/* --------------------------------------------------------------------------- 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 utColladaImportExport : public AbstractImportExportBase { public: // Clones the scene in an exception-safe way struct SceneCloner { SceneCloner(const aiScene *scene) { sceneCopy = nullptr; SceneCombiner::CopyScene(&sceneCopy, scene); } ~SceneCloner() { delete sceneCopy; sceneCopy = nullptr; } aiScene *sceneCopy; }; virtual bool importerTest() final { Assimp::Importer importer; const aiScene *scene = importer.ReadFile(ASSIMP_TEST_MODELS_DIR "/Collada/duck.dae", aiProcess_ValidateDataStructure); if (scene == nullptr) return false; // Expected number of items EXPECT_EQ(scene->mNumMeshes, 1u); EXPECT_EQ(scene->mNumMaterials, 1u); EXPECT_EQ(scene->mNumAnimations, 0u); EXPECT_EQ(scene->mNumTextures, 0u); EXPECT_EQ(scene->mNumLights, 1u); EXPECT_EQ(scene->mNumCameras, 1u); // Expected common metadata aiString value; EXPECT_TRUE(scene->mMetaData->Get(AI_METADATA_SOURCE_FORMAT, value)) << "No importer format metadata"; EXPECT_STREQ("Collada Importer", value.C_Str()); EXPECT_TRUE(scene->mMetaData->Get(AI_METADATA_SOURCE_FORMAT_VERSION, value)) << "No format version metadata"; EXPECT_STREQ("1.4.1", value.C_Str()); EXPECT_TRUE(scene->mMetaData->Get(AI_METADATA_SOURCE_GENERATOR, value)) << "No generator metadata"; EXPECT_EQ(strncmp(value.C_Str(), "Maya 8.0", 8), 0) << "AI_METADATA_SOURCE_GENERATOR was: " << value.C_Str(); EXPECT_TRUE(scene->mMetaData->Get(AI_METADATA_SOURCE_COPYRIGHT, value)) << "No copyright metadata"; EXPECT_EQ(strncmp(value.C_Str(), "Copyright 2006", 14), 0) << "AI_METADATA_SOURCE_COPYRIGHT was: " << value.C_Str(); return true; } typedef std::pair IdNameString; typedef std::map IdNameMap; template static inline IdNameString GetColladaIdName(const T *item, size_t index) { std::ostringstream stream; stream << typeid(T).name() << "@" << index; if (item->mMetaData) { aiString aiStr; if (item->mMetaData->Get(AI_METADATA_COLLADA_ID, aiStr)) return std::make_pair(std::string(aiStr.C_Str()), stream.str()); } return std::make_pair(std::string(), stream.str()); } template static inline IdNameString GetItemIdName(const T *item, size_t index) { std::ostringstream stream; stream << typeid(T).name() << "@" << index; return std::make_pair(std::string(item->mName.C_Str()), stream.str()); } // Specialisations static inline IdNameString GetItemIdName(aiMaterial *item, size_t index) { std::ostringstream stream; stream << typeid(aiMaterial).name() << "@" << index; return std::make_pair(std::string(item->GetName().C_Str()), stream.str()); } static inline IdNameString GetItemIdName(aiTexture *item, size_t index) { std::ostringstream stream; stream << typeid(aiTexture).name() << "@" << index; return std::make_pair(std::string(item->mFilename.C_Str()), stream.str()); } static inline void ReportDuplicate(IdNameMap &itemIdMap, const IdNameString &namePair, const char *typeNameStr) { const auto result = itemIdMap.insert(namePair); EXPECT_TRUE(result.second) << "Duplicate '" << typeNameStr << "' name: '" << namePair.first << "'. " << namePair.second << " == " << result.first->second; } template static inline void CheckUniqueIds(IdNameMap &itemIdMap, unsigned int itemCount, T **itemArray) { for (size_t idx = 0; idx < itemCount; ++idx) { IdNameString namePair = GetItemIdName(itemArray[idx], idx); ReportDuplicate(itemIdMap, namePair, typeid(T).name()); } } static inline void CheckUniqueIds(IdNameMap &itemIdMap, const aiNode *parent, size_t index) { IdNameString namePair = GetItemIdName(parent, index); ReportDuplicate(itemIdMap, namePair, typeid(aiNode).name()); for (size_t idx = 0; idx < parent->mNumChildren; ++idx) { CheckUniqueIds(itemIdMap, parent->mChildren[idx], idx); } } static inline void CheckNodeIdNames(IdNameMap &nodeIdMap, IdNameMap &nodeNameMap, const aiNode *parent, size_t index) { IdNameString namePair = GetItemIdName(parent, index); IdNameString idPair = GetColladaIdName(parent, index); ReportDuplicate(nodeIdMap, idPair, typeid(aiNode).name()); for (size_t idx = 0; idx < parent->mNumChildren; ++idx) { CheckNodeIdNames(nodeIdMap, nodeNameMap, parent->mChildren[idx], idx); } } static inline void SetAllNodeNames(const aiString &newName, aiNode *node) { node->mName = newName; for (size_t idx = 0; idx < node->mNumChildren; ++idx) { SetAllNodeNames(newName, node->mChildren[idx]); } } void ImportAndCheckIds(const char *file, const aiScene *origScene) { // Import the Collada using the 'default' where aiNode and aiMesh names are the Collada ids Assimp::Importer importer; const aiScene *scene = importer.ReadFile(file, aiProcess_ValidateDataStructure); ASSERT_TRUE(scene != nullptr) << "Fatal: could not re-import " << file; EXPECT_EQ(origScene->mNumMeshes, scene->mNumMeshes) << "in " << file; // Check the ids are unique IdNameMap itemIdMap; // Recurse the Nodes CheckUniqueIds(itemIdMap, scene->mRootNode, 0); // Check the lists CheckUniqueIds(itemIdMap, scene->mNumMeshes, scene->mMeshes); // The remaining will come in using the name, which may not be unique // Check we have the right number EXPECT_EQ(origScene->mNumAnimations, scene->mNumAnimations); EXPECT_EQ(origScene->mNumMaterials, scene->mNumMaterials); EXPECT_EQ(origScene->mNumTextures, scene->mNumTextures); EXPECT_EQ(origScene->mNumLights, scene->mNumLights); EXPECT_EQ(origScene->mNumCameras, scene->mNumCameras); } void ImportAsNames(const char *file, const aiScene *origScene) { // Import the Collada but using the user-visible names for aiNode and aiMesh // Note that this mode may not support bones or animations Assimp::Importer importer; importer.SetPropertyInteger(AI_CONFIG_IMPORT_COLLADA_USE_COLLADA_NAMES, 1); const aiScene *scene = importer.ReadFile(file, aiProcess_ValidateDataStructure); ASSERT_TRUE(scene != nullptr) << "Fatal: could not re-import " << file; EXPECT_EQ(origScene->mNumMeshes, scene->mNumMeshes) << "in " << file; // Check the node ids are unique but the node names are not IdNameMap nodeIdMap; IdNameMap nodeNameMap; // Recurse the Nodes CheckNodeIdNames(nodeIdMap, nodeNameMap, scene->mRootNode, 0); // nodeNameMap should have fewer than nodeIdMap EXPECT_LT(nodeNameMap.size(), nodeIdMap.size()) << "Some nodes should have the same names"; // Check the counts haven't changed EXPECT_EQ(origScene->mNumAnimations, scene->mNumAnimations); EXPECT_EQ(origScene->mNumMaterials, scene->mNumMaterials); EXPECT_EQ(origScene->mNumTextures, scene->mNumTextures); EXPECT_EQ(origScene->mNumLights, scene->mNumLights); EXPECT_EQ(origScene->mNumCameras, scene->mNumCameras); } }; TEST_F(utColladaImportExport, importDaeFromFileTest) { EXPECT_TRUE(importerTest()); } unsigned int GetMeshUseCount(const aiNode *rootNode) { unsigned int result = rootNode->mNumMeshes; for (unsigned int i = 0; i < rootNode->mNumChildren; ++i) { result += GetMeshUseCount(rootNode->mChildren[i]); } return result; } TEST_F(utColladaImportExport, exportRootNodeMeshTest) { Assimp::Importer importer; Assimp::Exporter exporter; const char *outFile = "exportRootNodeMeshTest_out.dae"; const aiScene *scene = importer.ReadFile(ASSIMP_TEST_MODELS_DIR "/Collada/duck.dae", aiProcess_ValidateDataStructure); ASSERT_TRUE(scene != nullptr) << "Fatal: could not import duck.dae!"; ASSERT_EQ(0u, scene->mRootNode->mNumMeshes) << "Collada import should not give the root node a mesh"; { SceneCloner clone(scene); ASSERT_TRUE(clone.sceneCopy != nullptr) << "Fatal: could not copy scene!"; // Do this by moving the meshes from the first child that has some aiNode *rootNode = clone.sceneCopy->mRootNode; ASSERT_TRUE(rootNode->mNumChildren > 0) << "Fatal: root has no children"; aiNode *meshNode = rootNode->mChildren[0]; ASSERT_EQ(1u, meshNode->mNumMeshes) << "Fatal: First child node has no duck mesh"; // Move the meshes to the parent rootNode->mNumMeshes = meshNode->mNumMeshes; rootNode->mMeshes = new unsigned int[rootNode->mNumMeshes]; for (unsigned int i = 0; i < rootNode->mNumMeshes; ++i) { rootNode->mMeshes[i] = meshNode->mMeshes[i]; } // Remove