Fry3DX/tests/script_test.cpp

162 lines
9.6 KiB
C++

// Scripts without a window: they make, change, combine and delete objects; mistakes come back as
// errors with their line, and an endless loop is stopped.
#include "script.h"
#include <cmath>
#include <cstdio>
#include <filesystem>
#include <fstream>
#include <iterator>
#include <string>
using namespace fry;
static int g_failures = 0;
#define CHECK(cond, ...) \
do { \
if (!(cond)) ++g_failures, std::printf("FAIL: " __VA_ARGS__); \
else std::printf("ok: " __VA_ARGS__); \
std::printf("\n"); \
} while (0)
int main() {
Scene scene;
std::set<uint32_t> selected;
uint32_t active = 0;
std::string out;
ScriptHost host{&scene, &selected, &active, [&](const std::string& s) { out += s + "\n"; }, {}, 2.0};
ScriptResult r = runScript(host, R"(
local box = fry.add("cube", {width = 2, color = "#ff8000", name = "Box"})
box.position = {0, 0, 1}
box:move(1, 0, 0)
print(box.name, box.width, box.position.x)
local c = fry.add("cylinder", {radius = 0.3, height = 4, position = {1, 0.1, 0}})
box:subtract(c)
fry.add("sphere"):delete()
local t = fry.lathe({{0, 0}, {0.3, 0}, {0.35, 0.5}, {0.1, 0.8}, {0, 0.8}}, 24, "Vase")
fry.extrude({{0, 0}, {1, 0}, {0, 1}}, 0.2, "Wedge")
fry.group("Things", {t})
fry.select(box)
)");
CHECK(r.ok, "a script runs (%s)", r.error.c_str());
CHECK(scene.objects.size() == 3, "box, vase and wedge are left (%zu)", scene.objects.size());
CHECK(out.find("Box\t2.0\t1.0") != std::string::npos, "print and properties: %s", out.c_str());
const Object& box = scene.objects[0];
CHECK(box.name == "Box" && box.recipe.empty() && box.mesh.faces.size() > 6, "the box had the cylinder taken out (%zu faces)", box.mesh.faces.size());
CHECK(box.color.r > 0.99f && box.color.g > 0.49f && box.color.g < 0.51f, "colour from #ff8000");
CHECK(scene.folders.size() == 1 && scene.objects[1].folder == scene.folders[0].id, "grouped into a folder");
CHECK(active == box.id && selected.count(box.id), "selection from the script");
r = runScript(host, "local o = fry.add('cube')\no.wobble = 3", "bad.lua");
CHECK(!r.ok && r.error.find("bad.lua:2") != std::string::npos, "an error says where: %s", r.error.substr(0, 80).c_str());
r = runScript(host, "fry.add('teapot')");
CHECK(!r.ok && r.error.find("no shape called teapot") != std::string::npos, "an unknown shape is an error");
r = runScript(host, "while true do end");
CHECK(!r.ok && r.error.find("stopped") != std::string::npos, "an endless loop is stopped");
r = runScript(host, "io.open('x')");
CHECK(!r.ok, "no io");
r = runScript(host, "local o = fry.add('cube')\nlocal n = #o:points()\nlocal p = o:points()\nfor i = 1, n do p[i].z = p[i].z * 2 end\no:setpoints(p)\nlocal lo, hi = o:bounds()\nprint(hi.z - lo.z)");
CHECK(r.ok && out.find("\n2.0\n") != std::string::npos, "points round-trip (%s)", r.error.c_str());
r = runScript(host, "local o = fry.add('cube')\no.material = 'Gold'\nlocal m = fry.add('cube', {color = '#102030', material = 'glossy'})\nprint(#fry.materials())");
CHECK(r.ok && scene.objects.back().metal == 0.0f && scene.objects.back().rough < 0.2f && scene.objects.back().color.r < 0.1f, "a material keeping its colour (%s)", r.error.c_str());
CHECK(scene.objects[scene.objects.size() - 2].metal == 1.0f && scene.objects[scene.objects.size() - 2].color.g > 0.7f, "gold");
r = runScript(host, "local b = fry.add('sphere', {radius = 1})\nb:sculpt('raise', {0, 0, 1}, 0.4, 1, 20)\nlocal lo, hi = b:bounds()\nprint(hi.z > 1.05)");
CHECK(r.ok && out.find("true\n") != std::string::npos, "o:sculpt raises the top (%s)", r.error.c_str());
r = runScript(host, "fry.add('cube').material = 'cheese'");
CHECK(!r.ok && r.error.find("no material called cheese") != std::string::npos, "an unknown material is an error");
r = runScript(host, "fry.clear()");
CHECK(r.ok && scene.objects.empty() && active == 0 && selected.empty(), "clear");
{ // Your own materials: from a script, found by name (any case), and as text and back.
