assimp/test/unit/utglTF2ImportExport.cpp

992 lines
45 KiB
C++

/*
---------------------------------------------------------------------------
Open Asset Import Library (assimp)
---------------------------------------------------------------------------
Copyright (c) 2006-2022, 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
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OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
---------------------------------------------------------------------------
*/
#include "AbstractImportExportBase.h"
#include "UnitTestPCH.h"
#include <assimp/commonMetaData.h>
#include <assimp/postprocess.h>
#include <assimp/config.h>
#include <assimp/scene.h>
#include <assimp/Exporter.hpp>
#include <assimp/Importer.hpp>
#include <assimp/LogStream.hpp>
#include <assimp/DefaultLogger.hpp>
#include <rapidjson/schema.h>
#include <array>
#include <assimp/material.h>
#include <assimp/GltfMaterial.h>
using namespace Assimp;
class utglTF2ImportExport : public AbstractImportExportBase {
public:
virtual bool importerMatTest(const char *file, bool spec, bool gloss, std::array<aiTextureMapMode, 2> exp_modes = { aiTextureMapMode_Wrap, aiTextureMapMode_Wrap }) {
Assimp::Importer importer;
const aiScene *scene = importer.ReadFile(file, 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];
// This Material should be a PBR
aiShadingMode shadingMode;
EXPECT_EQ(aiReturn_SUCCESS, material->Get(AI_MATKEY_SHADING_MODEL, shadingMode));
EXPECT_EQ(aiShadingMode_PBR_BRDF, shadingMode);
// Should import the texture as diffuse and as base color
aiString path;
std::array<aiTextureMapMode,2> modes;
EXPECT_EQ(aiReturn_SUCCESS, material->GetTexture(aiTextureType_DIFFUSE, 0, &path, nullptr, nullptr,
nullptr, nullptr, modes.data()));
EXPECT_STREQ(path.C_Str(), "CesiumLogoFlat.png");
EXPECT_EQ(exp_modes, modes);
// Also as Base Color
EXPECT_EQ(aiReturn_SUCCESS, material->GetTexture(aiTextureType_BASE_COLOR, 0, &path, nullptr, nullptr,
nullptr, nullptr, modes.data()));
EXPECT_STREQ(path.C_Str(), "CesiumLogoFlat.png");
EXPECT_EQ(exp_modes, modes);
// Should have a MetallicFactor (default is 1.0)
ai_real metal_factor = ai_real(0.5);
EXPECT_EQ(aiReturn_SUCCESS, material->Get(AI_MATKEY_METALLIC_FACTOR, metal_factor));
EXPECT_EQ(ai_real(0.0), metal_factor);
// And a roughness factor (default is 1.0)
ai_real roughness_factor = ai_real(0.5);
EXPECT_EQ(aiReturn_SUCCESS, material->Get(AI_MATKEY_ROUGHNESS_FACTOR, roughness_factor));
EXPECT_EQ(ai_real(1.0), roughness_factor);
aiColor3D spec_color = { 0, 0, 0 };
ai_real glossiness = ai_real(0.5);
if (spec) {
EXPECT_EQ(aiReturn_SUCCESS, material->Get(AI_MATKEY_COLOR_SPECULAR, spec_color));
constexpr ai_real spec_val(0.20000000298023225); // From the file
EXPECT_EQ(spec_val, spec_color.r);
EXPECT_EQ(spec_val, spec_color.g);
EXPECT_EQ(spec_val, spec_color.b);
} else {
EXPECT_EQ(aiReturn_FAILURE, material->Get(AI_MATKEY_COLOR_SPECULAR, spec_color));
}
if (gloss) {
EXPECT_EQ(aiReturn_SUCCESS, material->Get(AI_MATKEY_GLOSSINESS_FACTOR, glossiness));
EXPECT_EQ(ai_real(1.0), glossiness);
} else {
EXPECT_EQ(aiReturn_FAILURE, material->Get(AI_MATKEY_GLOSSINESS_FACTOR, glossiness));
}