the meshes from the original node meshNode->mNumMeshes = 0; delete[] meshNode->mMeshes; meshNode->mMeshes = nullptr; ASSERT_EQ(AI_SUCCESS, exporter.Export(clone.sceneCopy, "collada", outFile)) << "Fatal: Could not export file"; } // Reimport and look for meshes scene = importer.ReadFile(outFile, aiProcess_ValidateDataStructure); ASSERT_TRUE(scene != nullptr) << "Fatal: could not reimport!"; // A Collada root node is not allowed to have a mesh ASSERT_EQ(0u, scene->mRootNode->mNumMeshes) << "Collada reimport should not give the root node a mesh"; // Walk nodes and counts used meshes // Should be exactly one EXPECT_EQ(1u, GetMeshUseCount(scene->mRootNode)) << "Nodes had unexpected number of meshes in use"; } TEST_F(utColladaImportExport, exporterUniqueIdsTest) { Assimp::Importer importer; Assimp::Exporter exporter; const char *outFileEmpty = "exportMeshIdTest_empty_out.dae"; const char *outFileNamed = "exportMeshIdTest_named_out.dae"; // Load a sample file containing multiple meshes const aiScene *scene = importer.ReadFile(ASSIMP_TEST_MODELS_DIR "/Collada/teapots.DAE", aiProcess_ValidateDataStructure); ASSERT_TRUE(scene != nullptr) << "Fatal: could not import teapots.DAE!"; ASSERT_EQ(3u, scene->mNumMeshes) << "Fatal: teapots.DAE initial load failed"; // Clear all the names for (size_t idx = 0; idx < scene->mNumMeshes; ++idx) { scene->mMeshes[idx]->mName.Clear(); } for (size_t idx = 0; idx < scene->mNumMaterials; ++idx) { scene->mMaterials[idx]->RemoveProperty(AI_MATKEY_NAME); } for (size_t idx = 0; idx < scene->mNumAnimations; ++idx) { scene->mAnimations[idx]->mName.Clear(); } // Can't clear texture names for (size_t idx = 0; idx < scene->mNumLights; ++idx) { scene->mLights[idx]->mName.Clear(); } for (size_t idx = 0; idx < scene->mNumCameras; ++idx) { scene->mCameras[idx]->mName.Clear(); } SetAllNodeNames(aiString(), scene->mRootNode); ASSERT_EQ(AI_SUCCESS, exporter.Export(scene, "collada", outFileEmpty)) << "Fatal: Could not export un-named meshes file"; ImportAndCheckIds(outFileEmpty, scene); // Force everything to have the same non-empty name aiString testName("test_name"); for (size_t idx = 0; idx < scene->mNumMeshes; ++idx) { scene->mMeshes[idx]->mName = testName; } for (size_t idx = 0; idx < scene->mNumMaterials; ++idx) { scene->mMaterials[idx]->AddProperty(&testName, AI_MATKEY_NAME); } for (size_t idx = 0; idx < scene->mNumAnimations; ++idx) { scene->mAnimations[idx]->mName = testName; } // Can't clear texture names for (size_t idx = 0; idx < scene->mNumLights; ++idx) { scene->mLights[idx]->mName = testName; } for (size_t idx = 0; idx < scene->mNumCameras; ++idx) { scene->mCameras[idx]->mName = testName; } SetAllNodeNames(testName, scene->mRootNode); ASSERT_EQ(AI_SUCCESS, exporter.Export(scene, "collada", outFileNamed)) << "Fatal: Could not export named meshes file"; ImportAndCheckIds(outFileNamed, scene); ImportAsNames(outFileNamed, scene); } class utColladaZaeImportExport : public AbstractImportExportBase { public: virtual bool importerTest() final { { Assimp::Importer importer; const aiScene *scene = importer.ReadFile(ASSIMP_TEST_MODELS_DIR "/Collada/duck.zae", aiProcess_ValidateDataStructure); if (scene == nullptr) return false; // Expected number of items EXPECT_EQ(scene->mNumMeshes, 1u); EXPECT_EQ(scene->mNumMaterials, 1u); EXPECT_EQ(scene->mNumAnimations, 0u); EXPECT_EQ(scene->mNumTextures, 1u); EXPECT_EQ(scene->mNumLights, 1u); EXPECT_EQ(scene->mNumCameras, 1u); } { Assimp::Importer importer; const aiScene *scene = importer.ReadFile(ASSIMP_TEST_MODELS_DIR "/Collada/duck_nomanifest.zae", aiProcess_ValidateDataStructure); if (scene == nullptr) return false; // Expected number of items EXPECT_EQ(scene->mNumMeshes, 1u); EXPECT_EQ(scene->mNumMaterials, 1u); EXPECT_EQ(scene->mNumAnimations, 0u); EXPECT_EQ(scene->mNumTextures, 1u); EXPECT_EQ(scene->mNumLights, 1u); EXPECT_EQ(scene->mNumCameras, 1u); } return true; } }; TEST_F(utColladaZaeImportExport, importBlenFromFileTest) { EXPECT_TRUE(importerTest()); }