433 lines
19 KiB
C++
433 lines
19 KiB
C++
/*
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---------------------------------------------------------------------------
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Open Asset Import Library (assimp)
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---------------------------------------------------------------------------
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Copyright (c) 2006-2024, assimp team
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All rights reserved.
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Redistribution and use of this software in source and binary forms,
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with or without modification, are permitted provided that the following
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conditions are met:
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* Redistributions of source code must retain the above
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copyright notice, this list of conditions and the
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following disclaimer.
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* Redistributions in binary form must reproduce the above
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copyright notice, this list of conditions and the
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following disclaimer in the documentation and/or other
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materials provided with the distribution.
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* Neither the name of the assimp team, nor the names of its
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contributors may be used to endorse or promote products
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derived from this software without specific prior
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written permission of the assimp team.
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THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
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"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
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LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
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A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
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OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
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LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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---------------------------------------------------------------------------
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*/
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#include "AbstractImportExportBase.h"
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#include "UnitTestPCH.h"
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#include <assimp/commonMetaData.h>
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#include <assimp/material.h>
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#include <assimp/postprocess.h>
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#include <assimp/scene.h>
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#include <assimp/types.h>
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#include <assimp/Importer.hpp>
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using namespace Assimp;
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class utFBXImporterExporter : public AbstractImportExportBase {
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public:
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bool importerTest() override {
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Assimp::Importer importer;
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const aiScene *scene = importer.ReadFile(ASSIMP_TEST_MODELS_DIR "/FBX/spider.fbx", aiProcess_ValidateDataStructure);
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return nullptr != scene;
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}
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};
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TEST_F(utFBXImporterExporter, importXFromFileTest) {
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EXPECT_TRUE(importerTest());
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}
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TEST_F(utFBXImporterExporter, importBareBoxWithoutColorsAndTextureCoords) {
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Assimp::Importer importer;
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const aiScene *scene = importer.ReadFile(ASSIMP_TEST_MODELS_DIR "/FBX/box.fbx", aiProcess_ValidateDataStructure);
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EXPECT_NE(nullptr, scene);
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EXPECT_EQ(scene->mNumMeshes, 1u);
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aiMesh *mesh = scene->mMeshes[0];
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EXPECT_EQ(mesh->mNumFaces, 12u);
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EXPECT_EQ(mesh->mNumVertices, 36u);
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}
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TEST_F(utFBXImporterExporter, importCubesWithNoNames) {
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Assimp::Importer importer;
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const aiScene *scene = importer.ReadFile(ASSIMP_TEST_MODELS_DIR "/FBX/cubes_nonames.fbx", aiProcess_ValidateDataStructure);
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ASSERT_TRUE(scene);
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ASSERT_TRUE(scene->mRootNode);
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const auto root = scene->mRootNode;
