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TextureTool.cpp
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TextureTool.cpp
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#include "RadiantTest.h"
#include <set>
#include <sigc++/connection.h>
#include "imap.h"
#include "ipatch.h"
#include "iselectable.h"
#include "itexturetoolmodel.h"
#include "icommandsystem.h"
#include "iselection.h"
#include "scenelib.h"
#include "algorithm/Primitives.h"
#include "render/TextureToolView.h"
#include "selection/SelectionVolume.h"
#include "Rectangle.h"
namespace test
{
using TextureToolTest = RadiantTest;
inline std::size_t getTextureToolNodeCount()
{
std::size_t count = 0;
GlobalTextureToolSceneGraph().foreachNode([&](const textool::INode::Ptr& node)
{
++count;
return true;
});
return count;
}
inline textool::INode::Ptr getFirstTextureToolNode()
{
textool::INode::Ptr returnValue;
GlobalTextureToolSceneGraph().foreachNode([&](const textool::INode::Ptr& node)
{
returnValue = node;
return false;
});
return returnValue;
}
std::vector<textool::INode::Ptr> getAllSelectedTextoolNodes()
{
std::vector<textool::INode::Ptr> selectedNodes;
GlobalTextureToolSelectionSystem().foreachSelectedNode([&](const textool::INode::Ptr& node)
{
selectedNodes.push_back(node);
return true;
});
return selectedNodes;
}
std::vector<textool::INode::Ptr> getAllSelectedComponentNodes()
{
std::vector<textool::INode::Ptr> selectedNodes;
GlobalTextureToolSelectionSystem().foreachSelectedComponentNode([&](const textool::INode::Ptr& node)
{
selectedNodes.push_back(node);
return true;
});
return selectedNodes;
}
// Checks that changing the regular scene selection will have an effect on the tex tool scene
TEST_F(TextureToolTest, SceneGraphObservesSelection)
{
auto worldspawn = GlobalMapModule().findOrInsertWorldspawn();
auto brush1 = algorithm::createCubicBrush(worldspawn, Vector3(0,0,0), "textures/numbers/1");
auto brush2 = algorithm::createCubicBrush(worldspawn, Vector3(0,256,256), "textures/numbers/1");
// Empty tex tool scenegraph on empty scene selection
EXPECT_EQ(GlobalSelectionSystem().countSelected(), 0) << "Non-empty selection at startup";
EXPECT_EQ(getTextureToolNodeCount(), 0) << "There shouldn't be any textool nodes when the scene is empty";
Node_setSelected(brush1, true);
EXPECT_EQ(GlobalSelectionSystem().countSelected(), 1) << "1 Brush must be selected";
// We don't know how many tex tool nodes there are, but it should be more than 0
auto nodeCount = getTextureToolNodeCount();
EXPECT_GT(nodeCount, 0) << "There should be some tex tool nodes now";
Node_setSelected(brush2, true);
EXPECT_EQ(GlobalSelectionSystem().countSelected(), 2) << "2 Brushes must be selected";
// Should be even more now
auto nodeCount2 = getTextureToolNodeCount();
EXPECT_GT(nodeCount2, nodeCount) << "There should be more tex tool nodes now";
GlobalSelectionSystem().setSelectedAll(false);
EXPECT_EQ(GlobalSelectionSystem().countSelected(), 0) << "Non-empty selection at shutdown";
EXPECT_EQ(getTextureToolNodeCount(), 0) << "There shouldn't be any textool nodes when the scene is empty";
}
TEST_F(TextureToolTest, SceneGraphNeedsUniqueShader)
{
auto worldspawn = GlobalMapModule().findOrInsertWorldspawn();
auto brush1 = algorithm::createCubicBrush(worldspawn, Vector3(0, 0, 0), "textures/numbers/1");
auto brush2 = algorithm::createCubicBrush(worldspawn, Vector3(0, 256, 256), "textures/numbers/2");
Node_setSelected(brush1, true);
EXPECT_EQ(GlobalSelectionSystem().countSelected(), 1) << "1 Brush must be selected";
