403 lines
19 KiB
C++
403 lines
19 KiB
C++
#include <cmath>
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#include <filesystem>
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#include <fstream>
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#include <string>
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#include <unordered_set>
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#include <destrum/ObjectModel/Component.h>
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#include <destrum/ObjectModel/GameObject.h>
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#include <destrum/Scene/Scene.h>
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#include <destrum/Scene/SceneManager.h>
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#include <destrum/Serialization/GlmJson.h>
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#include <destrum/Serialization/MaterialSerialization.h>
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#include <destrum/Serialization/SceneSerializer.h>
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#include <destrum/Components/CameraComponent.h>
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#include <destrum/Components/LightComponent.h>
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#include <destrum/Components/Physics/Rigidbody.h>
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#include "TestUtils.h"
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using namespace test;
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namespace {
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void testSceneRoundTrip()
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{
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Scene& scene = SceneManager::GetInstance().CreateScene("round-trip");
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GameObject* parent = scene.CreateGameObject("parent");
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GameObject* child = scene.CreateGameObject("child");
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child->GetTransform().SetLocalPosition({1.f, 2.f, 3.f});
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child->GetTransform().SetParent(&parent->GetTransform(), false);
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scene.CommitPendingAdditions();
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SceneEnvironment& environment = scene.GetEnvironment();
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environment.ambientColor = {0.2f, 0.3f, 0.4f};
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environment.ambientIntensity = 2.0f;
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environment.fogColor = {0.6f, 0.7f, 0.8f};
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environment.fogDensity = 0.05f;
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environment.skyboxRotationSpeed = 0.5f;
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environment.skyboxRotation = 1.0f;
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environment.exposure = -1.5f;
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environment.tonemapper = Tonemapper::Aces;
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scene.Update(1.0f);
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check(close(environment.skyboxRotation, 1.5f), "scene updates must spin the skybox");
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const auto path = std::filesystem::temp_directory_path() / "destrum_scene_test.json";
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check(SceneSerializer::Save(scene, path), "scene save must succeed");
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check(SceneSerializer::Load(scene, path), "scene load must succeed");
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std::filesystem::remove(path);
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check(scene.GetObjects().size() == 2, "scene round-trip must preserve objects");
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const auto* loadedChild = scene.GetObjects().at(1).get();
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check(loadedChild->GetTransform().GetParent() != nullptr,
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"scene round-trip must preserve hierarchy");
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check(close(loadedChild->GetTransform().GetLocalPosition().x, 1.f),
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"scene round-trip must preserve local transforms");
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const SceneEnvironment& loadedEnvironment = scene.GetEnvironment();
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check(loadedEnvironment.ambientColor == glm::vec3{0.2f, 0.3f, 0.4f} &&
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close(loadedEnvironment.ambientIntensity, 2.0f) &&
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loadedEnvironment.fogColor == glm::vec3{0.6f, 0.7f, 0.8f} &&
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close(loadedEnvironment.fogDensity, 0.05f) &&
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close(loadedEnvironment.skyboxRotationSpeed, 0.5f) &&
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close(loadedEnvironment.skyboxRotation, 1.5f) &&
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close(loadedEnvironment.exposure, -1.5f) && loadedEnvironment.tonemapper == Tonemapper::Aces,
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"scene round-trip must preserve the environment settings");
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SceneManager::GetInstance().Destroy();
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}
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void testLegacySceneLoad()
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{
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Scene& scene = SceneManager::GetInstance().CreateScene("legacy");
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const auto path = std::filesystem::temp_directory_path() / "destrum_legacy_scene.json";
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std::ofstream{path}
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<< R"({"version":1,"name":"legacy","objects":[{"id":9001,"name":"object","active":true,"transform":{},"parent":0,"components":[]}]})";
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check(SceneSerializer::Load(scene, path),
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"version 1 placeholder transforms must remain loadable");
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check(scene.GetObjects().size() == 1,
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"legacy scene load must create its object");
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std::filesystem::remove(path);