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ASSERT_STREQ(root->mName.C_Str(), "RootNode");
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ASSERT_TRUE(root->mChildren);
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ASSERT_EQ(root->mNumChildren, 2u);
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}
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TEST_F(utFBXImporterExporter, importCubesWithUnicodeDuplicatedNames) {
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Assimp::Importer importer;
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const aiScene *scene = importer.ReadFile(ASSIMP_TEST_MODELS_DIR "/FBX/cubes_with_names.fbx", aiProcess_ValidateDataStructure);
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ASSERT_TRUE(scene);
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ASSERT_TRUE(scene->mRootNode);
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const auto root = scene->mRootNode;
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ASSERT_STREQ(root->mName.C_Str(), "RootNode");
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ASSERT_TRUE(root->mChildren);
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ASSERT_EQ(root->mNumChildren, 2u);
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const auto child0 = root->mChildren[0];
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ASSERT_TRUE(child0);
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ASSERT_STREQ(child0->mName.C_Str(), "Cube2");
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ASSERT_TRUE(child0->mChildren);
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ASSERT_EQ(child0->mNumChildren, 1u);
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const auto child00 = child0->mChildren[0];
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ASSERT_TRUE(child00);
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ASSERT_STREQ(child00->mName.C_Str(), "\xd0\x9a\xd1\x83\xd0\xb1\x31");
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const auto child1 = root->mChildren[1];
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ASSERT_TRUE(child1);
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ASSERT_STREQ(child1->mName.C_Str(), "Cube3");
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ASSERT_TRUE(child1->mChildren);
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ASSERT_EQ(child1->mNumChildren, 1u);
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const auto child10 = child1->mChildren[0];
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ASSERT_TRUE(child10);
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ASSERT_STREQ(child10->mName.C_Str(), "\xd0\x9a\xd1\x83\xd0\xb1\x31");
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}
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TEST_F(utFBXImporterExporter, importCubesComplexTransform) {
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Assimp::Importer importer;
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const aiScene *scene = importer.ReadFile(ASSIMP_TEST_MODELS_DIR "/FBX/cubes_with_mirroring_and_pivot.fbx", aiProcess_ValidateDataStructure);
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ASSERT_TRUE(scene);
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ASSERT_TRUE(scene->mRootNode);
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const auto root = scene->mRootNode;
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ASSERT_STREQ(root->mName.C_Str(), "RootNode");
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ASSERT_TRUE(root->mChildren);
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ASSERT_EQ(root->mNumChildren, 2u);
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const auto child0 = root->mChildren[0];
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ASSERT_TRUE(child0);
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ASSERT_STREQ(child0->mName.C_Str(), "Cube2");
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ASSERT_TRUE(child0->mChildren);
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ASSERT_EQ(child0->mNumChildren, 1u);
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const auto child00 = child0->mChildren[0];
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ASSERT_TRUE(child00);
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ASSERT_STREQ(child00->mName.C_Str(), "Cube1");
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const auto child1 = root->mChildren[1];
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ASSERT_TRUE(child1);
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ASSERT_STREQ(child1->mName.C_Str(), "Cube3");
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auto parent = child1;
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const size_t chain_length = 8u;
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const char *chainStr[chain_length] = {
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"Cube1_$AssimpFbx$_Translation",
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"Cube1_$AssimpFbx$_RotationPivot",
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"Cube1_$AssimpFbx$_RotationPivotInverse",
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"Cube1_$AssimpFbx$_ScalingOffset",
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"Cube1_$AssimpFbx$_ScalingPivot",
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"Cube1_$AssimpFbx$_Scaling",
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"Cube1_$AssimpFbx$_ScalingPivotInverse",
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"Cube1"
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};
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for (size_t i = 0; i < chain_length; ++i) {
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ASSERT_TRUE(parent->mChildren);
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ASSERT_EQ(parent->mNumChildren, 1u);
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auto node = parent->mChildren[0];
