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1 | 1 | #include "AssetLoader.h" |
2 | 2 | #include "CoreMinimal.h" |
| 3 | +#include "Interfaces/IPluginManager.h" |
3 | 4 | #include "Misc/AutomationTest.h" |
| 5 | +#include "Misc/FileHelper.h" |
| 6 | + |
| 7 | +// --------------------------------------------------------------------------- |
| 8 | +// Failure-path tests |
| 9 | +// --------------------------------------------------------------------------- |
4 | 10 |
|
5 | 11 | IMPLEMENT_SIMPLE_AUTOMATION_TEST( |
6 | 12 | FLoadMeshFromAssetFile_NonExistentPath_ReturnsFailure, |
@@ -51,3 +57,136 @@ bool FLoadMeshFromAssetData_EmptyArray_ReturnsFailure::RunTest(const FString& Pa |
51 | 57 | Result, ELoadMeshFromAssetDataResult::Failure); |
52 | 58 | return true; |
53 | 59 | } |
| 60 | + |
| 61 | +// --------------------------------------------------------------------------- |
| 62 | +// Positive-path tests |
| 63 | +// --------------------------------------------------------------------------- |
| 64 | + |
| 65 | +namespace |
| 66 | +{ |
| 67 | + FString GetTestAssetsDir() |
| 68 | + { |
| 69 | + TSharedPtr<IPlugin> Plugin = IPluginManager::Get().FindPlugin(TEXT("RuntimeAssetImport")); |
| 70 | + if (!Plugin.IsValid()) |
| 71 | + { |
| 72 | + return FString(); |
| 73 | + } |
| 74 | + return FPaths::Combine(Plugin->GetBaseDir(), |
| 75 | + TEXT("Source/RuntimeAssetImportTest/TestAssets")); |
| 76 | + } |
| 77 | +} // namespace |
| 78 | + |
| 79 | +IMPLEMENT_SIMPLE_AUTOMATION_TEST( |
| 80 | + FLoadMeshFromAssetFile_ObjTriangle_ReturnsSuccess, |
| 81 | + "RuntimeAssetImport.AssetLoader.LoadMeshFromAssetFile.ObjTriangle", |
| 82 | + EAutomationTestFlags::ApplicationContextMask | EAutomationTestFlags::ProductFilter) |
| 83 | + |
| 84 | +bool FLoadMeshFromAssetFile_ObjTriangle_ReturnsSuccess::RunTest(const FString& Parameters) |
| 85 | +{ |
| 86 | + const FString TestAssetsDir = GetTestAssetsDir(); |
| 87 | + if (TestAssetsDir.IsEmpty()) |
| 88 | + { |
| 89 | + AddError(TEXT("Could not find RuntimeAssetImport plugin")); |
| 90 | + return false; |
| 91 | + } |
| 92 | + const FString ObjPath = FPaths::Combine(TestAssetsDir, TEXT("test_triangle.obj")); |
| 93 | + |
| 94 | + ELoadMeshFromAssetFileResult Result; |
| 95 | + FLoadedMeshData MeshData = UAssetLoader::LoadMeshFromAssetFile(ObjPath, Result); |
| 96 | + |
| 97 | + TestEqual( |
| 98 | + TEXT("Loading a valid OBJ triangle should return Success"), |
| 99 | + Result, ELoadMeshFromAssetFileResult::Success); |
| 100 | + TestTrue( |
| 101 | + TEXT("Loaded OBJ triangle should have at least one mesh node"), |
| 102 | + MeshData.NodeList.Num() > 0); |
| 103 | + return true; |
| 104 | +} |
| 105 | + |
| 106 | +IMPLEMENT_SIMPLE_AUTOMATION_TEST( |
| 107 | + FLoadMeshFromAssetFile_ObjCube_ReturnsSuccess, |
| 108 | + "RuntimeAssetImport.AssetLoader.LoadMeshFromAssetFile.ObjCube", |
| 109 | + EAutomationTestFlags::ApplicationContextMask | EAutomationTestFlags::ProductFilter) |
| 110 | + |
| 111 | +bool FLoadMeshFromAssetFile_ObjCube_ReturnsSuccess::RunTest(const FString& Parameters) |
| 112 | +{ |
| 113 | + const FString TestAssetsDir = GetTestAssetsDir(); |
| 114 | + if (TestAssetsDir.IsEmpty()) |
| 115 | + { |
| 116 | + AddError(TEXT("Could not find RuntimeAssetImport plugin")); |
| 117 | + return false; |
| 118 | + } |
