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- /*
- ---------------------------------------------------------------------------
- Open Asset Import Library (assimp)
- ---------------------------------------------------------------------------
- Copyright (c) 2006-2025, assimp team
- All rights reserved.
- Redistribution and use of this software in source and binary forms,
- with or without modification, are permitted provided that the following
- conditions are met:
- * Redistributions of source code must retain the above
- copyright notice, this list of conditions and the
- following disclaimer.
- * Redistributions in binary form must reproduce the above
- copyright notice, this list of conditions and the
- following disclaimer in the documentation and/or other
- materials provided with the distribution.
- * Neither the name of the assimp team, nor the names of its
- contributors may be used to endorse or promote products
- derived from this software without specific prior
- written permission of the assimp team.
- THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
- "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
- LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
- A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
- OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
- SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
- LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
- DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
- THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
- (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
- OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
- ---------------------------------------------------------------------------
- */
- #include "AbstractImportExportBase.h"
- #include "UnitTestPCH.h"
- #include <assimp/commonMetaData.h>
- #include <assimp/material.h>
- #include <assimp/postprocess.h>
- #include <assimp/scene.h>
- #include <assimp/types.h>
- #include <assimp/Importer.hpp>
- using namespace Assimp;
- class utFBXImporterExporter : public AbstractImportExportBase {
- public:
- bool importerTest() override {
- Assimp::Importer importer;
- const aiScene *scene = importer.ReadFile(ASSIMP_TEST_MODELS_DIR "/FBX/spider.fbx", aiProcess_ValidateDataStructure);
- return nullptr != scene;
- }
- };
- TEST_F(utFBXImporterExporter, importXFromFileTest) {
- EXPECT_TRUE(importerTest());
- }
- TEST_F(utFBXImporterExporter, importBareBoxWithoutColorsAndTextureCoords) {
- Assimp::Importer importer;
- const aiScene *scene = importer.ReadFile(ASSIMP_TEST_MODELS_DIR "/FBX/box.fbx", aiProcess_ValidateDataStructure);
- EXPECT_NE(nullptr, scene);
- EXPECT_EQ(scene->mNumMeshes, 1u);
- aiMesh *mesh = scene->mMeshes[0];
- EXPECT_EQ(mesh->mNumFaces, 12u);
- EXPECT_EQ(mesh->mNumVertices, 36u);
- }
- TEST_F(utFBXImporterExporter, importCubesWithNoNames) {
- Assimp::Importer importer;
- const aiScene *scene = importer.ReadFile(ASSIMP_TEST_MODELS_DIR "/FBX/cubes_nonames.fbx", aiProcess_ValidateDataStructure);
- ASSERT_TRUE(scene);
- ASSERT_TRUE(scene->mRootNode);