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ASSERT_TRUE(node);
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ASSERT_STREQ(node->mName.C_Str(), chainStr[i]);
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parent = node;
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}
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ASSERT_EQ(0u, parent->mNumChildren) << "Leaf node";
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}
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TEST_F(utFBXImporterExporter, importCloseToIdentityTransforms) {
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Assimp::Importer importer;
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// This was asserting in FBXConverter.cpp because the transforms appeared to be the identity by one test, but not by another.
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// This asset should now load successfully.
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const aiScene *scene = importer.ReadFile(ASSIMP_TEST_MODELS_DIR "/FBX/close_to_identity_transforms.fbx", aiProcess_ValidateDataStructure);
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ASSERT_TRUE(scene);
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}
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TEST_F(utFBXImporterExporter, importPhongMaterial) {
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Assimp::Importer importer;
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const aiScene *scene = importer.ReadFile(ASSIMP_TEST_MODELS_DIR "/FBX/phong_cube.fbx", aiProcess_ValidateDataStructure);
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EXPECT_NE(nullptr, scene);
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EXPECT_EQ(1u, scene->mNumMaterials);
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const aiMaterial *mat = scene->mMaterials[0];
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EXPECT_NE(nullptr, mat);
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float f;
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aiColor3D c;
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// phong_cube.fbx has all properties defined
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EXPECT_EQ(mat->Get(AI_MATKEY_COLOR_DIFFUSE, c), aiReturn_SUCCESS);
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EXPECT_EQ(c, aiColor3D(0.5, 0.25, 0.25));
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EXPECT_EQ(mat->Get(AI_MATKEY_COLOR_SPECULAR, c), aiReturn_SUCCESS);
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EXPECT_EQ(c, aiColor3D(0.25, 0.25, 0.5));
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EXPECT_EQ(mat->Get(AI_MATKEY_SHININESS_STRENGTH, f), aiReturn_SUCCESS);
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EXPECT_EQ(f, 0.5f);
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EXPECT_EQ(mat->Get(AI_MATKEY_SHININESS, f), aiReturn_SUCCESS);
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EXPECT_EQ(f, 10.0f);
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EXPECT_EQ(mat->Get(AI_MATKEY_COLOR_AMBIENT, c), aiReturn_SUCCESS);
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EXPECT_EQ(c, aiColor3D(0.125, 0.25, 0.25));
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EXPECT_EQ(mat->Get(AI_MATKEY_COLOR_EMISSIVE, c), aiReturn_SUCCESS);
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EXPECT_EQ(c, aiColor3D(0.25, 0.125, 0.25));
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EXPECT_EQ(mat->Get(AI_MATKEY_COLOR_TRANSPARENT, c), aiReturn_SUCCESS);
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EXPECT_EQ(c, aiColor3D(0.75, 0.5, 0.25));
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EXPECT_EQ(mat->Get(AI_MATKEY_OPACITY, f), aiReturn_SUCCESS);
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EXPECT_EQ(f, 0.5f);
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}
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TEST_F(utFBXImporterExporter, importUnitScaleFactor) {
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Assimp::Importer importer;
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const aiScene *scene = importer.ReadFile(ASSIMP_TEST_MODELS_DIR "/FBX/global_settings.fbx", aiProcess_ValidateDataStructure);
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EXPECT_NE(nullptr, scene);
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EXPECT_NE(nullptr, scene->mMetaData);
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float factor(0.0f);
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scene->mMetaData->Get("UnitScaleFactor", factor);
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EXPECT_EQ(500.0f, factor);
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scene->mMetaData->Set("UnitScaleFactor", factor * 2.0f);
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scene->mMetaData->Get("UnitScaleFactor", factor);
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EXPECT_EQ(1000.0f, factor);
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}
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TEST_F(utFBXImporterExporter, importEmbeddedAsciiTest) {
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// see https://github.com/assimp/assimp/issues/1957
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Assimp::Importer importer;
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const aiScene *scene = importer.ReadFile(ASSIMP_TEST_MODELS_DIR "/FBX/embedded_ascii/box.FBX", aiProcess_ValidateDataStructure);
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EXPECT_NE(nullptr, scene);
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EXPECT_EQ(1u, scene->mNumMaterials);
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aiMaterial *mat = scene->mMaterials[0];
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ASSERT_NE(nullptr, mat);
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aiString path;
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aiTextureMapMode modes[2];
