extends SceneTree ## Guard for the web/mobile rigid-skin conversion (rigid_skin.gd). The bug it protects against: ## the converter used to key geometry by destination bone only, so every surface funnelled to a ## bone collapsed onto one material — matadors came out bald with the wrong uniform colour on the ## web build. It now keys per (bone, surface), so all source materials survive. This asserts the ## matador keeps every distinct material after conversion, produces bone-attached pieces, and ## hides the original skinned meshes (so they never hit the invisible-on-Mali skinning path). ## Run: godot --headless --script res://tests/rigid_skin_test.gd const RigidSkin = preload("res://rigid_skin.gd") var _pass := 0 var _fail := 0 func _init() -> void: _run.call_deferred() func _ok(c: bool, m: String) -> void: if c: _pass += 1 print(" PASS: ", m) else: _fail += 1 print(" FAIL: ", m) func _surface_mats(mi: MeshInstance3D) -> Array: var out: Array = [] var mesh := mi.mesh if mesh == null: return out for s: int in mesh.get_surface_count(): var mat: Material = mi.material_override if mat == null: mat = mi.get_surface_override_material(s) if mat == null: mat = mesh.surface_get_material(s) if mat != null and not out.has(mat): out.append(mat) return out func _run() -> void: var inst: Node = (load("res://Assets/Matador.glb") as PackedScene).instantiate() root.add_child(inst) # Distinct materials on the skinned source meshes, before conversion. var source: Array = [] var skinned: Array = [] for mi: MeshInstance3D in inst.find_children("*", "MeshInstance3D", true, false): if mi.skin != null: skinned.append(mi) for mat: Material in _surface_mats(mi): if not source.has(mat): source.append(mat) _ok(source.size() >= 2, "matador source has multiple distinct materials (%d)" % source.size()) var converted := RigidSkin.convert_tree(inst) _ok(converted > 0, "convert_tree rebuilt %d skinned mesh(es)" % converted) # Distinct materials on the generated bone-attached pieces. var pieces := 0 var piece_mats: Array = [] for att: BoneAttachment3D in inst.find_children("*", "BoneAttachment3D", true, false): for mi: MeshInstance3D in att.find_children("*", "MeshInstance3D", true, false): pieces += 1 var mesh := mi.mesh if mesh == null: continue # Pieces are multi-surface now (a bone's materials each stay their own surface), so # scan every surface — not just surface 0 — to confirm none were dropped. for s: int in mesh.get_surface_count(): var mat := mesh.surface_get_material(s) if mat != null and not piece_mats.has(mat): piece_mats.append(mat) _ok(pieces > 0, "conversion produced bone-attached pieces (%d)" % pieces) _ok(piece_mats.size() >= source.size(), "every source material survives conversion (%d of %d kept)" % [piece_mats.size(), source.size()]) var all_hidden := true for mi: MeshInstance3D in skinned: if mi.visible: all_hidden = false _ok(all_hidden, "original skinned meshes are hidden (never drawn on the failing path)") _finish() func _finish() -> void: print("Results: %d passed, %d failed" % [_pass, _fail]) quit(1 if _fail > 0 else 0)