- const auto root = scene->mRootNode;
- ASSERT_STREQ(root->mName.C_Str(), "RootNode");
- ASSERT_TRUE(root->mChildren);
- ASSERT_EQ(root->mNumChildren, 2u);
- }
- TEST_F(utFBXImporterExporter, importCubesWithUnicodeDuplicatedNames) {
- Assimp::Importer importer;
- const aiScene *scene = importer.ReadFile(ASSIMP_TEST_MODELS_DIR "/FBX/cubes_with_names.fbx", aiProcess_ValidateDataStructure);
- ASSERT_TRUE(scene);
- ASSERT_TRUE(scene->mRootNode);
- const auto root = scene->mRootNode;
- ASSERT_STREQ(root->mName.C_Str(), "RootNode");
- ASSERT_TRUE(root->mChildren);
- ASSERT_EQ(root->mNumChildren, 2u);
- const auto child0 = root->mChildren[0];
- ASSERT_TRUE(child0);
- ASSERT_STREQ(child0->mName.C_Str(), "Cube2");
- ASSERT_TRUE(child0->mChildren);
- ASSERT_EQ(child0->mNumChildren, 1u);
- const auto child00 = child0->mChildren[0];
- ASSERT_TRUE(child00);
- ASSERT_STREQ(child00->mName.C_Str(), "\xd0\x9a\xd1\x83\xd0\xb1\x31");
- const auto child1 = root->mChildren[1];
- ASSERT_TRUE(child1);
- ASSERT_STREQ(child1->mName.C_Str(), "Cube3");
- ASSERT_TRUE(child1->mChildren);
- ASSERT_EQ(child1->mNumChildren, 1u);
- const auto child10 = child1->mChildren[0];
- ASSERT_TRUE(child10);
- ASSERT_STREQ(child10->mName.C_Str(), "\xd0\x9a\xd1\x83\xd0\xb1\x31");
- }
- TEST_F(utFBXImporterExporter, importCubesComplexTransform) {
- Assimp::Importer importer;
- const aiScene *scene = importer.ReadFile(ASSIMP_TEST_MODELS_DIR "/FBX/cubes_with_mirroring_and_pivot.fbx", aiProcess_ValidateDataStructure);
- ASSERT_TRUE(scene);
- ASSERT_TRUE(scene->mRootNode);
- const auto root = scene->mRootNode;
- ASSERT_STREQ(root->mName.C_Str(), "RootNode");
- ASSERT_TRUE(root->mChildren);
- ASSERT_EQ(root->mNumChildren, 2u);
- const auto child0 = root->mChildren[0];
- ASSERT_TRUE(child0);
- ASSERT_STREQ(child0->mName.C_Str(), "Cube2");
- ASSERT_TRUE(child0->mChildren);
- ASSERT_EQ(child0->mNumChildren, 1u);
- const auto child00 = child0->mChildren[0];
- ASSERT_TRUE(child00);
- ASSERT_STREQ(child00->mName.C_Str(), "Cube1");
- const auto child1 = root->mChildren[1];
- ASSERT_TRUE(child1);
- ASSERT_STREQ(child1->mName.C_Str(), "Cube3");
- auto parent = child1;
- const size_t chain_length = 8u;
- const char *chainStr[chain_length] = {
- "Cube1_$AssimpFbx$_Translation",
- "Cube1_$AssimpFbx$_RotationPivot",
- "Cube1_$AssimpFbx$_RotationPivotInverse",
- "Cube1_$AssimpFbx$_ScalingOffset",
- "Cube1_$AssimpFbx$_ScalingPivot",
- "Cube1_$AssimpFbx$_Scaling",
- "Cube1_$AssimpFbx$_ScalingPivotInverse",
- "Cube1"
- };
- for (size_t i = 0; i < chain_length; ++i) {
- ASSERT_TRUE(parent->mChildren);
- ASSERT_EQ(parent->mNumChildren, 1u);
- auto node = parent->mChildren[0];
- ASSERT_TRUE(node);
- ASSERT_STREQ(node->mName.C_Str(), chainStr[i]);
- parent = node;
- }
- ASSERT_EQ(0u, parent->mNumChildren) << "Leaf node";
- }
- TEST_F(utFBXImporterExporter, importCloseToIdentityTransforms) {
- Assimp::Importer importer;
- // This was asserting in FBXConverter.cpp because the transforms appeared to be the identity by one test, but not by another.
- // This asset should now load successfully.