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(importerMatTest(ASSIMP_TEST_MODELS_DIR "/glTF2/BoxTextured-glTF/BoxTextured.gltf", false, false, {aiTextureMapMode_Mirror, aiTextureMapMode_Clamp}));
}
TEST_F(utglTF2ImportExport, importBinaryglTF2FromFileTest) {
EXPECT_TRUE(binaryImporterTest());
}
TEST_F(utglTF2ImportExport, importglTF2_KHR_materials_pbrSpecularGlossiness) {
EXPECT_TRUE(importerMatTest(ASSIMP_TEST_MODELS_DIR "/glTF2/BoxTextured-glTF-pbrSpecularGlossiness/BoxTextured.gltf", true, true));
}
void VerifyClearCoatScene(const aiScene *scene) {
ASSERT_NE(nullptr, scene);
ASSERT_TRUE(scene->HasMaterials());
// Find a specific Clearcoat material and check the values
const aiString partial_coated("Partial_Coated");
bool found_partial_coat = false;
for (size_t i = 0; i < scene->mNumMaterials; ++i) {
const aiMaterial *material = scene->mMaterials[i];
ASSERT_NE(nullptr, material);
if (material->GetName() == partial_coated) {
found_partial_coat = true;
ai_real clearcoat_factor(0.0f);
EXPECT_EQ(aiReturn_SUCCESS, material->Get(AI_MATKEY_CLEARCOAT_FACTOR, clearcoat_factor));
EXPECT_EQ(ai_real(1.0f), clearcoat_factor);
ai_real clearcoat_rough_factor(0.0f);
EXPECT_EQ(aiReturn_SUCCESS, material->Get(AI_MATKEY_CLEARCOAT_ROUGHNESS_FACTOR, clearcoat_rough_factor));
EXPECT_EQ(ai_real(0.03f), clearcoat_rough_factor);
// Should import the texture as diffuse and as base color
aiString path;
std::array<aiTextureMapMode, 2> modes;
static const std::array<aiTextureMapMode, 2> exp_modes = { aiTextureMapMode_Wrap, aiTextureMapMode_Wrap };
EXPECT_EQ(aiReturn_SUCCESS, material->GetTexture(AI_MATKEY_CLEARCOAT_TEXTURE, &path, nullptr, nullptr,
nullptr, nullptr, modes.data()));
EXPECT_STREQ(path.C_Str(), "PartialCoating.png");
EXPECT_EQ(exp_modes, modes);
}
}
EXPECT_TRUE(found_partial_coat);
}
TEST_F(utglTF2ImportExport, importglTF2_KHR_materials_clearcoat) {
Assimp::Importer importer;
const aiScene *scene = importer.ReadFile(ASSIMP_TEST_MODELS_DIR "/glTF2/ClearCoat-glTF/ClearCoatTest.gltf", aiProcess_ValidateDataStructure);
VerifyClearCoatScene(scene);
}
#ifndef ASSIMP_BUILD_NO_EXPORT
TEST_F(utglTF2ImportExport, importglTF2AndExport_KHR_materials_clearcoat) {
{
Assimp::Importer importer;
Assimp::Exporter exporter;
const aiScene* scene = importer.ReadFile(ASSIMP_TEST_MODELS_DIR "/glTF2/ClearCoat-glTF/ClearCoatTest.gltf", aiProcess_ValidateDataStructure);
ASSERT_NE(nullptr, scene);
// Export
EXPECT_EQ(aiReturn_SUCCESS, exporter.Export(scene, "glb2", ASSIMP_TEST_MODELS_DIR "/glTF2/ClearCoat-glTF/ClearCoatTest_out.glb"));
}
// And re-import
Assimp::Importer importer;
const aiScene *scene = importer.ReadFile(ASSIMP_TEST_MODELS_DIR "/glTF2/ClearCoat-glTF/ClearCoatTest_out.glb", aiProcess_ValidateDataStructure);
VerifyClearCoatScene(scene);
}
TEST_F(utglTF2ImportExport, importglTF2AndExport_KHR_materials_pbrSpecularGlossiness) {
Assimp::Importer importer;
Assimp::Exporter exporter;
const aiScene *scene = importer.ReadFile(ASSIMP_TEST_MODELS_DIR "/glTF2/BoxTextured-glTF-pbrSpecularGlossiness/BoxTextured.gltf",
aiProcess_ValidateDataStructure);
EXPECT_NE(nullptr, scene);
// Export with specular glossiness disabled
EXPECT_EQ(aiReturn_SUCCESS, exporter.Export(scene, "glb2", ASSIMP_TEST_MODELS_DIR "/glTF2/BoxTextured-glTF-pbrSpecularGlossiness/BoxTextured_out.glb"));
