Fix editor scene persistence and XC scene workflow

This commit is contained in:
2026-03-26 01:26:26 +08:00
parent 39edb0b497
commit 0651666d8c
35 changed files with 1958 additions and 256 deletions

View File

@@ -0,0 +1,57 @@
#include <gtest/gtest.h>
#include <XCEngine/Components/CameraComponent.h>
#include <XCEngine/Components/LightComponent.h>
using namespace XCEngine::Components;
namespace {
TEST(CameraComponent_Test, DefaultValues) {
CameraComponent camera;
EXPECT_EQ(camera.GetProjectionType(), CameraProjectionType::Perspective);
EXPECT_FLOAT_EQ(camera.GetFieldOfView(), 60.0f);
EXPECT_FLOAT_EQ(camera.GetOrthographicSize(), 5.0f);
EXPECT_FLOAT_EQ(camera.GetNearClipPlane(), 0.1f);
EXPECT_FLOAT_EQ(camera.GetFarClipPlane(), 1000.0f);
EXPECT_TRUE(camera.IsPrimary());
}
TEST(CameraComponent_Test, SetterClamping) {
CameraComponent camera;
camera.SetFieldOfView(500.0f);
camera.SetOrthographicSize(-1.0f);
camera.SetNearClipPlane(-10.0f);
camera.SetFarClipPlane(0.0f);
EXPECT_FLOAT_EQ(camera.GetFieldOfView(), 179.0f);
EXPECT_FLOAT_EQ(camera.GetOrthographicSize(), 0.001f);
EXPECT_FLOAT_EQ(camera.GetNearClipPlane(), 0.001f);
EXPECT_GT(camera.GetFarClipPlane(), camera.GetNearClipPlane());
}
TEST(LightComponent_Test, DefaultValues) {
LightComponent light;
EXPECT_EQ(light.GetLightType(), LightType::Directional);
EXPECT_FLOAT_EQ(light.GetIntensity(), 1.0f);
EXPECT_FLOAT_EQ(light.GetRange(), 10.0f);
EXPECT_FLOAT_EQ(light.GetSpotAngle(), 30.0f);
EXPECT_FALSE(light.GetCastsShadows());
}
TEST(LightComponent_Test, SetterClamping) {
LightComponent light;
light.SetIntensity(-3.0f);
light.SetRange(-1.0f);
light.SetSpotAngle(500.0f);
EXPECT_FLOAT_EQ(light.GetIntensity(), 0.0f);
EXPECT_FLOAT_EQ(light.GetRange(), 0.001f);
EXPECT_FLOAT_EQ(light.GetSpotAngle(), 179.0f);
}
} // namespace