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SceneManager::GetInstance().Destroy();
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}
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void testSceneLoadRollback()
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{
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Scene& scene = SceneManager::GetInstance().CreateScene("rollback");
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scene.CreateGameObject("original");
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scene.CommitPendingAdditions();
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const auto path = std::filesystem::temp_directory_path() / "destrum_bad_scene.json";
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std::ofstream{path}
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<< R"({"version":2,"name":"bad","objects":[{"id":9101,"name":"bad","transform":{"position":[0,0,0],"rotation":[0,0,0,1],"scale":[1,1,1]},"parent":0,"components":[{"type":"Rigidbody","enabled":true,"data":{}}]}]})";
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check(!SceneSerializer::Load(scene, path),
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"scene loading must reject a rigidbody without a collider");
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check(scene.GetObjects().size() == 1 && scene.GetObjects().at(0)->GetName() == "original",
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"failed scene loading must preserve the live scene");
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std::filesystem::remove(path);
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SceneManager::GetInstance().Destroy();
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}
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void testLightComponentRoundTrip()
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{
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GameObject object{"light"};
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auto* light = object.AddComponent<LightComponent>(LightType::Spot);
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light->SetColor(glm::vec3{1.0f, 0.5f, 0.25f});
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light->SetIntensity(4.0f);
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light->SetRange(7.5f);
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light->SetConeAngles(0.2f, 0.4f);
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light->SetCastShadows(true);
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const auto data = light->Serialize();
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GameObject loadedObject{"loaded light"};
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auto* loaded = loadedObject.AddComponent<LightComponent>();
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loaded->Deserialize(data);
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check(loaded->GetType() == LightType::Spot,
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"LightComponent must round-trip its type");
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check(loaded->GetColor() == glm::vec3{1.0f, 0.5f, 0.25f},
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"LightComponent must round-trip its color");
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check(loaded->GetIntensity() == 4.0f && loaded->GetRange() == 7.5f,
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"LightComponent must round-trip intensity and range");
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check(loaded->GetInnerConeAngle() == 0.2f && loaded->GetOuterConeAngle() == 0.4f,
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"LightComponent must round-trip its cone angles");
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check(loaded->GetCastShadows(),
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"LightComponent must round-trip its cast shadows flag");
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loaded->SetConeAngles(0.5f, 0.1f);
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check(loaded->GetOuterConeAngle() >= loaded->GetInnerConeAngle(),
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"LightComponent outer cone must never be smaller than the inner cone");
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loaded->SetRange(0.0f);
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check(loaded->GetRange() > 0.0f,
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"LightComponent range must stay positive");
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}
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void testSceneSaveRejectsNonFinite()
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{
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Scene& scene = SceneManager::GetInstance().CreateScene("non-finite");
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GameObject* object = scene.CreateGameObject("object");
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scene.CommitPendingAdditions();
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const auto path = std::filesystem::temp_directory_path() / "destrum_non_finite_scene.json";
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check(SceneSerializer::Save(scene, path), "a finite scene must save");
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const std::string goodContents = readFile(path);
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object->GetTransform().SetLocalPosition({std::nanf(""), 0.0f, 0.0f});
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check(!SceneSerializer::Save(scene, path), "a scene with NaN values must not save");
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check(readFile(path) == goodContents, "a failed save must leave the previous file untouched");
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check(!std::filesystem::exists(std::filesystem::path{path} += ".tmp"),
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"a failed save must not leave its temp file behind");
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std::filesystem::remove(path);
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SceneManager::GetInstance().Destroy();
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}
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void testSceneValidationErrors()
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{
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const auto path = std::filesystem::temp_directory_path() / "destrum_invalid_scene.json";
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std::ofstream{path}
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<< R"({"version":2,"name":"bad","objects":[{"id":7,"name":"Lamp","transform":{"position":[0,0,0],"rotation":[0,0,0,1],"scale":[1,1,1]},"parent":0,"components":[{"type":"NotAComponent","enabled":true,"data":{}}]}]})";
