/* --------------------------------------------------------------------------- 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 #include #include #include #include #include #include using namespace Assimp; class utglTF2ImportExport : public AbstractImportExportBase { public: virtual bool importerTest() { Assimp::Importer importer; const aiScene *scene = importer.ReadFile(ASSIMP_TEST_MODELS_DIR "/glTF2/BoxTextured-glTF/BoxTextured.gltf", aiProcess_ValidateDataStructure); EXPECT_NE(scene, nullptr); if (!scene) { return false; } EXPECT_TRUE(scene->HasMaterials()); if (!scene->HasMaterials()) { return false; } const aiMaterial *material = scene->mMaterials[0]; aiString path; aiTextureMapMode modes[2]; EXPECT_EQ(aiReturn_SUCCESS, material->GetTexture(aiTextureType_DIFFUSE, 0, &path, nullptr, nullptr, nullptr, nullptr, modes)); EXPECT_STREQ(path.C_Str(), "CesiumLogoFlat.png"); EXPECT_EQ(modes[0], aiTextureMapMode_Mirror); EXPECT_EQ(modes[1], aiTextureMapMode_Clamp); return true; } virtual bool binaryImporterTest() { Assimp::Importer importer; const aiScene *scene = importer.ReadFile(ASSIMP_TEST_MODELS_DIR "/glTF2/2CylinderEngine-glTF-Binary/2CylinderEngine.glb", aiProcess_ValidateDataStructure); return nullptr != scene; } #ifndef ASSIMP_BUILD_NO_EXPORT virtual bool exporterTest() { Assimp::Importer importer; Assimp::Exporter exporter; const aiScene *scene = importer.ReadFile(ASSIMP_TEST_MODELS_DIR "/glTF2/BoxTextured-glTF/BoxTextured.gltf", aiProcess_ValidateDataStructure); EXPECT_NE(nullptr, scene); EXPECT_EQ(aiReturn_SUCCESS, exporter.Export(scene, "gltf2", ASSIMP_TEST_MODELS_DIR "/glTF2/BoxTextured-glTF/BoxTextured_out.gltf")); return true; } #endif // ASSIMP_BUILD_NO_EXPORT }; TEST_F(utglTF2ImportExport, importglTF2FromFileTest) { EXPECT_TRUE(importerTest()); } TEST_F(utglTF2ImportExport, importBinaryglTF2FromFileTest) { EXPECT_TRUE(binaryImporterTest()); } #ifndef ASSIMP_BUILD_NO_EXPORT TEST_F(utglTF2ImportExport, importglTF2AndExportToOBJ) { Assimp::Importer importer; Assimp::Exporter exporter; const aiScene *scene = importer.ReadFile(ASSIMP_TEST_MODELS_DIR "/glTF2/BoxTextured-glTF/BoxTextured.gltf", aiProcess_ValidateDataStructure); EXPECT_NE(nullptr, scene); EXPECT_EQ(aiReturn_SUCCESS, exporter.Export(scene, "obj", ASSIMP_TEST_MODELS_DIR "/glTF2/BoxTextured-glTF/BoxTextured_out.obj")); } TEST_F(utglTF2ImportExport, importglTF2EmbeddedAndExportToOBJ) { Assimp::Importer importer; Assimp::Exporter exporter; const aiScene *scene = importer.ReadFile(ASSIMP_TEST_MODELS_DIR "/glTF2/BoxTextured-glTF-Embedded/BoxTextured.gltf", aiProcess_ValidateDataStructure); EXPECT_NE(nullptr, scene); EXPECT_EQ(aiReturn_SUCCESS, exporter.Export(scene, "obj", ASSIMP_TEST_MODELS_DIR "/glTF2/BoxTextured-glTF-Embedded/BoxTextured_out.obj")); } #endif // ASSIMP_BUILD_NO_EXPORT