// We don't know how many tex tool nodes there are, but it should be more than 0
EXPECT_GT(getTextureToolNodeCount(), 0) << "There should be some tex tool nodes now";
Node_setSelected(brush2, true);
EXPECT_EQ(GlobalSelectionSystem().countSelected(), 2) << "2 Brushes must be selected";
EXPECT_EQ(getTextureToolNodeCount(), 0) << "There should be no nodes now, since the material is non unique";
// Deselect brush 1, now only brush 2 is selected
Node_setSelected(brush1, false);
EXPECT_EQ(GlobalSelectionSystem().countSelected(), 1) << "1 Brush must be selected";
EXPECT_GT(getTextureToolNodeCount(), 0) << "There should be some tex tool nodes again";
}
TEST_F(TextureToolTest, SceneGraphRecognisesBrushes)
{
auto worldspawn = GlobalMapModule().findOrInsertWorldspawn();
auto brush1 = algorithm::createCubicBrush(worldspawn, Vector3(0, 0, 0), "textures/numbers/1");
Node_setSelected(brush1, true);
EXPECT_EQ(GlobalSelectionSystem().countSelected(), 1) << "1 Brush must be selected";
// We don't know how many tex tool nodes there are, but it should be more than 0
EXPECT_GT(getTextureToolNodeCount(), 0) << "There should be some tex tool nodes now";
}
TEST_F(TextureToolTest, SceneGraphRecognisesPatches)
{
auto worldspawn = GlobalMapModule().findOrInsertWorldspawn();
auto patch = GlobalPatchModule().createPatch(patch::PatchDefType::Def2);
scene::addNodeToContainer(patch, worldspawn);
Node_setSelected(patch, true);
EXPECT_EQ(GlobalSelectionSystem().countSelected(), 1) << "1 patch must be selected";
// We don't know how many tex tool nodes there are, but it should be more than 0
EXPECT_GT(getTextureToolNodeCount(), 0) << "There should be some tex tool nodes now";
}
TEST_F(TextureToolTest, PatchNodeBounds)
{
auto worldspawn = GlobalMapModule().findOrInsertWorldspawn();
auto patchNode = GlobalPatchModule().createPatch(patch::PatchDefType::Def2);
auto patch = Node_getIPatch(patchNode);
patch->setDims(3, 3);
auto origin = Vector2(5.4, -78.3);
auto step = 0.45;
// Accumulate the test bounds
AABB checkedBounds;
for (auto col = 0; col < 3; ++col)
{
for (auto row = 0; row < 3; ++row)
{
auto& ctrl = patch->ctrlAt(row, col);
ctrl.texcoord = Vector2(origin.x() + step * col, origin.y() + step * row);
checkedBounds.includePoint({ ctrl.texcoord.x(), ctrl.texcoord.y(), 0 });
}
}
scene::addNodeToContainer(patchNode, worldspawn);
Node_setSelected(patchNode, true);
auto node = getFirstTextureToolNode();
EXPECT_TRUE(node) << "No texture tool node here";
EXPECT_TRUE(math::isNear(node->localAABB().getOrigin(), checkedBounds.getOrigin(), 0.01)) <<
"Bounds mismatch, got " << node->localAABB().getOrigin() << " instead of " << checkedBounds.getOrigin();
EXPECT_TRUE(math::isNear(node->localAABB().getExtents(), checkedBounds.getExtents(), 0.01)) <<
"Bounds mismatch, got " << node->localAABB().getExtents() << " instead of " << checkedBounds.getExtents();
}
TEST_F(TextureToolTest, ForeachSelectedNode)
{
auto worldspawn = GlobalMapModule().findOrInsertWorldspawn();
auto brush1 = algorithm::createCubicBrush(worldspawn, Vector3(0, 0, 0), "textures/numbers/1");
auto brush2 = algorithm::createCubicBrush(worldspawn, Vector3(0, 256, 256), "textures/numbers/1");
auto patchNode = GlobalPatchModule().createPatch(patch::PatchDefType::Def2);
Node_getIPatch(patchNode)->setDims(3, 3);
Node_getIPatch(patchNode)->setShader("textures/numbers/1");
Node_setSelected(brush1, true);
Node_setSelected(brush2, true);
Node_setSelected(patchNode, true);
