Merge branch 'master' into master

pull/5360/head
Kim Kulling 2024-01-09 20:57:04 +01:00 committed by GitHub
commit dff6e1857d
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79 changed files with 366 additions and 173 deletions

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@ -98,7 +98,7 @@ jobs:
run: cd build/bin && ./unit ${{ steps.hunter_extra_test_args.outputs.args }} run: cd build/bin && ./unit ${{ steps.hunter_extra_test_args.outputs.args }}
shell: bash shell: bash
- uses: actions/upload-artifact@v3 - uses: actions/upload-artifact@v4
if: matrix.name == 'windows-msvc' if: matrix.name == 'windows-msvc'
with: with:
name: 'assimp-bins-${{ matrix.name }}-${{ github.sha }}' name: 'assimp-bins-${{ matrix.name }}-${{ github.sha }}'

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@ -19,7 +19,7 @@ jobs:
dry-run: false dry-run: false
language: c++ language: c++
- name: Upload Crash - name: Upload Crash
uses: actions/upload-artifact@v3 uses: actions/upload-artifact@v4
if: failure() && steps.build.outcome == 'success' if: failure() && steps.build.outcome == 'success'
with: with:
name: artifacts name: artifacts

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@ -137,7 +137,7 @@ IF (WIN32)
ELSE() ELSE()
OPTION( ASSIMP_BUILD_ZLIB OPTION( ASSIMP_BUILD_ZLIB
"Build your own zlib" "Build your own zlib"
ON OFF
) )
ENDIF() ENDIF()
@ -311,9 +311,9 @@ ELSEIF( MINGW )
SET(CMAKE_C_FLAGS "-fPIC ${CMAKE_C_FLAGS}") SET(CMAKE_C_FLAGS "-fPIC ${CMAKE_C_FLAGS}")
ENDIF() ENDIF()
IF (CMAKE_BUILD_TYPE STREQUAL "Debug") IF (CMAKE_BUILD_TYPE STREQUAL "Debug")
SET(CMAKE_CXX_FLAGS "-fvisibility=hidden -fno-strict-aliasing -Wall -Wno-long-long -Wa,-mbig-obj -g ${CMAKE_CXX_FLAGS}") SET(CMAKE_CXX_FLAGS "-fvisibility=hidden -fno-strict-aliasing -Wno-dangling-reference -Wall -Wno-long-long -Wa,-mbig-obj -g ${CMAKE_CXX_FLAGS}")
ELSE() ELSE()
SET(CMAKE_CXX_FLAGS "-fvisibility=hidden -fno-strict-aliasing -Wall -Wno-long-long -Wa,-mbig-obj -O3 ${CMAKE_CXX_FLAGS}") SET(CMAKE_CXX_FLAGS "-fvisibility=hidden -fno-strict-aliasing -Wno-dangling-reference -Wall -Wno-long-long -Wa,-mbig-obj -O3 ${CMAKE_CXX_FLAGS}")
ENDIF() ENDIF()
SET(CMAKE_C_FLAGS "-fno-strict-aliasing ${CMAKE_C_FLAGS}") SET(CMAKE_C_FLAGS "-fno-strict-aliasing ${CMAKE_C_FLAGS}")
ENDIF() ENDIF()

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@ -6,6 +6,7 @@ RUN apt-get update && apt-get install -y ninja-build \
RUN add-apt-repository ppa:ubuntu-toolchain-r/test && apt-get update RUN add-apt-repository ppa:ubuntu-toolchain-r/test && apt-get update
WORKDIR /opt WORKDIR /opt
RUN apt install zlib1g-dev
# Build Assimp # Build Assimp
RUN git clone https://github.com/assimp/assimp.git /opt/assimp RUN git clone https://github.com/assimp/assimp.git /opt/assimp

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@ -2725,6 +2725,10 @@ template <> size_t GenericFill<IfcSpatialStructureElement>(const DB& db, const L
do { // convert the 'CompositionType' argument do { // convert the 'CompositionType' argument
std::shared_ptr<const DataType> arg = params[base++]; std::shared_ptr<const DataType> arg = params[base++];
if (dynamic_cast<const ISDERIVED*>(&*arg)) { in->ObjectHelper<Assimp::IFC::Schema_2x3::IfcSpatialStructureElement,2>::aux_is_derived[1]=true; break; } if (dynamic_cast<const ISDERIVED*>(&*arg)) { in->ObjectHelper<Assimp::IFC::Schema_2x3::IfcSpatialStructureElement,2>::aux_is_derived[1]=true; break; }
if (dynamic_cast<const UNSET *>(&*arg)) {
// Consider assigning the default value as in->CompositionType = "ELEMENT".
break;
}
try { GenericConvert( in->CompositionType, arg, db ); break; } try { GenericConvert( in->CompositionType, arg, db ); break; }
catch (const TypeError& t) { throw TypeError(t.what() + std::string(" - expected argument 8 to IfcSpatialStructureElement to be a `IfcElementCompositionEnum`")); } catch (const TypeError& t) { throw TypeError(t.what() + std::string(" - expected argument 8 to IfcSpatialStructureElement to be a `IfcElementCompositionEnum`")); }
} while (false); } while (false);