TEST_F(utglTF2ImportExport, importglTF2PrimitiveModePointsWithoutIndices) { Assimp::Importer importer; //Points without indices const aiScene *scene = importer.ReadFile(ASSIMP_TEST_MODELS_DIR "/glTF2/glTF-Asset-Generator/Mesh_PrimitiveMode/Mesh_PrimitiveMode_00.gltf", aiProcess_ValidateDataStructure); EXPECT_NE(nullptr, scene); EXPECT_EQ(scene->mMeshes[0]->mNumVertices, 1024u); for (unsigned int i = 0; i < scene->mMeshes[0]->mNumFaces; ++i) { EXPECT_EQ(scene->mMeshes[0]->mFaces[i].mNumIndices, 1u); EXPECT_EQ(scene->mMeshes[0]->mFaces[i].mIndices[0], i); } } TEST_F(utglTF2ImportExport, importglTF2PrimitiveModeLinesWithoutIndices) { Assimp::Importer importer; //Lines without indices const aiScene *scene = importer.ReadFile(ASSIMP_TEST_MODELS_DIR "/glTF2/glTF-Asset-Generator/Mesh_PrimitiveMode/Mesh_PrimitiveMode_01.gltf", aiProcess_ValidateDataStructure); EXPECT_NE(nullptr, scene); EXPECT_EQ(scene->mMeshes[0]->mNumVertices, 8u); for (unsigned int i = 0; i < scene->mMeshes[0]->mNumFaces; ++i) { EXPECT_EQ(scene->mMeshes[0]->mFaces[i].mNumIndices, 2u); EXPECT_EQ(scene->mMeshes[0]->mFaces[i].mIndices[0], i * 2u); EXPECT_EQ(scene->mMeshes[0]->mFaces[i].mIndices[1], i * 2u + 1u); } } TEST_F(utglTF2ImportExport, importglTF2PrimitiveModeLinesLoopWithoutIndices) { Assimp::Importer importer; //Lines loop without indices const aiScene *scene = importer.ReadFile(ASSIMP_TEST_MODELS_DIR "/glTF2/glTF-Asset-Generator/Mesh_PrimitiveMode/Mesh_PrimitiveMode_02.gltf", aiProcess_ValidateDataStructure); EXPECT_NE(nullptr, scene); EXPECT_EQ(scene->mMeshes[0]->mNumVertices, 4u); std::array l1 = { { 0u, 1u, 2u, 3u, 0u } }; EXPECT_EQ(scene->mMeshes[0]->mFaces[0].mNumIndices, 2u); for (unsigned int i = 0; i < scene->mMeshes[0]->mNumFaces; ++i) { EXPECT_EQ(scene->mMeshes[0]->mFaces[i].mNumIndices, 2u); EXPECT_EQ(scene->mMeshes[0]->mFaces[i].mIndices[0], l1[i]); EXPECT_EQ(scene->mMeshes[0]->mFaces[i].mIndices[1], l1[i + 1u]); } } TEST_F(utglTF2ImportExport, importglTF2PrimitiveModeLinesStripWithoutIndices) { Assimp::Importer importer; //Lines strip without indices const aiScene *scene = importer.ReadFile(ASSIMP_TEST_MODELS_DIR "/glTF2/glTF-Asset-Generator/Mesh_PrimitiveMode/Mesh_PrimitiveMode_03.gltf", aiProcess_ValidateDataStructure); EXPECT_NE(nullptr, scene); EXPECT_EQ(scene->mMeshes[0]->mNumVertices, 5u); EXPECT_EQ(scene->mMeshes[0]->mFaces[0].mNumIndices, 2u); for (unsigned int i = 0; i < scene->mMeshes[0]->mNumFaces; ++i) { EXPECT_EQ(scene->mMeshes[0]->mFaces[i].mNumIndices, 2u); EXPECT_EQ(scene->mMeshes[0]->mFaces[i].mIndices[0], i); EXPECT_EQ(scene->mMeshes[0]->mFaces[i].mIndices[1], i + 1u); } } TEST_F(utglTF2ImportExport, importglTF2PrimitiveModeTrianglesStripWithoutIndices) { Assimp::Importer importer; //Triangles strip without indices const aiScene *scene = importer.ReadFile(ASSIMP_TEST_MODELS_DIR "/glTF2/glTF-Asset-Generator/Mesh_PrimitiveMode/Mesh_PrimitiveMode_04.gltf", aiProcess_ValidateDataStructure); EXPECT_NE(nullptr, scene); EXPECT_EQ(scene->mMeshes[0]->mNumFaces, 2u); EXPECT_EQ(scene->mMeshes[0]->mNumVertices, 4u); std::array f1 = { { 0u, 1u, 2u } }; EXPECT_EQ(scene->mMeshes[0]->mFaces[0].mNumIndices, 3u); for (unsigned int i = 0; i < 3; ++i) { EXPECT_EQ(scene->mMeshes[0]->mFaces[0].mIndices[i], f1[i]); } std::array f2 = { { 2u, 1u, 3u } }; EXPECT_EQ(scene->mMeshes[0]->mFaces[1].mNumIndices, 3u); for (size_t i = 0; i < 3; ++i) { EXPECT_EQ(scene->mMeshes[0]->mFaces[1].mIndices[i], f2[i]); } } TEST_F(utglTF2ImportExport, importglTF2PrimitiveModeTrianglesFanWithoutIndices) { Assimp::Importer importer; //Triangles fan without indices const aiScene *scene = importer.ReadFile(ASSIMP_TEST_MODELS_DIR "/glTF2/glTF-Asset-Generator/Mesh_PrimitiveMode/Mesh_PrimitiveMode_05.gltf", aiProcess_ValidateDataStructure); EXPECT_NE(nullptr, scene); EXPECT_EQ(scene->mMeshes[0]->mNumFaces, 2u); EXPECT_EQ(scene->mMeshes[0]->mNumVertices, 4u); std::array f1 = { { 0u, 1u, 2u } }; EXPECT_EQ(scene->mMeshes[0]->mFaces[0].mNumIndices, 3u); for (size_t i = 0; i < 3; ++i) { EXPECT_EQ(scene->mMeshes[0]->mFaces[0].mIndices[i], f1[i]); } std::array f2 = { { 0u, 2u, 3u } }; EXPECT_EQ(scene->mMeshes[0]->mFaces[1].mNumIndices, 3u); for (size_t i = 0; i < 3; ++i) { EXPECT_EQ(scene->mMeshes[0]->mFaces[1].mIndices[i], f2[i]); } } TEST_F(utglTF2ImportExport, importglTF2PrimitiveModeTrianglesWithoutIndices) { Assimp::Importer importer; //Triangles without indices const aiScene *scene = importer.ReadFile(ASSIMP_TEST_MODELS_DIR "/glTF2/glTF-Asset-Generator/Mesh_PrimitiveMode/Mesh_PrimitiveMode_06.gltf", aiProcess_ValidateDataStructure); EXPECT_NE(nullptr, scene); EXPECT_EQ(scene->mMeshes[0]->mNumFaces, 2u); EXPECT_EQ(scene->mMeshes[0]->mNumVertices, 6u); std::array f1 = { { 0u, 1u, 2u } }; EXPECT_EQ(scene->mMeshes[0]->mFaces[0].mNumIndices, 3u); for (size_t i = 0; i < 3; ++i) { EXPECT_EQ(scene->mMeshes[0]->mFaces[0].mIndices[i], f1[i]); } std::array f2 = { { 3u, 4u, 5u } }; EXPECT_EQ(scene->mMeshes[0]->mFaces[1].mNumIndices, 3u); for (size_t i = 0; i < 3; ++i) { EXPECT_EQ(scene->mMeshes[0]->mFaces[1].mIndices[i], f2[i]); } } TEST_F(utglTF2ImportExport, importglTF2PrimitiveModePoints) { Assimp::Importer importer; //Line loop const aiScene *scene = importer.ReadFile(ASSIMP_TEST_MODELS_DIR "/glTF2/glTF-Asset-Generator/Mesh_PrimitiveMode/Mesh_PrimitiveMode_07.gltf", aiProcess_ValidateDataStructure); EXPECT_NE(nullptr, scene); EXPECT_EQ(scene->mMeshes[0]->mNumVertices, 1024u); for (unsigned int i = 0; i < scene->mMeshes[0]->mNumFaces; ++i) { EXPECT_EQ(scene->mMeshes[0]->mFaces[i].mNumIndices, 1u); EXPECT_EQ(scene->mMeshes[0]->mFaces[i].mIndices[0], i); } } TEST_F(utglTF2ImportExport, importglTF2PrimitiveModeLines) { Assimp::Importer importer; //Lines const aiScene *scene = importer.ReadFile(ASSIMP_TEST_MODELS_DIR "/glTF2/glTF-Asset-Generator/Mesh_PrimitiveMode/Mesh_PrimitiveMode_08.gltf", aiProcess_ValidateDataStructure); EXPECT_NE(nullptr, scene); EXPECT_EQ(scene->mMeshes[0]->mNumVertices, 4u); std::array l1 = { { 0u, 3u, 2u, 1u, 0u } }; EXPECT_EQ(scene->mMeshes[0]->mFaces[0].mNumIndices, 2u); for (unsigned int i = 0; i < scene->mMeshes[0]->mNumFaces; ++i) { EXPECT_EQ(scene->mMeshes[0]->mFaces[i].mIndices[0], l1[i]); EXPECT_EQ(scene->mMeshes[0]->mFaces[i].mIndices[1], l1[i + 1]); } } TEST_F(utglTF2ImportExport, importglTF2PrimitiveModeLineLoop) { Assimp::Importer importer; //Line loop const aiScene *scene = importer.ReadFile(ASSIMP_TEST_MODELS_DIR "/glTF2/glTF-Asset-Generator/Mesh_PrimitiveMode/Mesh_PrimitiveMode_09.gltf", aiProcess_ValidateDataStructure); EXPECT_NE(nullptr, scene); EXPECT_EQ(scene->mMeshes[0]->mNumVertices, 4u); std::array l1 = { { 0, 3u, 2u, 1u, 0u } }; EXPECT_EQ(scene->mMeshes[0]->mFaces[0].mNumIndices, 2u); for (unsigned int i = 0; i < scene->mMeshes[0]->mNumFaces; ++i) { EXPECT_EQ(scene->mMeshes[0]->mFaces[i].mIndices[0], l1[i]); EXPECT_EQ(scene->mMeshes[0]->mFaces[i].mIndices[1], l1[i + 1]); } } TEST_F(utglTF2ImportExport, importglTF2PrimitiveModeLineStrip) { Assimp::Importer importer; //Lines Strip const aiScene *scene = importer.ReadFile(ASSIMP_TEST_MODELS_DIR "/glTF2/glTF-Asset-Generator/Mesh_PrimitiveMode/Mesh_PrimitiveMode_10.gltf", aiProcess_ValidateDataStructure); EXPECT_NE(nullptr, scene); EXPECT_EQ(scene->mMeshes[0]->mNumVertices, 4u); std::array l1 = { { 0u, 3u, 2u, 1u, 0u } }; EXPECT_EQ(scene->mMeshes[0]->mFaces[0].mNumIndices, 2u); for (unsigned int i = 0; i < scene->mMeshes[0]->mNumFaces; ++i) { EXPECT_EQ(scene->mMeshes[0]->mFaces[i].mIndices[0], l1[i]); EXPECT_EQ(scene->mMeshes[0]->mFaces[i].mIndices[1], l1[i + 1]); } } TEST_F(utglTF2ImportExport, importglTF2PrimitiveModeTrianglesStrip) { Assimp::Importer importer; //Triangles strip const aiScene *scene = importer.ReadFile(ASSIMP_TEST_MODELS_DIR "/glTF2/glTF-Asset-Generator/Mesh_PrimitiveMode/Mesh_PrimitiveMode_11.gltf", aiProcess_ValidateDataStructure); EXPECT_NE(nullptr, scene); EXPECT_EQ(scene->mMeshes[0]->mNumFaces, 2u); EXPECT_EQ(scene->mMeshes[0]->mNumVertices, 4u); std::array f1 = { { 0u, 3u, 1u } }; EXPECT_EQ(scene->mMeshes[0]->mFaces[0].mNumIndices, 3u); for (size_t i = 0; i < 3; ++i) { EXPECT_EQ(scene->mMeshes[0]->mFaces[0].mIndices[i], f1[i]); } std::array f2 = { { 1u, 3u, 2u } }; EXPECT_EQ(scene->mMeshes[0]->mFaces[1].mNumIndices, 3u); for (size_t i = 0; i < 3; ++i) { EXPECT_EQ(scene->mMeshes[0]->mFaces[1].mIndices[i], f2[i]); } } TEST_F(utglTF2ImportExport, importglTF2PrimitiveModeTrianglesFan) { Assimp::Importer importer; //Triangles fan const aiScene *scene = importer.ReadFile(ASSIMP_TEST_MODELS_DIR "/glTF2/glTF-Asset-Generator/Mesh_PrimitiveMode/Mesh_PrimitiveMode_12.gltf", aiProcess_ValidateDataStructure); EXPECT_NE(nullptr, scene); EXPECT_EQ(scene->mMeshes[0]->mNumVertices, 4u); EXPECT_EQ(scene->mMeshes[0]->mNumFaces, 2u); std::array f1 = { { 0u, 3u, 2u } }; EXPECT_EQ(scene->mMeshes[0]->mFaces[0].mNumIndices, 3u); for (size_t i = 0; i < 3; ++i) { EXPECT_EQ(scene->mMeshes[0]->mFaces[0].mIndices[i], f1[i]); } std::array f2 = { { 0u, 2u, 1u } }; EXPECT_EQ(scene->mMeshes[0]->mFaces[1].mNumIndices, 3u); for (size_t i = 0; i < 3; ++i) { EXPECT_EQ(scene->mMeshes[0]->mFaces[1].mIndices[i], f2[i]); } } std::vector ReadFile(const char *name) { std::vector ret; FILE *p = ::fopen(name, "r"); if (nullptr == p) { return ret; } ::fseek(p, 0, SEEK_END); const size_t size = ::ftell(p); ::fseek(p, 0, SEEK_SET); ret.resize(size); const size_t readSize = ::fread(&ret[0], 1, size, p); EXPECT_EQ(readSize, size); ::fclose(p); return ret; } TEST_F(utglTF2ImportExport, importglTF2FromMemory) { /*const auto flags = aiProcess_CalcTangentSpace | aiProcess_Triangulate | aiProcess_RemoveComponent | aiProcess_GenSmoothNormals | aiProcess_PreTransformVertices | aiProcess_FixInfacingNormals | aiProcess_FindDegenerates | aiProcess_GenUVCoords | aiProcess_SortByPType; const auto& buff = ReadFile("C:\\Users\\kimkulling\\Downloads\\camel\\camel\\scene.gltf");*/ /*const aiScene* Scene = ::aiImportFileFromMemory(&buff[0], buff.size(), flags, ".gltf"); EXPECT_EQ( nullptr, Scene );*/ } TEST_F(utglTF2ImportExport, bug_import_simple_skin) { Assimp::Importer importer; const aiScene *scene = importer.ReadFile(ASSIMP_TEST_MODELS_DIR "/glTF2/simple_skin/simple_skin.gltf", aiProcess_ValidateDataStructure); EXPECT_NE(nullptr, scene); } TEST_F(utglTF2ImportExport, import_cameras) { Assimp::Importer importer; const aiScene *scene = importer.ReadFile(ASSIMP_TEST_MODELS_DIR "/glTF2/cameras/Cameras.gltf", aiProcess_ValidateDataStructure); EXPECT_NE(nullptr, scene); } TEST_F(utglTF2ImportExport, incorrect_vertex_arrays) { Assimp::Importer importer; const aiScene *scene = importer.ReadFile(ASSIMP_TEST_MODELS_DIR "/glTF2/IncorrectVertexArrays/Cube.gltf", aiProcess_ValidateDataStructure); EXPECT_NE(nullptr, scene); EXPECT_EQ(scene->mMeshes[0]->mNumVertices, 36u); EXPECT_EQ(scene->mMeshes[0]->mNumFaces, 12u); EXPECT_EQ(scene->mMeshes[1]->mNumVertices, 35u); EXPECT_EQ(scene->mMeshes[1]->mNumFaces, 11u); EXPECT_EQ(scene->mMeshes[2]->mNumVertices, 36u); EXPECT_EQ(scene->mMeshes[2]->mNumFaces, 18u); EXPECT_EQ(scene->mMeshes[3]->mNumVertices, 35u); EXPECT_EQ(scene->mMeshes[3]->mNumFaces, 17u); EXPECT_EQ(scene->mMeshes[4]->mNumVertices, 36u); EXPECT_EQ(scene->mMeshes[4]->mNumFaces, 12u); EXPECT_EQ(scene->mMeshes[5]->mNumVertices, 35u); EXPECT_EQ(scene->mMeshes[5]->mNumFaces, 11u); EXPECT_EQ(scene->mMeshes[6]->mNumVertices, 36u); EXPECT_EQ(scene->mMeshes[6]->mNumFaces, 18u); EXPECT_EQ(scene->mMeshes[7]->mNumVertices, 