EXPECT_EQ(GlobalSelectionSystem().countSelected(), 3) << "3 items must be selected";
// We don't know how many tex tool nodes there are, but it should be more than 0
EXPECT_GT(getTextureToolNodeCount(), 0) << "There should be some tex tool nodes now";
std::set<textool::INode::Ptr> selectedNodes;
std::size_t i = 0;
// Selected every odd node
GlobalTextureToolSceneGraph().foreachNode([&](const textool::INode::Ptr& node)
{
if (++i % 2 == 1)
{
node->setSelected(true);
selectedNodes.emplace(node);
}
return true;
});
std::size_t selectedCount = 0;
GlobalTextureToolSelectionSystem().foreachSelectedNode([&](const textool::INode::Ptr& node)
{
++selectedCount;
EXPECT_TRUE(selectedNodes.count(node) > 0) << "Node shouldn't be selected";
return true;
});
EXPECT_EQ(selectedCount, selectedNodes.size()) << "Selection count didn't match";
}
inline void foreachPatchVertex(const IPatch& patch, const std::function<void(const PatchControl&)>& functor)
{
for (std::size_t col = 0; col < patch.getWidth(); ++col)
{
for (std::size_t row = 0; row < patch.getHeight(); ++row)
{
functor(patch.ctrlAt(row, col));
}
}
}
inline AABB getTextureSpaceBounds(const IPatch& patch)
{
AABB bounds;
foreachPatchVertex(patch, [&](const PatchControl& control)
{
const auto& uv = control.texcoord;
bounds.includePoint({ uv.x(), uv.y(), 0 });
});
return bounds;
}
inline AABB getTextureSpaceBounds(const IFace& face)
{
AABB bounds;
for (const auto& vertex : face.getWinding())
{
bounds.includePoint({ vertex.texcoord.x(), vertex.texcoord.y(), 0 });
}
return bounds;
}
constexpr int TEXTOOL_WIDTH = 500;
constexpr int TEXTOOL_HEIGHT = 400;
inline scene::INodePtr setupPatchNodeForTextureTool()
{
auto worldspawn = GlobalMapModule().findOrInsertWorldspawn();
auto patchNode = algorithm::createPatchFromBounds(worldspawn, AABB(Vector3(4, 50, 60), Vector3(64, 128, 256)), "textures/numbers/1");
auto patch = Node_getIPatch(patchNode);
patch->scaleTextureNaturally();
patch->controlPointsChanged();
// Select this node in the scene, to make it available in the texture tool
Node_setSelected(patchNode, true);
return patchNode;
}
inline textool::IFaceNode::Ptr findTexToolFaceWithNormal(const Vector3& normal)
{
textool::IFaceNode::Ptr result;
GlobalTextureToolSceneGraph().foreachNode([&](const textool::INode::Ptr& node)
{
auto faceNode = std::dynamic_pointer_cast<textool::IFaceNode>(node);
if (faceNode && math::isNear(faceNode->getFace().getPlane3().normal(), normal, 0.01))
{
result = faceNode;
}
return result == nullptr;
});
return result;
}
// Default manipulator mode should be "Drag"
TEST_F(TextureToolTest, DefaultManipulatorMode)
{
EXPECT_EQ(GlobalTextureToolSelectionSystem().getActiveManipulatorType(), selection::IManipulator::Drag);
EXPECT_EQ(GlobalTextureToolSelectionSystem().getActiveManipulator()->getType(), selection::IManipulator::Drag);
}
TEST_F(TextureToolTest, DefaultSelectionMode)
{
EXPECT_EQ(GlobalTextureToolSelectionSystem().getMode(), textool::SelectionMode::Surface);
}
TEST_F(TextureToolTest, ToggleManipulatorModes)
{
// We're starting in "Drag" mode, so toggling the default mode should do nothing
GlobalCommandSystem().executeCommand("ToggleTextureToolManipulatorMode", { "Drag" });
EXPECT_EQ(GlobalTextureToolSelectionSystem().getActiveManipulatorType(), selection::IManipulator::Drag);
// Toggle to Rotate
GlobalCommandSystem().executeCommand("ToggleTextureToolManipulatorMode", { "Rotate" });
EXPECT_EQ(GlobalTextureToolSelectionSystem().getActiveManipulatorType(), selection::IManipulator::Rotate);