clearOwnMaterials("mats.lua");
r = runScript(host, "fry.material{name = 'Teal Plastic', color = '#1f9a96', rough = 0.35}\nlocal o = fry.add('cube')\no.material = 'teal plastic'", "mats.lua");
CHECK(r.ok && findMaterial("teal plastic") && std::abs(scene.objects.back().rough - 0.35f) < 1e-4f && scene.objects.back().color.g > 0.5f,
"fry.material, then o.material (%s)", r.error.c_str());
CHECK(findMaterial("teal plastic")->from == "mats.lua", "it says which script made it");
r = runScript(host, "fry.material{name = 'Gold', color = '#ffffff'}");
CHECK(!r.ok, "not one of Fry3DX's own names");
addOwnMaterial({"", "Mine \"quoted\"", {0.1f, 0.2f, 0.3f}, 0.5f, 0.25f, true, ""});
const std::string text = ownMaterialsText();
removeOwnMaterial(materialId("Mine \"quoted\""));
CHECK(!findMaterial(materialId("Mine \"quoted\"")), "removed");
parseOwnMaterials(text);
const MaterialPreset* m = findMaterial(materialId("Mine \"quoted\""));
CHECK(m && m->keepColor && std::abs(m->metal - 0.5f) < 1e-4f && text.find("Teal") == std::string::npos, "the picker's own as text and back (only those)");
clearOwnMaterials("mats.lua");
CHECK(!findMaterial("teal plastic"), "a script's materials cleared");
}
{ // A plug-in: loaded once, its commands run later (with their settings), its errors taken back.
Plugin p("stairs_and_such.lua");
Scene scratch;
ScriptHost load{&scratch, &selected, &active, {}, {}, 2.0};
std::string error;
const bool ok = p.load(load, R"(
fry.plugin{name = "Boxes", about = "Rows of boxes"}
local made = 0
fry.command{name = "Row", menu = "add", settings = {{"count", 3}, {"gap", 1.5}}, run = function(s)
for i = 1, s.count do fry.add("cube").position = {i * s.gap, 0, 0} end
made = made + 1
print("made " .. made)
end}
fry.command{name = "Broken", run = function() fry.add("cube"); error("no") end}
fry.add("sphere") -- (loading touches only its own scratch scene)
)", &error);
CHECK(ok && p.name == "Boxes" && p.about == "Rows of boxes" && p.commands.size() == 2 && p.commands[0].menu == "add" && p.commands[1].menu == "script" &&
p.commands[0].settings.size() == 2 && p.commands[0].settings[1].second == 1.5,
"a plug-in loads and registers its commands (%s)", error.c_str());
Scene s2;
out.clear();
ScriptHost h{&s2, &selected, &active, [&](const std::string& t) { out += t + "\n"; }, {}, 2.0};
r = p.run(h, 0, {4, 2});
r = p.run(h, 0, {1, 2});
CHECK(r.ok && s2.objects.size() == 5 && std::abs(s2.objects[3].position.x - 8.0f) < 1e-4f && out.find("made 2") != std::string::npos,
"its command runs with the settings, and keeps its state between runs (%s)", r.error.c_str());
r = p.run(h, 1, {});
CHECK(!r.ok && r.error.find("no") != std::string::npos, "an error in a command comes back");
r = runScript(host, "fry.command{name = 'x', run = function() end}");
CHECK(!r.ok && r.error.find("plug-ins") != std::string::npos, "fry.command only in plug-ins");
Plugin bad("bad.lua");
CHECK(!bad.load(load, "fry.command{name = 'x'}", &error) && bad.commands.empty(), "a command with no run: it doesn't load");
}
// The plug-ins that come with it load.
for (const auto& e : std::filesystem::directory_iterator(FRY_PLUGINS_DIR)) {
std::ifstream in(e.path());
const std::string code((std::istreambuf_iterator<char>(in)), {});
Plugin p(e.path().filename().string());
Scene fresh;
std::set<uint32_t> sel;
uint32_t act = 0;
ScriptHost h{&fresh, &sel, &act, {}, {}, 20.0};
std::string error;
const bool ok = p.load(h, code, &error);
bool ran = true;
for (size_t c = 0; c < p.commands.size(); ++c) {
Scene s;
s.objects.push_back(Object{});
s.objects.back().id = s.nextId++, s.objects.back().name = "Rock", s.objects.back().mesh = makeCube();
std::set<uint32_t> picked{s.objects.back().id};
uint32_t last = s.objects.back().id;
ScriptHost run{&s, &picked, &last, {}, {}, 20.0};
const ScriptResult rr = p.run(run, c, {});
if (!rr.ok || s.objects.size() < 2) ran = false, error = p.commands[c].name + ": " + rr.error;
}
CHECK(ok && ran, "plug-in %s (%zu commands) %s", e.path().filename().string().c_str(), p.commands.size(), error.c_str());
clearOwnMaterials(e.path().filename().string());
}
// The examples that come with it all run.
for (const auto& e : std::filesystem::directory_iterator(FRY_SCRIPTS_DIR)) {
std::ifstream in(e.path());
const std::string code((std::istreambuf_iterator<char>(in)), {});
Scene fresh;
std::set<uint32_t> sel;
uint32_t act = 0;
ScriptHost h{&fresh, &sel, &act, {}, {}, 20.0};
r = runScript(h, code, e.path().filename().string());
CHECK(r.ok && !fresh.objects.empty(), "example %s (%d objects) %s", e.path().filename().string().c_str(), r.objectsMade, r.error.c_str());
}
std::printf(g_failures ? "%d FAILED\n" : "all passed\n", g_failures);
return g_failures ? 1 : 0;
}