- const aiScene *scene = importer.ReadFile(ASSIMP_TEST_MODELS_DIR "/FBX/close_to_identity_transforms.fbx", aiProcess_ValidateDataStructure);
- ASSERT_TRUE(scene);
- }
- TEST_F(utFBXImporterExporter, importPhongMaterial) {
- Assimp::Importer importer;
- const aiScene *scene = importer.ReadFile(ASSIMP_TEST_MODELS_DIR "/FBX/phong_cube.fbx", aiProcess_ValidateDataStructure);
- EXPECT_NE(nullptr, scene);
- EXPECT_EQ(1u, scene->mNumMaterials);
- const aiMaterial *mat = scene->mMaterials[0];
- EXPECT_NE(nullptr, mat);
- float f;
- aiColor3D c;
- // phong_cube.fbx has all properties defined
- EXPECT_EQ(mat->Get(AI_MATKEY_COLOR_DIFFUSE, c), aiReturn_SUCCESS);
- EXPECT_EQ(c, aiColor3D(0.5, 0.25, 0.25));
- EXPECT_EQ(mat->Get(AI_MATKEY_COLOR_SPECULAR, c), aiReturn_SUCCESS);
- EXPECT_EQ(c, aiColor3D(0.25, 0.25, 0.5));
- EXPECT_EQ(mat->Get(AI_MATKEY_SHININESS_STRENGTH, f), aiReturn_SUCCESS);
- EXPECT_EQ(f, 0.5f);
- EXPECT_EQ(mat->Get(AI_MATKEY_SHININESS, f), aiReturn_SUCCESS);
- EXPECT_EQ(f, 10.0f);
- EXPECT_EQ(mat->Get(AI_MATKEY_COLOR_AMBIENT, c), aiReturn_SUCCESS);
- EXPECT_EQ(c, aiColor3D(0.125, 0.25, 0.25));
- EXPECT_EQ(mat->Get(AI_MATKEY_COLOR_EMISSIVE, c), aiReturn_SUCCESS);
- EXPECT_EQ(c, aiColor3D(0.25, 0.125, 0.25));
- EXPECT_EQ(mat->Get(AI_MATKEY_COLOR_TRANSPARENT, c), aiReturn_SUCCESS);
- EXPECT_EQ(c, aiColor3D(0.75, 0.5, 0.25));
- EXPECT_EQ(mat->Get(AI_MATKEY_OPACITY, f), aiReturn_SUCCESS);
- EXPECT_EQ(f, 0.5f);
- }
- TEST_F(utFBXImporterExporter, importUnitScaleFactor) {
- Assimp::Importer importer;
- const aiScene *scene = importer.ReadFile(ASSIMP_TEST_MODELS_DIR "/FBX/global_settings.fbx", aiProcess_ValidateDataStructure);
- EXPECT_NE(nullptr, scene);
- EXPECT_NE(nullptr, scene->mMetaData);
- float factor(0.0f);
- scene->mMetaData->Get("UnitScaleFactor", factor);
- EXPECT_EQ(500.0f, factor);
- scene->mMetaData->Set("UnitScaleFactor", factor * 2.0f);
- scene->mMetaData->Get("UnitScaleFactor", factor);
- EXPECT_EQ(1000.0f, factor);
- }
- TEST_F(utFBXImporterExporter, importEmbeddedAsciiTest) {
- // see https://github.com/assimp/assimp/issues/1957
- Assimp::Importer importer;
- const aiScene *scene = importer.ReadFile(ASSIMP_TEST_MODELS_DIR "/FBX/embedded_ascii/box.FBX", aiProcess_ValidateDataStructure);
- EXPECT_NE(nullptr, scene);
- EXPECT_EQ(1u, scene->mNumMaterials);
- aiMaterial *mat = scene->mMaterials[0];
- ASSERT_NE(nullptr, mat);
- aiString path;
- aiTextureMapMode modes[2];
- EXPECT_EQ(aiReturn_SUCCESS, mat->GetTexture(aiTextureType_DIFFUSE, 0, &path, nullptr, nullptr, nullptr, nullptr, modes));
- ASSERT_STREQ(path.C_Str(), "..\\..\\..\\Desktop\\uv_test.png");
- ASSERT_EQ(1u, scene->mNumTextures);
- ASSERT_TRUE(scene->mTextures[0]->pcData);
- ASSERT_EQ(439176u, scene->mTextures[0]->mWidth) << "FBX ASCII base64 compression splits data by 512Kb, it should be two parts for this texture";
- }
- TEST_F(utFBXImporterExporter, importEmbeddedFragmentedAsciiTest) {
- // see https://github.com/assimp/assimp/issues/1957
- Assimp::Importer importer;
- const aiScene *scene = importer.ReadFile(ASSIMP_TEST_MODELS_DIR "/FBX/embedded_ascii/box_embedded_texture_fragmented.fbx", aiProcess_ValidateDataStructure);