// Toggle from Rotate back to Drag
GlobalCommandSystem().executeCommand("ToggleTextureToolManipulatorMode", { "Rotate" });
EXPECT_EQ(GlobalTextureToolSelectionSystem().getActiveManipulatorType(), selection::IManipulator::Drag);
// Toggle to Rotate again
GlobalCommandSystem().executeCommand("ToggleTextureToolManipulatorMode", { "Rotate" });
EXPECT_EQ(GlobalTextureToolSelectionSystem().getActiveManipulatorType(), selection::IManipulator::Rotate);
// Toggle Drag explicitly
GlobalCommandSystem().executeCommand("ToggleTextureToolManipulatorMode", { "Drag" });
EXPECT_EQ(GlobalTextureToolSelectionSystem().getActiveManipulatorType(), selection::IManipulator::Drag);
}
TEST_F(TextureToolTest, ManipulatorModeChangedSignal)
{
bool signalFired = false;
selection::IManipulator::Type signalArgument;
// Subscribe to the changed signal
sigc::connection conn = GlobalTextureToolSelectionSystem().signal_activeManipulatorChanged().connect(
[&](selection::IManipulator::Type type)
{
signalFired = true;
signalArgument = type;
});
// We're starting in drag mode, so no changed expected
GlobalCommandSystem().executeCommand("ToggleTextureToolManipulatorMode", { "Drag" });
EXPECT_FALSE(signalFired) << "Signal shouldn't have fired";
signalFired = false;
// Changing to Rotate should fire the signal
GlobalCommandSystem().executeCommand("ToggleTextureToolManipulatorMode", { "Rotate" });
EXPECT_TRUE(signalFired) << "Signal should have fired";
EXPECT_EQ(signalArgument, selection::IManipulator::Rotate) << "Signal communicated wrong mode";
signalFired = false;
// Toggle Rotate, should switch back to Drag
GlobalCommandSystem().executeCommand("ToggleTextureToolManipulatorMode", { "Rotate" });
EXPECT_TRUE(signalFired) << "Signal should have fired";
EXPECT_EQ(signalArgument, selection::IManipulator::Drag) << "Signal communicated wrong mode";
signalFired = false;
// Changing to Rotate (again) should fire the signal
GlobalCommandSystem().executeCommand("ToggleTextureToolManipulatorMode", { "Rotate" });
EXPECT_TRUE(signalFired) << "Signal should have fired";
EXPECT_EQ(signalArgument, selection::IManipulator::Rotate) << "Signal communicated wrong mode";
signalFired = false;
// Directly toggle to Drag, should fire
GlobalCommandSystem().executeCommand("ToggleTextureToolManipulatorMode", { "Drag" });
EXPECT_TRUE(signalFired) << "Signal should have fired";
EXPECT_EQ(signalArgument, selection::IManipulator::Drag) << "Signal communicated wrong mode";
signalFired = false;
conn.disconnect();
}
TEST_F(TextureToolTest, ToggleSelectionMode)
{
bool signalFired = false;
textool::SelectionMode signalArgument;
// Subscribe to the changed signal
sigc::connection conn = GlobalTextureToolSelectionSystem().signal_selectionModeChanged().connect(
[&](textool::SelectionMode mode)
{
signalFired = true;
signalArgument = mode;
});
// We're starting in Surface mode, toggle to Surface again
GlobalCommandSystem().executeCommand("ToggleTextureToolSelectionMode", { "Surface" });
EXPECT_EQ(GlobalTextureToolSelectionSystem().getMode(), textool::SelectionMode::Surface);
EXPECT_FALSE(signalFired) << "Signal shouldn't have fired";
signalFired = false;
// Switch to vertex mode
GlobalCommandSystem().executeCommand("ToggleTextureToolSelectionMode", { "Vertex" });
EXPECT_EQ(GlobalTextureToolSelectionSystem().getMode(), textool::SelectionMode::Vertex);
EXPECT_TRUE(signalFired) << "Signal should have fired";
signalFired = false;
// Toggle vertex mode again => back to surface mode
