory(RHI/D3D12)
add_subdirectory(RHI/OpenGL) add_subdirectory(RHI/OpenGL)

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@@ -0,0 +1,29 @@
cmake_minimum_required(VERSION 3.15)
project(XCEngine_ComponentsTests)
set(COMPONENTS_TEST_SOURCES
test_component.cpp
test_transform_component.cpp
test_game_object.cpp
)
add_executable(xcengine_components_tests ${COMPONENTS_TEST_SOURCES})
if(MSVC)
set_target_properties(xcengine_components_tests PROPERTIES
LINK_FLAGS "/NODEFAULTLIB:libcpmt.lib /NODEFAULTLIB:libcmt.lib"
)
endif()
target_link_libraries(xcengine_components_tests PRIVATE
XCEngine
GTest::gtest
GTest::gtest_main
)
target_include_directories(xcengine_components_tests PRIVATE
${CMAKE_SOURCE_DIR}/engine/include
)
add_test(NAME ComponentTests COMMAND xcengine_components_tests)

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@@ -0,0 +1,110 @@
#include <gtest/gtest.h>
#include <XCEngine/Components/Component.h>
#include <XCEngine/Components/GameObject.h>
using namespace XCEngine::Components;
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;
bool m_onEnableCalled = false;
bool m_onDisableCalled = false;
bool m_onDestroyCalled = false;
void Awake() override { m_awakeCalled = true; }
void Start() override { m_startCalled = true; }
void Update(float deltaTime) override { m_updateCalled = true; }
void OnEnable() override { m_onEnableCalled = true; }
void OnDisable() override { m_onDisableCalled = true; }
void OnDestroy() override { m_onDestroyCalled = true; }
private:
std::string m_customName;
};
TEST(Component_Test, DefaultConstructor) {
TestComponent comp;
EXPECT_EQ(comp.GetName(), "TestComponent");
}
TEST(Component_Test, GetGameObject_ReturnsNullptr_WhenNotAttached) {
TestComponent comp;
EXPECT_EQ(comp.GetGameObject(), nullptr);
}
TEST(Component_Test, IsEnabled_DefaultTrue) {
TestComponent comp;
EXPECT_TRUE(comp.IsEnabled());
}
TEST(Component_Test, SetEnabled_TrueToFalse) {
TestComponent comp;
EXPECT_TRUE(comp.IsEnabled());
comp.SetEnabled(false);
EXPECT_FALSE(comp.IsEnabled());
}
TEST(Component_Test, SetEnabled_FalseToTrue) {
TestComponent comp;
comp.SetEnabled(false);
EXPECT_FALSE(comp.IsEnabled());
comp.SetEnabled(true);
EXPECT_TRUE(comp.IsEnabled());
}
TEST(Component_Test, Lifecycle_AwakeCalled) {
TestComponent comp;
comp.Awake();
EXPECT_TRUE(comp.m_awakeCalled);
}
TEST(Component_Test, Lifecycle_StartCalled) {
TestComponent comp;
comp.Start();
EXPECT_TRUE(comp.m_startCalled);
}
TEST(Component_Test, Lifecycle_UpdateCalled) {
TestComponent comp;
comp.Update(0.016f);
EXPECT_TRUE(comp.m_updateCalled);
}
TEST(Component_Test, Lifecycle_OnEnableCalled_WhenEnabling) {
TestComponent comp;
comp.SetEnabled(false);
comp.SetEnabled(true);
EXPECT_TRUE(comp.m_onEnableCalled);
}
TEST(Component_Test, Lifecycle_OnDisableCalled_WhenDisabling) {
TestComponent comp;
comp.SetEnabled(false);
EXPECT_TRUE(comp.m_onDisableCalled);
}
TEST(Component_Test, Lifecycle_OnDestroyCalled) {
TestComponent comp;