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const auto result = SceneSerializer::LoadSceneFile(path);
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check(!result.success, "a scene with an unknown component must not load");
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check(result.errorMessage.find("\"Lamp\"") != std::string::npos &&
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result.errorMessage.find("NotAComponent") != std::string::npos &&
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result.errorMessage.find("unknown component type") != std::string::npos,
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"scene validation errors must name the object, component and problem");
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std::ofstream{path}
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<< R"({"version":2,"objects":[{"id":7,"name":"Lamp","components":[{"type":"Spinner","data":["message","hi"]}]}]})";
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const auto arrayData = SceneSerializer::LoadSceneFile(path);
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check(!arrayData.success && arrayData.errorMessage.find("must be an object") != std::string::npos,
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"component data that is not an object must be rejected with a reason");
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std::filesystem::remove(path);
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}
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void testSceneLoadRestoresBindings()
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{
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Scene& scene = SceneManager::GetInstance().CreateScene("bindings");
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int registered = 0;
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int unregistered = 0;
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scene.SetRegisterBindings([®istered] { ++registered; });
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scene.SetUnregisterBindings([&unregistered] { ++unregistered; });
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scene.Load();
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const int registeredBefore = registered;
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const int unregisteredBefore = unregistered;
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scene.CreateGameObject("object");
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scene.CommitPendingAdditions();
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const auto path = std::filesystem::temp_directory_path() / "destrum_bindings_scene.json";
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check(SceneSerializer::Save(scene, path), "the bindings scene must save");
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check(SceneSerializer::Load(scene, path), "the bindings scene must load");
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std::filesystem::remove(path);
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check(registered - registeredBefore == 1 && unregistered - unregisteredBefore == 1, "loading a scene in place must register its bindings again");
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scene.SetRegisterBindings(nullptr);
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scene.SetUnregisterBindings(nullptr);
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SceneManager::GetInstance().Destroy();
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}
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void testSceneLoadDropsMissingCamera()
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{
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Scene& scene = SceneManager::GetInstance().CreateScene("missing camera");
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const auto path = std::filesystem::temp_directory_path() / "destrum_missing_camera_scene.json";
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std::ofstream{path}
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<< R"({"version":2,"currentCamera":4242,"objects":[{"id":11,"name":"object"}]})";
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check(SceneSerializer::Load(scene, path), "a scene with a dangling camera id must still load");
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check(scene.GetCurrentCamera() == nullptr, "a dangling current camera id must be ignored");
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std::filesystem::remove(path);
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SceneManager::GetInstance().Destroy();
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}
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void testGlmJson()
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{
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const nlohmann::json vec = glm::vec3{1.0f, 2.5f, -3.0f};
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check(vec == nlohmann::json::array({1.0f, 2.5f, -3.0f}), "vec3 must serialize as a 3 number array");
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check(vec.get<glm::vec3>() == glm::vec3{1.0f, 2.5f, -3.0f}, "vec3 must round-trip through json");
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const glm::quat rotation = glm::angleAxis(0.5f, glm::vec3{0.0f, 1.0f, 0.0f});
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const nlohmann::json quat = rotation;
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check(quat.size() == 4 && close(quat.at(3).get<float>(), rotation.w),
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"quaternions must serialize as [x, y, z, w]");
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check(quat.get<glm::quat>() == rotation, "quaternions must round-trip through json");
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bool rejected = false;
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try {
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(void)nlohmann::json::array({1.0f, 2.0f}).get<glm::vec3>();
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} catch (const std::exception&) {
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rejected = true;
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}
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check(rejected, "a vec3 must reject arrays of the wrong size");
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const nlohmann::json data = {{"axis", nlohmann::json::array({0, 1, 0})}};
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check(data.value("axis", glm::vec3{0.0f}) == glm::vec3{0.0f, 1.0f, 0.0f} &&
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data.value("missing", glm::vec3{7.0f}) == glm::vec3{7.0f},
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"json value() must work with glm defaults");