- EXPECT_NE(nullptr, scene);
- EXPECT_EQ(1u, scene->mNumMaterials);
- aiMaterial *mat = scene->mMaterials[0];
- ASSERT_NE(nullptr, mat);
- aiString path;
- aiTextureMapMode modes[2];
- ASSERT_EQ(aiReturn_SUCCESS, mat->GetTexture(aiTextureType_DIFFUSE, 0, &path, nullptr, nullptr, nullptr, nullptr, modes));
- ASSERT_STREQ(path.C_Str(), "paper.png");
- ASSERT_EQ(1u, scene->mNumTextures);
- ASSERT_TRUE(scene->mTextures[0]->pcData);
- ASSERT_EQ(968029u, scene->mTextures[0]->mWidth) << "FBX ASCII base64 compression splits data by 512Kb, it should be two parts for this texture";
- }
- TEST_F(utFBXImporterExporter, fbxTokenizeTestTest) {
- //Assimp::Importer importer;
- //const aiScene* scene = importer.ReadFile(ASSIMP_TEST_MODELS_DIR "/FBX/transparentTest2.fbx", aiProcess_ValidateDataStructure);
- //EXPECT_NE(nullptr, scene);
- }
- TEST_F(utFBXImporterExporter, importOrphantEmbeddedTextureTest) {
- // see https://github.com/assimp/assimp/issues/1957
- Assimp::Importer importer;
- const aiScene *scene = importer.ReadFile(ASSIMP_TEST_MODELS_DIR "/FBX/box_orphant_embedded_texture.fbx", aiProcess_ValidateDataStructure);
- EXPECT_NE(nullptr, scene);
- EXPECT_EQ(1u, scene->mNumMaterials);
- aiMaterial *mat = scene->mMaterials[0];
- ASSERT_NE(nullptr, mat);
- aiString path;
- aiTextureMapMode modes[2];
- ASSERT_EQ(aiReturn_SUCCESS, mat->GetTexture(aiTextureType_DIFFUSE, 0, &path, nullptr, nullptr, nullptr, nullptr, modes));
- ASSERT_STREQ(path.C_Str(), "..\\Primitives\\GridGrey.tga");
- ASSERT_EQ(1u, scene->mNumTextures);
- ASSERT_TRUE(scene->mTextures[0]->pcData);
- ASSERT_EQ(9026u, scene->mTextures[0]->mWidth) << "FBX ASCII base64 compression used for a texture.";
- }
- TEST_F(utFBXImporterExporter, sceneMetadata) {
- Assimp::Importer importer;
- const aiScene *scene = importer.ReadFile(ASSIMP_TEST_MODELS_DIR "/FBX/global_settings.fbx",
- 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(), "Autodesk FBX 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(), "7400"), 0);
- }
- {
- ASSERT_TRUE(scene->mMetaData->HasKey(AI_METADATA_SOURCE_GENERATOR));
- aiString generator;
- ASSERT_TRUE(scene->mMetaData->Get(AI_METADATA_SOURCE_GENERATOR, generator));
- ASSERT_EQ(strncmp(generator.C_Str(), "Blender", 7), 0);
- }
- }
- TEST_F(utFBXImporterExporter, importCustomAxes) {
- // see https://github.com/assimp/assimp/issues/5494
- Assimp::Importer importer;
- const aiScene *scene = importer.ReadFile(ASSIMP_TEST_MODELS_DIR "/FBX/embedded_ascii/box.FBX", aiProcess_ValidateDataStructure);
- EXPECT_NE(nullptr, scene);
- // The ASCII box has customised the Up and Forward axes, verify that the RootNode transform has applied it
- ASSERT_FALSE(scene->mRootNode->mTransformation.IsIdentity()) << "Did not apply the custom axis transform";
- aiVector3D upVec{ 0, 0, 1 }; // Up is +Z
- aiVector3D forwardVec{ 0, -1, 0 }; // Forward is -Y
- aiVector3D rightVec{ 1, 0, 0 }; // Right is +X
- aiMatrix4x4 mat(rightVec.x, rightVec.y, rightVec.z, 0.0f,
- upVec.x, upVec.y, upVec.z, 0.0f,
- forwardVec.x, forwardVec.y, forwardVec.z, 0.0f,