GlobalCommandSystem().executeCommand("ToggleTextureToolSelectionMode", { "Vertex" });
EXPECT_EQ(GlobalTextureToolSelectionSystem().getMode(), textool::SelectionMode::Surface);
EXPECT_TRUE(signalFired) << "Signal should have fired";
signalFired = false;
// Switch to vertex mode (again)
GlobalCommandSystem().executeCommand("ToggleTextureToolSelectionMode", { "Vertex" });
EXPECT_EQ(GlobalTextureToolSelectionSystem().getMode(), textool::SelectionMode::Vertex);
EXPECT_TRUE(signalFired) << "Signal should have fired";
signalFired = false;
// Directly toggle surface mode
GlobalCommandSystem().executeCommand("ToggleTextureToolSelectionMode", { "Surface" });
EXPECT_EQ(GlobalTextureToolSelectionSystem().getMode(), textool::SelectionMode::Surface);
EXPECT_TRUE(signalFired) << "Signal should have fired";
signalFired = false;
}
TEST_F(TextureToolTest, SelectionModeChangedSignal)
{
bool signalFired = false;
textool::SelectionMode signalArgument;
// Subscribe to the changed signal
sigc::connection conn = GlobalTextureToolSelectionSystem().signal_selectionModeChanged().connect(
[&] (textool::SelectionMode mode)
{
signalFired = true;
signalArgument = mode;
});
// We're starting in Surface mode, so no changed expected
GlobalTextureToolSelectionSystem().setMode(textool::SelectionMode::Surface);
EXPECT_FALSE(signalFired) << "Signal shouldn't have fired";
signalFired = false;
GlobalTextureToolSelectionSystem().setMode(textool::SelectionMode::Vertex);
EXPECT_TRUE(signalFired) << "Signal should have fired";
EXPECT_EQ(signalArgument, textool::SelectionMode::Vertex) << "Signal communicated wrong mode";
signalFired = false;
// Switch to the same mode again => no signal expected
GlobalTextureToolSelectionSystem().setMode(textool::SelectionMode::Vertex);
EXPECT_FALSE(signalFired) << "Signal shouldn't have fired";
signalFired = false;
// Back to surface mode
GlobalTextureToolSelectionSystem().setMode(textool::SelectionMode::Surface);
EXPECT_TRUE(signalFired) << "Signal should have fired";
EXPECT_EQ(signalArgument, textool::SelectionMode::Surface) << "Signal communicated wrong mode";
signalFired = false;
conn.disconnect();
}
void performPointSelection(const Vector2& texcoord, const render::View& view)
{
auto texcoordTransformed = view.GetViewProjection().transformPoint(Vector3(texcoord.x(), texcoord.y(), 0));
Vector2 devicePoint(texcoordTransformed.x(), texcoordTransformed.y());
// Use the device point we calculated for this vertex and use it to construct a selection test
render::View scissored(view);
ConstructSelectionTest(scissored, selection::Rectangle::ConstructFromPoint(devicePoint, Vector2(0.02f, 0.02f)));
SelectionVolume test(scissored);
GlobalTextureToolSelectionSystem().selectPoint(test, SelectionSystem::eToggle);
}
TEST_F(TextureToolTest, TestSelectPatchSurfaceByPoint)
{
auto patchNode = setupPatchNodeForTextureTool();
auto patch = Node_getIPatch(patchNode);
// Get the texture space bounds of this patch
auto bounds = getTextureSpaceBounds(*patch);
// Construct a view that includes the patch UV bounds
bounds.extents *= 1.2f;
render::TextureToolView view;
view.constructFromTextureSpaceBounds(bounds, TEXTOOL_WIDTH, TEXTOOL_HEIGHT);
// Test-select in the middle of the patch bounds
performPointSelection(Vector2(bounds.origin.x(), bounds.origin.y()), view);
// Check if the node was selected
auto selectedNodes = getAllSelectedTextoolNodes();
EXPECT_EQ(selectedNodes.size(), 1) << "Only one patch should be selected";