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}
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void testSceneFileIdsAreLocal()
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{
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const auto path = std::filesystem::temp_directory_path() / "destrum_local_ids_scene.json";
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std::ofstream{path}
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<< R"({"version":2,"currentCamera":2,"objects":[)"
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R"({"id":1,"name":"root"},)"
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R"({"id":2,"name":"child","parent":1,"components":[{"type":"CameraComponent"}]}]})";
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Scene& first = SceneManager::GetInstance().CreateScene("local ids a");
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Scene& second = SceneManager::GetInstance().CreateScene("local ids b");
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check(SceneSerializer::Load(first, path), "the first copy of the scene must load");
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check(SceneSerializer::Load(second, path), "the second copy of the scene must load");
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std::filesystem::remove(path);
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first.CommitPendingAdditions();
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second.CommitPendingAdditions();
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std::unordered_set<ObjectId> ids;
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std::size_t count = 0;
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for (const Scene* scene : {&first, &second}) {
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for (const auto& object : scene->GetObjects()) {
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ids.insert(object->GetId());
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++count;
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}
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}
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check(count == 4 && ids.size() == 4, "loading one file into two scenes must not duplicate ids");
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for (const Scene* scene : {&first, &second}) {
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const CameraComponent* camera = scene->GetCurrentCamera();
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check(camera != nullptr && camera->GetGameObject()->GetName() == "child" &&
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camera->GetGameObject()->GetScene() == scene,
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"the current camera must be remapped to the object in its own scene");
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const Transform* parent = camera->GetGameObject()->GetTransform().GetParent();
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check(parent != nullptr && parent->GetOwner()->GetName() == "root" &&
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parent->GetOwner()->GetScene() == scene,
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"parents must be remapped within each loaded scene");
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}
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const GameObject* fresh = first.CreateGameObject("fresh");
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check(!ids.contains(fresh->GetId()), "objects created after a load must get unused ids");
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SceneManager::GetInstance().Destroy();
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}
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void testMaterialJsonRoundTrip()
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{
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Material material = Material::SimpleColor(glm::vec3{0.2f, 0.4f, 0.6f}, "Crate");
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material.metallicFactor = 0.3f;
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material.roughnessFactor = 0.55f;
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material.emissiveColor = {1.0f, 0.5f, 0.0f};
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material.textureFilteringMode = TextureFilteringMode::Anisotropic;
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material.diffuseTexture = 3;
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material.emissiveTexture = 7;
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material.normalTexture = 9;
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// Texture 9 has no source file, it must be left out instead of saved as a dangling id
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const nlohmann::json data = MaterialSerialization::ToJson(material, [](ImageID id) -> nlohmann::json {
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if (id == 9) {
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return nullptr;
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}
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return {{"path", "game://tex" + std::to_string(id) + ".png"}, {"srgb", id == 3}};
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});
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check(!MaterialSerialization::Validate(nlohmann::json{{"Crate", data}}).has_value(),
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"a serialized material must pass validation");
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check(!data.at("textures").contains("normal"), "textures without a source must not be saved");
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const Material loaded = MaterialSerialization::FromJson(data, [](const nlohmann::json& texture) {
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const std::string path = texture.at("path").get<std::string>();
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return path == "game://tex3.png" ? ImageID{30} : ImageID{70};
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});
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check(loaded.name == "Crate" && loaded.baseColor == material.baseColor &&
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close(loaded.metallicFactor, 0.3f) && close(loaded.roughnessFactor, 0.55f) &&
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loaded.emissiveColor == material.emissiveColor &&
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loaded.textureFilteringMode == TextureFilteringMode::Anisotropic,
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"material factors must round-trip through json");
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check(loaded.diffuseTexture == 30 && loaded.emissiveTexture == 70 &&
