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TextureTool.cpp
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TextureTool.cpp
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#include "RadiantTest.h"
#include <set>
#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;
}
// 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 AABB getTextureSpaceBounds(const IPatch& patch)
{
AABB bounds;
for (std::size_t col = 0; col < patch.getWidth(); ++col)
{
for (std::size_t row = 0; row < patch.getHeight(); ++row)
{
const auto& uv = patch.ctrlAt(row, col).texcoord;
bounds.includePoint({ uv.x(), uv.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;
}
// 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, 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, TestSelectPatchByPoint)
{
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);
// Check the device coords of the patch vertex
auto firstTexcoord = patch->ctrlAt(2, 1).texcoord;
auto firstTexcoordsTransformed = view.GetViewProjection().transformPoint(Vector3(firstTexcoord.x(), firstTexcoord.y(), 0));
Vector2 devicePoint(firstTexcoordsTransformed.x(), firstTexcoordsTransformed.y());
// Use the device point we calculated for this vertex and use it to construct a selection test
ConstructSelectionTest(view, selection::Rectangle::ConstructFromPoint(devicePoint, Vector2(0.02f, 0.02f)));
SelectionVolume test(view);
GlobalTextureToolSelectionSystem().selectPoint(test, SelectionSystem::eToggle);
// Check if the node was selected
std::vector<textool::INode::Ptr> selectedNodes;
GlobalTextureToolSelectionSystem().foreachSelectedNode([&](const textool::INode::Ptr& node)
{
selectedNodes.push_back(node);
return true;
});
EXPECT_EQ(selectedNodes.size(), 1) << "Only one patch should be selected";
}
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
std::vector<textool::INode::Ptr> selectedNodes;
GlobalTextureToolSelectionSystem().foreachSelectedNode([&](const textool::INode::Ptr& node)
{
selectedNodes.push_back(node);
return true;
});
EXPECT_EQ(selectedNodes.size(), 1) << "Only one patch should be selected";
}
}