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@ -188,6 +188,51 @@ mg_m_err:
pFaces.clear(); pFaces.clear();
} }
void X3DGeoHelper::coordIdx_str2lines_arr(const std::vector<int32_t> &pCoordIdx, std::vector<aiFace> &pFaces) {
std::vector<int32_t> f_data(pCoordIdx);
if (f_data.back() != (-1)) {
f_data.push_back(-1);
}
// reserve average size.
pFaces.reserve(f_data.size() / 2);
for (std::vector<int32_t>::const_iterator startIt = f_data.cbegin(), endIt = f_data.cbegin(); endIt != f_data.cend(); ++endIt) {
// check for end of current polyline
if (*endIt != -1)
continue;
// found end of polyline, check if this is a valid polyline
std::size_t numIndices = std::distance(startIt, endIt);
if (numIndices <= 1)
goto mg_m_err;
// create line faces out of polyline indices
for (int32_t idx0 = *startIt++; startIt != endIt; ++startIt) {
int32_t idx1 = *startIt;
aiFace tface;
tface.mNumIndices = 2;
tface.mIndices = new unsigned int[2];
tface.mIndices[0] = idx0;
tface.mIndices[1] = idx1;
pFaces.push_back(tface);
idx0 = idx1;
}
++startIt;
}
return;
mg_m_err:
for (size_t i = 0, i_e = pFaces.size(); i < i_e; i++)
delete[] pFaces[i].mIndices;
pFaces.clear();
}
void X3DGeoHelper::add_color(aiMesh &pMesh, const std::list<aiColor3D> &pColors, const bool pColorPerVertex) { void X3DGeoHelper::add_color(aiMesh &pMesh, const std::list<aiColor3D> &pColors, const bool pColorPerVertex) {
std::list<aiColor4D> tcol; std::list<aiColor4D> tcol;
@ -528,4 +573,40 @@ aiMesh *X3DGeoHelper::make_mesh(const std::vector<int32_t> &pCoordIdx, const std
return tmesh; return tmesh;
} }
aiMesh *X3DGeoHelper::make_line_mesh(const std::vector<int32_t> &pCoordIdx, const std::list<aiVector3D> &pVertices) {
std::vector<aiFace> faces;
// create faces array from input string with vertices indices.
X3DGeoHelper::coordIdx_str2lines_arr(pCoordIdx, faces);
if (!faces.size()) {
throw DeadlyImportError("Failed to create mesh, faces list is empty.");
}
//
// Create new mesh and copy geometry data.
//
aiMesh *tmesh = new aiMesh;
size_t ts = faces.size();
// faces
tmesh->mFaces = new aiFace[ts];
tmesh->mNumFaces = static_cast<unsigned int>(ts);
for (size_t i = 0; i < ts; i++)
tmesh->mFaces[i] = faces[i];
// vertices
std::list<aiVector3D>::const_iterator vit = pVertices.begin();
ts = pVertices.size();
tmesh->mVertices = new aiVector3D[ts];
tmesh->mNumVertices = static_cast<unsigned int>(ts);
for (size_t i = 0; i < ts; i++) {
tmesh->mVertices[i] = *vit++;
}
// set primitive type and return result.
tmesh->mPrimitiveTypes = aiPrimitiveType_LINE;
return tmesh;
}
} // namespace Assimp } // namespace Assimp

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@ -21,6 +21,7 @@ public:
static void polylineIdx_to_lineIdx(const std::list<int32_t> &pPolylineCoordIdx, std::list<int32_t> &pLineCoordIdx); static void polylineIdx_to_lineIdx(const std::list<int32_t> &pPolylineCoordIdx, std::list<int32_t> &pLineCoordIdx);
static void rect_parallel_epiped(const aiVector3D &pSize, std::list<aiVector3D> &pVertices); static void rect_parallel_epiped(const aiVector3D &pSize, std::list<aiVector3D> &pVertices);
static void coordIdx_str2faces_arr(const std::vector<int32_t> &pCoordIdx, std::vector<aiFace> &pFaces, unsigned int &pPrimitiveTypes); static void coordIdx_str2faces_arr(const std::vector<int32_t> &pCoordIdx, std::vector<aiFace> &pFaces, unsigned int &pPrimitiveTypes);
static void coordIdx_str2lines_arr(const std::vector<int32_t> &pCoordIdx, std::vector<aiFace> &pFaces);
static void add_color(aiMesh &pMesh, const std::list<aiColor3D> &pColors, const bool pColorPerVertex); static void add_color(aiMesh &pMesh, const std::list<aiColor3D> &pColors, const bool pColorPerVertex);
static void add_color(aiMesh &pMesh, const std::list<aiColor4D> &pColors, const bool pColorPerVertex); static void add_color(aiMesh &pMesh, const std::list<aiColor4D> &pColors, const bool pColorPerVertex);
static void add_color(aiMesh &pMesh, const std::vector<int32_t> &pCoordIdx, const std::vector<int32_t> &pColorIdx, static void add_color(aiMesh &pMesh, const std::vector<int32_t> &pCoordIdx, const std::vector<int32_t> &pColorIdx,
@ -34,6 +35,7 @@ public:
const std::list<aiVector2D> &pTexCoords); const std::list<aiVector2D> &pTexCoords);
static void add_tex_coord(aiMesh &pMesh, const std::list<aiVector2D> &pTexCoords); static void add_tex_coord(aiMesh &pMesh, const std::list<aiVector2D> &pTexCoords);
static aiMesh *make_mesh(const std::vector<int32_t> &pCoordIdx, const std::list<aiVector3D> &pVertices); static aiMesh *make_mesh(const std::vector<int32_t> &pCoordIdx, const std::list<aiVector3D> &pVertices);
static aiMesh *make_line_mesh(const std::vector<int32_t> &pCoordIdx, const std::list<aiVector3D> &pVertices);
}; };
} // namespace Assimp } // namespace Assimp

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@ -320,7 +320,7 @@ void X3DImporter::Postprocess_BuildMesh(const X3DNodeElementBase &pNodeElement,
// at first search for <Coordinate> node and create mesh. // at first search for <Coordinate> node and create mesh.
for (std::list<X3DNodeElementBase *>::iterator ch_it = tnemesh.Children.begin(); ch_it != tnemesh.Children.end(); ++ch_it) { for (std::list<X3DNodeElementBase *>::iterator ch_it = tnemesh.Children.begin(); ch_it != tnemesh.Children.end(); ++ch_it) {
if ((*ch_it)->Type == X3DElemType::ENET_Coordinate) { if ((*ch_it)->Type == X3DElemType::ENET_Coordinate) {
*pMesh = X3DGeoHelper::make_mesh(tnemesh.CoordIndex, ((X3DNodeElementCoordinate *)*ch_it)->Value); *pMesh = X3DGeoHelper::make_line_mesh(tnemesh.CoordIndex, ((X3DNodeElementCoordinate *)*ch_it)->Value);
} }
} }