EXPECT_TRUE(std::dynamic_pointer_cast<textool::IPatchNode>(selectedNodes.front())) << "Couldn't cast to special type";
}
TEST_F(TextureToolTest, TestSelectPatchVertexByPoint)
{
auto patchNode = setupPatchNodeForTextureTool();
auto patch = Node_getIPatch(patchNode);
// Get the texture space bounds of this patch
auto bounds = getTextureSpaceBounds(*patch);
// Construct a view that includes the patch UV bounds
bounds.extents *= 1.2f;
render::TextureToolView view;
view.constructFromTextureSpaceBounds(bounds, TEXTOOL_WIDTH, TEXTOOL_HEIGHT);
// Switch to vertex selection mode
GlobalTextureToolSelectionSystem().setMode(textool::SelectionMode::Vertex);
// Get the texcoords of the first vertex
auto firstVertex = patch->ctrlAt(2, 1).texcoord;
auto secondVertex = patch->ctrlAt(2, 0).texcoord;
// Selecting something in the middle of two vertices should not do anything
performPointSelection((firstVertex + secondVertex) / 2, view);
EXPECT_TRUE(getAllSelectedComponentNodes().empty()) << "Test-selecting a patch in between vertices should not have succeeded";
performPointSelection(firstVertex, view);
// Hitting a vertex will select the patch componentselectable
EXPECT_EQ(getAllSelectedComponentNodes().size(), 1) << "Only one patch should be selected";
// Hitting another vertex should not de-select the componentselectable
performPointSelection(secondVertex, view);
EXPECT_EQ(getAllSelectedComponentNodes().size(), 1) << "Only one patch should still be selected";
// De-selecting the first and the second vertex should release the patch
performPointSelection(secondVertex, view);
EXPECT_EQ(getAllSelectedComponentNodes().size(), 1) << "Only one patch should still be selected";
performPointSelection(firstVertex, view);
EXPECT_TRUE(getAllSelectedComponentNodes().empty()) << "Selection should be empty now";
}
TEST_F(TextureToolTest, TestSelectFaceSurfaceByPoint)
{
auto worldspawn = GlobalMapModule().findOrInsertWorldspawn();
auto brush = algorithm::createCubicBrush(worldspawn, Vector3(0, 256, 256), "textures/numbers/1");
scene::addNodeToContainer(brush, worldspawn);
// Put all faces into the tex tool scene
Node_setSelected(brush, true);
auto faceUp = algorithm::findBrushFaceWithNormal(Node_getIBrush(brush), Vector3(0, 0, 1));
// Check the face
auto textoolFace = findTexToolFaceWithNormal(faceUp->getPlane3().normal());
EXPECT_FALSE(textoolFace->isSelected()) << "Face should be unselected at start";
// Get the texture space bounds of this face
// Construct a view that includes the patch UV bounds
auto bounds = getTextureSpaceBounds(*faceUp);
bounds.extents *= 1.2f;
render::TextureToolView view;
view.constructFromTextureSpaceBounds(bounds, TEXTOOL_WIDTH, TEXTOOL_HEIGHT);
// Point-select in the middle of the face
performPointSelection(algorithm::getFaceCentroid(faceUp), view);
// Check if the node was selected
auto selectedNodes = getAllSelectedTextoolNodes();
EXPECT_EQ(selectedNodes.size(), 1) << "Only one item should be selected";
EXPECT_EQ(selectedNodes.front(), textoolFace) << "The face should be selected";
EXPECT_TRUE(std::dynamic_pointer_cast<textool::IFaceNode>(selectedNodes.front())) << "Couldn't cast to special type";
}
TEST_F(TextureToolTest, TestSelectFaceVertexByPoint)
{
auto worldspawn = GlobalMapModule().findOrInsertWorldspawn();
auto brush = algorithm::createCubicBrush(worldspawn, Vector3(0, 256, 256), "textures/numbers/1");
scene::addNodeToContainer(brush, worldspawn);
// Put all faces into the tex tool scene
Node_setSelected(brush, true);