// And re-import
EXPECT_TRUE(importerMatTest(ASSIMP_TEST_MODELS_DIR "/glTF2/BoxTextured-glTF-pbrSpecularGlossiness/BoxTextured_out.glb", true, false));
// Export with specular glossiness enabled
ExportProperties props;
props.SetPropertyBool(AI_CONFIG_USE_GLTF_PBR_SPECULAR_GLOSSINESS, true);
EXPECT_EQ(aiReturn_SUCCESS, exporter.Export(scene, "glb2", ASSIMP_TEST_MODELS_DIR "/glTF2/BoxTextured-glTF-pbrSpecularGlossiness/BoxTextured_out.glb", 0, &props));
// And re-import
EXPECT_TRUE(importerMatTest(ASSIMP_TEST_MODELS_DIR "/glTF2/BoxTextured-glTF-pbrSpecularGlossiness/BoxTextured_out.glb", true, true));
}
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<unsigned int, 5> 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<unsigned int, 3> 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<unsigned int, 3> 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<unsigned int, 3> 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<unsigned int, 3> 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<unsigned int, 3> 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<unsigned int, 3> 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<unsigned int, 5> 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].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<unsigned int, 5> l1 = { { 0, 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].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<unsigned int, 5> 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].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<unsigned int, 3> 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<unsigned int, 3> 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, 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<unsigned int, 3> 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<unsigned int, 3> 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]);
}
}
std::vector<char> ReadFile(const char *name) {
std::vector<char> 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);
}
bool checkSkinnedScene(const aiScene *scene){
float eps = 0.001;
bool result = true;
EXPECT_EQ(scene->mNumMeshes, 1u);
EXPECT_EQ(scene->mMeshes[0]->mNumBones, 10u);
EXPECT_EQ(scene->mMeshes[0]->mNumVertices, 4u);
EXPECT_LT(abs(scene->mMeshes[0]->mVertices[0].x - -1), eps);
EXPECT_LT(abs(scene->mMeshes[0]->mVertices[0].y - -1), eps);
EXPECT_LT(abs(scene->mMeshes[0]->mVertices[0].z - 0), eps);
EXPECT_LT(abs(scene->mMeshes[0]->mVertices[1].x - 1), eps);
EXPECT_LT(abs(scene->mMeshes[0]->mVertices[1].y - -1), eps);
EXPECT_LT(abs(scene->mMeshes[0]->mVertices[1].z - 0), eps);
EXPECT_LT(abs(scene->mMeshes[0]->mVertices[2].x - 1), eps);
EXPECT_LT(abs(scene->mMeshes[0]->mVertices[2].y - 1), eps);
EXPECT_LT(abs(scene->mMeshes[0]->mVertices[2].z - 0), eps);
EXPECT_LT(abs(scene->mMeshes[0]->mVertices[3].x - -1), eps);
EXPECT_LT(abs(scene->mMeshes[0]->mVertices[3].y - 1), eps);
EXPECT_LT(abs(scene->mMeshes[0]->mVertices[3].z - 0), eps);
uint numWeights[] = {4u, 4u, 4u, 4u, 2u , 1u, 1u, 2u, 1u, 1u};
float weights[10][4] = {{0.207, 0.291, 0.057, 0.303},
{0.113, 0.243, 0.499, 0.251},
{0.005, 0.010, 0.041, 0.093},
{0.090, 0.234, 0.404, 0.243},
{0.090, 0.222, 0.000, 0.000},
{0.216, 0.000, 0.000, 0.000},