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@ -912,6 +912,7 @@ void glTF2Exporter::ExportMaterials() {
if (GetMatSpecular(mat, specular)) { if (GetMatSpecular(mat, specular)) {
mAsset->extensionsUsed.KHR_materials_specular = true; mAsset->extensionsUsed.KHR_materials_specular = true;
m->materialSpecular = Nullable<MaterialSpecular>(specular); m->materialSpecular = Nullable<MaterialSpecular>(specular);
GetMatColor(mat, m->pbrMetallicRoughness.baseColorFactor, AI_MATKEY_COLOR_DIFFUSE);
} }
MaterialSheen sheen; MaterialSheen sheen;

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@ -89,22 +89,27 @@ using namespace Assimp;
namespace Assimp { namespace Assimp {
void ExportScenePbrt ( void ExportScenePbrt(const char *pFile, IOSystem *pIOSystem, const aiScene *pScene,
const char* pFile, const ExportProperties *) {
IOSystem* pIOSystem,
const aiScene* pScene,
const ExportProperties* /*pProperties*/
){
std::string path = DefaultIOSystem::absolutePath(std::string(pFile)); std::string path = DefaultIOSystem::absolutePath(std::string(pFile));
std::string file = DefaultIOSystem::completeBaseName(std::string(pFile)); std::string file = DefaultIOSystem::completeBaseName(std::string(pFile));
path = path + file + ".pbrt";
// initialize the exporter // initialize the exporter
PbrtExporter exporter(pScene, pIOSystem, path, file); PbrtExporter exporter(pScene, pIOSystem, path, file);
} }
} // end of namespace Assimp } // end of namespace Assimp
// Constructor static void create_embedded_textures_folder(const aiScene *scene, IOSystem *pIOSystem) {
if (scene->mNumTextures > 0) {
if (!pIOSystem->Exists("textures")) {
if (!pIOSystem->CreateDirectory("textures")) {
throw DeadlyExportError("Could not create textures/ directory.");
}
}
}
}
PbrtExporter::PbrtExporter( PbrtExporter::PbrtExporter(
const aiScene *pScene, IOSystem *pIOSystem, const aiScene *pScene, IOSystem *pIOSystem,
const std::string &path, const std::string &file) : const std::string &path, const std::string &file) :
@ -127,10 +132,10 @@ PbrtExporter::PbrtExporter(
0.f, 0.f, 1.f, 0.f, // 0.f, 0.f, 1.f, 0.f, //
0.f, 0.f, 0.f, 1.f // 0.f, 0.f, 0.f, 1.f //
) * mRootTransform; ) * mRootTransform;
// Export embedded textures. // Export embedded textures.
if (mScene->mNumTextures > 0) create_embedded_textures_folder(mScene, mIOSystem);
if (!mIOSystem->CreateDirectory("textures"))
throw DeadlyExportError("Could not create textures/ directory.");
for (unsigned int i = 0; i < mScene->mNumTextures; ++i) { for (unsigned int i = 0; i < mScene->mNumTextures; ++i) {
aiTexture* tex = mScene->mTextures[i]; aiTexture* tex = mScene->mTextures[i];
std::string fn = CleanTextureFilename(tex->mFilename, false); std::string fn = CleanTextureFilename(tex->mFilename, false);
@ -176,9 +181,6 @@ PbrtExporter::PbrtExporter(
outfile->Write(mOutput.str().c_str(), mOutput.str().length(), 1); outfile->Write(mOutput.str().c_str(), mOutput.str().length(), 1);
} }
// Destructor
PbrtExporter::~PbrtExporter() = default;
void PbrtExporter::WriteMetaData() { void PbrtExporter::WriteMetaData() {
mOutput << "#############################\n"; mOutput << "#############################\n";
mOutput << "# Scene metadata:\n"; mOutput << "# Scene metadata:\n";

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@ -70,15 +70,33 @@ class ExportProperties;
// --------------------------------------------------------------------- // ---------------------------------------------------------------------
/** Helper class to export a given scene to a Pbrt file. */ /** Helper class to export a given scene to a Pbrt file. */
// --------------------------------------------------------------------- // ---------------------------------------------------------------------
class PbrtExporter class PbrtExporter {
{
public: public:
/// Constructor for a specific scene to export /// Constructor for a specific scene to export
PbrtExporter(const aiScene *pScene, IOSystem *pIOSystem, PbrtExporter(const aiScene *pScene, IOSystem *pIOSystem,
const std::string &path, const std::string &file); const std::string &path, const std::string &file);
/// Destructor /// Destructor
virtual ~PbrtExporter(); virtual ~PbrtExporter() = default;
private:
aiMatrix4x4 GetNodeTransform(const aiString &name) const;
static std::string TransformAsString(const aiMatrix4x4 &m);
static std::string RemoveSuffix(std::string filename);
std::string CleanTextureFilename(const aiString &f, bool rewriteExtension = true) const;
void WriteMetaData();
void WriteWorldDefinition();
void WriteCameras();
void WriteCamera(int i);
void WriteLights();
void WriteTextures();
static bool TextureHasAlphaMask(const std::string &filename);
void WriteMaterials();
void WriteMaterial(int i);
void WriteMesh(aiMesh *mesh);
void WriteInstanceDefinition(int i);
void WriteGeometricObjects(aiNode *node, aiMatrix4x4 parentTransform,
std::map<int, int> &meshUses);
private: private:
// the scene to export // the scene to export
@ -96,39 +114,11 @@ private:
/// Name of the file (without extension) where the scene will be exported /// Name of the file (without extension) where the scene will be exported
const std::string mFile; const std::string mFile;
private:
// A private set to keep track of which textures have been declared // A private set to keep track of which textures have been declared
std::set<std::string> mTextureSet; std::set<std::string> mTextureSet;
// Transform to apply to the root node and all root objects such as cameras, lights, etc. // Transform to apply to the root node and all root objects such as cameras, lights, etc.
aiMatrix4x4 mRootTransform; aiMatrix4x4 mRootTransform;
aiMatrix4x4 GetNodeTransform(const aiString& name) const;
static std::string TransformAsString(const aiMatrix4x4& m);
static std::string RemoveSuffix(std::string filename);
std::string CleanTextureFilename(const aiString &f, bool rewriteExtension = true) const;
void WriteMetaData();
void WriteWorldDefinition();
void WriteCameras();
void WriteCamera(int i);
void WriteLights();
void WriteTextures();
static bool TextureHasAlphaMask(const std::string &filename);
void WriteMaterials();
void WriteMaterial(int i);
void WriteMesh(aiMesh* mesh);
void WriteInstanceDefinition(int i);
void WriteGeometricObjects(aiNode* node, aiMatrix4x4 parentTransform,
std::map<int, int> &meshUses);
}; };
} // namespace Assimp } // namespace Assimp