auto faceUp = algorithm::findBrushFaceWithNormal(Node_getIBrush(brush), Vector3(0, 0, 1));
// Get the texture space bounds of this face
auto bounds = getTextureSpaceBounds(*faceUp);
// Construct a view that includes the patch UV bounds
bounds.extents *= 1.2f;
render::TextureToolView view;
view.constructFromTextureSpaceBounds(bounds, TEXTOOL_WIDTH, TEXTOOL_HEIGHT);
// Switch to vertex selection mode
GlobalTextureToolSelectionSystem().setMode(textool::SelectionMode::Vertex);
// Get the texcoords of the first vertex
auto firstVertex = faceUp->getWinding()[0].texcoord;
auto secondVertex = faceUp->getWinding()[1].texcoord;
// Selecting something in the middle of two vertices should not do anything
performPointSelection((firstVertex + secondVertex) / 2, view);
EXPECT_TRUE(getAllSelectedComponentNodes().empty()) << "Test-selecting a face in between vertices should not have succeeded";
// Hitting a vertex will select the face
performPointSelection(firstVertex, view);
EXPECT_EQ(getAllSelectedComponentNodes().size(), 1) << "Only one face should be selected";
// Hitting another vertex should not de-select the face
performPointSelection(secondVertex, view);
EXPECT_EQ(getAllSelectedComponentNodes().size(), 1) << "Only one face should still be selected";
// De-selecting the first and the second vertex should release the face
performPointSelection(secondVertex, view);
EXPECT_EQ(getAllSelectedComponentNodes().size(), 1) << "Only one face should still be selected";
performPointSelection(firstVertex, view);
EXPECT_TRUE(getAllSelectedComponentNodes().empty()) << "Selection should be empty now";
}
TEST_F(TextureToolTest, TestSelectPatchByArea)
{
auto patchNode = setupPatchNodeForTextureTool();
auto patch = Node_getIPatch(patchNode);
// Get the texture space bounds of this patch
auto bounds = getTextureSpaceBounds(*patch);
// Construct a view that includes the patch UV bounds
bounds.extents *= 1.2f;
render::TextureToolView view;
view.constructFromTextureSpaceBounds(bounds, TEXTOOL_WIDTH, TEXTOOL_HEIGHT);
// Use the device point we calculated for this vertex and use it to construct a selection test
ConstructSelectionTest(view, selection::Rectangle::ConstructFromArea(Vector2(-0.95f, -0.95f), Vector2(0.95f*2, 0.95f*2)));
SelectionVolume test(view);
GlobalTextureToolSelectionSystem().selectArea(test, SelectionSystem::eToggle);
// Check if the node was selected
auto selectedNodes = getAllSelectedTextoolNodes();
EXPECT_EQ(selectedNodes.size(), 1) << "Only one patch should be selected";
EXPECT_TRUE(std::dynamic_pointer_cast<textool::IPatchNode>(selectedNodes.front())) << "Couldn't cast to special type";
}
inline std::vector<Vector2> getTexcoords(const IFace* face)
{
std::vector<Vector2> uvs;
for (const auto& vertex : face->getWinding())
{
uvs.push_back(vertex.texcoord);
}
return uvs;
}
void dragManipulateSelectionTowardsLowerRight(const Vector2& startTexcoord, const render::View& view)
{
auto centroid = startTexcoord;
auto centroidTransformed = view.GetViewProjection().transformPoint(Vector3(centroid.x(), centroid.y(), 0));
Vector2 devicePoint(centroidTransformed.x(), centroidTransformed.y());
GlobalTextureToolSelectionSystem().onManipulationStart();
// Simulate a transformation by click-and-drag
auto manipulator = GlobalTextureToolSelectionSystem().getActiveManipulator();
EXPECT_EQ(manipulator->getType(), selection::IManipulator::Drag) << "Wrong manipulator";
render::View scissored(view);
ConstructSelectionTest(scissored, selection::Rectangle::ConstructFromPoint(devicePoint, Vector2(0.05, 0.05)));