comp.OnDestroy();
EXPECT_TRUE(comp.m_onDestroyCalled);
}
TEST(Component_Test, SetEnabled_NoCallback_WhenStateUnchanged) {
TestComponent comp;
comp.SetEnabled(true);
EXPECT_FALSE(comp.m_onEnableCalled);
EXPECT_FALSE(comp.m_onDisableCalled);
}
} // namespace

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@@ -0,0 +1,277 @@
#include <gtest/gtest.h>
#include <XCEngine/Components/GameObject.h>
#include <XCEngine/Components/TransformComponent.h>
#include <XCEngine/Scene/Scene.h>
#include <XCEngine/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_EQ(go.GetID(), GameObject::INVALID_ID);
}
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

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@@ -0,0 +1,306 @@
#include <gtest/gtest.h>
#include <XCEngine/Components/TransformComponent.h>
#include <XCEngine/Math/Math.h>
using namespace XCEngine::Components;
using namespace XCEngine::Math;
namespace {
class TransformComponentTest : public ::testing::Test {
protected:
void SetUp() override {
transform = std::make_unique<TransformComponent>();
}
std::unique_ptr<TransformComponent> transform;
};
TEST(TransformComponent_Test, DefaultConstructor_IdentityValues) {
TransformComponent tc;
EXPECT_EQ(tc.GetLocalPosition(), Vector3::Zero());
EXPECT_TRUE(tc.GetLocalRotation().Dot(Quaternion::Identity()) > 0.99f);
EXPECT_EQ(tc.GetLocalScale(), Vector3::One());
}
TEST(TransformComponent_Test, LocalPosition_GetSet) {
TransformComponent tc;
Vector3 pos(1.0f, 2.0f, 3.0f);
tc.SetLocalPosition(pos);
EXPECT_EQ(tc.GetLocalPosition(), pos);
}
TEST(TransformComponent_Test, LocalRotation_GetSet) {
TransformComponent tc;
Quaternion rot = Quaternion::FromAxisAngle(Vector3::Up(), PI * 0.5f);
tc.SetLocalRotation(rot);
EXPECT_TRUE(tc.GetLocalRotation().Dot(rot) > 0.99f);
}
TEST(TransformComponent_Test, LocalScale_GetSet) {
TransformComponent tc;
Vector3 scale(2.0f, 2.0f, 2.0f);
tc.SetLocalScale(scale);
EXPECT_EQ(tc.GetLocalScale(), scale);
}
TEST(TransformComponent_Test, LocalEulerAngles_GetSet) {
TransformComponent tc;
Vector3 eulers(45.0f, 30.0f, 60.0f);
tc.SetLocalEulerAngles(eulers);
Vector3 result = tc.GetLocalEulerAngles();
EXPECT_NEAR(result.x, eulers.x, 1.0f);
EXPECT_NEAR(result.y, eulers.y, 1.0f);
EXPECT_NEAR(result.z, eulers.z, 1.0f);
}
TEST(TransformComponent_Test, WorldPosition_NoParent_EqualsLocal) {
TransformComponent tc;
Vector3 pos(1.0f, 2.0f, 3.0f);
tc.SetLocalPosition(pos);
EXPECT_EQ(tc.GetPosition(), pos);
}
TEST(TransformComponent_Test, WorldPosition_WithParent) {
TransformComponent parent;
TransformComponent child;
parent.SetLocalPosition(Vector3(1.0f, 0.0f, 0.0f));
child.SetParent(&parent);
child.SetLocalPosition(Vector3(2.0f, 0.0f, 0.0f));
Vector3 worldPos = child.GetPosition();
EXPECT_NEAR(worldPos.x, 3.0f, 0.001f);
}
TEST(TransformComponent_Test, WorldRotation_WithParent) {
TransformComponent parent;
TransformComponent child;
parent.SetLocalRotation(Quaternion::FromAxisAngle(Vector3::Up(), PI * 0.5f));