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@ -111,6 +111,9 @@ void Sweep::EdgeEvent(SweepContext& tcx, Edge* edge, Node* node)
void Sweep::EdgeEvent(SweepContext& tcx, Point& ep, Point& eq, Triangle* triangle, Point& point) void Sweep::EdgeEvent(SweepContext& tcx, Point& ep, Point& eq, Triangle* triangle, Point& point)
{ {
if (triangle == nullptr)
return;
if (IsEdgeSideOfTriangle(*triangle, ep, eq)) { if (IsEdgeSideOfTriangle(*triangle, ep, eq)) {
return; return;
} }

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@ -97,7 +97,7 @@ public:
* Create an instance of your derived class and assign it to an * Create an instance of your derived class and assign it to an
* #Assimp::Importer instance by calling Importer::SetIOHandler(). * #Assimp::Importer instance by calling Importer::SetIOHandler().
*/ */
IOSystem() AI_NO_EXCEPT; IOSystem() AI_NO_EXCEPT = default;
// ------------------------------------------------------------------- // -------------------------------------------------------------------
/** @brief Virtual destructor. /** @brief Virtual destructor.
@ -105,7 +105,7 @@ public:
* It is safe to be called from within DLL Assimp, we're constructed * It is safe to be called from within DLL Assimp, we're constructed
* on Assimp's heap. * on Assimp's heap.
*/ */
virtual ~IOSystem(); virtual ~IOSystem() = default;
// ------------------------------------------------------------------- // -------------------------------------------------------------------
/** @brief For backward compatibility /** @brief For backward compatibility
@ -236,12 +236,6 @@ private:
std::vector<std::string> m_pathStack; std::vector<std::string> m_pathStack;
}; };
// ----------------------------------------------------------------------------
AI_FORCE_INLINE IOSystem::IOSystem() AI_NO_EXCEPT = default;
// ----------------------------------------------------------------------------
AI_FORCE_INLINE IOSystem::~IOSystem() = default;
// ---------------------------------------------------------------------------- // ----------------------------------------------------------------------------
// For compatibility, the interface of some functions taking a std::string was // For compatibility, the interface of some functions taking a std::string was
// changed to const char* to avoid crashes between binary incompatible STL // changed to const char* to avoid crashes between binary incompatible STL

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@ -165,6 +165,7 @@ SET( IMPORTERS
unit/ImportExport/MDL/utMDLImporter_HL1_Nodes.cpp unit/ImportExport/MDL/utMDLImporter_HL1_Nodes.cpp
unit/ImportExport/RAW/utRAWImportExport.cpp unit/ImportExport/RAW/utRAWImportExport.cpp
unit/ImportExport/Terragen/utTerragenImportExport.cpp unit/ImportExport/Terragen/utTerragenImportExport.cpp
unit/ImportExport/Pbrt/utPbrtImportExport.cpp
) )
SET( MATERIAL SET( MATERIAL