- 0.0f, 0.0f, 0.0f, 1.0f);
- EXPECT_EQ(mat, scene->mRootNode->mTransformation);
- }
- TEST_F(utFBXImporterExporter, importIgnoreCustomAxes) {
- // see https://github.com/assimp/assimp/issues/5494
- Assimp::Importer importer;
- importer.SetPropertyBool(AI_CONFIG_IMPORT_FBX_IGNORE_UP_DIRECTION, true);
- const aiScene *scene = importer.ReadFile(ASSIMP_TEST_MODELS_DIR "/FBX/embedded_ascii/box.FBX", aiProcess_ValidateDataStructure);
- EXPECT_NE(nullptr, scene);
- // Verify that the RootNode transform has NOT applied the custom axes
- EXPECT_TRUE(scene->mRootNode->mTransformation.IsIdentity());
- }
- TEST_F(utFBXImporterExporter, importCubesWithOutOfRangeFloat) {
- Assimp::Importer importer;
- const aiScene *scene = importer.ReadFile(ASSIMP_TEST_MODELS_DIR "/FBX/cubes_with_outofrange_float.fbx", aiProcess_ValidateDataStructure);
- ASSERT_NE(nullptr, scene);
- ASSERT_TRUE(scene->mRootNode);
- }
- TEST_F(utFBXImporterExporter, importMaxPbrMaterialsMetalRoughness) {
- Assimp::Importer importer;
- const aiScene *scene = importer.ReadFile(ASSIMP_TEST_MODELS_DIR "/FBX/maxPbrMaterial_metalRough.fbx", aiProcess_ValidateDataStructure);
- ASSERT_NE(nullptr, scene);
- ASSERT_TRUE(scene->mRootNode);
- ASSERT_EQ(scene->mNumMaterials, 1u);
- const aiMaterial* mat = scene->mMaterials[0];
- aiString texture;
- ASSERT_EQ(mat->Get(AI_MATKEY_TEXTURE(aiTextureType_BASE_COLOR, 0), texture), AI_SUCCESS);
- EXPECT_EQ(texture, aiString("Textures\\albedo.png"));
- ASSERT_EQ(mat->Get(AI_MATKEY_TEXTURE(aiTextureType_METALNESS, 0), texture), AI_SUCCESS);
- EXPECT_EQ(texture, aiString("Textures\\metalness.png"));
- ASSERT_EQ(mat->Get(AI_MATKEY_TEXTURE(aiTextureType_EMISSION_COLOR, 0), texture), AI_SUCCESS);
- EXPECT_EQ(texture, aiString("Textures\\emission.png"));
- ASSERT_EQ(mat->Get(AI_MATKEY_TEXTURE(aiTextureType_NORMAL_CAMERA, 0), texture), AI_SUCCESS);
- EXPECT_EQ(texture, aiString("Textures\\normal.png"));
- ASSERT_EQ(mat->Get(AI_MATKEY_TEXTURE(aiTextureType_DIFFUSE_ROUGHNESS, 0), texture), AI_SUCCESS);
- EXPECT_EQ(texture, aiString("Textures\\roughness.png"));
- ASSERT_EQ(mat->Get(AI_MATKEY_TEXTURE(aiTextureType_AMBIENT_OCCLUSION, 0), texture), AI_SUCCESS);
- EXPECT_EQ(texture, aiString("Textures\\occlusion.png"));
- ASSERT_EQ(mat->Get(AI_MATKEY_TEXTURE(aiTextureType_OPACITY, 0), texture), AI_SUCCESS);
- EXPECT_EQ(texture, aiString("Textures\\opacity.png"));
- // 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("$raw.3dsMax|main|basecolor", aiTextureType_NONE, 0, baseColor), aiReturn_SUCCESS);
- EXPECT_EQ(baseColor, aiColor4D(0, 1, 1, 1));
- float metalness;
- ASSERT_EQ(mat->Get("$raw.3dsMax|main|metalness", aiTextureType_NONE, 0, metalness), aiReturn_SUCCESS);
- EXPECT_EQ(metalness, 0.25f);
- float roughness;
- ASSERT_EQ(mat->Get("$raw.3dsMax|main|roughness", aiTextureType_NONE, 0, roughness), aiReturn_SUCCESS);
- EXPECT_EQ(roughness, 0.5f);
- int useGlossiness;
- ASSERT_EQ(mat->Get("$raw.3dsMax|main|useGlossiness", aiTextureType_NONE, 0, useGlossiness), aiReturn_SUCCESS);
- EXPECT_EQ(useGlossiness, 2); // 1 = Roughness map is glossiness, 2 = Roughness map is roughness.
