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Adapt file for skeleton unittest

Kim Kulling 3 years ago
parent
commit
e284fe67b8
1 changed files with 7 additions and 0 deletions
  1. 7 0
      test/unit/utFBXImporterExporter.cpp

+ 7 - 0
test/unit/utFBXImporterExporter.cpp

@@ -423,3 +423,10 @@ TEST_F(utFBXImporterExporter, importMaxPbrMaterialsSpecularGloss) {
     ASSERT_EQ(mat->Get("$raw.3dsMax|main|emit_color", aiTextureType_NONE, 0, emitColor), aiReturn_SUCCESS);
     ASSERT_EQ(mat->Get("$raw.3dsMax|main|emit_color", aiTextureType_NONE, 0, emitColor), aiReturn_SUCCESS);
     EXPECT_EQ(emitColor, aiColor4D(1, 0, 1, 1));
     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);
+}