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@ -32,7 +32,7 @@
<float name="Shininess" value="0.000000" /> <float name="Shininess" value="0.000000" />
<float name="Param1" value="0.000000" /> <float name="Param1" value="0.000000" />
<float name="Param2" value="0.000000" /> <float name="Param2" value="0.000000" />
<texture name="Texture1" value="textures/editor_defaults/default_texture.png" /> <texture name="Texture1" value="assets/default_texture.png" />
<texture name="Texture2" value="" /> <texture name="Texture2" value="" />
<texture name="Texture3" value="" /> <texture name="Texture3" value="" />
<texture name="Texture4" value="" /> <texture name="Texture4" value="" />
@ -89,7 +89,7 @@
<float name="Shininess" value="0.000000" /> <float name="Shininess" value="0.000000" />
<float name="Param1" value="0.000000" /> <float name="Param1" value="0.000000" />
<float name="Param2" value="0.000000" /> <float name="Param2" value="0.000000" />
<texture name="Texture1" value="skybox/default_skybox2.jpg" /> <texture name="Texture1" value="assets/skybox/default_skybox2.jpg" />
<texture name="Texture2" value="" /> <texture name="Texture2" value="" />
<texture name="Texture3" value="" /> <texture name="Texture3" value="" />
<texture name="Texture4" value="" /> <texture name="Texture4" value="" />
@ -128,7 +128,7 @@
<float name="Shininess" value="0.000000" /> <float name="Shininess" value="0.000000" />
<float name="Param1" value="0.000000" /> <float name="Param1" value="0.000000" />
<float name="Param2" value="0.000000" /> <float name="Param2" value="0.000000" />
<texture name="Texture1" value="skybox/default_skybox1.jpg" /> <texture name="Texture1" value="assets/skybox/default_skybox1.jpg" />
<texture name="Texture2" value="" /> <texture name="Texture2" value="" />
<texture name="Texture3" value="" /> <texture name="Texture3" value="" />
<texture name="Texture4" value="" /> <texture name="Texture4" value="" />
@ -167,7 +167,7 @@
<float name="Shininess" value="0.000000" /> <float name="Shininess" value="0.000000" />
<float name="Param1" value="0.000000" /> <float name="Param1" value="0.000000" />
<float name="Param2" value="0.000000" /> <float name="Param2" value="0.000000" />
<texture name="Texture1" value="skybox/default_skybox0.jpg" /> <texture name="Texture1" value="assets/skybox/default_skybox0.jpg" />
<texture name="Texture2" value="" /> <texture name="Texture2" value="" />
<texture name="Texture3" value="" /> <texture name="Texture3" value="" />
<texture name="Texture4" value="" /> <texture name="Texture4" value="" />
@ -206,7 +206,7 @@
<float name="Shininess" value="0.000000" /> <float name="Shininess" value="0.000000" />
<float name="Param1" value="0.000000" /> <float name="Param1" value="0.000000" />
<float name="Param2" value="0.000000" /> <float name="Param2" value="0.000000" />
<texture name="Texture1" value="skybox/default_skybox3.jpg" /> <texture name="Texture1" value="assets/skybox/default_skybox3.jpg" />
<texture name="Texture2" value="" /> <texture name="Texture2" value="" />
<texture name="Texture3" value="" /> <texture name="Texture3" value="" />
<texture name="Texture4" value="" /> <texture name="Texture4" value="" />
@ -245,7 +245,7 @@
<float name="Shininess" value="0.000000" /> <float name="Shininess" value="0.000000" />
<float name="Param1" value="0.000000" /> <float name="Param1" value="0.000000" />
<float name="Param2" value="0.000000" /> <float name="Param2" value="0.000000" />
<texture name="Texture1" value="skybox/default_skyboxup.jpg" /> <texture name="Texture1" value="assets/skybox/default_skyboxup.jpg" />
<texture name="Texture2" value="" /> <texture name="Texture2" value="" />
<texture name="Texture3" value="" /> <texture name="Texture3" value="" />
<texture name="Texture4" value="" /> <texture name="Texture4" value="" />
@ -284,7 +284,7 @@
<float name="Shininess" value="0.000000" /> <float name="Shininess" value="0.000000" />
<float name="Param1" value="0.000000" /> <float name="Param1" value="0.000000" />
<float name="Param2" value="0.000000" /> <float name="Param2" value="0.000000" />
<texture name="Texture1" value="skybox/default_skyboxdn.jpg" /> <texture name="Texture1" value="assets/skybox/default_skyboxdn.jpg" />
<texture name="Texture2" value="" /> <texture name="Texture2" value="" />
<texture name="Texture3" value="" /> <texture name="Texture3" value="" />
<texture name="Texture4" value="" /> <texture name="Texture4" value="" />
@ -329,7 +329,7 @@
<enum name="AutomaticCulling" value="box" /> <enum name="AutomaticCulling" value="box" />
<int name="DebugDataVisible" value="0" /> <int name="DebugDataVisible" value="0" />
<bool name="IsDebugObject" value="false" /> <bool name="IsDebugObject" value="false" />
<string name="Mesh" value="dwarf.x" /> <string name="Mesh" value="assets/dwarf.x" />
<bool name="Looping" value="true" /> <bool name="Looping" value="true" />
<bool name="ReadOnlyMaterials" value="false" /> <bool name="ReadOnlyMaterials" value="false" />
<float name="FramesPerSecond" value="0.250000" /> <float name="FramesPerSecond" value="0.250000" />
@ -345,7 +345,7 @@
<float name="Shininess" value="0.000000" /> <float name="Shininess" value="0.000000" />
<float name="Param1" value="0.000000" /> <float name="Param1" value="0.000000" />
<float name="Param2" value="0.000000" /> <float name="Param2" value="0.000000" />
<texture name="Texture1" value="axe.jpg" /> <texture name="Texture1" value="assets/axe.jpg" />
<texture name="Texture2" value="" /> <texture name="Texture2" value="" />
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View File

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<bool name="Wireframe" value="false" /> <bool name="Wireframe" value="false" />
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<texture name="Texture2" value="1.png" /> <texture name="Texture2" value="assets/1.png" />
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<bool name="Wireframe" value="false" /> <bool name="Wireframe" value="false" />
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<enum name="AutomaticCulling" value="box" /> <enum name="AutomaticCulling" value="box" />
<int name="DebugDataVisible" value="0" /> <int name="DebugDataVisible" value="0" />
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<string name="Mesh" value="dwarf.x" /> <string name="Mesh" value="assets/dwarf.x" />
<bool name="ReadOnlyMaterials" value="false" /> <bool name="ReadOnlyMaterials" value="false" />
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<texture name="Texture1" value="axe.jpg" /> <texture name="Texture1" value="assets/axe.jpg" />
<texture name="Texture2" value="" /> <texture name="Texture2" value="" />
<texture name="Texture3" value="" /> <texture name="Texture3" value="" />
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<int name="DebugDataVisible" value="0" /> <int name="DebugDataVisible" value="0" />
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<bool name="ReadOnlyMaterials" value="false" /> <bool name="ReadOnlyMaterials" value="false" />
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<texture name="Texture2" value="" /> <texture name="Texture2" value="" />
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<enum name="AutomaticCulling" value="box" /> <enum name="AutomaticCulling" value="box" />
<int name="DebugDataVisible" value="0" /> <int name="DebugDataVisible" value="0" />
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<float name="Shininess" value="0.000000" /> <float name="Shininess" value="0.000000" />
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<enum name="AutomaticCulling" value="box" /> <enum name="AutomaticCulling" value="box" />
<int name="DebugDataVisible" value="0" /> <int name="DebugDataVisible" value="0" />
<bool name="IsDebugObject" value="false" /> <bool name="IsDebugObject" value="false" />
<string name="Mesh" value="dwarf.x" /> <string name="Mesh" value="assets/dwarf.x" />
<bool name="Looping" value="true" /> <bool name="Looping" value="true" />
<bool name="ReadOnlyMaterials" value="false" /> <bool name="ReadOnlyMaterials" value="false" />
<float name="FramesPerSecond" value="0.025000" /> <float name="FramesPerSecond" value="0.025000" />
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<texture name="Texture1" value="axe.jpg" /> <texture name="Texture1" value="assets/axe.jpg" />
<texture name="Texture2" value="" /> <texture name="Texture2" value="" />
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@ -0,0 +1,11 @@
This skybox is basing on a skydome texture from
http://mikepan.homeip.net/earth
Downloaded November 22th, 08
Distribution note:
"These royalty-free skydome textures work best when applied to a sphere or hemisphere"
Thanks for your great work!