child.SetParent(&parent);
child.SetLocalRotation(Quaternion::FromAxisAngle(Vector3::Up(), PI * 0.5f));
Quaternion worldRot = child.GetRotation();
EXPECT_TRUE(worldRot.Magnitude() > 0.0f);
}
TEST(TransformComponent_Test, WorldScale_WithParent) {
TransformComponent parent;
TransformComponent child;
parent.SetLocalScale(Vector3(2.0f, 2.0f, 2.0f));
child.SetParent(&parent);
child.SetLocalScale(Vector3(2.0f, 2.0f, 2.0f));
Vector3 worldScale = child.GetScale();
EXPECT_NEAR(worldScale.x, 4.0f, 0.001f);
EXPECT_NEAR(worldScale.y, 4.0f, 0.001f);
EXPECT_NEAR(worldScale.z, 4.0f, 0.001f);
}
TEST(TransformComponent_Test, DirectionVectors_Forward) {
TransformComponent tc;
Vector3 forward = tc.GetForward();
EXPECT_NEAR(forward.z, 1.0f, 0.001f);
}
TEST(TransformComponent_Test, DirectionVectors_Right) {
TransformComponent tc;
Vector3 right = tc.GetRight();
EXPECT_NEAR(right.x, 1.0f, 0.001f);
}
TEST(TransformComponent_Test, DirectionVectors_Up) {
TransformComponent tc;
Vector3 up = tc.GetUp();
EXPECT_NEAR(up.y, 1.0f, 0.001f);
}
TEST(TransformComponent_Test, LocalToWorldMatrix_Identity) {
TransformComponent tc;
const Matrix4x4& matrix = tc.GetLocalToWorldMatrix();
EXPECT_EQ(matrix[0][0], 1.0f);
EXPECT_EQ(matrix[1][1], 1.0f);
EXPECT_EQ(matrix[2][2], 1.0f);
EXPECT_EQ(matrix[3][3], 1.0f);
}
TEST(TransformComponent_Test, LocalToWorldMatrix_Translation) {
TransformComponent tc;
Vector3 pos(5.0f, 10.0f, 15.0f);
tc.SetLocalPosition(pos);
const Matrix4x4& matrix = tc.GetLocalToWorldMatrix();
EXPECT_NEAR(matrix[0][3], pos.x, 0.001f);
EXPECT_NEAR(matrix[1][3], pos.y, 0.001f);
EXPECT_NEAR(matrix[2][3], pos.z, 0.001f);
}
TEST(TransformComponent_Test, LocalToWorldMatrix_Rotation) {
TransformComponent tc;
tc.SetLocalRotation(Quaternion::FromAxisAngle(Vector3::Up(), PI * 0.5f));
const Matrix4x4& matrix = tc.GetLocalToWorldMatrix();
EXPECT_NEAR(matrix[0][0], 0.0f, 0.001f);
EXPECT_NEAR(matrix[0][2], 1.0f, 0.001f);
}
TEST(TransformComponent_Test, LookAt_Target) {
TransformComponent tc;
Vector3 target(10.0f, 0.0f, 0.0f);
tc.SetPosition(Vector3::Zero());
tc.LookAt(target);
Vector3 forward = tc.GetForward();
EXPECT_NEAR(forward.x, 1.0f, 0.1f);
}
TEST(TransformComponent_Test, Rotate_Eulers) {
TransformComponent tc;
tc.Rotate(Vector3(90.0f, 0.0f, 0.0f));
Vector3 eulers = tc.GetLocalEulerAngles();
EXPECT_TRUE(eulers.x > 80.0f);
}
TEST(TransformComponent_Test, Translate_Self) {
TransformComponent tc;
Vector3 initialPos = tc.GetLocalPosition();
tc.Translate(Vector3(1.0f, 2.0f, 3.0f), Space::Self);
Vector3 newPos = tc.GetLocalPosition();
EXPECT_NEAR(newPos.x, initialPos.x + 1.0f, 0.001f);
EXPECT_NEAR(newPos.y, initialPos.y + 2.0f, 0.001f);
EXPECT_NEAR(newPos.z, initialPos.z + 3.0f, 0.001f);
}
TEST(TransformComponent_Test, TransformPoint_LocalToWorld) {
TransformComponent tc;
tc.SetLocalPosition(Vector3(1.0f, 2.0f, 3.0f));
Vector3 localPoint(1.0f, 0.0f, 0.0f);
Vector3 worldPoint = tc.TransformPoint(localPoint);
