straywild/tests/net_attachment_validation.gd

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extends SceneTree
const NetAttachmentScene: PackedScene = preload(
"res://player/net_attachment.tscn"
)
const FishingRodAttachmentScene: PackedScene = preload(
"res://player/fishing_rod_attachment.tscn"
)
var failures: Array[String] = []
func _initialize() -> void:
call_deferred("_run")
func _run() -> void:
var host_skeleton := Skeleton3D.new()
host_skeleton.name = "HostSkeleton"
host_skeleton.add_bone("rod_socket")
host_skeleton.add_bone("rod_socket.001")
host_skeleton.set_bone_parent(1, 0)
host_skeleton.set_bone_rest(
1,
Transform3D(
Basis(Quaternion(Vector3.UP, Vector3.RIGHT)),
Vector3(0.0, 0.25, 0.0),
),
)
root.add_child(host_skeleton)
var attachment := NetAttachmentScene.instantiate() as BoneAttachment3D
host_skeleton.add_child(attachment)
await process_frame
await process_frame
_check(
attachment.bone_name == "rod_socket",
"Attachment moved off rod_socket.",
)
var catching_net := attachment.get_node_or_null("CatchingNet") as Node3D
_check(catching_net != null, "CatchingNet presentation root is missing.")
if catching_net == null:
_finish(host_skeleton)
return
_check(not catching_net.visible, "Net must start hidden.")
_check(
catching_net.position.is_zero_approx(),
"Net direction alignment moved its hand anchor.",
)
_check(
catching_net.basis.y.is_equal_approx(Vector3.UP),
"Net working axis no longer follows rod_socket.",
)
_check(
catching_net.basis.z.is_equal_approx(Vector3.RIGHT),
"Net rear face did not follow the socket direction guide.",
)
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var model := catching_net.get_node_or_null("ModelMount/NetModel") as Node3D
_check(model != null, "Imported net model is missing.")
if model == null:
_finish(host_skeleton)
return
var skeleton := model.find_child("Skeleton3D", true, false) as Skeleton3D
_check(skeleton != null, "Imported net Skeleton3D is missing.")
if skeleton == null:
_finish(host_skeleton)
return
_check(
skeleton.find_bone("net_root") >= 0,
"Imported net_root bone is missing.",
)
_check(
skeleton.find_bone("net_rim") >= 0,
"Imported net_rim bone is missing.",
)
_check(
skeleton.find_bone("net_mid") >= 0,
"Imported net_mid bone is missing.",
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)
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_check(
skeleton.find_bone("net_tip") >= 0,
"Imported net_tip bone is missing.",
)
var spring := skeleton.get_node_or_null("NetSpring") as SpringBoneSimulator3D
_check(spring != null, "Net spring simulator was not created.")
if spring != null:
_check(spring.get_setting_count() == 1, "Net spring settings changed.")
_check(
spring.get_root_bone_name(0) == &"net_mid",
"Net spring root must remain net_mid.",
)
_check(
spring.get_end_bone_name(0) == &"net_tip",
"Net spring end must remain net_tip.",
)
_check(not spring.active, "Hidden net spring must be suspended.")
catching_net.visible = true
await process_frame
await process_frame
_check(spring.active, "Visible net spring must be active.")
_check(spring.get_joint_count(0) == 2, "Net spring chain is incomplete.")
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_check(
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not attachment.get_impact_world_position().is_equal_approx(
catching_net.global_position
),
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"Net impact position did not follow the authored rim bone.",
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)
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catching_net.visible = false
await process_frame
_check(not spring.active, "Hidden net spring did not suspend.")
for child: Node in model.find_children("*", "MeshInstance3D", true, false):
var mesh_instance := child as MeshInstance3D
if mesh_instance.mesh == null:
continue
for surface_index: int in mesh_instance.mesh.get_surface_count():
var material := mesh_instance.mesh.surface_get_material(surface_index)
if material is BaseMaterial3D:
_check(
(material as BaseMaterial3D).texture_filter
== BaseMaterial3D.TEXTURE_FILTER_NEAREST,
"Net material does not use nearest texture sampling.",
)
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var rod_attachment := (
FishingRodAttachmentScene.instantiate() as BoneAttachment3D
)
host_skeleton.add_child(rod_attachment)
await process_frame
var fishing_rod := rod_attachment.get_node("FishingRod") as Node3D
_check(
fishing_rod.position.is_zero_approx(),
"Rod direction alignment moved its hand anchor.",
)
_check(
fishing_rod.basis.y.is_equal_approx(Vector3.UP),
"Rod working axis no longer follows rod_socket.",
)
_check(
fishing_rod.basis.z.is_equal_approx(Vector3.RIGHT),
"Rod rear face did not follow the socket direction guide.",
)
_finish(host_skeleton)
func _finish(host_skeleton: Skeleton3D) -> void:
host_skeleton.queue_free()
if failures.is_empty():
print("Net attachment validation: PASS")
quit(0)
return
for failure: String in failures:
printerr("Net attachment validation: ", failure)
quit(1)
func _check(condition: bool, message: String) -> void:
if not condition:
failures.append(message)