Remove unused legacy tests

They haven't been updated for years and still use the old MainLoop
basic framework instead of the new doctest one.

They're of dubious quality and best redone from scratch using the
new framework.
This commit is contained in:
Rémi Verschelde 2022-04-07 00:38:35 +02:00
parent a49079947b
commit c99a1af0fb
16 changed files with 0 additions and 2929 deletions

View file

@ -18,11 +18,6 @@ if env_tests["platform"] == "windows":
if env_tests.msvc:
env_tests.Append(CCFLAGS=["/bigobj"])
env_tests.add_source_files(env.tests_sources, "core/*.cpp")
env_tests.add_source_files(env.tests_sources, "core/math/*.cpp")
env_tests.add_source_files(env.tests_sources, "core/templates/*.cpp")
env_tests.add_source_files(env.tests_sources, "scene/*.cpp")
env_tests.add_source_files(env.tests_sources, "servers/*.cpp")
env_tests.add_source_files(env.tests_sources, "*.cpp")
lib = env_tests.add_library("tests", env.tests_sources)

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@ -1,690 +0,0 @@
/*************************************************************************/
/* test_math.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
#include "test_math.h"
#include "core/math/camera_matrix.h"
#include "core/math/delaunay_3d.h"
#include "core/math/geometry_2d.h"
#include "core/os/main_loop.h"
#include "core/os/os.h"
namespace TestMath {
class GetClassAndNamespace {
String code;
int idx;
int line;
String error_str;
bool error;
Variant value;
String class_name;
enum Token {
TK_BRACKET_OPEN,
TK_BRACKET_CLOSE,
TK_CURLY_BRACKET_OPEN,
TK_CURLY_BRACKET_CLOSE,
TK_PERIOD,
TK_COLON,
TK_COMMA,
TK_SYMBOL,
TK_IDENTIFIER,
TK_STRING,
TK_NUMBER,
TK_EOF,
TK_ERROR
};
Token get_token() {
while (true) {
switch (code[idx]) {
case '\n': {
line++;
idx++;
break;
};
case 0: {
return TK_EOF;
} break;
case '{': {
idx++;
return TK_CURLY_BRACKET_OPEN;
};
case '}': {
idx++;
return TK_CURLY_BRACKET_CLOSE;
};
case '[': {
idx++;
return TK_BRACKET_OPEN;
};
case ']': {
idx++;
return TK_BRACKET_CLOSE;
};
case ':': {
idx++;
return TK_COLON;
};
case ',': {
idx++;
return TK_COMMA;
};
case '.': {
idx++;
return TK_PERIOD;
};
case '#': {
//compiler directive
while (code[idx] != '\n' && code[idx] != 0) {
idx++;
}
continue;
} break;
case '/': {
switch (code[idx + 1]) {
case '*': { // block comment
idx += 2;
while (true) {
if (code[idx] == 0) {
error_str = "Unterminated comment";
error = true;
return TK_ERROR;
} else if (code[idx] == '*' && code[idx + 1] == '/') {
idx += 2;
break;
} else if (code[idx] == '\n') {
line++;
}
idx++;
}
} break;
case '/': { // line comment skip
while (code[idx] != '\n' && code[idx] != 0) {
idx++;
}
} break;
default: {
value = "/";
idx++;
return TK_SYMBOL;
}
}
continue; // a comment
} break;
case '\'':
case '"': {
char32_t begin_str = code[idx];
idx++;
String tk_string = String();
while (true) {
if (code[idx] == 0) {
error_str = "Unterminated String";
error = true;
return TK_ERROR;
} else if (code[idx] == begin_str) {
idx++;
break;
} else if (code[idx] == '\\') {
//escaped characters...
idx++;
char32_t next = code[idx];
if (next == 0) {
error_str = "Unterminated String";
error = true;
return TK_ERROR;
}
char32_t res = 0;
switch (next) {
case 'b':
res = 8;
break;
case 't':
res = 9;
break;
case 'n':
res = 10;
break;
case 'f':
res = 12;
break;
case 'r':
res = 13;
break;
case '\"':
res = '\"';
break;
case '\\':
res = '\\';
break;
default: {
res = next;
} break;
}
tk_string += res;
} else {
if (code[idx] == '\n') {
line++;
}
tk_string += code[idx];
}
idx++;
}
value = tk_string;
return TK_STRING;
} break;
default: {
if (code[idx] <= 32) {
idx++;
break;
}
if ((code[idx] >= 33 && code[idx] <= 47) || (code[idx] >= 58 && code[idx] <= 64) || (code[idx] >= 91 && code[idx] <= 96) || (code[idx] >= 123 && code[idx] <= 127)) {
value = String::chr(code[idx]);
idx++;
return TK_SYMBOL;
}
if (code[idx] == '-' || is_digit(code[idx])) {
//a number
const char32_t *rptr;
double number = String::to_float(&code[idx], &rptr);
idx += (rptr - &code[idx]);
value = number;
return TK_NUMBER;
} else if (is_ascii_char(code[idx]) || code[idx] > 127) {
String id;
while (is_ascii_char(code[idx]) || code[idx] > 127) {
id += code[idx];
idx++;
}
value = id;
return TK_IDENTIFIER;
} else {
error_str = "Unexpected character.";
error = true;
return TK_ERROR;
}
}
}
}
}
public:
Error parse(const String &p_code, const String &p_known_class_name = String()) {
code = p_code;
idx = 0;
line = 0;
error_str = String();
error = false;
value = Variant();
class_name = String();
bool use_next_class = false;
Token tk = get_token();
Map<int, String> namespace_stack;
int curly_stack = 0;
while (!error || tk != TK_EOF) {
if (tk == TK_BRACKET_OPEN) {
tk = get_token();
if (tk == TK_IDENTIFIER && String(value) == "ScriptClass") {
if (get_token() == TK_BRACKET_CLOSE) {
use_next_class = true;
}
}
} else if (tk == TK_IDENTIFIER && String(value) == "class") {
tk = get_token();
if (tk == TK_IDENTIFIER) {
String name = value;
if (use_next_class || p_known_class_name == name) {
for (const KeyValue<int, String> &E : namespace_stack) {
class_name += E.value + ".";
}
class_name += String(value);
break;
}
}
} else if (tk == TK_IDENTIFIER && String(value) == "namespace") {
String name;
int at_level = curly_stack;
while (true) {
tk = get_token();
if (tk == TK_IDENTIFIER) {
name += String(value);
}
tk = get_token();
if (tk == TK_PERIOD) {
name += ".";
} else if (tk == TK_CURLY_BRACKET_OPEN) {
curly_stack++;
break;
} else {
break; //whatever else
}
}
if (!name.is_empty()) {
namespace_stack[at_level] = name;
}
} else if (tk == TK_CURLY_BRACKET_OPEN) {
curly_stack++;
} else if (tk == TK_CURLY_BRACKET_CLOSE) {
curly_stack--;
if (namespace_stack.has(curly_stack)) {
namespace_stack.erase(curly_stack);
}
}
tk = get_token();
}
if (error) {
return ERR_PARSE_ERROR;
}
return OK;
}
String get_error() {
return error_str;
}
String get_class() {
return class_name;
}
};
void test_vec(Plane p_vec) {
CameraMatrix cm;
cm.set_perspective(45, 1, 0, 100);
Plane v0 = cm.xform4(p_vec);
print_line("out: " + v0);
v0.normal.z = (v0.d / 100.0 * 2.0 - 1.0) * v0.d;
print_line("out_F: " + v0);
}
uint32_t ihash(uint32_t a) {
a = (a + 0x7ed55d16) + (a << 12);
a = (a ^ 0xc761c23c) ^ (a >> 19);
a = (a + 0x165667b1) + (a << 5);
a = (a + 0xd3a2646c) ^ (a << 9);
a = (a + 0xfd7046c5) + (a << 3);
a = (a ^ 0xb55a4f09) ^ (a >> 16);
return a;
}
uint32_t ihash2(uint32_t a) {
a = (a ^ 61) ^ (a >> 16);
a = a + (a << 3);
a = a ^ (a >> 4);
a = a * 0x27d4eb2d;
a = a ^ (a >> 15);
return a;
}
uint32_t ihash3(uint32_t a) {
a = (a + 0x479ab41d) + (a << 8);
a = (a ^ 0xe4aa10ce) ^ (a >> 5);
a = (a + 0x9942f0a6) - (a << 14);
a = (a ^ 0x5aedd67d) ^ (a >> 3);
a = (a + 0x17bea992) + (a << 7);
return a;
}
MainLoop *test() {
{
Vector<Vector3> points;
points.push_back(Vector3(0, 0, 0));
points.push_back(Vector3(0, 0, 1));
points.push_back(Vector3(0, 1, 0));
points.push_back(Vector3(0, 1, 1));
points.push_back(Vector3(1, 1, 0));