35u); EXPECT_EQ(scene->mMeshes[7]->mNumFaces, 17u); } TEST_F(utglTF2ImportExport, texture_transform_test) { Assimp::Importer importer; const aiScene *scene = importer.ReadFile(ASSIMP_TEST_MODELS_DIR "/glTF2/textureTransform/TextureTransformTest.gltf", aiProcess_ValidateDataStructure); EXPECT_NE(nullptr, scene); } #ifndef ASSIMP_BUILD_NO_EXPORT TEST_F(utglTF2ImportExport, exportglTF2FromFileTest) { EXPECT_TRUE(exporterTest()); } TEST_F(utglTF2ImportExport, crash_in_anim_mesh_destructor) { Assimp::Importer importer; const aiScene *scene = importer.ReadFile(ASSIMP_TEST_MODELS_DIR "/glTF2/glTF-Sample-Models/AnimatedMorphCube-glTF/AnimatedMorphCube.gltf", aiProcess_ValidateDataStructure); ASSERT_NE(nullptr, scene); Assimp::Exporter exporter; ASSERT_EQ(aiReturn_SUCCESS, exporter.Export(scene, "glb2", ASSIMP_TEST_MODELS_DIR "/glTF2/glTF-Sample-Models/AnimatedMorphCube-glTF/AnimatedMorphCube_out.glTF")); } TEST_F(utglTF2ImportExport, error_string_preserved) { Assimp::Importer importer; const aiScene *scene = importer.ReadFile(ASSIMP_TEST_MODELS_DIR "/glTF2/MissingBin/BoxTextured.gltf", aiProcess_ValidateDataStructure); ASSERT_EQ(nullptr, scene); std::string error = importer.GetErrorString(); ASSERT_NE(error.find("BoxTextured0.bin"), std::string::npos) << "Error string should contain an error about missing .bin file"; } TEST_F(utglTF2ImportExport, export_bad_accessor_bounds) { Assimp::Importer importer; Assimp::Exporter exporter; const aiScene* scene = importer.ReadFile(ASSIMP_TEST_MODELS_DIR "/glTF2/BoxWithInfinites-glTF-Binary/BoxWithInfinites.glb", aiProcess_ValidateDataStructure); ASSERT_NE(scene, nullptr); EXPECT_EQ(aiReturn_SUCCESS, exporter.Export(scene, "glb2", ASSIMP_TEST_MODELS_DIR "/glTF2/BoxWithInfinites-glTF-Binary/BoxWithInfinites_out.glb")); EXPECT_EQ(aiReturn_SUCCESS, exporter.Export(scene, "gltf2", ASSIMP_TEST_MODELS_DIR "/glTF2/BoxWithInfinites-glTF-Binary/BoxWithInfinites_out.gltf")); } TEST_F(utglTF2ImportExport, export_normalized_normals) { Assimp::Importer importer; Assimp::Exporter exporter; const aiScene* scene = importer.ReadFile(ASSIMP_TEST_MODELS_DIR "/glTF2/BoxBadNormals-glTF-Binary/BoxBadNormals.glb", aiProcess_ValidateDataStructure); ASSERT_NE(scene, nullptr); EXPECT_EQ(aiReturn_SUCCESS, exporter.Export(scene, "glb2", ASSIMP_TEST_MODELS_DIR "/glTF2/BoxBadNormals-glTF-Binary/BoxBadNormals_out.glb")); // load in again and ensure normal-length normals but no Nan's or Inf's introduced scene = importer.ReadFile(ASSIMP_TEST_MODELS_DIR "/glTF2/BoxBadNormals-glTF-Binary/BoxBadNormals_out.glb", aiProcess_ValidateDataStructure); for ( auto i = 0u; i < scene->mMeshes[0]->mNumVertices; ++i ) { const auto length = scene->mMeshes[0]->mNormals[i].Length(); EXPECT_TRUE(abs(length) < 1e-6 || abs(length - 1) < 1e-6); } } #endif // ASSIMP_BUILD_NO_EXPORT TEST_F(utglTF2ImportExport, sceneMetadata) { Assimp::Importer