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EXPECT_EQ(aiReturn_SUCCESS, mat->GetTexture(aiTextureType_DIFFUSE, 0, &path, nullptr, nullptr, nullptr, nullptr, modes));
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ASSERT_STREQ(path.C_Str(), "..\\..\\..\\Desktop\\uv_test.png");
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ASSERT_EQ(1u, scene->mNumTextures);
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ASSERT_TRUE(scene->mTextures[0]->pcData);
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ASSERT_EQ(439176u, scene->mTextures[0]->mWidth) << "FBX ASCII base64 compression splits data by 512Kb, it should be two parts for this texture";
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}
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TEST_F(utFBXImporterExporter, importEmbeddedFragmentedAsciiTest) {
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// see https://github.com/assimp/assimp/issues/1957
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Assimp::Importer importer;
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const aiScene *scene = importer.ReadFile(ASSIMP_TEST_MODELS_DIR "/FBX/embedded_ascii/box_embedded_texture_fragmented.fbx", aiProcess_ValidateDataStructure);
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EXPECT_NE(nullptr, scene);
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EXPECT_EQ(1u, scene->mNumMaterials);
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aiMaterial *mat = scene->mMaterials[0];
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ASSERT_NE(nullptr, mat);
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aiString path;
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aiTextureMapMode modes[2];
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ASSERT_EQ(aiReturn_SUCCESS, mat->GetTexture(aiTextureType_DIFFUSE, 0, &path, nullptr, nullptr, nullptr, nullptr, modes));
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ASSERT_STREQ(path.C_Str(), "paper.png");
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ASSERT_EQ(1u, scene->mNumTextures);
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ASSERT_TRUE(scene->mTextures[0]->pcData);
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ASSERT_EQ(968029u, scene->mTextures[0]->mWidth) << "FBX ASCII base64 compression splits data by 512Kb, it should be two parts for this texture";
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}
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TEST_F(utFBXImporterExporter, fbxTokenizeTestTest) {
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//Assimp::Importer importer;
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//const aiScene* scene = importer.ReadFile(ASSIMP_TEST_MODELS_DIR "/FBX/transparentTest2.fbx", aiProcess_ValidateDataStructure);
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//EXPECT_NE(nullptr, scene);
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}
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TEST_F(utFBXImporterExporter, importOrphantEmbeddedTextureTest) {
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// see https://github.com/assimp/assimp/issues/1957
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Assimp::Importer importer;
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const aiScene *scene = importer.ReadFile(ASSIMP_TEST_MODELS_DIR "/FBX/box_orphant_embedded_texture.fbx", aiProcess_ValidateDataStructure);
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EXPECT_NE(nullptr, scene);
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EXPECT_EQ(1u, scene->mNumMaterials);
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aiMaterial *mat = scene->mMaterials[0];
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ASSERT_NE(nullptr, mat);
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aiString path;
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aiTextureMapMode modes[2];
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ASSERT_EQ(aiReturn_SUCCESS, mat->GetTexture(aiTextureType_DIFFUSE, 0, &path, nullptr, nullptr, nullptr, nullptr, modes));
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ASSERT_STREQ(path.C_Str(), "..\\Primitives\\GridGrey.tga");
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ASSERT_EQ(1u, scene->mNumTextures);
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ASSERT_TRUE(scene->mTextures[0]->pcData);
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ASSERT_EQ(9026u, scene->mTextures[0]->mWidth) << "FBX ASCII base64 compression used for a texture.";
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}
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TEST_F(utFBXImporterExporter, sceneMetadata) {
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Assimp::Importer importer;
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const aiScene *scene = importer.ReadFile(ASSIMP_TEST_MODELS_DIR "/FBX/global_settings.fbx",
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aiProcess_ValidateDataStructure);
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ASSERT_NE(scene, nullptr);
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ASSERT_NE(scene->mMetaData, nullptr);
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{
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ASSERT_TRUE(scene->mMetaData->HasKey(AI_METADATA_SOURCE_FORMAT));
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aiString format;
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ASSERT_TRUE(scene->mMetaData->Get(AI_METADATA_SOURCE_FORMAT, format));
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ASSERT_EQ(strcmp(format.C_Str(), "Autodesk FBX Importer"), 0);
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}
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{
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ASSERT_TRUE(scene->mMetaData->HasKey(AI_METADATA_SOURCE_FORMAT_VERSION));
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aiString version;