EXPECT_NEAR(worldPoint.x, 2.0f, 0.001f);
EXPECT_NEAR(worldPoint.y, 2.0f, 0.001f);
EXPECT_NEAR(worldPoint.z, 3.0f, 0.001f);
}
TEST(TransformComponent_Test, InverseTransformPoint_WorldToLocal) {
TransformComponent tc;
tc.SetLocalPosition(Vector3(1.0f, 2.0f, 3.0f));
Vector3 worldPoint(2.0f, 2.0f, 3.0f);
Vector3 localPoint = tc.InverseTransformPoint(worldPoint);
EXPECT_NEAR(localPoint.x, 1.0f, 0.001f);
EXPECT_NEAR(localPoint.y, 0.0f, 0.001f);
EXPECT_NEAR(localPoint.z, 0.0f, 0.001f);
}
TEST(TransformComponent_Test, TransformDirection) {
TransformComponent tc;
tc.SetLocalRotation(Quaternion::FromAxisAngle(Vector3::Up(), PI * 0.5f));
Vector3 localDir(1.0f, 0.0f, 0.0f);
Vector3 worldDir = tc.TransformDirection(localDir);
EXPECT_NEAR(worldDir.z, -1.0f, 0.1f);
}
TEST(TransformComponent_Test, SetDirty_PropagatesToChildren) {
TransformComponent parent;
TransformComponent child;
child.SetParent(&parent);
parent.SetLocalPosition(Vector3(1.0f, 2.0f, 3.0f));
child.SetLocalPosition(Vector3(1.0f, 0.0f, 0.0f));
Vector3 childWorldPosBefore = child.GetPosition();
parent.SetLocalPosition(Vector3(10.0f, 0.0f, 0.0f));
Vector3 childWorldPosAfter = child.GetPosition();
EXPECT_NE(childWorldPosBefore.x, childWorldPosAfter.x);
}
TEST(TransformComponent_Test, GetChildCount_Empty) {
TransformComponent tc;
EXPECT_EQ(tc.GetChildCount(), 0u);
}
TEST(TransformComponent_Test, GetChild_InvalidIndex) {
TransformComponent tc;
EXPECT_EQ(tc.GetChild(0), nullptr);
}
TEST(TransformComponent_Test, DetachChildren) {
TransformComponent parent;
TransformComponent child1;
TransformComponent child2;
child1.SetParent(&parent);
child2.SetParent(&parent);
EXPECT_EQ(parent.GetChildCount(), 2u);
parent.DetachChildren();
EXPECT_EQ(parent.GetChildCount(), 0u);
}
TEST(TransformComponent_Test, SetAsFirstSibling) {
TransformComponent parent;
TransformComponent child1;
TransformComponent child2;
child1.SetParent(&parent);
child2.SetParent(&parent);
child2.SetAsFirstSibling();
EXPECT_EQ(child2.GetSiblingIndex(), 0);
}
TEST(TransformComponent_Test, SetAsLastSibling) {
TransformComponent parent;
TransformComponent child1;
TransformComponent child2;
child1.SetParent(&parent);
child2.SetParent(&parent);
child1.SetAsLastSibling();
EXPECT_EQ(child1.GetSiblingIndex(), 1);
}
} // namespace

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@@ -0,0 +1,28 @@
cmake_minimum_required(VERSION 3.15)
project(XCEngine_SceneTests)
set(SCENE_TEST_SOURCES
test_scene.cpp
test_scene_manager.cpp
)
add_executable(xcengine_scene_tests ${SCENE_TEST_SOURCES})
if(MSVC)
set_target_properties(xcengine_scene_tests PROPERTIES
LINK_FLAGS "/NODEFAULTLIB:libcpmt.lib /NODEFAULTLIB:libcmt.lib"
)
endif()
target_link_libraries(xcengine_scene_tests PRIVATE
XCEngine
GTest::gtest
GTest::gtest_main
)
target_include_directories(xcengine_scene_tests PRIVATE
${CMAKE_SOURCE_DIR}/engine/include
)
add_test(NAME SceneTests COMMAND xcengine_scene_tests)

217
