Files
sbox-public/engine/Tests/Sandbox.Test.Engine/Scene/Components/ComponentTransform.cs
Garry Newman d95169d8fa Unit Test Cleanup (#5064)
* Move all unit tests to Engine/Tests
* Fix Margin.EdgeSubtract
* Fix Capsule.Contains
* EnvironmentVariables.Remove if it's null
* Fixed ray trace never returning startedsolid
* Fix HistoryList.Navigate on empty list
* Fix GameObject.WorldPosition accepting NaNs
* Fix flex: initial expanding to the wrong grow/shrink
* Translation.TryConvert shouldn't throw on invalid enum strings
* Skip sound file tests on machines with no audio device
2026-06-12 13:23:50 +01:00

153 lines
5.2 KiB
C#

namespace SceneTests.Components;
/// <summary>
/// Tests for the transform convenience accessors on <see cref="Component"/>
/// (Component.LocalTransform.cs / Component.WorldTransform.cs). These are pure
/// pass-throughs to the owning GameObject's transform, so writing through the
/// component must be visible on the GameObject and vice versa.
/// </summary>
[TestClass]
[DoNotParallelize]
public class ComponentTransformTest : SceneTest
{
/// <summary>
/// The component's local transform accessors read and write the owning
/// GameObject's local transform. Setting a single channel (position, rotation
/// or scale) must leave the other channels untouched.
/// </summary>
[TestMethod]
public void LocalAccessorsReadAndWriteGameObjectTransform()
{
var scene = new Scene();
using var sceneScope = scene.Push();
var go = scene.CreateObject();
var comp = go.Components.Create<TransformProbeComponent>();
comp.LocalTransform = Transform.Zero;
Assert.AreEqual( Transform.Zero, go.LocalTransform );
Assert.AreEqual( Transform.Zero, comp.LocalTransform );
comp.LocalPosition = new Vector3( 10, 20, 30 );
Assert.AreEqual( new Vector3( 10, 20, 30 ), comp.LocalPosition );
Assert.AreEqual( new Vector3( 10, 20, 30 ), go.LocalPosition );
comp.LocalRotation = Rotation.FromYaw( 90 );
Assert.AreEqual( Rotation.FromYaw( 90 ), go.LocalRotation );
comp.LocalScale = new Vector3( 2, 2, 2 );
Assert.AreEqual( new Vector3( 2, 2, 2 ), go.LocalScale );
// setting scale must not have disturbed position or rotation
Assert.AreEqual( new Vector3( 10, 20, 30 ), comp.LocalPosition );
Assert.AreEqual( Rotation.FromYaw( 90 ), comp.LocalRotation );
// and writes on the GameObject are visible through the component
go.LocalPosition = new Vector3( 1, 2, 3 );
Assert.AreEqual( new Vector3( 1, 2, 3 ), comp.LocalPosition );
}
/// <summary>
/// WorldPosition on a component reflects the parent chain, and writing it
/// computes the correct local position relative to the parent.
/// </summary>
[TestMethod]
public void WorldPositionAccountsForParent()
{
var scene = new Scene();
using var sceneScope = scene.Push();
var parent = new GameObject( name: "Parent" );
parent.LocalPosition = new Vector3( 100, 0, 0 );
var child = new GameObject( parent, name: "Child" );
var comp = child.Components.Create<TransformProbeComponent>();
child.LocalPosition = new Vector3( 10, 0, 0 );
Assert.AreEqual( new Vector3( 110, 0, 0 ), comp.WorldPosition );
comp.WorldPosition = new Vector3( 25, 0, 0 );
Assert.AreEqual( new Vector3( 25, 0, 0 ), child.WorldPosition );
Assert.AreEqual( new Vector3( -75, 0, 0 ), child.LocalPosition );
}
/// <summary>
/// WorldRotation composes the parent rotation, and writing it solves for the
/// correct local rotation under a rotated parent.
/// </summary>
[TestMethod]
public void WorldRotationAccountsForParent()
{
var scene = new Scene();
using var sceneScope = scene.Push();
var parent = new GameObject( name: "Parent" );
parent.LocalRotation = Rotation.FromYaw( 90 );
var child = new GameObject( parent, name: "Child" );
var comp = child.Components.Create<TransformProbeComponent>();
Assert.IsTrue( comp.WorldRotation.Distance( Rotation.FromYaw( 90 ) ) < 0.1f );
comp.WorldRotation = Rotation.FromYaw( 120 );
Assert.IsTrue( comp.WorldRotation.Distance( Rotation.FromYaw( 120 ) ) < 0.1f );
Assert.IsTrue( child.LocalRotation.Distance( Rotation.FromYaw( 30 ) ) < 0.1f );
}
/// <summary>
/// WorldScale multiplies up the hierarchy, and writing it divides out the
/// parent's scale to produce the right local scale.
/// </summary>
[TestMethod]
public void WorldScaleAccountsForParent()
{
var scene = new Scene();
using var sceneScope = scene.Push();
var parent = new GameObject( name: "Parent" );
parent.LocalScale = new Vector3( 2, 2, 2 );
var child = new GameObject( parent, name: "Child" );
var comp = child.Components.Create<TransformProbeComponent>();
child.LocalScale = new Vector3( 3, 3, 3 );
Assert.AreEqual( new Vector3( 6, 6, 6 ), comp.WorldScale );
comp.WorldScale = new Vector3( 2, 2, 2 );
Assert.AreEqual( new Vector3( 1, 1, 1 ), child.LocalScale );
}
/// <summary>
/// Writing the whole WorldTransform through a component on a child object
/// updates the GameObject's world transform, recomputing its local transform
/// against the parent.
/// </summary>
[TestMethod]
public void WorldTransformWritesThroughToGameObject()
{
var scene = new Scene();
using var sceneScope = scene.Push();
var parent = new GameObject( name: "Parent" );
parent.LocalPosition = new Vector3( 100, 0, 0 );
var child = new GameObject( parent, name: "Child" );
var comp = child.Components.Create<TransformProbeComponent>();
comp.WorldTransform = Transform.Zero.WithPosition( new Vector3( 10, 0, 0 ) );
Assert.AreEqual( new Vector3( 10, 0, 0 ), child.WorldPosition );
Assert.AreEqual( new Vector3( -90, 0, 0 ), child.LocalPosition );
Assert.AreEqual( new Vector3( 10, 0, 0 ), comp.WorldTransform.Position );
}
}
/// <summary>
/// Plain component with no behaviour, used as a handle to exercise the
/// transform accessors on <see cref="Component"/>.
/// </summary>
public class TransformProbeComponent : Component
{
}