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ASSERT_TRUE(scene->mMetaData->Get(AI_METADATA_SOURCE_FORMAT_VERSION, version));
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ASSERT_EQ(strcmp(version.C_Str(), "7400"), 0);
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}
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{
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ASSERT_TRUE(scene->mMetaData->HasKey(AI_METADATA_SOURCE_GENERATOR));
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aiString generator;
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ASSERT_TRUE(scene->mMetaData->Get(AI_METADATA_SOURCE_GENERATOR, generator));
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ASSERT_EQ(strncmp(generator.C_Str(), "Blender", 7), 0);
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}
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}
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TEST_F(utFBXImporterExporter, importCubesWithOutOfRangeFloat) {
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Assimp::Importer importer;
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const aiScene *scene = importer.ReadFile(ASSIMP_TEST_MODELS_DIR "/FBX/cubes_with_outofrange_float.fbx", aiProcess_ValidateDataStructure);
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ASSERT_NE(nullptr, scene);
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ASSERT_TRUE(scene->mRootNode);
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}
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TEST_F(utFBXImporterExporter, importMaxPbrMaterialsMetalRoughness) {
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Assimp::Importer importer;
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const aiScene *scene = importer.ReadFile(ASSIMP_TEST_MODELS_DIR "/FBX/maxPbrMaterial_metalRough.fbx", aiProcess_ValidateDataStructure);
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ASSERT_NE(nullptr, scene);
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ASSERT_TRUE(scene->mRootNode);
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ASSERT_EQ(scene->mNumMaterials, 1u);
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const aiMaterial* mat = scene->mMaterials[0];
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aiString texture;
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ASSERT_EQ(mat->Get(AI_MATKEY_TEXTURE(aiTextureType_BASE_COLOR, 0), texture), AI_SUCCESS);
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EXPECT_EQ(texture, aiString("Textures\\albedo.png"));
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ASSERT_EQ(mat->Get(AI_MATKEY_TEXTURE(aiTextureType_METALNESS, 0), texture), AI_SUCCESS);
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EXPECT_EQ(texture, aiString("Textures\\metalness.png"));
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ASSERT_EQ(mat->Get(AI_MATKEY_TEXTURE(aiTextureType_EMISSION_COLOR, 0), texture), AI_SUCCESS);
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EXPECT_EQ(texture, aiString("Textures\\emission.png"));
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ASSERT_EQ(mat->Get(AI_MATKEY_TEXTURE(aiTextureType_NORMAL_CAMERA, 0), texture), AI_SUCCESS);
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EXPECT_EQ(texture, aiString("Textures\\normal.png"));
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ASSERT_EQ(mat->Get(AI_MATKEY_TEXTURE(aiTextureType_DIFFUSE_ROUGHNESS, 0), texture), AI_SUCCESS);
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EXPECT_EQ(texture, aiString("Textures\\roughness.png"));
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ASSERT_EQ(mat->Get(AI_MATKEY_TEXTURE(aiTextureType_AMBIENT_OCCLUSION, 0), texture), AI_SUCCESS);
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EXPECT_EQ(texture, aiString("Textures\\occlusion.png"));
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ASSERT_EQ(mat->Get(AI_MATKEY_TEXTURE(aiTextureType_OPACITY, 0), texture), AI_SUCCESS);
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EXPECT_EQ(texture, aiString("Textures\\opacity.png"));
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// The material contains values for standard properties (e.g. SpecularColor), where 3ds Max has presumably
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// used formulas to map the Pbr values into the standard material model. However, the pbr values themselves
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// are available in the material as untyped "raw" properties. We check that these are correctly parsed:
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aiColor4D baseColor;
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ASSERT_EQ(mat->Get("$raw.3dsMax|main|basecolor", aiTextureType_NONE, 0, baseColor), aiReturn_SUCCESS);
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EXPECT_EQ(baseColor, aiColor4D(0, 1, 1, 1));
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float metalness;
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ASSERT_EQ(mat->Get("$raw.3dsMax|main|metalness", aiTextureType_NONE, 0, metalness), aiReturn_SUCCESS);
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EXPECT_EQ(metalness, 0.25f);
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float roughness;
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ASSERT_EQ(mat->Get("$raw.3dsMax|main|roughness", aiTextureType_NONE, 0, roughness), aiReturn_SUCCESS);
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EXPECT_EQ(roughness, 0.5f);
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int useGlossiness;
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ASSERT_EQ(mat->Get("$raw.3dsMax|main|useGlossiness", aiTextureType_NONE, 0, useGlossiness), aiReturn_SUCCESS);
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EXPECT_EQ(useGlossiness, 2); // 1 = Roughness map is glossiness, 2 = Roughness map is roughness.
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float bumpMapAmt; // Presumably amount.