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<float name="Param2" value="0.000000" /> <float name="Param2" value="0.000000" />
<texture name="Texture1" value="axe.jpg" /> <texture name="Texture1" value="assets/axe.jpg" />
<texture name="Texture2" value="" /> <texture name="Texture2" value="" />
<texture name="Texture3" value="" /> <texture name="Texture3" value="" />
<texture name="Texture4" value="" /> <texture name="Texture4" value="" />
@ -251,7 +251,7 @@
<float name="Shininess" value="0.000000" /> <float name="Shininess" value="0.000000" />
<float name="Param1" value="0.000000" /> <float name="Param1" value="0.000000" />
<float name="Param2" value="0.000000" /> <float name="Param2" value="0.000000" />
<texture name="Texture1" value="dwarf.jpg" /> <texture name="Texture1" value="assets/dwarf.jpg" />
<texture name="Texture2" value="" /> <texture name="Texture2" value="" />
<texture name="Texture3" value="" /> <texture name="Texture3" value="" />
<texture name="Texture4" value="" /> <texture name="Texture4" value="" />
@ -347,8 +347,8 @@
<float name="Shininess" value="0.750000" /> <float name="Shininess" value="0.750000" />
<float name="Param1" value="0.000000" /> <float name="Param1" value="0.000000" />
<float name="Param2" value="0.000000" /> <float name="Param2" value="0.000000" />
<texture name="Texture1" value="brownground_1-1.jpg" /> <texture name="Texture1" value="assets/brownground_1-1.jpg" />
<texture name="Texture2" value="1.png" /> <texture name="Texture2" value="assets/1.png" />
<texture name="Texture3" value="" /> <texture name="Texture3" value="" />
<texture name="Texture4" value="" /> <texture name="Texture4" value="" />
<bool name="Wireframe" value="false" /> <bool name="Wireframe" value="false" />
@ -385,8 +385,8 @@
<float name="Shininess" value="0.750000" /> <float name="Shininess" value="0.750000" />
<float name="Param1" value="0.000000" /> <float name="Param1" value="0.000000" />
<float name="Param2" value="0.000000" /> <float name="Param2" value="0.000000" />
<texture name="Texture1" value="crackedground_1-6.jpg" /> <texture name="Texture1" value="assets/crackedground_1-6.jpg" />
<texture name="Texture2" value="1.png" /> <texture name="Texture2" value="assets/1.png" />
<texture name="Texture3" value="" /> <texture name="Texture3" value="" />
<texture name="Texture4" value="" /> <texture name="Texture4" value="" />
<bool name="Wireframe" value="false" /> <bool name="Wireframe" value="false" />
@ -442,7 +442,7 @@
<float name="Shininess" value="0.000000" /> <float name="Shininess" value="0.000000" />
<float name="Param1" value="0.000000" /> <float name="Param1" value="0.000000" />
<float name="Param2" value="0.000000" /> <float name="Param2" value="0.000000" />
<texture name="Texture1" value="UVTransformTestImg.png" /> <texture name="Texture1" value="assets/UVTransformTestImg.png" />
<texture name="Texture2" value="" /> <texture name="Texture2" value="" />
<texture name="Texture3" value="" /> <texture name="Texture3" value="" />
<texture name="Texture4" value="" /> <texture name="Texture4" value="" />
@ -512,7 +512,7 @@
<float name="Shininess" value="0.000000" /> <float name="Shininess" value="0.000000" />
<float name="Param1" value="0.000000" /> <float name="Param1" value="0.000000" />
<float name="Param2" value="0.000000" /> <float name="Param2" value="0.000000" />
<texture name="Texture1" value="UVTransformTestImg.png" /> <texture name="Texture1" value="assets/UVTransformTestImg.png" />
<texture name="Texture2" value="" /> <texture name="Texture2" value="" />
<texture name="Texture3" value="" /> <texture name="Texture3" value="" />
<texture name="Texture4" value="" /> <texture name="Texture4" value="" />

View File

@ -34,7 +34,7 @@
<float name="Shininess" value="0.000000" /> <float name="Shininess" value="0.000000" />
<float name="Param1" value="0.000000" /> <float name="Param1" value="0.000000" />
<float name="Param2" value="0.000000" /> <float name="Param2" value="0.000000" />
<texture name="Texture1" value="earthSpherical.jpg" /> <texture name="Texture1" value="assets/earthSpherical.jpg" />
<texture name="Texture2" value="" /> <texture name="Texture2" value="" />
<texture name="Texture3" value="" /> <texture name="Texture3" value="" />
<texture name="Texture4" value="" /> <texture name="Texture4" value="" />

