Fix editor scene persistence and XC scene workflow
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@@ -1,8 +1,11 @@
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#include <gtest/gtest.h>
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#include <XCEngine/Scene/Scene.h>
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#include <XCEngine/Components/CameraComponent.h>
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#include <XCEngine/Components/GameObject.h>
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#include <XCEngine/Components/LightComponent.h>
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#include <XCEngine/Components/TransformComponent.h>
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#include <XCEngine/Core/Math/Vector3.h>
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#include <filesystem>
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#include <fstream>
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#include <sstream>
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@@ -36,6 +39,10 @@ protected:
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testScene = std::make_unique<Scene>("TestScene");
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}
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std::filesystem::path GetTempScenePath(const char* fileName) const {
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return std::filesystem::temp_directory_path() / fileName;
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}
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std::unique_ptr<Scene> testScene;
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};
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@@ -222,30 +229,128 @@ TEST_F(SceneTest, Save_And_Load) {
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GameObject* go = testScene->CreateGameObject("SavedObject");
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go->GetTransform()->SetLocalPosition(XCEngine::Math::Vector3(1.0f, 2.0f, 3.0f));
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go->SetActive(true);
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testScene->Save("test_scene.scene");
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const std::filesystem::path scenePath = GetTempScenePath("test_scene.xc");
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testScene->Save(scenePath.string());
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Scene loadedScene;
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loadedScene.Load("test_scene.scene");
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loadedScene.Load(scenePath.string());
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GameObject* loadedGo = loadedScene.Find("SavedObject");
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EXPECT_NE(loadedGo, nullptr);
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EXPECT_EQ(loadedGo->GetTransform()->GetLocalPosition(), XCEngine::Math::Vector3(1.0f, 2.0f, 3.0f));
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std::filesystem::remove(scenePath);
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}
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TEST_F(SceneTest, Save_ContainsGameObjectData) {
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testScene->CreateGameObject("Player");
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testScene->CreateGameObject("Enemy");
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testScene->Save("test_scene_multi.scene");
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std::ifstream file("test_scene_multi.scene");
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const std::filesystem::path scenePath = GetTempScenePath("test_scene_multi.xc");
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testScene->Save(scenePath.string());
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std::ifstream file(scenePath);
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std::stringstream buffer;
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buffer << file.rdbuf();
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std::string content = buffer.str();
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file.close();
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EXPECT_TRUE(content.find("Player") != std::string::npos);
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EXPECT_TRUE(content.find("Enemy") != std::string::npos);
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std::filesystem::remove(scenePath);
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}
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} // namespace
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TEST_F(SceneTest, Save_And_Load_PreservesHierarchyAndComponents) {
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testScene->SetName("Serialized Scene");
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testScene->SetActive(false);
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GameObject* parent = testScene->CreateGameObject("Rig Root");
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parent->GetTransform()->SetLocalPosition(Vector3(5.0f, 0.0f, 0.0f));
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parent->SetActive(false);
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auto* light = parent->AddComponent<LightComponent>();
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light->SetLightType(LightType::Spot);
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light->SetIntensity(3.5f);
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light->SetRange(12.0f);
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light->SetSpotAngle(45.0f);
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light->SetCastsShadows(true);
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GameObject* child = testScene->CreateGameObject("Main Camera", parent);
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child->GetTransform()->SetLocalPosition(Vector3(1.0f, 2.0f, 3.0f));
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child->GetTransform()->SetLocalScale(Vector3(2.0f, 2.0f, 2.0f));
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auto* camera = child->AddComponent<CameraComponent>();
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camera->SetProjectionType(CameraProjectionType::Orthographic);
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camera->SetOrthographicSize(7.5f);
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camera->SetNearClipPlane(0.5f);
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camera->SetFarClipPlane(250.0f);
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camera->SetDepth(2.0f);
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camera->SetPrimary(false);
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const std::filesystem::path scenePath = GetTempScenePath("test_scene_hierarchy_components.xc");
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testScene->Save(scenePath.string());
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Scene loadedScene;
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loadedScene.Load(scenePath.string());
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EXPECT_EQ(loadedScene.GetName(), "Serialized Scene");
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EXPECT_FALSE(loadedScene.IsActive());
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GameObject* loadedParent = loadedScene.Find("Rig Root");
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GameObject* loadedChild = loadedScene.Find("Main Camera");
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ASSERT_NE(loadedParent, nullptr);
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ASSERT_NE(loadedChild, nullptr);
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EXPECT_EQ(loadedChild->GetParent(), loadedParent);
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EXPECT_EQ(loadedScene.GetRootGameObjects().size(), 1u);
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EXPECT_FALSE(loadedParent->IsActive());
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EXPECT_EQ(loadedParent->GetTransform()->GetLocalPosition(), Vector3(5.0f, 0.0f, 0.0f));
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EXPECT_EQ(loadedChild->GetTransform()->GetLocalPosition(), Vector3(1.0f, 2.0f, 3.0f));
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EXPECT_EQ(loadedChild->GetTransform()->GetPosition(), Vector3(6.0f, 2.0f, 3.0f));
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auto* loadedLight = loadedParent->GetComponent<LightComponent>();
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ASSERT_NE(loadedLight, nullptr);
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EXPECT_EQ(loadedLight->GetLightType(), LightType::Spot);
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EXPECT_FLOAT_EQ(loadedLight->GetIntensity(), 3.5f);
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EXPECT_FLOAT_EQ(loadedLight->GetRange(), 12.0f);
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EXPECT_FLOAT_EQ(loadedLight->GetSpotAngle(), 45.0f);
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EXPECT_TRUE(loadedLight->GetCastsShadows());
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auto* loadedCamera = loadedChild->GetComponent<CameraComponent>();
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ASSERT_NE(loadedCamera, nullptr);
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EXPECT_EQ(loadedCamera->GetProjectionType(), CameraProjectionType::Orthographic);
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EXPECT_FLOAT_EQ(loadedCamera->GetOrthographicSize(), 7.5f);
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EXPECT_FLOAT_EQ(loadedCamera->GetNearClipPlane(), 0.5f);
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EXPECT_FLOAT_EQ(loadedCamera->GetFarClipPlane(), 250.0f);
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EXPECT_FLOAT_EQ(loadedCamera->GetDepth(), 2.0f);
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EXPECT_FALSE(loadedCamera->IsPrimary());
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std::filesystem::remove(scenePath);
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}
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TEST_F(SceneTest, Save_ContainsHierarchyAndComponentEntries) {
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GameObject* parent = testScene->CreateGameObject("Parent");
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GameObject* child = testScene->CreateGameObject("Child", parent);
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child->AddComponent<CameraComponent>();
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parent->AddComponent<LightComponent>();
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const std::filesystem::path scenePath = GetTempScenePath("test_scene_format.xc");
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testScene->Save(scenePath.string());
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std::ifstream file(scenePath);
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std::stringstream buffer;
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buffer << file.rdbuf();
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const std::string content = buffer.str();
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file.close();
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EXPECT_TRUE(content.find("gameobject_begin") != std::string::npos);
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EXPECT_TRUE(content.find("parent=" + std::to_string(parent->GetID())) != std::string::npos);
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EXPECT_TRUE(content.find("component=Camera;") != std::string::npos);
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EXPECT_TRUE(content.find("component=Light;") != std::string::npos);
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std::filesystem::remove(scenePath);
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}
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} // namespace
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