points.push_back(Vector3(1, 0, 0));
points.push_back(Vector3(1, 0, 1));
points.push_back(Vector3(1, 1, 1));
for (int i = 0; i < 800; i++) {
points.push_back(Vector3(Math::randf() * 2.0 - 1.0, Math::randf() * 2.0 - 1.0, Math::randf() * 2.0 - 1.0) * Vector3(25, 30, 33));
}
Vector<Delaunay3D::OutputSimplex> os = Delaunay3D::tetrahedralize(points);
print_line("simplices in the end: " + itos(os.size()));
for (int i = 0; i < os.size(); i++) {
print_line("Simplex " + itos(i) + ": ");
print_line(points[os[i].points[0]]);
print_line(points[os[i].points[1]]);
print_line(points[os[i].points[2]]);
print_line(points[os[i].points[3]]);
}
{
FileAccessRef f = FileAccess::open("res://bsp.obj", FileAccess::WRITE);
for (int i = 0; i < os.size(); i++) {
f->store_line("o Simplex" + itos(i));
for (int j = 0; j < 4; j++) {
f->store_line(vformat("v %f %f %f", points[os[i].points[j]].x, points[os[i].points[j]].y, points[os[i].points[j]].z));
}
static const int face_order[4][3] = {
{ 1, 2, 3 },
{ 1, 3, 4 },
{ 1, 2, 4 },
{ 2, 3, 4 }
};
for (int j = 0; j < 4; j++) {
f->store_line(vformat("f %d %d %d", 4 * i + face_order[j][0], 4 * i + face_order[j][1], 4 * i + face_order[j][2]));
}
}
f->close();
}
return nullptr;
}
{
float r = 1;
float g = 0.5;
float b = 0.1;
const float pow2to9 = 512.0f;
const float B = 15.0f;
const float N = 9.0f;
float sharedexp = 65408.000f;
float cRed = MAX(0.0f, MIN(sharedexp, r));
float cGreen = MAX(0.0f, MIN(sharedexp, g));
float cBlue = MAX(0.0f, MIN(sharedexp, b));
float cMax = MAX(cRed, MAX(cGreen, cBlue));
float expp = MAX(-B - 1.0f, floor(Math::log(cMax) / Math_LN2)) + 1.0f + B;
float sMax = (float)floor((cMax / Math::pow(2.0f, expp - B - N)) + 0.5f);
float exps = expp + 1.0f;
if (0.0 <= sMax && sMax < pow2to9) {
exps = expp;
}
float sRed = Math::floor((cRed / pow(2.0f, exps - B - N)) + 0.5f);
float sGreen = Math::floor((cGreen / pow(2.0f, exps - B - N)) + 0.5f);
float sBlue = Math::floor((cBlue / pow(2.0f, exps - B - N)) + 0.5f);
print_line("R: " + rtos(sRed) + " G: " + rtos(sGreen) + " B: " + rtos(sBlue) + " EXP: " + rtos(exps));
uint32_t rgbe = (Math::fast_ftoi(sRed) & 0x1FF) | ((Math::fast_ftoi(sGreen) & 0x1FF) << 9) | ((Math::fast_ftoi(sBlue) & 0x1FF) << 18) | ((Math::fast_ftoi(exps) & 0x1F) << 27);
float rb = rgbe & 0x1ff;
float gb = (rgbe >> 9) & 0x1ff;
float bb = (rgbe >> 18) & 0x1ff;
float eb = (rgbe >> 27);
float mb = Math::pow(2.0, eb - 15.0 - 9.0);
float rd = rb * mb;
float gd = gb * mb;
float bd = bb * mb;
print_line("RGBE: " + Color(rd, gd, bd));
}
Vector<int> ints;
ints.resize(20);
{
int *w;
w = ints.ptrw();
for (int i = 0; i < ints.size(); i++) {
w[i] = i;
}
}
Vector<int> posho = ints;
{
const int *r = posho.ptr();
for (int i = 0; i < posho.size(); i++) {
print_line(itos(i) + " : " + itos(r[i]));
}
}
List<String> cmdlargs = OS::get_singleton()->get_cmdline_args();
if (cmdlargs.is_empty()) {
//try editor!
return nullptr;
}
String test = cmdlargs.back()->get();
if (test == "math") {
// Not a file name but the test name, abort.
// FIXME: This test is ugly as heck, needs fixing :)
return nullptr;
}
FileAccess *fa = FileAccess::open(test, FileAccess::READ);
ERR_FAIL_COND_V_MSG(!fa, nullptr, "Could not open file: " + test);
Vector<uint8_t> buf;
uint64_t flen = fa->get_length();
buf.resize(fa->get_length() + 1);
fa->get_buffer(buf.ptrw(), flen);
buf.write[flen] = 0;
String code;
code.parse_utf8((const char *)&buf[0]);
GetClassAndNamespace getclass;
if (getclass.parse(code)) {
print_line("Parse error: " + getclass.get_error());
} else {
print_line("Found class: " + getclass.get_class());
}
{
Vector<int> hashes;
List<StringName> tl;
ClassDB::get_class_list(&tl);
for (const StringName &E : tl) {
Vector<uint8_t> m5b = E.operator String().md5_buffer();
hashes.push_back(hashes.size());
}
for (int i = nearest_shift(hashes.size()); i < 20; i++) {
bool success = true;
for (int s = 0; s < 10000; s++) {
Set<uint32_t> existing;
success = true;
for (int j = 0; j < hashes.size(); j++) {
uint32_t eh = ihash2(ihash3(hashes[j] + ihash(s) + s)) & ((1 << i) - 1);
if (existing.has(eh)) {
success = false;
break;
}
existing.insert(eh);
}
if (success) {
print_line("success at " + itos(i) + "/" + itos(nearest_shift(hashes.size())) + " shift " + itos(s));
break;
}
}
if (success) {
break;
}
}
print_line("DONE");
}
{
print_line("NUM: " + itos(-128));
}
{
Vector3 v(1, 2, 3);
v.normalize();
real_t a = 0.3;
Basis m(v, a);
Vector3 v2(7, 3, 1);
v2.normalize();
real_t a2 = 0.8;
Basis m2(v2, a2);
Quaternion q = m;
Quaternion q2 = m2;
Basis m3 = m.inverse() * m2;
Quaternion q3 = (q.inverse() * q2); //.normalized();
print_line(Quaternion(m3));
print_line(q3);
print_line("before v: " + v + " a: " + rtos(a));
q.get_axis_angle(v, a);
print_line("after v: " + v + " a: " + rtos(a));
}
String ret;
List<String> args;
args.push_back("-l");
Error err = OS::get_singleton()->execute("/bin/ls", args, &ret);
print_line("error: " + itos(err));
print_line(ret);
Basis m3;
m3.rotate(Vector3(1, 0, 0), 0.2);
m3.rotate(Vector3(0, 1, 0), 1.77);
m3.rotate(Vector3(0, 0, 1), 212);
Basis m32;
m32.set_euler(m3.get_euler());
print_line("ELEULEEEEEEEEEEEEEEEEEER: " + m3.get_euler() + " vs " + m32.get_euler());
{
Dictionary d;
d["momo"] = 1;
Dictionary b = d;
b["44"] = 4;
}
print_line("inters: " + rtos(Geometry2D::segment_intersects_circle(Vector2(-5, 0), Vector2(-2, 0), Vector2(), 1.0)));
print_line("cross: " + Vector3(1, 2, 3).cross(Vector3(4, 5, 7)));
print_line("dot: " + rtos(Vector3(1, 2, 3).dot(Vector3(4, 5, 7))));
print_line("abs: " + Vector3(-1, 2, -3).abs());
print_line("distance_to: " + rtos(Vector3(1, 2, 3).distance_to(Vector3(4, 5, 7))));
print_line("distance_squared_to: " + rtos(Vector3(1, 2, 3).distance_squared_to(Vector3(4, 5, 7))));
print_line("plus: " + (Vector3(1, 2, 3) + Vector3(Vector3(4, 5, 7))));
print_line("minus: " + (Vector3(1, 2, 3) - Vector3(Vector3(4, 5, 7))));
print_line("mul: " + (Vector3(1, 2, 3) * Vector3(Vector3(4, 5, 7))));
print_line("div: " + (Vector3(1, 2, 3) / Vector3(Vector3(4, 5, 7))));
print_line("mul scalar: " + (Vector3(1, 2, 3) * 2.0));
print_line("premul scalar: " + (2.0 * Vector3(1, 2, 3)));
print_line("div scalar: " + (Vector3(1, 2, 3) / 3.0));
print_line("length: " + rtos(Vector3(1, 2, 3).length()));
print_line("length squared: " + rtos(Vector3(1, 2, 3).length_squared()));
print_line("normalized: " + Vector3(1, 2, 3).normalized());
print_line("inverse: " + Vector3(1, 2, 3).inverse());
{
Vector3 v(4, 5, 7);
v.normalize();
print_line("normalize: " + v);
}
{
Vector3 v(4, 5, 7);
v += Vector3(1, 2, 3);
print_line("+=: " + v);
}
{
Vector3 v(4, 5, 7);
v -= Vector3(1, 2, 3);
print_line("-=: " + v);
}
{
Vector3 v(4, 5, 7);
v *= Vector3(1, 2, 3);
print_line("*=: " + v);
}
{
Vector3 v(4, 5, 7);
v /= Vector3(1, 2, 3);
print_line("/=: " + v);
}
{
Vector3 v(4, 5, 7);
v *= 2.0;
print_line("scalar *=: " + v);
}
{
Vector3 v(4, 5, 7);
v /= 2.0;
print_line("scalar /=: " + v);
}
return nullptr;
}
} // namespace TestMath