{0.058, 0.000, 0.000, 0.000},
{0.086, 0.000, 0.000, 0.111},
{0.088, 0.000, 0.000, 0.000},
{0.049, 0.000, 0.000, 0.000}};
for (size_t boneIndex = 0; boneIndex < 10u; ++boneIndex) {
EXPECT_EQ(scene->mMeshes[0]->mBones[boneIndex]->mNumWeights, numWeights[boneIndex]);
std::map<uint, float> map;
for (size_t jointIndex = 0; jointIndex < scene->mMeshes[0]->mBones[boneIndex]->mNumWeights; ++jointIndex){
auto key = scene->mMeshes[0]->mBones[boneIndex]->mWeights[jointIndex].mVertexId;
auto weight = scene->mMeshes[0]->mBones[boneIndex]->mWeights[jointIndex].mWeight;
map[key] = weight;
}
for (size_t jointIndex = 0; jointIndex < scene->mMeshes[0]->mBones[boneIndex]->mNumWeights; ++jointIndex) {
auto weight = map[jointIndex];
EXPECT_LT(abs(ai_real(weight) - ai_real(weights[boneIndex][jointIndex])), 0.002);
}
}
return result;
}
void checkSkinnedSceneLimited(const aiScene *scene){
float eps = 0.001;
EXPECT_EQ(scene->mNumMeshes, 1u);
EXPECT_EQ(scene->mMeshes[0]->mNumBones, 10u);
EXPECT_EQ(scene->mMeshes[0]->mNumVertices, 4u);
EXPECT_LT(abs(scene->mMeshes[0]->mVertices[0].x - -1), eps);
EXPECT_LT(abs(scene->mMeshes[0]->mVertices[0].y - -1), eps);
EXPECT_LT(abs(scene->mMeshes[0]->mVertices[0].z - 0), eps);
EXPECT_LT(abs(scene->mMeshes[0]->mVertices[1].x - 1), eps);
EXPECT_LT(abs(scene->mMeshes[0]->mVertices[1].y - -1), eps);
EXPECT_LT(abs(scene->mMeshes[0]->mVertices[1].z - 0), eps);
EXPECT_LT(abs(scene->mMeshes[0]->mVertices[2].x - 1), eps);
EXPECT_LT(abs(scene->mMeshes[0]->mVertices[2].y - 1), eps);
EXPECT_LT(abs(scene->mMeshes[0]->mVertices[2].z - 0), eps);
EXPECT_LT(abs(scene->mMeshes[0]->mVertices[3].x - -1), eps);
EXPECT_LT(abs(scene->mMeshes[0]->mVertices[3].y - 1), eps);
EXPECT_LT(abs(scene->mMeshes[0]->mVertices[3].z - 0), eps);
uint numWeights[] = {4u, 4u, 1u, 4u, 1u , 1u, 1u, 1u, 1u, 1u};
float weights[10][4] = {{0.207, 0.291, 0.057, 0.303},
{0.113, 0.243, 0.499, 0.251},
{0.000, 0.000, 0.041, 0.000},
{0.090, 0.234, 0.404, 0.243},
{0.000, 0.222, 0.000, 0.000},
{0.216, 0.000, 0.000, 0.000},
{0.000, 0.000, 0.000, 0.000},
{0.000, 0.000, 0.000, 0.111},
{0.000, 0.000, 0.000, 0.000},
{0.000, 0.000, 0.000, 0.000}};
for (size_t boneIndex = 0; boneIndex < 10u; ++boneIndex) {
EXPECT_EQ(scene->mMeshes[0]->mBones[boneIndex]->mNumWeights, numWeights[boneIndex]);
std::map<uint, float> map;
for (size_t jointIndex = 0; jointIndex < scene->mMeshes[0]->mBones[boneIndex]->mNumWeights; ++jointIndex){
auto key = scene->mMeshes[0]->mBones[boneIndex]->mWeights[jointIndex].mVertexId;
auto weight = scene->mMeshes[0]->mBones[boneIndex]->mWeights[jointIndex].mWeight;
map[key] = weight;
}
for (size_t jointIndex = 0; jointIndex < scene->mMeshes[0]->mBones[boneIndex]->mNumWeights; ++jointIndex) {
auto weight = map[jointIndex];
EXPECT_LT(std::abs(ai_real(weight) - ai_real(weights[boneIndex][jointIndex])), 0.002);
}
}
}
TEST_F(utglTF2ImportExport, bug_import_simple_skin2) {
Assimp::Importer importer;
Assimp::Exporter exporter;
const aiScene *scene = importer.ReadFile(
ASSIMP_TEST_MODELS_DIR "/glTF2/simple_skin/quad_skin.glb",
aiProcess_ValidateDataStructure);
checkSkinnedScene(scene);
ASSERT_EQ(aiReturn_SUCCESS, exporter.Export(scene, "glb2",
ASSIMP_TEST_MODELS_DIR "/glTF2/simple_skin/quad_four_out.glb"));