tests/Scene/test_scene.cpp Normal file
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#include <gtest/gtest.h>
#include <XCEngine/Scene/Scene.h>
#include <XCEngine/Components/GameObject.h>
#include <XCEngine/Components/TransformComponent.h>
using namespace XCEngine::Components;
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_updateCalled = false;
void Awake() override { m_awakeCalled = true; }
void Update(float deltaTime) override { m_updateCalled = true; }
private:
std::string m_customName;
};
class SceneTest : public ::testing::Test {
protected:
void SetUp() override {
testScene = std::make_unique<Scene>("TestScene");
}
std::unique_ptr<Scene> testScene;
};
TEST(Scene_Test, DefaultConstructor_DefaultName) {
Scene s;
EXPECT_EQ(s.GetName(), "Untitled");
}
TEST(Scene_Test, NamedConstructor) {
Scene s("MyScene");
EXPECT_EQ(s.GetName(), "MyScene");
}
TEST_F(SceneTest, CreateGameObject_Simple) {
GameObject* go = testScene->CreateGameObject("TestObject");
EXPECT_NE(go, nullptr);
EXPECT_EQ(go->GetName(), "TestObject");
}
TEST_F(SceneTest, CreateGameObject_WithParent) {
GameObject* parent = testScene->CreateGameObject("Parent");
GameObject* child = testScene->CreateGameObject("Child", parent);
EXPECT_NE(child, nullptr);
EXPECT_EQ(child->GetParent(), parent);
}
TEST_F(SceneTest, CreateGameObject_AssignsID) {
GameObject* go1 = testScene->CreateGameObject("Object1");
GameObject* go2 = testScene->CreateGameObject("Object2");
EXPECT_NE(go1->GetID(), GameObject::INVALID_ID);
EXPECT_NE(go2->GetID(), GameObject::INVALID_ID);
EXPECT_NE(go1->GetID(), go2->GetID());
}
TEST_F(SceneTest, CreateGameObject_AddsToRoot) {
GameObject* go = testScene->CreateGameObject("RootObject");
auto roots = testScene->GetRootGameObjects();
EXPECT_EQ(roots.size(), 1u);
EXPECT_EQ(roots[0], go);
}
TEST_F(SceneTest, DestroyGameObject_Simple) {
GameObject* go = testScene->CreateGameObject("TestObject");
testScene->DestroyGameObject(go);
EXPECT_EQ(testScene->Find("TestObject"), nullptr);
}
TEST_F(SceneTest, DestroyGameObject_WithChildren) {
GameObject* parent = testScene->CreateGameObject("Parent");
testScene->CreateGameObject("Child", parent);
testScene->DestroyGameObject(parent);
EXPECT_EQ(testScene->Find("Parent"), nullptr);
EXPECT_EQ(testScene->Find("Child"), nullptr);
}
TEST_F(SceneTest, Find_Exists) {
testScene->CreateGameObject("FindMe");
GameObject* found = testScene->Find("FindMe");
EXPECT_NE(found, nullptr);
EXPECT_EQ(found->GetName(), "FindMe");
}
TEST_F(SceneTest, Find_NotExists) {
GameObject* found = testScene->Find("NonExistent");
EXPECT_EQ(found, nullptr);
}
TEST_F(SceneTest, GetRootGameObjects_ReturnsTopLevel) {
GameObject* parent = testScene->CreateGameObject("Parent");
testScene->CreateGameObject("Child", parent);
auto roots = testScene->GetRootGameObjects();
EXPECT_EQ(roots.size(), 1u);
EXPECT_EQ(roots[0], parent);
}
TEST(Scene_Test, GetRootGameObjects_EmptyScene) {
Scene emptyScene;