| 119 | + const FString ObjPath = FPaths::Combine(TestAssetsDir, TEXT("test_cube.obj")); |
| 120 | + |
| 121 | + ELoadMeshFromAssetFileResult Result; |
| 122 | + FLoadedMeshData MeshData = UAssetLoader::LoadMeshFromAssetFile(ObjPath, Result); |
| 123 | + |
| 124 | + TestEqual( |
| 125 | + TEXT("Loading a valid OBJ cube should return Success"), |
| 126 | + Result, ELoadMeshFromAssetFileResult::Success); |
| 127 | + TestTrue( |
| 128 | + TEXT("Loaded OBJ cube should have at least one mesh node"), |
| 129 | + MeshData.NodeList.Num() > 0); |
| 130 | + return true; |
| 131 | +} |
| 132 | + |
| 133 | +IMPLEMENT_SIMPLE_AUTOMATION_TEST( |
| 134 | + FLoadMeshFromAssetFile_GltfScene_ReturnsSuccess, |
| 135 | + "RuntimeAssetImport.AssetLoader.LoadMeshFromAssetFile.GltfScene", |
| 136 | + EAutomationTestFlags::ApplicationContextMask | EAutomationTestFlags::ProductFilter) |
| 137 | + |
| 138 | +bool FLoadMeshFromAssetFile_GltfScene_ReturnsSuccess::RunTest(const FString& Parameters) |
| 139 | +{ |
| 140 | + const FString TestAssetsDir = GetTestAssetsDir(); |
| 141 | + if (TestAssetsDir.IsEmpty()) |
| 142 | + { |
| 143 | + AddError(TEXT("Could not find RuntimeAssetImport plugin")); |
| 144 | + return false; |
| 145 | + } |
| 146 | + const FString GltfPath = FPaths::Combine(TestAssetsDir, TEXT("test_scene.gltf")); |
| 147 | + |
| 148 | + ELoadMeshFromAssetFileResult Result; |
| 149 | + FLoadedMeshData MeshData = UAssetLoader::LoadMeshFromAssetFile(GltfPath, Result); |
| 150 | + |
| 151 | + TestEqual( |
| 152 | + TEXT("Loading a valid glTF scene should return Success"), |
| 153 | + Result, ELoadMeshFromAssetFileResult::Success); |
| 154 | + TestTrue( |
| 155 | + TEXT("Loaded glTF scene should have at least one mesh node"), |
| 156 | + MeshData.NodeList.Num() > 0); |
| 157 | + return true; |
| 158 | +} |
| 159 | + |
| 160 | +IMPLEMENT_SIMPLE_AUTOMATION_TEST( |
| 161 | + FLoadMeshFromAssetData_ObjTriangle_ReturnsSuccess, |
| 162 | + "RuntimeAssetImport.AssetLoader.LoadMeshFromAssetData.ObjTriangle", |
| 163 | + EAutomationTestFlags::ApplicationContextMask | EAutomationTestFlags::ProductFilter) |
| 164 | + |
| 165 | +bool FLoadMeshFromAssetData_ObjTriangle_ReturnsSuccess::RunTest(const FString& Parameters) |
| 166 | +{ |
| 167 | + const FString TestAssetsDir = GetTestAssetsDir(); |
| 168 | + if (TestAssetsDir.IsEmpty()) |
| 169 | + { |
| 170 | + AddError(TEXT("Could not find RuntimeAssetImport plugin")); |
| 171 | + return false; |
| 172 | + } |
| 173 | + const FString ObjPath = FPaths::Combine(TestAssetsDir, TEXT("test_triangle.obj")); |
| 174 | + |
| 175 | + TArray<uint8> FileBytes; |
| 176 | + if (!FFileHelper::LoadFileToArray(FileBytes, *ObjPath)) |
| 177 | + { |
| 178 | + AddError(FString::Printf(TEXT("Could not read test asset: %s"), *ObjPath)); |
| 179 | + return false; |
| 180 | + } |
| 181 | + |
| 182 | + ELoadMeshFromAssetDataResult Result; |
| 183 | + FLoadedMeshData MeshData = UAssetLoader::LoadMeshFromAssetData(FileBytes, Result); |
| 184 | + |
| 185 | + TestEqual( |
| 186 | + TEXT("Loading OBJ triangle bytes should return Success"), |
| 187 | + Result, ELoadMeshFromAssetDataResult::Success); |
| 188 | + TestTrue( |
| 189 | + TEXT("Loaded OBJ triangle from memory should have at least one mesh node"), |
| 190 | + MeshData.NodeList.Num() > 0); |
| 191 | + return true; |
| 192 | +} |
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