ASSERT_EQ(aiReturn_SUCCESS, exporter.Export(scene, "gltf2",
ASSIMP_TEST_MODELS_DIR "/glTF2/simple_skin/quad_four_out.gltf"));
// enable more than four bones per vertex
Assimp::ExportProperties properties = Assimp::ExportProperties();
properties.SetPropertyBool(
AI_CONFIG_EXPORT_GLTF_UNLIMITED_SKINNING_BONES_PER_VERTEX, true);
ASSERT_EQ(aiReturn_SUCCESS, exporter.Export(scene, "glb2",
ASSIMP_TEST_MODELS_DIR "/glTF2/simple_skin/quad_all_out.glb", 0u, &properties));
ASSERT_EQ(aiReturn_SUCCESS, exporter.Export(scene, "gltf2",
ASSIMP_TEST_MODELS_DIR "/glTF2/simple_skin/quad_all_out.gltf", 0u, &properties));
// check skinning data of both exported files for limited number bones per vertex
const aiScene *limitedSceneImported = importer.ReadFile(
ASSIMP_TEST_MODELS_DIR "/glTF2/simple_skin/quad_four_out.gltf",
aiProcess_ValidateDataStructure);
checkSkinnedSceneLimited(limitedSceneImported);
limitedSceneImported = importer.ReadFile(
ASSIMP_TEST_MODELS_DIR "/glTF2/simple_skin/quad_four_out.glb",
aiProcess_ValidateDataStructure);
checkSkinnedSceneLimited(limitedSceneImported);
// check skinning data of both exported files for unlimited number bones per vertex
const aiScene *sceneImported = importer.ReadFile(
ASSIMP_TEST_MODELS_DIR "/glTF2/simple_skin/quad_all_out.gltf",
aiProcess_ValidateDataStructure);
checkSkinnedScene(sceneImported);
sceneImported = importer.ReadFile(
ASSIMP_TEST_MODELS_DIR "/glTF2/simple_skin/quad_all_out.glb",
aiProcess_ValidateDataStructure);
checkSkinnedScene(sceneImported);
}
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) < ai_epsilon);
}
}
#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;
unsigned int uvIndex = 255;
aiTextureMapMode modes[2];
EXPECT_EQ(aiReturn_SUCCESS, material->GetTexture(AI_MATKEY_BASE_COLOR_TEXTURE, &path, nullptr, &uvIndex, nullptr, nullptr, modes));
EXPECT_STREQ(path.C_Str(), "texture.png");
EXPECT_EQ(uvIndex, 0u);
uvIndex = 255;
EXPECT_EQ(aiReturn_SUCCESS, material->GetTexture(AI_MATKEY_GLTF_PBRMETALLICROUGHNESS_METALLICROUGHNESS_TEXTURE, &path, nullptr, &uvIndex, nullptr, nullptr, modes));
EXPECT_STREQ(path.C_Str(), "texture.png");
EXPECT_EQ(uvIndex, 1u);
}
#ifndef ASSIMP_BUILD_NO_EXPORT
TEST_F(utglTF2ImportExport, texcoords_export) {
{
Assimp::Importer importer;
Assimp::Exporter exporter;
const aiScene *scene = importer.ReadFile(ASSIMP_TEST_MODELS_DIR "/glTF2/BoxTexcoords-glTF/boxTexcoords.gltf", aiProcess_ValidateDataStructure);
ASSERT_NE(scene, nullptr);
ASSERT_EQ(aiReturn_SUCCESS, exporter.Export(scene, "glb2", ASSIMP_TEST_MODELS_DIR "/glTF2/BoxTexcoords-glTF/boxTexcoords.gltf_out.glb"));
}
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;
unsigned int uvIndex = 255;
aiTextureMapMode modes[2];
EXPECT_EQ(aiReturn_SUCCESS, material->GetTexture(AI_MATKEY_BASE_COLOR_TEXTURE, &path, nullptr, &uvIndex, nullptr, nullptr, modes));
EXPECT_STREQ(path.C_Str(), "texture.png");
EXPECT_EQ(uvIndex, 0u);
uvIndex = 255;
EXPECT_EQ(aiReturn_SUCCESS, material->GetTexture(AI_MATKEY_GLTF_PBRMETALLICROUGHNESS_METALLICROUGHNESS_TEXTURE, &path, nullptr, &uvIndex, nullptr, nullptr, modes));
EXPECT_STREQ(path.C_Str(), "texture.png");
EXPECT_EQ(uvIndex, 1u);
}
#endif // ASSIMP_BUILD_NO_EXPORT
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);
}
// Shall not crash!
