feat(scripting): add mesh component script wrappers

This commit is contained in:
2026-03-27 14:52:00 +08:00
parent 2b0df52446
commit bea849646f
12 changed files with 448 additions and 8 deletions

View File

@@ -66,6 +66,19 @@ TEST(MeshFilterComponent_Test, SerializeAndDeserializePreservesPath) {
delete mesh;
}
TEST(MeshFilterComponent_Test, SetMeshPathPreservesPathWithoutLoadedResource) {
MeshFilterComponent component;
component.SetMeshPath("Meshes/runtime.mesh");
EXPECT_EQ(component.GetMeshPath(), "Meshes/runtime.mesh");
EXPECT_EQ(component.GetMesh(), nullptr);
component.SetMeshPath("");
EXPECT_EQ(component.GetMeshPath(), "");
EXPECT_EQ(component.GetMesh(), nullptr);
}
TEST(MeshRendererComponent_Test, SetMaterialsKeepsSlotsAndFlags) {
GameObject gameObject("RendererHolder");
auto* component = gameObject.AddComponent<MeshRendererComponent>();
@@ -122,4 +135,20 @@ TEST(MeshRendererComponent_Test, SerializeAndDeserializePreservesMaterialPathsAn
delete material1;
}
TEST(MeshRendererComponent_Test, SetMaterialPathPreservesPathWithoutLoadedResource) {
MeshRendererComponent component;
component.SetMaterialPath(1, "Materials/runtime.mat");
ASSERT_EQ(component.GetMaterialCount(), 2u);
EXPECT_EQ(component.GetMaterial(0), nullptr);
EXPECT_EQ(component.GetMaterial(1), nullptr);
EXPECT_EQ(component.GetMaterialPath(0), "");
EXPECT_EQ(component.GetMaterialPath(1), "Materials/runtime.mat");
component.SetMaterialPath(1, "");
EXPECT_EQ(component.GetMaterialPath(1), "");
EXPECT_EQ(component.GetMaterial(1), nullptr);
}
} // namespace