auto roots = emptyScene.GetRootGameObjects();
EXPECT_EQ(roots.size(), 0u);
}
TEST_F(SceneTest, Update_UpdatesActiveObjects) {
GameObject* go = testScene->CreateGameObject("TestObject");
TestComponent* comp = go->AddComponent<TestComponent>();
testScene->Update(0.016f);
EXPECT_TRUE(comp->m_updateCalled);
}
TEST_F(SceneTest, Update_SkipsInactiveObjects) {
GameObject* go = testScene->CreateGameObject("InactiveObject");
TestComponent* comp = go->AddComponent<TestComponent>();
go->SetActive(false);
testScene->Update(0.016f);
EXPECT_FALSE(comp->m_updateCalled);
}
TEST(Scene_Test, IsActive_DefaultTrue) {
Scene s;
EXPECT_TRUE(s.IsActive());
}
TEST(Scene_Test, SetActive) {
Scene s;
s.SetActive(false);
EXPECT_FALSE(s.IsActive());
}
TEST_F(SceneTest, FindObjectOfType) {
GameObject* go = testScene->CreateGameObject("TestObject");
go->AddComponent<TestComponent>();
TestComponent* found = testScene->FindObjectOfType<TestComponent>();
EXPECT_NE(found, nullptr);
}
TEST_F(SceneTest, FindObjectsOfType) {
GameObject* go1 = testScene->CreateGameObject("Object1");
GameObject* go2 = testScene->CreateGameObject("Object2");
go1->AddComponent<TestComponent>();
go2->AddComponent<TestComponent>();
auto found = testScene->FindObjectsOfType<TestComponent>();
EXPECT_EQ(found.size(), 2u);
}
TEST_F(SceneTest, FindGameObjectWithTag) {
GameObject* go = testScene->CreateGameObject("MyTag");
GameObject* found = testScene->FindGameObjectWithTag("MyTag");
EXPECT_NE(found, nullptr);
}
TEST_F(SceneTest, OnGameObjectCreated_Event) {
bool eventFired = false;
testScene->OnGameObjectCreated().Subscribe([&eventFired](GameObject*) {
eventFired = true;
});
testScene->CreateGameObject("TestObject");
EXPECT_TRUE(eventFired);
}
TEST_F(SceneTest, OnGameObjectDestroyed_Event) {
bool eventFired = false;
testScene->OnGameObjectDestroyed().Subscribe([&eventFired](GameObject*) {
eventFired = true;
});
GameObject* go = testScene->CreateGameObject("TestObject");
testScene->DestroyGameObject(go);
EXPECT_TRUE(eventFired);
}
} // namespace

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#include <gtest/gtest.h>
#include <XCEngine/Scene/SceneManager.h>
#include <XCEngine/Components/GameObject.h>
using namespace XCEngine::Components;
namespace {
class SceneManagerTest : public ::testing::Test {
protected:
void TearDown() override {
auto scenes = SceneManager::Get().GetAllScenes();
for (auto* scene : scenes) {
SceneManager::Get().UnloadScene(scene);
}
}
};
TEST(SceneManager_Test, Get_ReturnsSingleton) {
SceneManager& sm1 = SceneManager::Get();
SceneManager& sm2 = SceneManager::Get();
EXPECT_EQ(&sm1, &sm2);
}
TEST(SceneManager_Test, CreateScene_Simple) {
SceneManager& sm = SceneManager::Get();
Scene* scene = sm.CreateScene("TestScene");
EXPECT_NE(scene, nullptr);
EXPECT_EQ(scene->GetName(), "TestScene");
}
TEST(SceneManager_Test, CreateScene_AssignsName) {
SceneManager& sm = SceneManager::Get();
Scene* scene = sm.CreateScene("MyScene");