- float bumpMapAmt; // Presumably amount.
- ASSERT_EQ(mat->Get("$raw.3dsMax|main|bump_map_amt", aiTextureType_NONE, 0, bumpMapAmt), aiReturn_SUCCESS);
- EXPECT_EQ(bumpMapAmt, 0.75f);
- aiColor4D emitColor;
- ASSERT_EQ(mat->Get("$raw.3dsMax|main|emit_color", aiTextureType_NONE, 0, emitColor), aiReturn_SUCCESS);
- EXPECT_EQ(emitColor, aiColor4D(1, 1, 0, 1));
- }
- TEST_F(utFBXImporterExporter, importMaxPbrMaterialsSpecularGloss) {
- Assimp::Importer importer;
- const aiScene *scene = importer.ReadFile(ASSIMP_TEST_MODELS_DIR "/FBX/maxPbrMaterial_specGloss.fbx", aiProcess_ValidateDataStructure);
- ASSERT_NE(nullptr, scene);
- ASSERT_TRUE(scene->mRootNode);
- ASSERT_EQ(scene->mNumMaterials, 1u);
- const aiMaterial* mat = scene->mMaterials[0];
- aiString texture;
- ASSERT_EQ(mat->Get(AI_MATKEY_TEXTURE(aiTextureType_BASE_COLOR, 0), texture), AI_SUCCESS);
- EXPECT_EQ(texture, aiString("Textures\\albedo.png"));
- ASSERT_EQ(mat->Get(AI_MATKEY_TEXTURE(aiTextureType_SPECULAR, 0), texture), AI_SUCCESS);
- EXPECT_EQ(texture, aiString("Textures\\specular.png"));
- ASSERT_EQ(mat->Get(AI_MATKEY_TEXTURE(aiTextureType_EMISSION_COLOR, 0), texture), AI_SUCCESS);
- EXPECT_EQ(texture, aiString("Textures\\emission.png"));
- ASSERT_EQ(mat->Get(AI_MATKEY_TEXTURE(aiTextureType_NORMAL_CAMERA, 0), texture), AI_SUCCESS);
- EXPECT_EQ(texture, aiString("Textures\\normal.png"));
- ASSERT_EQ(mat->Get(AI_MATKEY_TEXTURE(aiTextureType_SHININESS, 0), texture), AI_SUCCESS);
- EXPECT_EQ(texture, aiString("Textures\\glossiness.png"));
- ASSERT_EQ(mat->Get(AI_MATKEY_TEXTURE(aiTextureType_AMBIENT_OCCLUSION, 0), texture), AI_SUCCESS);
- EXPECT_EQ(texture, aiString("Textures\\occlusion.png"));
- ASSERT_EQ(mat->Get(AI_MATKEY_TEXTURE(aiTextureType_OPACITY, 0), texture), AI_SUCCESS);
- EXPECT_EQ(texture, aiString("Textures\\opacity.png"));
- // 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("$raw.3dsMax|main|basecolor", aiTextureType_NONE, 0, baseColor), aiReturn_SUCCESS);
- EXPECT_EQ(baseColor, aiColor4D(0, 1, 1, 1));
- aiColor4D specular;
- ASSERT_EQ(mat->Get("$raw.3dsMax|main|Specular", aiTextureType_NONE, 0, specular), aiReturn_SUCCESS);
- 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.
- 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);
- }
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