View File

@@ -2,6 +2,8 @@
#include <XCEngine/Components/CameraComponent.h>
#include <XCEngine/Components/LightComponent.h>
#include <XCEngine/Components/MeshFilterComponent.h>
#include <XCEngine/Components/MeshRendererComponent.h>
#include <XCEngine/Core/Math/Vector3.h>
#include <XCEngine/Core/Math/Vector4.h>
#include <XCEngine/Scene/Scene.h>
@@ -315,6 +317,82 @@ TEST_F(MonoScriptRuntimeTest, ManagedBuiltInComponentWrappersReadAndWriteCameraA
EXPECT_TRUE(light->GetCastsShadows());
}
TEST_F(MonoScriptRuntimeTest, ManagedMeshComponentWrappersReadAndWritePathsAndFlags) {
Scene* runtimeScene = CreateScene("MonoRuntimeScene");
GameObject* host = runtimeScene->CreateGameObject("Host");
MeshFilterComponent* meshFilter = host->AddComponent<MeshFilterComponent>();
MeshRendererComponent* meshRenderer = host->AddComponent<MeshRendererComponent>();
ScriptComponent* component = AddScript(host, "Gameplay", "MeshComponentProbe");
meshFilter->SetMeshPath("Meshes/initial.mesh");
meshRenderer->SetMaterialPath(0, "Materials/initial.mat");
meshRenderer->SetCastShadows(true);
meshRenderer->SetReceiveShadows(false);
meshRenderer->SetRenderLayer(7);
engine->OnRuntimeStart(runtimeScene);
engine->OnUpdate(0.016f);
bool hasMeshFilter = false;
bool hasMeshRenderer = false;
bool meshFilterLookupSucceeded = false;
bool meshRendererLookupSucceeded = false;
std::string observedInitialMeshPath;
std::string observedUpdatedMeshPath;
int32_t observedInitialMaterialCount = 0;
std::string observedInitialMaterial0Path;
bool observedInitialCastShadows = false;
bool observedInitialReceiveShadows = true;
int32_t observedInitialRenderLayer = 0;
int32_t observedUpdatedMaterialCount = 0;
std::string observedUpdatedMaterial1Path;
bool observedUpdatedCastShadows = true;
bool observedUpdatedReceiveShadows = false;
int32_t observedUpdatedRenderLayer = 0;
EXPECT_TRUE(runtime->TryGetFieldValue(component, "HasMeshFilter", hasMeshFilter));
EXPECT_TRUE(runtime->TryGetFieldValue(component, "HasMeshRenderer", hasMeshRenderer));
EXPECT_TRUE(runtime->TryGetFieldValue(component, "MeshFilterLookupSucceeded", meshFilterLookupSucceeded));
EXPECT_TRUE(runtime->TryGetFieldValue(component, "MeshRendererLookupSucceeded", meshRendererLookupSucceeded));
EXPECT_TRUE(runtime->TryGetFieldValue(component, "ObservedInitialMeshPath", observedInitialMeshPath));
EXPECT_TRUE(runtime->TryGetFieldValue(component, "ObservedUpdatedMeshPath", observedUpdatedMeshPath));
EXPECT_TRUE(runtime->TryGetFieldValue(component, "ObservedInitialMaterialCount", observedInitialMaterialCount));
EXPECT_TRUE(runtime->TryGetFieldValue(component, "ObservedInitialMaterial0Path", observedInitialMaterial0Path));
EXPECT_TRUE(runtime->TryGetFieldValue(component, "ObservedInitialCastShadows", observedInitialCastShadows));
EXPECT_TRUE(runtime->TryGetFieldValue(component, "ObservedInitialReceiveShadows", observedInitialReceiveShadows));
EXPECT_TRUE(runtime->TryGetFieldValue(component, "ObservedInitialRenderLayer", observedInitialRenderLayer));
EXPECT_TRUE(runtime->TryGetFieldValue(component, "ObservedUpdatedMaterialCount", observedUpdatedMaterialCount));
EXPECT_TRUE(runtime->TryGetFieldValue(component, "ObservedUpdatedMaterial1Path", observedUpdatedMaterial1Path));
EXPECT_TRUE(runtime->TryGetFieldValue(component, "ObservedUpdatedCastShadows", observedUpdatedCastShadows));
EXPECT_TRUE(runtime->TryGetFieldValue(component, "ObservedUpdatedReceiveShadows", observedUpdatedReceiveShadows));
EXPECT_TRUE(runtime->TryGetFieldValue(component, "ObservedUpdatedRenderLayer", observedUpdatedRenderLayer));
EXPECT_TRUE(hasMeshFilter);
EXPECT_TRUE(hasMeshRenderer);
EXPECT_TRUE(meshFilterLookupSucceeded);
EXPECT_TRUE(meshRendererLookupSucceeded);
EXPECT_EQ(observedInitialMeshPath, "Meshes/initial.mesh");
EXPECT_EQ(observedUpdatedMeshPath, "Meshes/runtime_override.mesh");
EXPECT_EQ(observedInitialMaterialCount, 1);
EXPECT_EQ(observedInitialMaterial0Path, "Materials/initial.mat");
EXPECT_TRUE(observedInitialCastShadows);
EXPECT_FALSE(observedInitialReceiveShadows);
EXPECT_EQ(observedInitialRenderLayer, 7);
EXPECT_EQ(observedUpdatedMaterialCount, 2);
EXPECT_EQ(observedUpdatedMaterial1Path, "Materials/runtime_override.mat");
EXPECT_FALSE(observedUpdatedCastShadows);
EXPECT_TRUE(observedUpdatedReceiveShadows);
EXPECT_EQ(observedUpdatedRenderLayer, 11);
EXPECT_EQ(meshFilter->GetMeshPath(), "Meshes/runtime_override.mesh");
ASSERT_EQ(meshRenderer->GetMaterialCount(), 2u);
EXPECT_EQ(meshRenderer->GetMaterialPath(0), "Materials/initial.mat");
EXPECT_EQ(meshRenderer->GetMaterialPath(1), "Materials/runtime_override.mat");
EXPECT_FALSE(meshRenderer->GetCastShadows());
EXPECT_TRUE(meshRenderer->GetReceiveShadows());
EXPECT_EQ(meshRenderer->GetRenderLayer(), 11u);
}
TEST_F(MonoScriptRuntimeTest, TransformHierarchyApiExposesParentChildAndReparenting) {
Scene* runtimeScene = CreateScene("MonoRuntimeScene");
GameObject* root = runtimeScene->CreateGameObject("Root");