TEST_F(utglTF2ImportExport, norootnode_issue_3269) {
Assimp::Importer importer;
const aiScene *scene = importer.ReadFile(ASSIMP_TEST_MODELS_DIR "/glTF2/issue_3269/texcoord_crash.gltf", aiProcess_ValidateDataStructure);
ASSERT_EQ(scene, nullptr);
}
TEST_F(utglTF2ImportExport, indexOutOfRange) {
// The contents of an asset should not lead to an assert.
Assimp::Importer importer;
struct LogObserver : Assimp::LogStream {
bool m_observedWarning = false;
void write(const char *message) override {
m_observedWarning = m_observedWarning || std::strstr(message, "faces were dropped");
}
};
LogObserver logObserver;
DefaultLogger::get()->attachStream(&logObserver);
const aiScene *scene = importer.ReadFile(ASSIMP_TEST_MODELS_DIR "/glTF2/IndexOutOfRange/IndexOutOfRange.gltf", aiProcess_ValidateDataStructure);
ASSERT_NE(scene, nullptr);
ASSERT_NE(scene->mRootNode, nullptr);
ASSERT_EQ(scene->mNumMeshes, 1u);
EXPECT_EQ(scene->mMeshes[0]->mNumFaces, 11u);
DefaultLogger::get()->detachStream(&logObserver);
EXPECT_TRUE(logObserver.m_observedWarning);
}
TEST_F(utglTF2ImportExport, allIndicesOutOfRange) {
// The contents of an asset should not lead to an assert.
Assimp::Importer importer;
const aiScene *scene = importer.ReadFile(ASSIMP_TEST_MODELS_DIR "/glTF2/IndexOutOfRange/AllIndicesOutOfRange.gltf", aiProcess_ValidateDataStructure);
ASSERT_EQ(scene, nullptr);
std::string error = importer.GetErrorString();
ASSERT_NE(error.find("Mesh \"Mesh\" has no faces"), std::string::npos);
}
/////////////////////////////////
// Draco decoding
TEST_F(utglTF2ImportExport, import_dracoEncoded) {
Assimp::Importer importer;
const aiScene *scene = importer.ReadFile(ASSIMP_TEST_MODELS_DIR "/glTF2/draco/2CylinderEngine.gltf",
aiProcess_ValidateDataStructure);
#ifndef ASSIMP_ENABLE_DRACO
// No draco support, scene should not load
ASSERT_EQ(scene, nullptr);
#else
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);
}
#endif
}
TEST_F(utglTF2ImportExport, wrongTypes) {
// Deliberately broken version of the BoxTextured.gltf asset.