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@ -1,41 +0,0 @@
/*************************************************************************/
/* test_math.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
#ifndef TEST_MATH_H
#define TEST_MATH_H
class MainLoop;
namespace TestMath {
MainLoop *test();
}
#endif

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@ -1,301 +0,0 @@
/*************************************************************************/
/* test_oa_hash_map.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
#include "test_oa_hash_map.h"
#include "core/os/os.h"
#include "core/templates/oa_hash_map.h"
namespace TestOAHashMap {
struct CountedItem {
static int count;
int id = -1;
bool destroyed = false;
CountedItem() {
count++;
}
CountedItem(int p_id) :
id(p_id) {
count++;
}
CountedItem(const CountedItem &p_other) :
id(p_other.id) {
count++;
}
void operator=(const CountedItem &p_other) {
id = p_other.id;
count++;
}
~CountedItem() {
CRASH_COND(destroyed);
count--;
destroyed = true;
}
};
int CountedItem::count;
MainLoop *test() {
OS::get_singleton()->print("\n\n\nHello from test\n");
// test element tracking.
{
OAHashMap<int, int> map;
map.set(42, 1337);
map.set(1337, 21);
map.set(42, 11880);
int value = 0;
map.lookup(42, value);
OS::get_singleton()->print("capacity %d\n", map.get_capacity());
OS::get_singleton()->print("elements %d\n", map.get_num_elements());
OS::get_singleton()->print("map[42] = %d\n", value);
}
// rehashing and deletion
{
OAHashMap<int, int> map;
for (int i = 0; i < 500; i++) {
map.set(i, i * 2);
}
for (int i = 0; i < 500; i += 2) {
map.remove(i);
}
uint32_t num_elems = 0;
for (int i = 0; i < 500; i++) {
int tmp;
if (map.lookup(i, tmp) && tmp == i * 2) {
num_elems++;
}
}
OS::get_singleton()->print("elements %d == %d.\n", map.get_num_elements(), num_elems);
}
// iteration
{
OAHashMap<String, int> map;
map.set("Hello", 1);
map.set("World", 2);
map.set("Godot rocks", 42);
for (OAHashMap<String, int>::Iterator it = map.iter(); it.valid; it = map.next_iter(it)) {
OS::get_singleton()->print("map[\"%s\"] = %d\n", it.key->utf8().get_data(), *it.value);
}
}
// stress test / test for issue #22928
{
OAHashMap<int, int> map;
int dummy = 0;
const int N = 1000;
uint32_t *keys = new uint32_t[N];
Math::seed(0);
// insert a couple of random keys (with a dummy value, which is ignored)
for (int i = 0; i < N; i++) {
keys[i] = Math::rand();
map.set(keys[i], dummy);
if (!map.lookup(keys[i], dummy)) {
OS::get_singleton()->print("could not find 0x%X despite it was just inserted!\n", unsigned(keys[i]));
}
}
// check whether the keys are still present
for (int i = 0; i < N; i++) {
if (!map.lookup(keys[i], dummy)) {
OS::get_singleton()->print("could not find 0x%X despite it has been inserted previously! (not checking the other keys, breaking...)\n", unsigned(keys[i]));
break;
}
}
delete[] keys;
}
// regression test / test for issue related to #31402
{
OS::get_singleton()->print("test for issue #31402 started...\n");
const int num_test_values = 12;
int test_values[num_test_values] = { 0, 24, 48, 72, 96, 120, 144, 168, 192, 216, 240, 264 };
int dummy = 0;
OAHashMap<int, int> map;
map.clear();
for (int i = 0; i < num_test_values; ++i) {
map.set(test_values[i], dummy);
}
OS::get_singleton()->print("test for issue #31402 passed.\n");
}
// test collision resolution, should not crash or run indefinitely
{
OAHashMap<int, int> map(4);
map.set(1, 1);
map.set(5, 1);
map.set(9, 1);
map.set(13, 1);
map.remove(5);
map.remove(9);
map.remove(13);
map.set(5, 1);
}
// test memory management of items, should not crash or leak items
{
// Exercise different patterns of removal
for (int i = 0; i < 4; ++i) {
{
OAHashMap<String, CountedItem> map;
int id = 0;
for (int j = 0; j < 100; ++j) {
map.insert(itos(j), CountedItem(id));
}
if (i <= 1) {
for (int j = 0; j < 100; ++j) {
map.remove(itos(j));
}
}
if (i % 2 == 0) {
map.clear();
}
}
if (CountedItem::count != 0) {
OS::get_singleton()->print("%d != 0 (not performing the other test sub-cases, breaking...)\n", CountedItem::count);
break;
}
}
}
// Test map with 0 capacity.
{
OAHashMap<int, String> original_map(0);
original_map.set(1, "1");
OS::get_singleton()->print("OAHashMap 0 capacity initialization passed.\n");
}
// Test copy constructor.
{
OAHashMap<int, String> original_map;
original_map.set(1, "1");
original_map.set(2, "2");
original_map.set(3, "3");
original_map.set(4, "4");
original_map.set(5, "5");
OAHashMap<int, String> map_copy(original_map);
bool pass = true;
for (
OAHashMap<int, String>::Iterator it = original_map.iter();
it.valid;
it = original_map.next_iter(it)) {
if (map_copy.lookup_ptr(*it.key) == nullptr) {
pass = false;
}
if (*it.value != *map_copy.lookup_ptr(*it.key)) {
pass = false;
}
}
if (pass) {
OS::get_singleton()->print("OAHashMap copy constructor test passed.\n");
} else {
OS::get_singleton()->print("OAHashMap copy constructor test FAILED.\n");
}
map_copy.set(1, "Random String");
if (*map_copy.lookup_ptr(1) == *original_map.lookup_ptr(1)) {
OS::get_singleton()->print("OAHashMap copy constructor, atomic copy test FAILED.\n");
} else {
OS::get_singleton()->print("OAHashMap copy constructor, atomic copy test passed.\n");
}
}
// Test assign operator.
{
OAHashMap<int, String> original_map;
original_map.set(1, "1");
original_map.set(2, "2");
original_map.set(3, "3");
original_map.set(4, "4");
original_map.set(5, "5");
OAHashMap<int, String> map_copy(100000);
map_copy.set(1, "Just a string.");
map_copy = original_map;
bool pass = true;
for (
OAHashMap<int, String>::Iterator it = map_copy.iter();
it.valid;
it = map_copy.next_iter(it)) {
if (original_map.lookup_ptr(*it.key) == nullptr) {
pass = false;
}
if (*it.value != *original_map.lookup_ptr(*it.key)) {
pass = false;
}
}
if (pass) {
OS::get_singleton()->print("OAHashMap assign operation test passed.\n");
} else {
OS::get_singleton()->print("OAHashMap assign operation test FAILED.\n");
}
map_copy.set(1, "Random String");
if (*map_copy.lookup_ptr(1) == *original_map.lookup_ptr(1)) {
OS::get_singleton()->print("OAHashMap assign operation atomic copy test FAILED.\n");
} else {
OS::get_singleton()->print("OAHashMap assign operation atomic copy test passed.\n");
}
}
return nullptr;
}
} // namespace TestOAHashMap

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@ -1,41 +0,0 @@
/*************************************************************************/
/* test_oa_hash_map.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
#ifndef TEST_OA_HASH_MAP_H
#define TEST_OA_HASH_MAP_H
class MainLoop;
namespace TestOAHashMap {
MainLoop *test();
}
#endif // TEST_OA_HASH_MAP_H