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ASSERT_EQ(mat->Get("$raw.3dsMax|main|bump_map_amt", aiTextureType_NONE, 0, bumpMapAmt), aiReturn_SUCCESS);
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EXPECT_EQ(bumpMapAmt, 0.75f);
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aiColor4D emitColor;
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ASSERT_EQ(mat->Get("$raw.3dsMax|main|emit_color", aiTextureType_NONE, 0, emitColor), aiReturn_SUCCESS);
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EXPECT_EQ(emitColor, aiColor4D(1, 1, 0, 1));
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}
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TEST_F(utFBXImporterExporter, importMaxPbrMaterialsSpecularGloss) {
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Assimp::Importer importer;
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const aiScene *scene = importer.ReadFile(ASSIMP_TEST_MODELS_DIR "/FBX/maxPbrMaterial_specGloss.fbx", aiProcess_ValidateDataStructure);
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ASSERT_NE(nullptr, scene);
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ASSERT_TRUE(scene->mRootNode);
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ASSERT_EQ(scene->mNumMaterials, 1u);
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const aiMaterial* mat = scene->mMaterials[0];
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aiString texture;
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ASSERT_EQ(mat->Get(AI_MATKEY_TEXTURE(aiTextureType_BASE_COLOR, 0), texture), AI_SUCCESS);
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EXPECT_EQ(texture, aiString("Textures\\albedo.png"));
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ASSERT_EQ(mat->Get(AI_MATKEY_TEXTURE(aiTextureType_SPECULAR, 0), texture), AI_SUCCESS);
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EXPECT_EQ(texture, aiString("Textures\\specular.png"));
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ASSERT_EQ(mat->Get(AI_MATKEY_TEXTURE(aiTextureType_EMISSION_COLOR, 0), texture), AI_SUCCESS);
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EXPECT_EQ(texture, aiString("Textures\\emission.png"));
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ASSERT_EQ(mat->Get(AI_MATKEY_TEXTURE(aiTextureType_NORMAL_CAMERA, 0), texture), AI_SUCCESS);
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EXPECT_EQ(texture, aiString("Textures\\normal.png"));
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ASSERT_EQ(mat->Get(AI_MATKEY_TEXTURE(aiTextureType_SHININESS, 0), texture), AI_SUCCESS);
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EXPECT_EQ(texture, aiString("Textures\\glossiness.png"));
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ASSERT_EQ(mat->Get(AI_MATKEY_TEXTURE(aiTextureType_AMBIENT_OCCLUSION, 0), texture), AI_SUCCESS);
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EXPECT_EQ(texture, aiString("Textures\\occlusion.png"));
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ASSERT_EQ(mat->Get(AI_MATKEY_TEXTURE(aiTextureType_OPACITY, 0), texture), AI_SUCCESS);
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EXPECT_EQ(texture, aiString("Textures\\opacity.png"));
|
|
|
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// The material contains values for standard properties (e.g. SpecularColor), where 3ds Max has presumably
|
|
// used formulas to map the Pbr values into the standard material model. However, the pbr values themselves
|
|
// are available in the material as untyped "raw" properties. We check that these are correctly parsed:
|
|
|
|
aiColor4D baseColor;
|
|
ASSERT_EQ(mat->Get("$raw.3dsMax|main|basecolor", aiTextureType_NONE, 0, baseColor), aiReturn_SUCCESS);
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|
EXPECT_EQ(baseColor, aiColor4D(0, 1, 1, 1));
|
|
|
|
aiColor4D specular;
|
|
ASSERT_EQ(mat->Get("$raw.3dsMax|main|Specular", aiTextureType_NONE, 0, specular), aiReturn_SUCCESS);
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|
EXPECT_EQ(specular, aiColor4D(1, 1, 0, 1));
|
|
|
|
float glossiness;
|
|
ASSERT_EQ(mat->Get("$raw.3dsMax|main|glossiness", aiTextureType_NONE, 0, glossiness), aiReturn_SUCCESS);
|
|
EXPECT_EQ(glossiness, 0.33f);
|
|
|
|
int useGlossiness;
|
|
ASSERT_EQ(mat->Get("$raw.3dsMax|main|useGlossiness", aiTextureType_NONE, 0, useGlossiness), aiReturn_SUCCESS);
|
|
EXPECT_EQ(useGlossiness, 1); // 1 = Glossiness map is glossiness, 2 = Glossiness map is roughness.
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|
|
|
float bumpMapAmt; // Presumably amount.
|
|
ASSERT_EQ(mat->Get("$raw.3dsMax|main|bump_map_amt", aiTextureType_NONE, 0, bumpMapAmt), aiReturn_SUCCESS);
|
|
EXPECT_EQ(bumpMapAmt, 0.66f);
|
|
|
|
aiColor4D emitColor;
|
|
ASSERT_EQ(mat->Get("$raw.3dsMax|main|emit_color", aiTextureType_NONE, 0, emitColor), aiReturn_SUCCESS);
|
|
EXPECT_EQ(emitColor, aiColor4D(1, 0, 1, 1));
|
|
}
|
|
|
|
TEST_F(utFBXImporterExporter, importSkeletonTest) {
|
|
Assimp::Importer importer;
|
|
const aiScene *scene = importer.ReadFile(ASSIMP_TEST_MODELS_DIR "/FBX/animation_with_skeleton.fbx", aiProcess_ValidateDataStructure);
|
|
ASSERT_NE(nullptr, scene);
|
|
ASSERT_TRUE(scene->mRootNode);
|
|
}
|