using tup_T = std::tuple<std::string, std::string, std::string, std::string>;
std::vector<tup_T> wrongTypes = {
#ifdef __cpp_lib_constexpr_tuple
#define TUPLE(x, y, z, w) {x, y, z, w}
#else
#define TUPLE(x, y, z, w) tup_T(x, y, z, w)
#endif
TUPLE("/glTF2/wrongTypes/badArray.gltf", "array", "primitives", "meshes[0]"),
TUPLE("/glTF2/wrongTypes/badString.gltf", "string", "name", "scenes[0]"),
TUPLE("/glTF2/wrongTypes/badUint.gltf", "uint", "index", "materials[0]"),
TUPLE("/glTF2/wrongTypes/badNumber.gltf", "number", "scale", "materials[0]"),
TUPLE("/glTF2/wrongTypes/badObject.gltf", "object", "pbrMetallicRoughness", "materials[0]"),
TUPLE("/glTF2/wrongTypes/badExtension.gltf", "object", "KHR_texture_transform", "materials[0]")
#undef TUPLE
};
for (const auto& tuple : wrongTypes)
{
const auto& file = std::get<0>(tuple);
const auto& type = std::get<1>(tuple);
const auto& member = std::get<2>(tuple);
const auto& context = std::get<3>(tuple);
Assimp::Importer importer;
const aiScene *scene = importer.ReadFile(ASSIMP_TEST_MODELS_DIR + file , aiProcess_ValidateDataStructure);
ASSERT_EQ(scene, nullptr);
const std::string error = importer.GetErrorString();
EXPECT_FALSE(error.empty());
EXPECT_NE(error.find(member + "\" was not of type \"" + type + "\" when reading " + context), std::string::npos);
}
}
namespace {
/// This class provides a fake schema to the GLTF importer.
/// It just checks that the file has a top-level "scene" property which is an integer.
class FakeSchemaProvider : public rapidjson::IRemoteSchemaDocumentProvider
{
public:
FakeSchemaProvider(const char* schemaName) :
m_schemaName(schemaName)
{
rapidjson::Document schemaDoc;
schemaDoc.Parse(R"==({"properties":{"scene" : { "type" : "integer" }}, "required": [ "scene" ]})==");
EXPECT_FALSE(schemaDoc.HasParseError());
m_schema.reset(new rapidjson::SchemaDocument(schemaDoc, m_schemaName.c_str(), static_cast<rapidjson::SizeType>(m_schemaName.size()), this));
}
const rapidjson::SchemaDocument* GetRemoteDocument(const char* uri, rapidjson::SizeType) override {
if (m_schemaName == uri) {
return m_schema.get();
}
return nullptr;
}
private:
std::string m_schemaName;
std::unique_ptr<const rapidjson::SchemaDocument> m_schema;
};
}
TEST_F(utglTF2ImportExport, schemaCheckPass) {
FakeSchemaProvider schemaProvider("glTF.schema.json");
Assimp::Importer importer;
importer.SetPropertyPointer(AI_CONFIG_IMPORT_SCHEMA_DOCUMENT_PROVIDER, &schemaProvider);
const aiScene *scene = importer.ReadFile(ASSIMP_TEST_MODELS_DIR "/glTF2/BoxTextured-glTF/BoxTextured.gltf", aiProcess_ValidateDataStructure);
EXPECT_NE(scene, nullptr);
EXPECT_STREQ(importer.GetErrorString(), "");
}
TEST_F(utglTF2ImportExport, schemaCheckFail) {
FakeSchemaProvider schemaProvider("glTF.schema.json");
Assimp::Importer importer;
importer.SetPropertyPointer(AI_CONFIG_IMPORT_SCHEMA_DOCUMENT_PROVIDER, &schemaProvider);
const aiScene *scene = importer.ReadFile(ASSIMP_TEST_MODELS_DIR "/glTF2/SchemaFailures/sceneWrongType.gltf", aiProcess_ValidateDataStructure);
EXPECT_EQ(scene, nullptr);
const std::string errorString = importer.GetErrorString();
EXPECT_NE(errorString.find("The JSON document did not satisfy the glTF2 schema"), std::string::npos);
}
TEST_F(utglTF2ImportExport, noSchemaFound) {
// More than one importer might make use the provider, but not all schemas might be present.
// Check that the glTF importer handles the case when an non-null provider returns null when asked for schemas.
FakeSchemaProvider schemaProvider("missingSchema.json");
Assimp::Importer importer;
importer.SetPropertyPointer(AI_CONFIG_IMPORT_SCHEMA_DOCUMENT_PROVIDER, &schemaProvider);
const aiScene *scene = importer.ReadFile(ASSIMP_TEST_MODELS_DIR "/glTF2/BoxTextured-glTF/BoxTextured.gltf", aiProcess_ValidateDataStructure);
EXPECT_NE(scene, nullptr);
EXPECT_STREQ(importer.GetErrorString(), "");
}