godot/tests/scene/test_navigation_obstacle_3d.h

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/*  test_navigation_obstacle_3d.h                                         */
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#ifndef TEST_NAVIGATION_OBSTACLE_3D_H
#define TEST_NAVIGATION_OBSTACLE_3D_H

#include "scene/3d/navigation_obstacle_3d.h"
#include "scene/main/window.h"

#include "tests/test_macros.h"

namespace TestNavigationObstacle3D {

TEST_SUITE("[Navigation]") {
	TEST_CASE("[SceneTree][NavigationObstacle3D] New obstacle should have valid RID") {
		NavigationObstacle3D *obstacle_node = memnew(NavigationObstacle3D);
		CHECK(obstacle_node->get_rid().is_valid());
		memdelete(obstacle_node);
	}

	TEST_CASE("[SceneTree][NavigationObstacle3D] New obstacle should attach to default map") {
		Node3D *node_3d = memnew(Node3D);
		SceneTree::get_singleton()->get_root()->add_child(node_3d);

		NavigationObstacle3D *obstacle_node = memnew(NavigationObstacle3D);
		// obstacle should not be attached to any map when outside of tree
		CHECK_FALSE(obstacle_node->get_navigation_map().is_valid());

		SUBCASE("Obstacle should attach to default map when it enters the tree") {
			node_3d->add_child(obstacle_node);
			CHECK(obstacle_node->get_navigation_map().is_valid());
			CHECK(obstacle_node->get_navigation_map() == node_3d->get_world_3d()->get_navigation_map());
		}

		memdelete(obstacle_node);
		memdelete(node_3d);
	}
}

} //namespace TestNavigationObstacle3D

#endif // TEST_NAVIGATION_OBSTACLE_3D_H