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@ -13,8 +13,8 @@
<float name="Shininess" value="0.750000" /> <float name="Shininess" value="0.750000" />
<float name="Param1" value="0.000000" /> <float name="Param1" value="0.000000" />
<float name="Param2" value="0.000000" /> <float name="Param2" value="0.000000" />
<texture name="Texture1" value="brownground_1-1.jpg" /> <texture name="Texture1" value="assets/brownground_1-1.jpg" />
<texture name="Texture2" value="1.png" /> <texture name="Texture2" value="assets/1.png" />
<texture name="Texture3" value="" /> <texture name="Texture3" value="" />
<texture name="Texture4" value="" /> <texture name="Texture4" value="" />
<bool name="Wireframe" value="false" /> <bool name="Wireframe" value="false" />
@ -870,8 +870,8 @@
<float name="Shininess" value="0.750000" /> <float name="Shininess" value="0.750000" />
<float name="Param1" value="0.000000" /> <float name="Param1" value="0.000000" />
<float name="Param2" value="0.000000" /> <float name="Param2" value="0.000000" />
<texture name="Texture1" value="crackedground_1-6.jpg" /> <texture name="Texture1" value="assets/crackedground_1-6.jpg" />
<texture name="Texture2" value="1.png" /> <texture name="Texture2" value="assets/1.png" />
<texture name="Texture3" value="" /> <texture name="Texture3" value="" />
<texture name="Texture4" value="" /> <texture name="Texture4" value="" />
<bool name="Wireframe" value="false" /> <bool name="Wireframe" value="false" />

View File

@ -13,7 +13,7 @@
<float name="Shininess" value="0.000000" /> <float name="Shininess" value="0.000000" />
<float name="Param1" value="0.000000" /> <float name="Param1" value="0.000000" />
<float name="Param2" value="0.000000" /> <float name="Param2" value="0.000000" />
<texture name="Texture1" value="wal67ar_small.jpg" /> <texture name="Texture1" value="assets/wal67ar_small.jpg" />
<texture name="Texture2" value="" /> <texture name="Texture2" value="" />
<texture name="Texture3" value="" /> <texture name="Texture3" value="" />
<texture name="Texture4" value="" /> <texture name="Texture4" value="" />
@ -354,7 +354,7 @@
<float name="Shininess" value="0.000000" /> <float name="Shininess" value="0.000000" />
<float name="Param1" value="0.000000" /> <float name="Param1" value="0.000000" />
<float name="Param2" value="0.000000" /> <float name="Param2" value="0.000000" />
<texture name="Texture1" value="SpiderTex.jpg" /> <texture name="Texture1" value="assets/SpiderTex.jpg" />
<texture name="Texture2" value="" /> <texture name="Texture2" value="" />
<texture name="Texture3" value="" /> <texture name="Texture3" value="" />
<texture name="Texture4" value="" /> <texture name="Texture4" value="" />
@ -485,7 +485,7 @@
<float name="Shininess" value="0.000000" /> <float name="Shininess" value="0.000000" />
<float name="Param1" value="0.000000" /> <float name="Param1" value="0.000000" />
<float name="Param2" value="0.000000" /> <float name="Param2" value="0.000000" />
<texture name="Texture1" value="drkwood2.jpg" /> <texture name="Texture1" value="assets/drkwood2.jpg" />
<texture name="Texture2" value="" /> <texture name="Texture2" value="" />
<texture name="Texture3" value="" /> <texture name="Texture3" value="" />
<texture name="Texture4" value="" /> <texture name="Texture4" value="" />
@ -1609,7 +1609,7 @@
<float name="Shininess" value="0.000000" /> <float name="Shininess" value="0.000000" />
<float name="Param1" value="0.000000" /> <float name="Param1" value="0.000000" />
<float name="Param2" value="0.000000" /> <float name="Param2" value="0.000000" />
<texture name="Texture1" value="engineflare1.jpg" /> <texture name="Texture1" value="assets/engineflare1.jpg" />
<texture name="Texture2" value="" /> <texture name="Texture2" value="" />
<texture name="Texture3" value="" /> <texture name="Texture3" value="" />
<texture name="Texture4" value="" /> <texture name="Texture4" value="" />

View File

@ -13,7 +13,7 @@
<float name="Shininess" value="0.100000" /> <float name="Shininess" value="0.100000" />
<float name="Param1" value="0.000000" /> <float name="Param1" value="0.000000" />
<float name="Param2" value="0.000000" /> <float name="Param2" value="0.000000" />
<texture name="Texture1" value="" /> <texture name="Texture1" value="assets/UVTransformTestImg.png" />
<texture name="Texture2" value="" /> <texture name="Texture2" value="" />
<texture name="Texture3" value="" /> <texture name="Texture3" value="" />
<texture name="Texture4" value="" /> <texture name="Texture4" value="" />
@ -96,7 +96,7 @@
<float name="Shininess" value="0.100000" /> <float name="Shininess" value="0.100000" />
<float name="Param1" value="0.000000" /> <float name="Param1" value="0.000000" />
<float name="Param2" value="0.000000" /> <float name="Param2" value="0.000000" />
<texture name="Texture1" value="" /> <texture name="Texture1" value="assets/UVTransform_OffsetUV0.5-mirrorUV.png" />
<texture name="Texture2" value="" /> <texture name="Texture2" value="" />
<texture name="Texture3" value="" /> <texture name="Texture3" value="" />
<texture name="Texture4" value="" /> <texture name="Texture4" value="" />
@ -179,7 +179,7 @@
<float name="Shininess" value="0.100000" /> <float name="Shininess" value="0.100000" />
<float name="Param1" value="0.000000" /> <float name="Param1" value="0.000000" />
<float name="Param2" value="0.000000" /> <float name="Param2" value="0.000000" />
<texture name="Texture1" value="" /> <texture name="Texture1" value="assets/UVTransform_ScaleUV1-2_OffsetUV0-0.9_Rotate-72.png" />
<texture name="Texture2" value="" /> <texture name="Texture2" value="" />
<texture name="Texture3" value="" /> <texture name="Texture3" value="" />
<texture name="Texture4" value="" /> <texture name="Texture4" value="" />
@ -262,7 +262,7 @@
<float name="Shininess" value="0.100000" /> <float name="Shininess" value="0.100000" />
<float name="Param1" value="0.000000" /> <float name="Param1" value="0.000000" />
<float name="Param2" value="0.000000" /> <float name="Param2" value="0.000000" />
<texture name="Texture1" value="" /> <texture name="Texture1" value="assets/UVTransform_ScaleUV1-2_OffsetUV0-0.9_Rotate-72_mirrorU.png" />
<texture name="Texture2" value="" /> <texture name="Texture2" value="" />
<texture name="Texture3" value="" /> <texture name="Texture3" value="" />
<texture name="Texture4" value="" /> <texture name="Texture4" value="" />
@ -345,7 +345,7 @@
<float name="Shininess" value="0.100000" /> <float name="Shininess" value="0.100000" />
<float name="Param1" value="0.170000" /> <float name="Param1" value="0.170000" />
<float name="Param2" value="0.000000" /> <float name="Param2" value="0.000000" />
<texture name="Texture1" value="" /> <texture name="Texture1" value="assets/UVTransform_ScaleUV2x_Rotate45.png" />
<texture name="Texture2" value="" /> <texture name="Texture2" value="" />
<texture name="Texture3" value="" /> <texture name="Texture3" value="" />
<texture name="Texture4" value="" /> <texture name="Texture4" value="" />

