279 lines
11 KiB
C++
279 lines
11 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) 2006-2019, 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 "UnitTestPCH.h"
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#include "SceneDiffer.h"
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#include "AbstractImportExportBase.h"
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#include <assimp/Importer.hpp>
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#include <assimp/postprocess.h>
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#include <assimp/material.h>
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#include <assimp/scene.h>
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#include <assimp/types.h>
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using namespace Assimp;
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class utFBXImporterExporter : public AbstractImportExportBase {
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public:
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virtual bool importerTest() {
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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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const auto child0 = root->mChildren[0];
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ASSERT_TRUE(child0);
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ASSERT_STREQ(child0->mName.C_Str(), "RootNode001");
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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(), "RootNode001001");
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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(), "RootNode002");
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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(), "RootNode002001");
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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""001");
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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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"Cube1001_$AssimpFbx$_Translation",
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"Cube1001_$AssimpFbx$_RotationPivot",
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"Cube1001_$AssimpFbx$_RotationPivotInverse",
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"Cube1001_$AssimpFbx$_ScalingOffset",
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"Cube1001_$AssimpFbx$_ScalingPivot",
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"Cube1001_$AssimpFbx$_Scaling",
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"Cube1001_$AssimpFbx$_ScalingPivotInverse",
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"Cube1001"
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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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double factor(0.0);
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scene->mMetaData->Get("UnitScaleFactor", factor);
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EXPECT_DOUBLE_EQ(500.0, 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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