auto manipComponent = manipulator->getActiveComponent();
auto pivot2World = GlobalTextureToolSelectionSystem().getPivot2World();
manipComponent->beginTransformation(pivot2World, scissored, devicePoint);
// Move the device point a bit to the lower right
auto secondDevicePoint = devicePoint + (Vector2(1, -1) - devicePoint) / 2;
render::View scissored2(view);
ConstructSelectionTest(scissored2, selection::Rectangle::ConstructFromPoint(secondDevicePoint, Vector2(0.05, 0.05)));
manipComponent->transform(pivot2World, scissored2, secondDevicePoint, selection::IManipulator::Component::Constraint::Unconstrained);
GlobalTextureToolSelectionSystem().onManipulationFinished();
}
TEST_F(TextureToolTest, DragManipulateFace)
{
auto worldspawn = GlobalMapModule().findOrInsertWorldspawn();
auto brush = algorithm::createCubicBrush(worldspawn, Vector3(0, 256, 256), "textures/numbers/1");
// Put all faces into the tex tool scene
Node_setSelected(brush, true);
auto faceUp = algorithm::findBrushFaceWithNormal(Node_getIBrush(brush), Vector3(0, 0, 1));
auto faceDown = algorithm::findBrushFaceWithNormal(Node_getIBrush(brush), Vector3(0, 0, -1));
// Remember the texcoords of this face
auto oldFaceUpUvs = getTexcoords(faceUp);
auto oldFaceDownUvs = getTexcoords(faceDown);
// Select the face
auto textoolFace = findTexToolFaceWithNormal(faceUp->getPlane3().normal());
textoolFace->setSelected(true);
// Get the texture space bounds of this face
// Construct a view that includes the patch UV bounds
auto bounds = getTextureSpaceBounds(*faceUp);
bounds.extents *= 1.2f;
render::TextureToolView view;
view.constructFromTextureSpaceBounds(bounds, TEXTOOL_WIDTH, TEXTOOL_HEIGHT);
// Check the device coords of the face centroid and manipulate from that point
auto centroid = algorithm::getFaceCentroid(faceUp);
dragManipulateSelectionTowardsLowerRight(centroid, view);
// All the texcoords should have been moved to the lower right (U increased, V increased)
auto oldUv = oldFaceUpUvs.begin();
for (const auto& vertex : faceUp->getWinding())
{
EXPECT_LT(oldUv->x(), vertex.texcoord.x());
EXPECT_LT(oldUv->y(), vertex.texcoord.y());
++oldUv;
}
// The texcoords of the other face should not have been changed
oldUv = oldFaceDownUvs.begin();
for (const auto& vertex : faceDown->getWinding())
{
EXPECT_EQ(oldUv->x(), vertex.texcoord.x());
EXPECT_EQ(oldUv->y(), vertex.texcoord.y());
++oldUv;
}
}
TEST_F(TextureToolTest, DragManipulatePatch)
{
auto patchNode = setupPatchNodeForTextureTool();
auto patch = Node_getIPatch(patchNode);
// Remember the texcoords before manipulation
std::vector<Vector2> oldTexcoords;
foreachPatchVertex(*patch, [&](const PatchControl& control) { oldTexcoords.push_back(control.texcoord); });
auto texToolPatch = getFirstTextureToolNode();
texToolPatch->setSelected(true);
// Get the texture space bounds of this patch
auto bounds = getTextureSpaceBounds(*patch);
bounds.extents *= 1.2f;
render::TextureToolView view;
view.constructFromTextureSpaceBounds(bounds, TEXTOOL_WIDTH, TEXTOOL_HEIGHT);
// Check the device coords of the face centroid
auto centroid = Vector2(bounds.origin.x(), bounds.origin.y());
dragManipulateSelectionTowardsLowerRight(centroid, view);
// All the texcoords should have been moved to the lower right (U increased, V increased)
auto oldUv = oldTexcoords.begin();
foreachPatchVertex(*patch, [&](const PatchControl& control)
{
EXPECT_LT(oldUv->x(), control.texcoord.x());
EXPECT_LT(oldUv->y(), control.texcoord.y());
++oldUv;
});
}
}