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@ -1,259 +0,0 @@
/*************************************************************************/
/* test_gui.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
#ifndef _3D_DISABLED
#include "test_gui.h"
#include "scene/gui/button.h"
#include "scene/gui/label.h"
#include "scene/gui/line_edit.h"
#include "scene/gui/menu_button.h"
#include "scene/gui/option_button.h"
#include "scene/gui/panel.h"
#include "scene/gui/progress_bar.h"
#include "scene/gui/rich_text_label.h"
#include "scene/gui/scroll_bar.h"
#include "scene/gui/spin_box.h"
#include "scene/gui/tab_container.h"
#include "scene/gui/tree.h"
namespace TestGUI {
class TestMainLoop : public SceneTree {
public:
virtual void request_quit() {
quit();
}
virtual void initialize() {
SceneTree::initialize();
Panel *frame = memnew(Panel);
frame->set_anchor(SIDE_RIGHT, Control::ANCHOR_END);
frame->set_anchor(SIDE_BOTTOM, Control::ANCHOR_END);
frame->set_end(Point2(0, 0));
Ref<Theme> t = memnew(Theme);
frame->set_theme(t);
get_root()->add_child(frame);
Label *label = memnew(Label);
label->set_position(Point2(80, 90));
label->set_size(Point2(170, 80));
label->set_horizontal_alignment(HORIZONTAL_ALIGNMENT_FILL);
label->set_text("There was once upon a time a beautiful unicorn that loved to play with little girls...");
frame->add_child(label);
Button *button = memnew(Button);
button->set_position(Point2(20, 20));
button->set_size(Point2(1, 1));
button->set_text("This is a biggie button");
frame->add_child(button);
Tree *tree = memnew(Tree);
tree->set_columns(2);
tree->set_position(Point2(230, 210));
tree->set_size(Point2(150, 250));
TreeItem *item = tree->create_item();
item->set_editable(0, true);
item->set_text(0, "root");
item = tree->create_item(tree->get_root());
item->set_cell_mode(0, TreeItem::CELL_MODE_CHECK);
item->set_editable(0, true);
item->set_text(0, "check");
item->set_cell_mode(1, TreeItem::CELL_MODE_CHECK);
item->set_editable(1, true);
item->set_text(1, "check2");
item = tree->create_item(tree->get_root());
item->set_cell_mode(0, TreeItem::CELL_MODE_RANGE);
item->set_editable(0, true);
item->set_range_config(0, 0, 20, 0.1);
item->set_range(0, 2);
item->add_button(0, Theme::get_default()->get_icon("folder", "FileDialog"));
item->set_cell_mode(1, TreeItem::CELL_MODE_RANGE);
item->set_editable(1, true);
item->set_range_config(1, 0, 20, 0.1);
item->set_range(1, 3);
item = tree->create_item(tree->get_root());
item->set_cell_mode(0, TreeItem::CELL_MODE_RANGE);
item->set_editable(0, true);
item->set_text(0, "Have,Many,Several,Options!");
item->set_range(0, 2);
item = tree->create_item(item);
item->set_editable(0, true);
item->set_text(0, "Gershwin!");
frame->add_child(tree);
LineEdit *line_edit = memnew(LineEdit);
line_edit->set_position(Point2(30, 190));
line_edit->set_size(Point2(180, 1));
frame->add_child(line_edit);
HScrollBar *hscroll = memnew(HScrollBar);
hscroll->set_position(Point2(30, 290));
hscroll->set_size(Point2(180, 1));
hscroll->set_max(10);
hscroll->set_page(4);
frame->add_child(hscroll);
SpinBox *spin = memnew(SpinBox);
spin->set_position(Point2(30, 260));
spin->set_size(Point2(120, 1));
frame->add_child(spin);
hscroll->share(spin);
ProgressBar *progress = memnew(ProgressBar);
progress->set_position(Point2(30, 330));
progress->set_size(Point2(120, 1));
frame->add_child(progress);
hscroll->share(progress);
MenuButton *menu_button = memnew(MenuButton);
menu_button->set_text("I'm a menu!");
menu_button->set_position(Point2(30, 380));
menu_button->set_size(Point2(1, 1));
frame->add_child(menu_button);
PopupMenu *popup = menu_button->get_popup();
popup->add_item("Hello, testing");
popup->add_item("My Dearest");
popup->add_separator();
popup->add_item("Popup");
popup->add_check_item("Check Popup");
popup->set_item_checked(4, true);
popup->add_separator();
popup->add_radio_check_item("Option A");
popup->set_item_checked(6, true);
popup->add_radio_check_item("Option B");
OptionButton *options = memnew(OptionButton);
options->add_item("Hello, testing");
options->add_item("My Dearest");
options->set_position(Point2(230, 180));
options->set_size(Point2(1, 1));
frame->add_child(options);
RichTextLabel *richtext = memnew(RichTextLabel);
richtext->set_position(Point2(600, 210));
richtext->set_size(Point2(180, 250));
richtext->set_anchor_and_offset(SIDE_RIGHT, Control::ANCHOR_END, -20);
frame->add_child(richtext);
richtext->add_text("Hello, My Friends!\n\nWelcome to the amazing world of ");
richtext->add_newline();
richtext->add_newline();
richtext->push_color(Color(1, 0.5, 0.5));
richtext->add_text("leprechauns");
richtext->pop();
richtext->add_text(" and ");
richtext->push_color(Color(0, 1.0, 0.5));
richtext->add_text("faeries.\n");
richtext->pop();
richtext->add_text("In this new episode, we will attempt to ");
richtext->push_font(richtext->get_theme_font(SNAME("mono_font"), SNAME("Fonts")));
richtext->push_color(Color(0.7, 0.5, 1.0));
richtext->add_text("deliver something nice");
richtext->pop();
richtext->pop();
richtext->add_text(" to all the viewers! Unfortunately, I need to ");
richtext->push_underline();
richtext->add_text("keep writing a lot of text");
richtext->pop();
richtext->add_text(" so the label control overflows and the scrollbar appears.\n");
richtext->push_meta("http://www.scrollingcapabilities.xz");
richtext->add_text("This allows to test for the scrolling capabilities ");
richtext->pop();
richtext->add_text("of the rich text label for huge text (not like this text will really be huge but, you know).\nAs long as it is so long that it will work nicely for a test/demo, then it's welcomed in my book...\nChanging subject, the day is cloudy today and I'm wondering if I'll get che chance to travel somewhere nice. Sometimes, watching the clouds from satellite images may give a nice insight about how pressure zones in our planet work, although it also makes it pretty obvious to see why most weather forecasts get it wrong so often.\nClouds are so difficult to predict!\nBut it's pretty cool how our civilization has adapted to having water falling from the sky each time it rains...");
TabContainer *tabc = memnew(TabContainer);
Control *ctl = memnew(Control);
ctl->set_name("tab 1");
tabc->add_child(ctl);
ctl = memnew(Control);
ctl->set_name("tab 2");
tabc->add_child(ctl);
label = memnew(Label);
label->set_text("Some Label");
label->set_position(Point2(20, 20));
ctl->add_child(label);
ctl = memnew(Control);
ctl->set_name("tab 3");
button = memnew(Button);
button->set_text("Some Button");
button->set_position(Point2(30, 50));
ctl->add_child(button);
tabc->add_child(ctl);
frame->add_child(tabc);
tabc->set_position(Point2(400, 210));
tabc->set_size(Point2(180, 250));
}
};
MainLoop *test() {
return memnew(TestMainLoop);
}
} // namespace TestGUI
#endif // _3D_DISABLED

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@ -1,41 +0,0 @@
/*************************************************************************/
/* test_gui.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
#ifndef TEST_GUI_H
#define TEST_GUI_H
class MainLoop;
namespace TestGUI {
MainLoop *test();
}
#endif

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@ -1,41 +0,0 @@
/*************************************************************************/
/* test_physics_2d.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
#ifndef TEST_PHYSICS_2D_H
#define TEST_PHYSICS_2D_H
class MainLoop;
namespace TestPhysics2D {
MainLoop *test();
}
#endif // TEST_PHYSICS_2D_H