View File

@ -0,0 +1,19 @@
<?xml version="1.0" encoding="UTF-8"?>
<!DOCTYPE X3D PUBLIC "ISO//Web3D//DTD X3D 3.0//EN" "http://www.web3d.org/specifications/x3d-3.0.dtd">
<X3D profile='Interchange' version='3.0' xmlns:xsd='http://www.w3.org/2001/XMLSchema-instance' xsd:noNamespaceSchemaLocation='http://www.web3d.org/specifications/x3d-3.0.xsd'>
<head>
</head>
<Scene>
<WorldInfo title='vertices.x3d'/>
<NavigationInfo type='"EXAMINE" "WALK" "FLY" "ANY"'/>
<Viewpoint description='vertices' position='0 0 10'/>
<Shape>
<Appearance>
<Material emissiveColor='1 0 0'/>
</Appearance>
<IndexedLineSet coordIndex='0 1 2 3 0 -1'>
<Coordinate point='1 0 0 1 1 0 0 1 0 0 0 0'/>
</IndexedLineSet>
</Shape>
</Scene>
</X3D>

View File

@ -0,0 +1,70 @@
/*
---------------------------------------------------------------------------
Open Asset Import Library (assimp)
---------------------------------------------------------------------------
Copyright (c) 2006-2020, assimp team
All rights reserved.
Redistribution and use of this software in source and binary forms,
with or without modification, are permitted provided that the following
conditions are met:
* Redistributions of source code must retain the above
copyright notice, this list of conditions and the
following disclaimer.
* Redistributions in binary form must reproduce the above
copyright notice, this list of conditions and the
following disclaimer in the documentation and/or other
materials provided with the distribution.
* Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
written permission of the assimp team.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
---------------------------------------------------------------------------
*/
#include "AbstractImportExportBase.h"
#include "UnitTestPCH.h"
#include <assimp/postprocess.h>
#include <assimp/scene.h>
#include <assimp/Importer.hpp>
#include <assimp/Exporter.hpp>
using namespace Assimp;
class utPbrtImportExport : public AbstractImportExportBase {
public:
#ifndef ASSIMP_BUILD_NO_EXPORT
bool exporterTest() override {
Assimp::Importer importer;
const aiScene *scene = importer.ReadFile(ASSIMP_TEST_MODELS_DIR "/OBJ/spider.obj", aiProcess_ValidateDataStructure);
EXPECT_NE(scene, nullptr );
::Assimp::Exporter exporter;
return AI_SUCCESS == exporter.Export(scene, "pbrt", ASSIMP_TEST_MODELS_DIR "/OBJ/spider_out.pbrt");
}
#endif
};
#ifndef ASSIMP_BUILD_NO_EXPORT
TEST_F(utPbrtImportExport, exportTest_Success) {
EXPECT_TRUE(exporterTest());
}
#endif // ASSIMP_BUILD_NO_EXPORT

View File

@ -44,6 +44,7 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#include <assimp/postprocess.h> #include <assimp/postprocess.h>
#include <assimp/Importer.hpp> #include <assimp/Importer.hpp>
#include <assimp/scene.h>
using namespace Assimp; using namespace Assimp;
@ -59,3 +60,16 @@ public:
TEST_F(utX3DImportExport, importX3DFromFileTest) { TEST_F(utX3DImportExport, importX3DFromFileTest) {
EXPECT_TRUE(importerTest()); EXPECT_TRUE(importerTest());
} }
TEST_F(utX3DImportExport, importX3DIndexedLineSet) {
Assimp::Importer importer;
const aiScene *scene = importer.ReadFile(ASSIMP_TEST_MODELS_DIR "/X3D/IndexedLineSet.x3d", aiProcess_ValidateDataStructure);
ASSERT_NE(nullptr, scene);
ASSERT_EQ(scene->mNumMeshes, 1u);
ASSERT_EQ(scene->mMeshes[0]->mNumFaces, 4u);
ASSERT_EQ(scene->mMeshes[0]->mPrimitiveTypes, aiPrimitiveType_LINE);
ASSERT_EQ(scene->mMeshes[0]->mNumVertices, 4u);
for (unsigned int i = 0; i < scene->mMeshes[0]->mNumFaces; i++) {
ASSERT_EQ(scene->mMeshes[0]->mFaces[i].mNumIndices, 2u);
}
}