importer; const aiScene *scene = importer.ReadFile(ASSIMP_TEST_MODELS_DIR "/glTF2/BoxTextured-glTF/BoxTextured.gltf", aiProcess_ValidateDataStructure); ASSERT_NE(scene, nullptr); ASSERT_NE(scene->mMetaData, nullptr); { ASSERT_TRUE(scene->mMetaData->HasKey(AI_METADATA_SOURCE_FORMAT)); aiString format; ASSERT_TRUE(scene->mMetaData->Get(AI_METADATA_SOURCE_FORMAT, format)); ASSERT_EQ(strcmp(format.C_Str(), "glTF2 Importer"), 0); } { ASSERT_TRUE(scene->mMetaData->HasKey(AI_METADATA_SOURCE_FORMAT_VERSION)); aiString version; ASSERT_TRUE(scene->mMetaData->Get(AI_METADATA_SOURCE_FORMAT_VERSION, version)); ASSERT_EQ(strcmp(version.C_Str(), "2.0"), 0); } { ASSERT_TRUE(scene->mMetaData->HasKey(AI_METADATA_SOURCE_GENERATOR)); aiString generator; ASSERT_TRUE(scene->mMetaData->Get(AI_METADATA_SOURCE_GENERATOR, generator)); ASSERT_EQ(strcmp(generator.C_Str(), "COLLADA2GLTF"), 0); } } TEST_F(utglTF2ImportExport, texcoords) { Assimp::Importer importer; const aiScene *scene = importer.ReadFile(ASSIMP_TEST_MODELS_DIR "/glTF2/BoxTexcoords-glTF/boxTexcoords.gltf", aiProcess_ValidateDataStructure); ASSERT_NE(scene, nullptr); ASSERT_TRUE(scene->HasMaterials()); const aiMaterial *material = scene->mMaterials[0]; aiString path; aiTextureMapMode modes[2]; EXPECT_EQ(aiReturn_SUCCESS, material->GetTexture(aiTextureType_DIFFUSE, 0, &path, nullptr, nullptr, nullptr, nullptr, modes)); EXPECT_STREQ(path.C_Str(), "texture.png"); int uvIndex = -1; EXPECT_EQ(aiGetMaterialInteger(material, AI_MATKEY_GLTF_TEXTURE_TEXCOORD(aiTextureType_DIFFUSE, 0), &uvIndex), aiReturn_SUCCESS); EXPECT_EQ(uvIndex, 0); // Using manual macro expansion of AI_MATKEY_GLTF_PBRMETALLICROUGHNESS_METALLICROUGHNESS_TEXTURE here. // The following works with some but not all compilers: // #define APPLY(X, Y) X(Y) // ..., APPLY(AI_MATKEY_GLTF_TEXTURE_TEXCOORD, AI_MATKEY_GLTF_PBRMETALLICROUGHNESS_METALLICROUGHNESS_TEXTURE), ... EXPECT_EQ(aiGetMaterialInteger(material, AI_MATKEY_GLTF_TEXTURE_TEXCOORD(aiTextureType_UNKNOWN, 0), &uvIndex), aiReturn_SUCCESS); EXPECT_EQ(uvIndex, 1); } TEST_F(utglTF2ImportExport, recursive_nodes) { Assimp::Importer importer; const aiScene* scene = importer.ReadFile(ASSIMP_TEST_MODELS_DIR "/glTF2/RecursiveNodes/RecursiveNodes.gltf", aiProcess_ValidateDataStructure); EXPECT_EQ(nullptr, scene); } TEST_F(utglTF2ImportExport, norootnode_noscene) { Assimp::Importer importer; const aiScene* scene = importer.ReadFile(ASSIMP_TEST_MODELS_DIR "/glTF2/TestNoRootNode/NoScene.gltf", aiProcess_ValidateDataStructure); ASSERT_EQ(scene, nullptr); } TEST_F(utglTF2ImportExport, norootnode_scenewithoutnodes) { Assimp::Importer importer; const aiScene* scene = importer.ReadFile(ASSIMP_TEST_MODELS_DIR "/glTF2/TestNoRootNode/SceneWithoutNodes.gltf", aiProcess_ValidateDataStructure); ASSERT_NE(scene, nullptr); ASSERT_NE(scene->mRootNode, nullptr); }