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@ -1,410 +0,0 @@
/*************************************************************************/
/* test_physics_3d.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
#include "test_physics_3d.h"
#include "core/math/convex_hull.h"
#include "core/math/geometry_3d.h"
#include "core/os/main_loop.h"
#include "servers/physics_server_3d.h"
#include "servers/rendering_server.h"
class TestPhysics3DMainLoop : public MainLoop {
GDCLASS(TestPhysics3DMainLoop, MainLoop);
enum {
LINK_COUNT = 20,
};
RID test_cube;
RID plane;
RID sphere;
RID light;
RID camera;
RID mover;
RID scenario;
RID space;
RID character;
real_t ofs_x, ofs_y;
Point2 joy_direction;
List<RID> bodies;
Map<PhysicsServer3D::ShapeType, RID> type_shape_map;
Map<PhysicsServer3D::ShapeType, RID> type_mesh_map;
void body_changed_transform(Object *p_state, RID p_visual_instance) {
PhysicsDirectBodyState3D *state = (PhysicsDirectBodyState3D *)p_state;
RenderingServer *vs = RenderingServer::get_singleton();
Transform3D t = state->get_transform();
vs->instance_set_transform(p_visual_instance, t);
}
bool quit;
protected:
RID create_body(PhysicsServer3D::ShapeType p_shape, PhysicsServer3D::BodyMode p_body, const Transform3D p_location, bool p_active_default = true, const Transform3D &p_shape_xform = Transform3D()) {
RenderingServer *vs = RenderingServer::get_singleton();
PhysicsServer3D *ps = PhysicsServer3D::get_singleton();
RID mesh_instance = vs->instance_create2(type_mesh_map[p_shape], scenario);
RID body = ps->body_create();
ps->body_set_mode(body, p_body);
ps->body_set_state(body, PhysicsServer3D::BODY_STATE_SLEEPING, !p_active_default);
ps->body_set_space(body, space);
ps->body_set_param(body, PhysicsServer3D::BODY_PARAM_BOUNCE, 0.0);
//todo set space
ps->body_add_shape(body, type_shape_map[p_shape]);
ps->body_set_force_integration_callback(body, callable_mp(this, &TestPhysics3DMainLoop::body_changed_transform), mesh_instance);
ps->body_set_state(body, PhysicsServer3D::BODY_STATE_TRANSFORM, p_location);
bodies.push_back(body);
if (p_body == PhysicsServer3D::BODY_MODE_STATIC) {
vs->instance_set_transform(mesh_instance, p_location);
}
return body;
}
RID create_world_boundary(const Plane &p_plane) {
PhysicsServer3D *ps = PhysicsServer3D::get_singleton();
RID world_boundary_shape = ps->shape_create(PhysicsServer3D::SHAPE_WORLD_BOUNDARY);
ps->shape_set_data(world_boundary_shape, p_plane);
RID b = ps->body_create();
ps->body_set_mode(b, PhysicsServer3D::BODY_MODE_STATIC);
ps->body_set_space(b, space);
ps->body_add_shape(b, world_boundary_shape);
return b;
}
void configure_body(RID p_body, real_t p_mass, real_t p_friction, real_t p_bounce) {
PhysicsServer3D *ps = PhysicsServer3D::get_singleton();
ps->body_set_param(p_body, PhysicsServer3D::BODY_PARAM_MASS, p_mass);
ps->body_set_param(p_body, PhysicsServer3D::BODY_PARAM_FRICTION, p_friction);
ps->body_set_param(p_body, PhysicsServer3D::BODY_PARAM_BOUNCE, p_bounce);
}
void initialize_shapes() {
RenderingServer *vs = RenderingServer::get_singleton();
PhysicsServer3D *ps = PhysicsServer3D::get_singleton();
/* SPHERE SHAPE */
RID sphere_mesh = vs->make_sphere_mesh(10, 20, 0.5);
type_mesh_map[PhysicsServer3D::SHAPE_SPHERE] = sphere_mesh;
RID sphere_shape = ps->shape_create(PhysicsServer3D::SHAPE_SPHERE);
ps->shape_set_data(sphere_shape, 0.5);
type_shape_map[PhysicsServer3D::SHAPE_SPHERE] = sphere_shape;
/* BOX SHAPE */
Vector<Plane> box_planes = Geometry3D::build_box_planes(Vector3(0.5, 0.5, 0.5));
RID box_mesh = vs->mesh_create();
Geometry3D::MeshData box_data = Geometry3D::build_convex_mesh(box_planes);
vs->mesh_add_surface_from_mesh_data(box_mesh, box_data);
type_mesh_map[PhysicsServer3D::SHAPE_BOX] = box_mesh;
RID box_shape = ps->shape_create(PhysicsServer3D::SHAPE_BOX);
ps->shape_set_data(box_shape, Vector3(0.5, 0.5, 0.5));
type_shape_map[PhysicsServer3D::SHAPE_BOX] = box_shape;
/* CAPSULE SHAPE */
Vector<Plane> capsule_planes = Geometry3D::build_capsule_planes(0.5, 0.7, 12, Vector3::AXIS_Z);
RID capsule_mesh = vs->mesh_create();
Geometry3D::MeshData capsule_data = Geometry3D::build_convex_mesh(capsule_planes);
vs->mesh_add_surface_from_mesh_data(capsule_mesh, capsule_data);
type_mesh_map[PhysicsServer3D::SHAPE_CAPSULE] = capsule_mesh;
RID capsule_shape = ps->shape_create(PhysicsServer3D::SHAPE_CAPSULE);
Dictionary capsule_params;
capsule_params["radius"] = 0.5;
capsule_params["height"] = 1.4;
ps->shape_set_data(capsule_shape, capsule_params);
type_shape_map[PhysicsServer3D::SHAPE_CAPSULE] = capsule_shape;
/* CONVEX SHAPE */
Vector<Plane> convex_planes = Geometry3D::build_cylinder_planes(0.5, 0.7, 5, Vector3::AXIS_Z);
RID convex_mesh = vs->mesh_create();
Geometry3D::MeshData convex_data = Geometry3D::build_convex_mesh(convex_planes);
ConvexHullComputer::convex_hull(convex_data.vertices, convex_data);
vs->mesh_add_surface_from_mesh_data(convex_mesh, convex_data);
type_mesh_map[PhysicsServer3D::SHAPE_CONVEX_POLYGON] = convex_mesh;
RID convex_shape = ps->shape_create(PhysicsServer3D::SHAPE_CONVEX_POLYGON);
ps->shape_set_data(convex_shape, convex_data.vertices);
type_shape_map[PhysicsServer3D::SHAPE_CONVEX_POLYGON] = convex_shape;
}
void make_trimesh(Vector<Vector3> p_faces, const Transform3D &p_xform = Transform3D()) {
RenderingServer *vs = RenderingServer::get_singleton();
PhysicsServer3D *ps = PhysicsServer3D::get_singleton();
RID trimesh_shape = ps->shape_create(PhysicsServer3D::SHAPE_CONCAVE_POLYGON);
Dictionary trimesh_params;
trimesh_params["faces"] = p_faces;
trimesh_params["backface_collision"] = false;
ps->shape_set_data(trimesh_shape, trimesh_params);
Vector<Vector3> normals; // for drawing
for (int i = 0; i < p_faces.size() / 3; i++) {
Plane p(p_faces[i * 3 + 0], p_faces[i * 3 + 1], p_faces[i * 3 + 2]);
normals.push_back(p.normal);
normals.push_back(p.normal);
normals.push_back(p.normal);
}
RID trimesh_mesh = vs->mesh_create();
Array d;
d.resize(RS::ARRAY_MAX);
d[RS::ARRAY_VERTEX] = p_faces;
d[RS::ARRAY_NORMAL] = normals;
vs->mesh_add_surface_from_arrays(trimesh_mesh, RS::PRIMITIVE_TRIANGLES, d);
RID triins = vs->instance_create2(trimesh_mesh, scenario);
RID tribody = ps->body_create();