EXPECT_EQ(scene->GetName(), "MyScene");
}
TEST(SceneManager_Test, GetScene_Exists) {
SceneManager& sm = SceneManager::Get();
sm.CreateScene("TestScene");
Scene* found = sm.GetScene("TestScene");
EXPECT_NE(found, nullptr);
EXPECT_EQ(found->GetName(), "TestScene");
}
TEST(SceneManager_Test, GetScene_NotExists) {
SceneManager& sm = SceneManager::Get();
Scene* found = sm.GetScene("NonExistent");
EXPECT_EQ(found, nullptr);
}
TEST(SceneManager_Test, GetAllScenes_ReturnsAll) {
SceneManager& sm = SceneManager::Get();
sm.CreateScene("Scene1");
sm.CreateScene("Scene2");
sm.CreateScene("Scene3");
auto scenes = sm.GetAllScenes();
EXPECT_EQ(scenes.size(), 3u);
}
TEST(SceneManager_Test, SetActiveScene) {
SceneManager& sm = SceneManager::Get();
Scene* scene1 = sm.CreateScene("Scene1");
Scene* scene2 = sm.CreateScene("Scene2");
sm.SetActiveScene(scene2);
EXPECT_EQ(sm.GetActiveScene(), scene2);
}
TEST(SceneManager_Test, SetActiveScene_ByName) {
SceneManager& sm = SceneManager::Get();
sm.CreateScene("Scene1");
sm.CreateScene("Scene2");
sm.SetActiveScene("Scene2");
EXPECT_EQ(sm.GetActiveScene()->GetName(), "Scene2");
}
TEST(SceneManager_Test, GetActiveScene_InitiallyFirst) {
SceneManager& sm = SceneManager::Get();
auto scenes = sm.GetAllScenes();
for (auto* scene : scenes) {
sm.UnloadScene(scene);
}
Scene* scene1 = sm.CreateScene("First");
EXPECT_EQ(sm.GetActiveScene(), scene1);
}
TEST(SceneManager_Test, UnloadScene) {
SceneManager& sm = SceneManager::Get();
Scene* scene = sm.CreateScene("ToUnload");
sm.UnloadScene(scene);
EXPECT_EQ(sm.GetScene("ToUnload"), nullptr);
}
TEST(SceneManager_Test, UnloadScene_ByName) {
SceneManager& sm = SceneManager::Get();
sm.CreateScene("ToUnload");
sm.UnloadScene("ToUnload");
EXPECT_EQ(sm.GetScene("ToUnload"), nullptr);
}
TEST(SceneManager_Test, OnSceneLoaded_Event) {
SceneManager& sm = SceneManager::Get();
bool eventFired = false;
sm.OnSceneLoaded().Subscribe([&eventFired](Scene*) {
eventFired = true;
});
sm.CreateScene("TestScene");
EXPECT_TRUE(eventFired);
}
TEST(SceneManager_Test, OnActiveSceneChanged_Event) {
SceneManager& sm = SceneManager::Get();
Scene* scene1 = sm.CreateScene("Scene1");
Scene* scene2 = sm.CreateScene("Scene2");
bool eventFired = false;
sm.OnActiveSceneChanged().Subscribe([&eventFired](Scene*) {
eventFired = true;
});
sm.SetActiveScene(scene2);
EXPECT_TRUE(eventFired);
}
TEST(SceneManager_Test, CreateScene_MultipleScenes) {
SceneManager& sm = SceneManager::Get();
Scene* scene1 = sm.CreateScene("Scene1");
Scene* scene2 = sm.CreateScene("Scene2");
Scene* scene3 = sm.CreateScene("Scene3");
EXPECT_NE(scene1, scene2);
EXPECT_NE(scene2, scene3);
EXPECT_NE(scene1, scene3);
}
TEST(SceneManager_Test, SetActiveScene_ToNullptr) {
SceneManager& sm = SceneManager::Get();
Scene* scene1 = sm.CreateScene("Scene1");
Scene* scene2 = sm.CreateScene("Scene2");
sm.SetActiveScene(scene2);
sm.SetActiveScene(nullptr);
EXPECT_EQ(sm.GetActiveScene(), nullptr);
}
} // namespace