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loaded.normalTexture == NULL_IMAGE_ID && loaded.metallicTexture == NULL_IMAGE_ID,
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"material textures must round-trip through their slots");
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}
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void testSceneValidatesEmbeddedMaterials()
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{
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const auto path = std::filesystem::temp_directory_path() / "destrum_materials_scene.json";
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Scene& scene = SceneManager::GetInstance().CreateScene("materials");
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std::ofstream{path} << R"({"version":2,"objects":[],"materials":{"Bad":{"textures":{"diffuse":5}}}})";
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check(!SceneSerializer::Load(scene, path), "a material texture without a path must be rejected");
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std::ofstream{path} << R"({"version":2,"objects":[{"id":1,"name":"box"}],)"
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R"("materials":{"Good":{"baseColor":[1,0,0],"textures":{"diffuse":{"path":"game://a.png"}}}}})";
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check(SceneSerializer::Load(scene, path), "a scene with embedded materials must load");
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std::filesystem::remove(path);
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SceneManager::GetInstance().Destroy();
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}
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void testPlayModeSnapshotRestore()
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{
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Scene& scene = SceneManager::GetInstance().CreateScene("snapshot");
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GameObject* box = scene.CreateGameObject("box");
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box->GetTransform().SetLocalPosition({1.f, 2.f, 3.f});
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scene.CreateGameObject("other");
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scene.CommitPendingAdditions();
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scene.SetSelectedObject(box->GetId());
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auto snapshot = SceneSerializer::Capture(scene);
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check(snapshot.has_value(), "a scene must be capturable without a file");
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(*snapshot)["selected"] = box->GetId();
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// What play mode does to the scene before Stop restores it
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box->GetTransform().SetLocalPosition({9.f, 9.f, 9.f});
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scene.CreateGameObject("spawned during play");
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scene.CommitPendingAdditions();
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check(SceneSerializer::LoadFromJson(scene, *snapshot), "restoring a snapshot must succeed");
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scene.CommitPendingAdditions();
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check(scene.GetObjects().size() == 2 && findByName(scene, "spawned during play") == nullptr,
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"restoring must drop objects created after the snapshot");
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const GameObject* restored = findByName(scene, "box");
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check(restored != nullptr && close(restored->GetTransform().GetLocalPosition().x, 1.f),
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"restoring must bring back the captured transforms");
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check(scene.GetSelectedObject() == restored, "the selection must follow the restored object");
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check(!SceneSerializer::LoadFromJson(scene, nlohmann::json{{"objects", 5}}),
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"an invalid snapshot must be rejected");
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check(scene.GetObjects().size() == 2, "a rejected snapshot must leave the scene alone");
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SceneManager::GetInstance().Destroy();
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}
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}
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namespace {
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void testTonemapperNames()
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{
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for (const Tonemapper tonemapper : {Tonemapper::None, Tonemapper::Aces, Tonemapper::PbrNeutral}) {
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check(ParseTonemapper(ToString(tonemapper)) == tonemapper, "tonemapper names must round-trip");
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}
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check(!ParseTonemapper("filmic").has_value(), "unknown tonemapper names must be rejected");
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}
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}
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void RunSerializationTests()
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{
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testTonemapperNames();
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testSceneRoundTrip();
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testLegacySceneLoad();
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testSceneLoadRollback();
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testLightComponentRoundTrip();
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testSceneSaveRejectsNonFinite();
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testSceneValidationErrors();
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testSceneLoadRestoresBindings();
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testSceneLoadDropsMissingCamera();
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testGlmJson();
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testSceneFileIdsAreLocal();
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testMaterialJsonRoundTrip();
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testSceneValidatesEmbeddedMaterials();
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testPlayModeSnapshotRestore();
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}
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