ps->body_set_mode(tribody, PhysicsServer3D::BODY_MODE_STATIC);
ps->body_set_space(tribody, space);
//todo set space
ps->body_add_shape(tribody, trimesh_shape);
Transform3D tritrans = p_xform;
ps->body_set_state(tribody, PhysicsServer3D::BODY_STATE_TRANSFORM, tritrans);
vs->instance_set_transform(triins, tritrans);
}
void make_grid(int p_width, int p_height, real_t p_cellsize, real_t p_cellheight, const Transform3D &p_xform = Transform3D()) {
Vector<Vector<real_t>> grid;
grid.resize(p_width);
for (int i = 0; i < p_width; i++) {
grid.write[i].resize(p_height);
for (int j = 0; j < p_height; j++) {
grid.write[i].write[j] = 1.0 + Math::random(-p_cellheight, p_cellheight);
}
}
Vector<Vector3> faces;
for (int i = 1; i < p_width; i++) {
for (int j = 1; j < p_height; j++) {
#define MAKE_VERTEX(m_x, m_z) \
faces.push_back(Vector3((m_x - p_width / 2) * p_cellsize, grid[m_x][m_z], (m_z - p_height / 2) * p_cellsize))
MAKE_VERTEX(i, j - 1);
MAKE_VERTEX(i, j);
MAKE_VERTEX(i - 1, j);
MAKE_VERTEX(i - 1, j - 1);
MAKE_VERTEX(i, j - 1);
MAKE_VERTEX(i - 1, j);
}
}
make_trimesh(faces, p_xform);
}
public:
virtual void input_event(const Ref<InputEvent> &p_event) {
Ref<InputEventMouseMotion> mm = p_event;
if (mm.is_valid() && (mm->get_button_mask() & MouseButton::MASK_MIDDLE) != MouseButton::NONE) {
ofs_y -= mm->get_relative().y / 200.0;
ofs_x += mm->get_relative().x / 200.0;
}
if (mm.is_valid() && (mm->get_button_mask() & MouseButton::MASK_LEFT) != MouseButton::NONE) {
real_t y = -mm->get_relative().y / 20.0;
real_t x = mm->get_relative().x / 20.0;
if (mover.is_valid()) {
PhysicsServer3D *ps = PhysicsServer3D::get_singleton();
Transform3D t = ps->body_get_state(mover, PhysicsServer3D::BODY_STATE_TRANSFORM);
t.origin += Vector3(x, y, 0);
ps->body_set_state(mover, PhysicsServer3D::BODY_STATE_TRANSFORM, t);
}
}
}
virtual void request_quit() {
quit = true;
}
virtual void initialize() override {
ofs_x = ofs_y = 0;
initialize_shapes();
PhysicsServer3D *ps = PhysicsServer3D::get_singleton();
space = ps->space_create();
ps->space_set_active(space, true);
RenderingServer *vs = RenderingServer::get_singleton();
/* LIGHT */
RID lightaux = vs->directional_light_create();
scenario = vs->scenario_create();
vs->light_set_shadow(lightaux, true);
light = vs->instance_create2(lightaux, scenario);
Transform3D t;
t.rotate(Vector3(1.0, 0, 0), 0.6);
vs->instance_set_transform(light, t);
/* CAMERA */
camera = vs->camera_create();
RID viewport = vs->viewport_create();
Size2i screen_size = DisplayServer::get_singleton()->window_get_size();
vs->viewport_set_size(viewport, screen_size.x, screen_size.y);
vs->viewport_attach_to_screen(viewport, Rect2(Vector2(), screen_size));
vs->viewport_set_active(viewport, true);
vs->viewport_attach_camera(viewport, camera);
vs->viewport_set_scenario(viewport, scenario);
vs->camera_set_perspective(camera, 60, 0.1, 40.0);
vs->camera_set_transform(camera, Transform3D(Basis(), Vector3(0, 9, 12)));
Transform3D gxf;
gxf.basis.scale(Vector3(1.4, 0.4, 1.4));
gxf.origin = Vector3(-2, 1, -2);
make_grid(5, 5, 2.5, 1, gxf);
test_fall();
quit = false;
}
virtual bool physics_process(double p_time) override {
if (mover.is_valid()) {
static real_t joy_speed = 10;
PhysicsServer3D *ps = PhysicsServer3D::get_singleton();
Transform3D t = ps->body_get_state(mover, PhysicsServer3D::BODY_STATE_TRANSFORM);
t.origin += Vector3(joy_speed * joy_direction.x * p_time, -joy_speed * joy_direction.y * p_time, 0);
ps->body_set_state(mover, PhysicsServer3D::BODY_STATE_TRANSFORM, t);
};
Transform3D cameratr;
cameratr.rotate(Vector3(0, 1, 0), ofs_x);
cameratr.rotate(Vector3(1, 0, 0), -ofs_y);
cameratr.translate(Vector3(0, 2, 8));
RenderingServer *vs = RenderingServer::get_singleton();
vs->camera_set_transform(camera, cameratr);
return quit;
}
virtual void finalize() override {
}
void test_joint() {
}
void test_hinge() {
}
void test_character() {
RenderingServer *vs = RenderingServer::get_singleton();
PhysicsServer3D *ps = PhysicsServer3D::get_singleton();
Vector<Plane> capsule_planes = Geometry3D::build_capsule_planes(0.5, 1, 12, 5, Vector3::AXIS_Y);
RID capsule_mesh = vs->mesh_create();
Geometry3D::MeshData capsule_data = Geometry3D::build_convex_mesh(capsule_planes);
vs->mesh_add_surface_from_mesh_data(capsule_mesh, capsule_data);
type_mesh_map[PhysicsServer3D::SHAPE_CAPSULE] = capsule_mesh;
RID capsule_shape = ps->shape_create(PhysicsServer3D::SHAPE_CAPSULE);
Dictionary capsule_params;
capsule_params["radius"] = 0.5;
capsule_params["height"] = 1;
Transform3D shape_xform;
shape_xform.rotate(Vector3(1, 0, 0), Math_PI / 2.0);
//shape_xform.origin=Vector3(1,1,1);
ps->shape_set_data(capsule_shape, capsule_params);
RID mesh_instance = vs->instance_create2(capsule_mesh, scenario);
character = ps->body_create();
ps->body_set_mode(character, PhysicsServer3D::BODY_MODE_DYNAMIC_LINEAR);
ps->body_set_space(character, space);
//todo add space
ps->body_add_shape(character, capsule_shape);
ps->body_set_force_integration_callback(character, callable_mp(this, &TestPhysics3DMainLoop::body_changed_transform), mesh_instance);
ps->body_set_state(character, PhysicsServer3D::BODY_STATE_TRANSFORM, Transform3D(Basis(), Vector3(-2, 5, -2)));
bodies.push_back(character);
}
void test_fall() {
for (int i = 0; i < 35; i++) {
static const PhysicsServer3D::ShapeType shape_idx[] = {
PhysicsServer3D::SHAPE_CAPSULE,
PhysicsServer3D::SHAPE_BOX,
PhysicsServer3D::SHAPE_SPHERE,
PhysicsServer3D::SHAPE_CONVEX_POLYGON
};
PhysicsServer3D::ShapeType type = shape_idx[i % 4];
Transform3D t;
t.origin = Vector3(0.0 * i, 3.5 + 1.1 * i, 0.7 + 0.0 * i);
t.basis.rotate(Vector3(0.2, -1, 0), Math_PI / 2 * 0.6);
create_body(type, PhysicsServer3D::BODY_MODE_DYNAMIC, t);
}
create_world_boundary(Plane(Vector3(0, 1, 0), -1));
}
void test_activate() {
create_body(PhysicsServer3D::SHAPE_BOX, PhysicsServer3D::BODY_MODE_DYNAMIC, Transform3D(Basis(), Vector3(0, 2, 0)), true);
create_world_boundary(Plane(Vector3(0, 1, 0), -1));
}
virtual bool process(double p_time) override {
return false;
}
TestPhysics3DMainLoop() {
}
};
namespace TestPhysics3D {
MainLoop *test() {
return memnew(TestPhysics3DMainLoop);
}
} // namespace TestPhysics3D

