Repository: godotengine/godot
File: tests/scene/test_node_2d.h (C/C++)

Code before:
/**************************************************************************/
/*  test_node_2d.h                                                        */
/**************************************************************************/
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/*                             GODOT ENGINE                               */
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/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur.                  */
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#ifndef TEST_NODE_2D_H
#define TEST_NODE_2D_H

#include "scene/2d/node_2d.h"
#include "scene/main/window.h"

#include "tests/test_macros.h"

namespace TestNode2D {

TEST_CASE("[SceneTree][Node2D]") {
	SUBCASE("[Node2D][Global Transform] Global Transform should be accessible while not in SceneTree.") { // GH-79453
		Node2D *test_node = memnew(Node2D);
		test_node->set_name("node");
		Node2D *test_child = memnew(Node2D);
		test_child->set_name("child");
		test_node->add_child(test_child);

		test_node->set_global_position(Point2(1, 1));
		CHECK_EQ(test_node->get_global_position(), Point2(1, 1));
		CHECK_EQ(test_child->get_global_position(), Point2(1, 1));
		test_node->set_global_position(Point2(2, 2));
		CHECK_EQ(test_node->get_global_position(), Point2(2, 2));
		test_node->set_global_transform(Transform2D(0, Point2(3, 3)));
		CHECK_EQ(test_node->get_global_position(), Point2(3, 3));

		memdelete(test_child);
		memdelete(test_node);
	}

	SUBCASE("[Node2D][Global Transform] Global Transform should be correct after inserting node from detached tree into SceneTree.") { // GH-86841
		Node2D *main = memnew(Node2D);
		Node2D *outer = memnew(Node2D);
		Node2D *inner = memnew(Node2D);
		SceneTree::get_singleton()->get_root()->add_child(main);

		main->set_position(Point2(100, 100));
		outer->set_position(Point2(10, 0));
		inner->set_position(Point2(0, 10));

		outer->add_child(inner);
		// `inner` is still detached.
		CHECK_EQ(inner->get_global_position(), Point2(10, 10));

		main->add_child(outer);
		// `inner` is in scene tree.
		CHECK_EQ(inner->get_global_position(), Point2(110, 110));

		main->remove_child(outer);
		// `inner` is detached again.
		CHECK_EQ(inner->get_global_position(), Point2(10, 10));

		memdelete(inner);
		memdelete(outer);
		memdelete(main);
	}
}

} // namespace TestNode2D

#endif // TEST_NODE_2D_H


Review comment (suggestion):
```suggestion
		// Revert any rotation caused by look_at, must run after look_at tests.
```

Code after:
		CHECK(test_node3->get_position().is_equal_approx(Vector2(0, 10)));
		CHECK(Math::is_equal_approx(test_node3->get_rotation(), real_t(2.38762)));
		CHECK(test_node3->get_scale().is_equal_approx(Vector2(2, 2)));

		test_node3->look_at(Vector2(0, 10));

		CHECK(test_node3->get_global_position().is_equal_approx(Vector2(98.66026, 105)));
		CHECK(Math::is_equal_approx(test_node3->get_global_rotation(), real_t(-2.37509)));
		CHECK(test_node3->get_global_scale().is_equal_approx(Vector2(2, 2)));

		CHECK(test_node3->get_position().is_equal_approx(Vector2(0, 10)));
		CHECK(Math::is_equal_approx(test_node3->get_rotation(), real_t(2.3373)));
		CHECK(test_node3->get_scale().is_equal_approx(Vector2(2, 2)));

		// Don't do anything if look_at own position.
		test_node3->look_at(test_node3->get_global_position());

		CHECK(test_node3->get_global_position().is_equal_approx(Vector2(98.66026, 105)));
		CHECK(Math::is_equal_approx(test_node3->get_global_rotation(), real_t(-2.37509)));
		CHECK(test_node3->get_global_scale().is_equal_approx(Vector2(2, 2)));

		CHECK(test_node3->get_position().is_equal_approx(Vector2(0, 10)));
		CHECK(Math::is_equal_approx(test_node3->get_rotation(), real_t(2.3373)));
		CHECK(test_node3->get_scale().is_equal_approx(Vector2(2, 2)));

		// Revert any rotation caused by look_at, must run after look_at tests
		test_node3->set_rotation(Math::deg_to_rad(0.0));
	}

	SUBCASE("[Node2D] get_angle_to") {
		CHECK(Math::is_equal_approx(test_node3->get_angle_to(Vector2(1, 1)), real_t(2.38762)));
		CHECK(Math::is_equal_approx(test_node3->get_angle_to(Vector2(0, 10)), real_t(2.3373)));
		CHECK(Math::is_equal_approx(test_node3->get_angle_to(Vector2(2, -5)), real_t(2.42065)));
		CHECK(Math::is_equal_approx(test_node3->get_angle_to(Vector2(-2, 5)), real_t(2.3529)));

		// Return 0 when get_angle_to own position.
		CHECK(Math::is_equal_approx(test_node3->get_angle_to(test_node3->get_global_position()), real_t(0)));
	}

	SUBCASE("[Node2D] to_local") {
		Point2 node3_local = test_node3->to_local(Point2(1, 2));
		CHECK(node3_local.is_equal_approx(Point2(-51.5, 48.83013)));

		node3_local = test_node3->to_local(Point2(-2, 1));
		CHECK(node3_local.is_equal_approx(Point2(-52, 50.33013)));

		node3_local = test_node3->to_local(Point2(0, 0));
		CHECK(node3_local.is_equal_approx(Point2(-52.5, 49.33013)));

		node3_local = test_node3->to_local(test_node3->get_global_position());
		CHECK(node3_local.is_equal_approx(Point2(0, 0)));