Add backpack editor startup scene
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@@ -5,17 +5,32 @@
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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/MeshFilterComponent.h>
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#include <XCEngine/Components/MeshRendererComponent.h>
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#include <XCEngine/Components/TransformComponent.h>
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#include <XCEngine/Core/Asset/ResourceManager.h>
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#include <XCEngine/Core/Math/Vector3.h>
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#include <XCEngine/Resources/Mesh/MeshLoader.h>
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#include <filesystem>
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#include <fstream>
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#include <sstream>
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#ifdef _WIN32
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#ifndef NOMINMAX
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#define NOMINMAX
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#endif
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#include <windows.h>
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#endif
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using namespace XCEngine::Components;
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using namespace XCEngine::Math;
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namespace {
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std::filesystem::path GetRepositoryRoot() {
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return std::filesystem::path(__FILE__).parent_path().parent_path().parent_path();
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}
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class TestComponent : public Component {
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public:
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TestComponent() = default;
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@@ -505,4 +520,118 @@ TEST_F(SceneTest, Save_ContainsHierarchyAndComponentEntries) {
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std::filesystem::remove(scenePath);
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}
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TEST_F(SceneTest, SaveAndLoad_PreservesMeshComponentPaths) {
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GameObject* meshObject = testScene->CreateGameObject("Backpack");
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auto* meshFilter = meshObject->AddComponent<MeshFilterComponent>();
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auto* meshRenderer = meshObject->AddComponent<MeshRendererComponent>();
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meshFilter->SetMeshPath("Assets/Models/backpack/backpack.obj");
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meshRenderer->SetMaterialPath(0, "Assets/Materials/backpack.mat");
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meshRenderer->SetCastShadows(false);
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meshRenderer->SetReceiveShadows(true);
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meshRenderer->SetRenderLayer(4);
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const std::filesystem::path scenePath = GetTempScenePath("test_scene_mesh_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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GameObject* loadedObject = loadedScene.Find("Backpack");
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ASSERT_NE(loadedObject, nullptr);
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auto* loadedMeshFilter = loadedObject->GetComponent<MeshFilterComponent>();
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auto* loadedMeshRenderer = loadedObject->GetComponent<MeshRendererComponent>();
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ASSERT_NE(loadedMeshFilter, nullptr);
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ASSERT_NE(loadedMeshRenderer, nullptr);
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EXPECT_EQ(loadedMeshFilter->GetMeshPath(), "Assets/Models/backpack/backpack.obj");
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ASSERT_EQ(loadedMeshRenderer->GetMaterialCount(), 1u);
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EXPECT_EQ(loadedMeshRenderer->GetMaterialPath(0), "Assets/Materials/backpack.mat");
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EXPECT_FALSE(loadedMeshRenderer->GetCastShadows());
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EXPECT_TRUE(loadedMeshRenderer->GetReceiveShadows());
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EXPECT_EQ(loadedMeshRenderer->GetRenderLayer(), 4u);
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std::filesystem::remove(scenePath);
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}
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TEST(Scene_ProjectSample, MainSceneLoadsBackpackMeshAsset) {
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namespace fs = std::filesystem;
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XCEngine::Resources::ResourceManager& resourceManager = XCEngine::Resources::ResourceManager::Get();
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resourceManager.Initialize();
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struct ResourceManagerGuard {
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XCEngine::Resources::ResourceManager* manager = nullptr;
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~ResourceManagerGuard() {
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if (manager != nullptr) {
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manager->Shutdown();
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}
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}
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} resourceManagerGuard{ &resourceManager };
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struct CurrentPathGuard {
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fs::path previousPath;
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~CurrentPathGuard() {
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if (!previousPath.empty()) {
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fs::current_path(previousPath);
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}
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}
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} currentPathGuard{ fs::current_path() };
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const fs::path repositoryRoot = GetRepositoryRoot();
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const fs::path projectRoot = repositoryRoot / "project";
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const fs::path mainScenePath = projectRoot / "Assets" / "Scenes" / "Main.xc";
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const fs::path assimpDllPath = repositoryRoot / "engine" / "third_party" / "assimp" / "bin" / "assimp-vc143-mt.dll";
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const fs::path backpackMeshPath = projectRoot / "Assets" / "Models" / "backpack" / "backpack.obj";
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ASSERT_TRUE(fs::exists(mainScenePath));
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ASSERT_TRUE(fs::exists(assimpDllPath));
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ASSERT_TRUE(fs::exists(backpackMeshPath));
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#ifdef _WIN32
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struct DllGuard {
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HMODULE module = nullptr;
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~DllGuard() {
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if (module != nullptr) {
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FreeLibrary(module);
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}
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}
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} dllGuard;
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dllGuard.module = LoadLibraryW(assimpDllPath.wstring().c_str());
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ASSERT_NE(dllGuard.module, nullptr);
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#endif
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fs::current_path(projectRoot);
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ASSERT_NE(resourceManager.GetLoader(XCEngine::Resources::ResourceType::Mesh), nullptr);
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XCEngine::Resources::MeshLoader meshLoader;
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const XCEngine::Resources::LoadResult directMeshLoadResult =
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meshLoader.Load("Assets/Models/backpack/backpack.obj");
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ASSERT_TRUE(directMeshLoadResult)
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<< "MeshLoader failed: " << directMeshLoadResult.errorMessage.CStr();
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const auto directMeshHandle =
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resourceManager.Load<XCEngine::Resources::Mesh>("Assets/Models/backpack/backpack.obj");
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ASSERT_NE(directMeshHandle.Get(), nullptr);
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ASSERT_TRUE(directMeshHandle->IsValid());
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ASSERT_GT(directMeshHandle->GetVertexCount(), 0u);
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Scene loadedScene;
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loadedScene.Load(mainScenePath.string());
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GameObject* backpackObject = loadedScene.Find("BackpackMesh");
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ASSERT_NE(backpackObject, nullptr);
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auto* meshFilter = backpackObject->GetComponent<MeshFilterComponent>();
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auto* meshRenderer = backpackObject->GetComponent<MeshRendererComponent>();
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ASSERT_NE(meshFilter, nullptr);
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ASSERT_NE(meshRenderer, nullptr);
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ASSERT_NE(meshFilter->GetMesh(), nullptr);
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EXPECT_TRUE(meshFilter->GetMesh()->IsValid());
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EXPECT_GT(meshFilter->GetMesh()->GetVertexCount(), 0u);
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EXPECT_GT(meshFilter->GetMesh()->GetSections().Size(), 0u);
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EXPECT_GT(meshFilter->GetMesh()->GetMaterials().Size(), 0u);
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EXPECT_EQ(meshFilter->GetMeshPath(), "Assets/Models/backpack/backpack.obj");
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}
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} // namespace
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