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@ -1,41 +0,0 @@
/*************************************************************************/
/* test_physics_3d.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
#ifndef TEST_PHYSICS_H
#define TEST_PHYSICS_H
class MainLoop;
namespace TestPhysics3D {
MainLoop *test();
}
#endif

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/*************************************************************************/
/* test_render.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
#include "test_render.h"
#include "core/math/convex_hull.h"
#include "core/os/main_loop.h"
#include "servers/rendering_server.h"
#define OBJECT_COUNT 50
namespace TestRender {
class TestMainLoop : public MainLoop {
RID test_cube;
RID instance;
RID camera;
RID viewport;
RID light;
RID scenario;
struct InstanceInfo {
RID instance;
Transform3D base;
Vector3 rot_axis;
};
List<InstanceInfo> instances;
float ofs;
bool quit;
protected:
public:
virtual void input_event(const Ref<InputEvent> &p_event) {
if (p_event->is_pressed()) {
quit = true;
}
}
virtual void init() {
print_line("INITIALIZING TEST RENDER");
RenderingServer *vs = RenderingServer::get_singleton();
test_cube = vs->get_test_cube();
scenario = vs->scenario_create();
Vector<Vector3> vts;
/*
Vector<Plane> sp = Geometry3D::build_sphere_planes(2,5,5);
Geometry3D::MeshData md2 = Geometry3D::build_convex_mesh(sp);
vts=md2.vertices;
*/
/*
static const int s = 20;
for(int i=0;i<s;i++) {
Basis rot(Vector3(0,1,0),i*Math_PI/s);
for(int j=0;j<s;j++) {
Vector3 v;
v.x=Math::sin(j*Math_PI*2/s);
v.y=Math::cos(j*Math_PI*2/s);
vts.push_back( rot.xform(v*2 ) );
}
}*/
/*for(int i=0;i<100;i++) {
vts.push_back( Vector3(Math::randf()*2-1.0,Math::randf()*2-1.0,Math::randf()*2-1.0).normalized()*2);
}*/
/*
vts.push_back(Vector3(0,0,1));
vts.push_back(Vector3(0,0,-1));
vts.push_back(Vector3(0,1,0));
vts.push_back(Vector3(0,-1,0));
vts.push_back(Vector3(1,0,0));
vts.push_back(Vector3(-1,0,0));*/
vts.push_back(Vector3(1, 1, 1));
vts.push_back(Vector3(1, -1, 1));
vts.push_back(Vector3(-1, 1, 1));
vts.push_back(Vector3(-1, -1, 1));
vts.push_back(Vector3(1, 1, -1));
vts.push_back(Vector3(1, -1, -1));
vts.push_back(Vector3(-1, 1, -1));
vts.push_back(Vector3(-1, -1, -1));
Geometry3D::MeshData md;
Error err = ConvexHullComputer::convex_hull(vts, md);
print_line("ERR: " + itos(err));
test_cube = vs->mesh_create();
vs->mesh_add_surface_from_mesh_data(test_cube, md);
//vs->scenario_set_debug(scenario,RS::SCENARIO_DEBUG_WIREFRAME);
/*
RID sm = vs->shader_create();
//vs->shader_set_fragment_code(sm,"OUT_ALPHA=mod(TIME,1);");
//vs->shader_set_vertex_code(sm,"OUT_VERTEX=IN_VERTEX*mod(TIME,1);");
vs->shader_set_fragment_code(sm,"OUT_DIFFUSE=vec3(1,0,1);OUT_GLOW=abs(sin(TIME));");
RID tcmat = vs->mesh_surface_get_material(test_cube,0);
vs->material_set_shader(tcmat,sm);
*/
List<String> cmdline = OS::get_singleton()->get_cmdline_args();
int object_count = OBJECT_COUNT;
if (cmdline.size() > 0 && cmdline[cmdline.size() - 1].to_int()) {
object_count = cmdline[cmdline.size() - 1].to_int();
};
for (int i = 0; i < object_count; i++) {
InstanceInfo ii;
ii.instance = vs->instance_create2(test_cube, scenario);
ii.base.translate(Math::random(-20, 20), Math::random(-20, 20), Math::random(-20, 18));
ii.base.rotate(Vector3(0, 1, 0), Math::randf() * Math_PI);
ii.base.rotate(Vector3(1, 0, 0), Math::randf() * Math_PI);
vs->instance_set_transform(ii.instance, ii.base);
ii.rot_axis = Vector3(Math::random(-1, 1), Math::random(-1, 1), Math::random(-1, 1)).normalized();
instances.push_back(ii);
}
camera = vs->camera_create();
// vs->camera_set_perspective( camera, 60.0,0.1, 100.0 );
viewport = vs->viewport_create();
Size2i screen_size = DisplayServer::get_singleton()->window_get_size();
vs->viewport_set_size(viewport, screen_size.x, screen_size.y);
vs->viewport_attach_to_screen(viewport, Rect2(Vector2(), screen_size));
vs->viewport_set_active(viewport, true);
vs->viewport_attach_camera(viewport, camera);
vs->viewport_set_scenario(viewport, scenario);
vs->camera_set_transform(camera, Transform3D(Basis(), Vector3(0, 3, 30)));
vs->camera_set_perspective(camera, 60, 0.1, 1000);
/*
RID lightaux = vs->light_create( RenderingServer::LIGHT_OMNI );
vs->light_set_var( lightaux, RenderingServer::LIGHT_VAR_RADIUS, 80 );
vs->light_set_var( lightaux, RenderingServer::LIGHT_VAR_ATTENUATION, 1 );
vs->light_set_var( lightaux, RenderingServer::LIGHT_VAR_ENERGY, 1.5 );
light = vs->instance_create( lightaux );
*/
RID lightaux;
lightaux = vs->directional_light_create();
//vs->light_set_color( lightaux, RenderingServer::LIGHT_COLOR_AMBIENT, Color(0.0,0.0,0.0) );
vs->light_set_color(lightaux, Color(1.0, 1.0, 1.0));
//vs->light_set_shadow( lightaux, true );
light = vs->instance_create2(lightaux, scenario);
Transform3D lla;
//lla.set_look_at(Vector3(),Vector3(1, -1, 1));
lla.basis = Basis::looking_at(Vector3(0.0, -0.836026, -0.548690));
vs->instance_set_transform(light, lla);
lightaux = vs->omni_light_create();
//vs->light_set_color( lightaux, RenderingServer::LIGHT_COLOR_AMBIENT, Color(0.0,0.0,1.0) );
vs->light_set_color(lightaux, Color(1.0, 1.0, 0.0));
vs->light_set_param(lightaux, RenderingServer::LIGHT_PARAM_RANGE, 4);
vs->light_set_param(lightaux, RenderingServer::LIGHT_PARAM_ENERGY, 8);
//vs->light_set_shadow( lightaux, true );
//light = vs->instance_create( lightaux );
ofs = 0;
quit = false;
}
virtual bool iteration(double p_time) {
RenderingServer *vs = RenderingServer::get_singleton();
//Transform3D t;
//t.rotate(Vector3(0, 1, 0), ofs);
//t.translate(Vector3(0,0,20 ));
//vs->camera_set_transform(camera, t);
ofs += p_time * 0.05;
//return quit;
for (const InstanceInfo &E : instances) {
Transform3D pre(Basis(E.rot_axis, ofs), Vector3());
vs->instance_set_transform(E.instance, pre * E.base);
/*
if( !E->next() ) {
vs->free( E.instance );
instances.erase(E );
}*/
}
return quit;
}
virtual bool idle(double p_time) {
return quit;
}
virtual void finish() {
}
};
MainLoop *test() {
return memnew(TestMainLoop);
}
} // namespace TestRender

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@ -1,41 +0,0 @@
/*************************************************************************/
/* test_render.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
#ifndef TEST_RENDER_H
#define TEST_RENDER_H
class MainLoop;
namespace TestRender {
MainLoop *test();
}
#endif // TEST_RENDER_H

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/*************************************************************************/
/* test_shader_lang.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
#include "test_shader_lang.h"
#include "core/os/main_loop.h"
#include "core/os/os.h"
#include "servers/rendering/shader_language.h"
typedef ShaderLanguage SL;
namespace TestShaderLang {
static String _mktab(int p_level) {
String tb;
for (int i = 0; i < p_level; i++) {
tb += "\t";
}
return tb;
}
static String _typestr(SL::DataType p_type) {
return ShaderLanguage::get_datatype_name(p_type);
}
static String _prestr(SL::DataPrecision p_pres) {
switch (p_pres) {
case SL::PRECISION_LOWP:
return "lowp ";
case SL::PRECISION_MEDIUMP:
return "mediump ";
case SL::PRECISION_HIGHP:
return "highp ";
case SL::PRECISION_DEFAULT:
return "";
}
return "";
}
static String _opstr(SL::Operator p_op) {
return ShaderLanguage::get_operator_text(p_op);
}
static String get_constant_text(SL::DataType p_type, const Vector<SL::ConstantNode::Value> &p_values) {
switch (p_type) {
case SL::TYPE_BOOL:
return p_values[0].boolean ? "true" : "false";
case SL::TYPE_BVEC2:
return String() + "bvec2(" + (p_values[0].boolean ? "true" : "false") + (p_values[1].boolean ? "true" : "false") + ")";
case SL::TYPE_BVEC3:
return String() + "bvec3(" + (p_values[0].boolean ? "true" : "false") + "," + (p_values[1].boolean ? "true" : "false") + "," + (p_values[2].boolean ? "true" : "false") + ")";
case SL::TYPE_BVEC4:
return String() + "bvec4(" + (p_values[0].boolean ? "true" : "false") + "," + (p_values[1].boolean ? "true" : "false") + "," + (p_values[2].boolean ? "true" : "false") + "," + (p_values[3].boolean ? "true" : "false") + ")";
case SL::TYPE_INT:
return rtos(p_values[0].sint);
case SL::TYPE_IVEC2:
return String() + "ivec2(" + rtos(p_values[0].sint) + "," + rtos(p_values[1].sint) + ")";
case SL::TYPE_IVEC3:
return String() + "ivec3(" + rtos(p_values[0].sint) + "," + rtos(p_values[1].sint) + "," + rtos(p_values[2].sint) + ")";
case SL::TYPE_IVEC4:
return String() + "ivec4(" + rtos(p_values[0].sint) + "," + rtos(p_values[1].sint) + "," + rtos(p_values[2].sint) + "," + rtos(p_values[3].sint) + ")";
case SL::TYPE_UINT:
return rtos(p_values[0].real);
case SL::TYPE_UVEC2:
return String() + "uvec2(" + rtos(p_values[0].real) + "," + rtos(p_values[1].real) + ")";
case SL::TYPE_UVEC3:
return String() + "uvec3(" + rtos(p_values[0].real) + "," + rtos(p_values[1].real) + "," + rtos(p_values[2].real) + ")";
case SL::TYPE_UVEC4:
return String() + "uvec4(" + rtos(p_values[0].real) + "," + rtos(p_values[1].real) + "," + rtos(p_values[2].real) + "," + rtos(p_values[3].real) + ")";
case SL::TYPE_FLOAT:
return rtos(p_values[0].real);
case SL::TYPE_VEC2:
return String() + "vec2(" + rtos(p_values[0].real) + "," + rtos(p_values[1].real) + ")";
case SL::TYPE_VEC3:
return String() + "vec3(" + rtos(p_values[0].real) + "," + rtos(p_values[1].real) + "," + rtos(p_values[2].real) + ")";
case SL::TYPE_VEC4:
return String() + "vec4(" + rtos(p_values[0].real) + "," + rtos(p_values[1].real) + "," + rtos(p_values[2].real) + "," + rtos(p_values[3].real) + ")";
default:
ERR_FAIL_V(String());
}
}
static String dump_node_code(SL::Node *p_node, int p_level) {
String code;
switch (p_node->type) {
case SL::Node::TYPE_SHADER: {
SL::ShaderNode *pnode = (SL::ShaderNode *)p_node;
for (const KeyValue<StringName, SL::ShaderNode::Uniform> &E : pnode->uniforms) {
String ucode = "uniform ";
ucode += _prestr(E.value.precision);
ucode += _typestr(E.value.type);
ucode += " " + String(E.key);
if (E.value.array_size > 0) {
ucode += "[";
ucode += itos(E.value.array_size);
ucode += "]";
} else {
if (E.value.default_value.size()) {
ucode += " = " + get_constant_text(E.value.type, E.value.default_value);
}
static const char *hint_name[SL::ShaderNode::Uniform::HINT_MAX] = {
"",
"color",
"range",
"albedo",
"normal",
"black",
"white"
};
if (E.value.hint) {
ucode += " : " + String(hint_name[E.value.hint]);
}
}
code += ucode + "\n";
}
for (const KeyValue<StringName, SL::ShaderNode::Varying> &E : pnode->varyings) {
String vcode = "varying ";
vcode += _prestr(E.value.precision);
vcode += _typestr(E.value.type);
vcode += " " + String(E.key);
code += vcode + "\n";
}
for (int i = 0; i < pnode->functions.size(); i++) {
SL::FunctionNode *fnode = pnode->functions[i].function;
String header;
header = _typestr(fnode->return_type) + " " + fnode->name + "(";
for (int j = 0; j < fnode->arguments.size(); j++) {
if (j > 0) {
header += ", ";
}
header += _prestr(fnode->arguments[j].precision) + _typestr(fnode->arguments[j].type) + " " + fnode->arguments[j].name;
}
header += ")\n";
code += header;
code += dump_node_code(fnode->body, p_level + 1);
}
//code+=dump_node_code(pnode->body,p_level);
} break;
case SL::Node::TYPE_STRUCT: {
} break;
case SL::Node::TYPE_FUNCTION: {
} break;
case SL::Node::TYPE_BLOCK: {
SL::BlockNode *bnode = (SL::BlockNode *)p_node;
//variables
code += _mktab(p_level - 1) + "{\n";
for (const KeyValue<StringName, SL::BlockNode::Variable> &E : bnode->variables) {
code += _mktab(p_level) + _prestr(E.value.precision) + _typestr(E.value.type) + " " + E.key + ";\n";
}
for (int i = 0; i < bnode->statements.size(); i++) {
String scode = dump_node_code(bnode->statements[i], p_level);
if (bnode->statements[i]->type == SL::Node::TYPE_CONTROL_FLOW) {
code += scode; //use directly
} else {
code += _mktab(p_level) + scode + ";\n";
}
}
code += _mktab(p_level - 1) + "}\n";
} break;
case SL::Node::TYPE_VARIABLE: {
SL::VariableNode *vnode = (SL::VariableNode *)p_node;
code = vnode->name;
} break;
case SL::Node::TYPE_VARIABLE_DECLARATION: {
// FIXME: Implement
} break;
case SL::Node::TYPE_ARRAY: {
SL::ArrayNode *vnode = (SL::ArrayNode *)p_node;
code = vnode->name;
} break;
case SL::Node::TYPE_ARRAY_CONSTRUCT: {
// FIXME: Implement
} break;
case SL::Node::TYPE_CONSTANT: {
SL::ConstantNode *cnode = (SL::ConstantNode *)p_node;
return get_constant_text(cnode->datatype, cnode->values);
} break;
case SL::Node::TYPE_OPERATOR: {
SL::OperatorNode *onode = (SL::OperatorNode *)p_node;
switch (onode->op) {
case SL::OP_ASSIGN:
case SL::OP_ASSIGN_ADD:
case SL::OP_ASSIGN_SUB:
case SL::OP_ASSIGN_MUL:
case SL::OP_ASSIGN_DIV:
case SL::OP_ASSIGN_SHIFT_LEFT:
case SL::OP_ASSIGN_SHIFT_RIGHT:
case SL::OP_ASSIGN_MOD:
case SL::OP_ASSIGN_BIT_AND:
case SL::OP_ASSIGN_BIT_OR:
case SL::OP_ASSIGN_BIT_XOR:
code = dump_node_code(onode->arguments[0], p_level) + _opstr(onode->op) + dump_node_code(onode->arguments[1], p_level);
break;
case SL::OP_BIT_INVERT:
case SL::OP_NEGATE:
case SL::OP_NOT:
case SL::OP_DECREMENT:
case SL::OP_INCREMENT:
code = _opstr(onode->op) + dump_node_code(onode->arguments[0], p_level);
break;
case SL::OP_POST_DECREMENT:
case SL::OP_POST_INCREMENT:
code = dump_node_code(onode->arguments[0], p_level) + _opstr(onode->op);
break;
case SL::OP_CALL:
case SL::OP_CONSTRUCT:
code = dump_node_code(onode->arguments[0], p_level) + "(";
for (int i = 1; i < onode->arguments.size(); i++) {
if (i > 1) {
code += ", ";
}
code += dump_node_code(onode->arguments[i], p_level);
}
code += ")";
break;
case SL::OP_EMPTY:
break;
default: {
code = "(" + dump_node_code(onode->arguments[0], p_level) + _opstr(onode->op) + dump_node_code(onode->arguments[1], p_level) + ")";
break;
}
}
} break;
case SL::Node::TYPE_CONTROL_FLOW: {
SL::ControlFlowNode *cfnode = (SL::ControlFlowNode *)p_node;
if (cfnode->flow_op == SL::FLOW_OP_IF) {
code += _mktab(p_level) + "if (" + dump_node_code(cfnode->expressions[0], p_level) + ")\n";
code += dump_node_code(cfnode->blocks[0], p_level + 1);
if (cfnode->blocks.size() == 2) {
code += _mktab(p_level) + "else\n";
code += dump_node_code(cfnode->blocks[1], p_level + 1);
}
} else if (cfnode->flow_op == SL::FLOW_OP_RETURN) {
if (cfnode->blocks.size()) {
code = "return " + dump_node_code(cfnode->blocks[0], p_level);
} else {
code = "return";
}
}
} break;
case SL::Node::TYPE_MEMBER: {
SL::MemberNode *mnode = (SL::MemberNode *)p_node;
code = dump_node_code(mnode->owner, p_level) + "." + mnode->name;
} break;
}
return code;
}
static Error recreate_code(void *p_str, SL::ShaderNode *p_program) {
String *str = (String *)p_str;
*str = dump_node_code(p_program, 0);
return OK;
}
MainLoop *test() {
List<String> cmdlargs = OS::get_singleton()->get_cmdline_args();
if (cmdlargs.is_empty()) {
//try editor!
print_line("usage: godot -test shader_lang <shader>");
return nullptr;
}
String test = cmdlargs.back()->get();
FileAccess *fa = FileAccess::open(test, FileAccess::READ);
if (!fa) {
ERR_FAIL_V(nullptr);
}
String code;
while (true) {
char32_t c = fa->get_8();
if (fa->eof_reached()) {
break;
}
code += c;
}
SL sl;
print_line("tokens:\n\n" + sl.token_debug(code));
Map<StringName, SL::FunctionInfo> dt;
dt["fragment"].built_ins["ALBEDO"] = SL::TYPE_VEC3;
dt["fragment"].can_discard = true;
Vector<SL::ModeInfo> rm;
rm.push_back({ "popo" });
Set<String> types;
types.insert("spatial");
ShaderLanguage::ShaderCompileInfo info;
info.functions = dt;
info.render_modes = rm;
info.shader_types = types;
Error err = sl.compile(code, info);
if (err) {
print_line("Error at line: " + rtos(sl.get_error_line()) + ": " + sl.get_error_text());
return nullptr;
} else {
String code2;
recreate_code(&code2, sl.get_shader());
print_line("code:\n\n" + code2);
}
return nullptr;
}
} // namespace TestShaderLang

View file

@ -1,41 +0,0 @@
/*************************************************************************/
/* test_shader_lang.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
#ifndef TEST_SHADER_LANG_H
#define TEST_SHADER_LANG_H
class MainLoop;
namespace TestShaderLang {
MainLoop *test();
}
#endif // TEST_SHADER_LANG_H

View file

@ -45,7 +45,6 @@
#include "tests/core/math/test_expression.h"
#include "tests/core/math/test_geometry_2d.h"
#include "tests/core/math/test_geometry_3d.h"
#include "tests/core/math/test_math.h"
#include "tests/core/math/test_random_number_generator.h"
#include "tests/core/math/test_rect2.h"
#include "tests/core/math/test_rect2i.h"
@ -63,7 +62,6 @@
#include "tests/core/templates/test_list.h"
#include "tests/core/templates/test_local_vector.h"
#include "tests/core/templates/test_lru.h"
#include "tests/core/templates/test_oa_hash_map.h"
#include "tests/core/templates/test_ordered_hash_map.h"
#include "tests/core/templates/test_paged_array.h"
#include "tests/core/templates/test_vector.h"
@ -77,12 +75,7 @@
#include "tests/scene/test_code_edit.h"
#include "tests/scene/test_curve.h"
#include "tests/scene/test_gradient.h"
#include "tests/scene/test_gui.h"
#include "tests/scene/test_path_3d.h"
#include "tests/servers/test_physics_2d.h"
#include "tests/servers/test_physics_3d.h"
#include "tests/servers/test_render.h"
#include "tests/servers/test_shader_lang.h"
#include "tests/servers/test_text_server.h"
#include "tests/test_validate_testing.h"