utFBXImporterExporter.cpp 20 KB

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  1. /*
  2. ---------------------------------------------------------------------------
  3. Open Asset Import Library (assimp)
  4. ---------------------------------------------------------------------------
  5. Copyright (c) 2006-2025, assimp team
  6. All rights reserved.
  7. Redistribution and use of this software in source and binary forms,
  8. with or without modification, are permitted provided that the following
  9. conditions are met:
  10. * Redistributions of source code must retain the above
  11. copyright notice, this list of conditions and the
  12. following disclaimer.
  13. * Redistributions in binary form must reproduce the above
  14. copyright notice, this list of conditions and the
  15. following disclaimer in the documentation and/or other
  16. materials provided with the distribution.
  17. * Neither the name of the assimp team, nor the names of its
  18. contributors may be used to endorse or promote products
  19. derived from this software without specific prior
  20. written permission of the assimp team.
  21. THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
  22. "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
  23. LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
  24. A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
  25. OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
  26. SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
  27. LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
  28. DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
  29. THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
  30. (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
  31. OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
  32. ---------------------------------------------------------------------------
  33. */
  34. #include "AbstractImportExportBase.h"
  35. #include "UnitTestPCH.h"
  36. #include <assimp/commonMetaData.h>
  37. #include <assimp/material.h>
  38. #include <assimp/postprocess.h>
  39. #include <assimp/scene.h>
  40. #include <assimp/types.h>
  41. #include <assimp/Importer.hpp>
  42. using namespace Assimp;
  43. class utFBXImporterExporter : public AbstractImportExportBase {
  44. public:
  45. bool importerTest() override {
  46. Assimp::Importer importer;
  47. const aiScene *scene = importer.ReadFile(ASSIMP_TEST_MODELS_DIR "/FBX/spider.fbx", aiProcess_ValidateDataStructure);
  48. return nullptr != scene;
  49. }
  50. };
  51. TEST_F(utFBXImporterExporter, importXFromFileTest) {
  52. EXPECT_TRUE(importerTest());
  53. }
  54. TEST_F(utFBXImporterExporter, importBareBoxWithoutColorsAndTextureCoords) {
  55. Assimp::Importer importer;
  56. const aiScene *scene = importer.ReadFile(ASSIMP_TEST_MODELS_DIR "/FBX/box.fbx", aiProcess_ValidateDataStructure);
  57. EXPECT_NE(nullptr, scene);
  58. EXPECT_EQ(scene->mNumMeshes, 1u);
  59. aiMesh *mesh = scene->mMeshes[0];
  60. EXPECT_EQ(mesh->mNumFaces, 12u);
  61. EXPECT_EQ(mesh->mNumVertices, 36u);
  62. }
  63. TEST_F(utFBXImporterExporter, importCubesWithNoNames) {
  64. Assimp::Importer importer;
  65. const aiScene *scene = importer.ReadFile(ASSIMP_TEST_MODELS_DIR "/FBX/cubes_nonames.fbx", aiProcess_ValidateDataStructure);
  66. ASSERT_TRUE(scene);
  67. ASSERT_TRUE(scene->mRootNode);
  68. const auto root = scene->mRootNode;
  69. ASSERT_STREQ(root->mName.C_Str(), "RootNode");
  70. ASSERT_TRUE(root->mChildren);
  71. ASSERT_EQ(root->mNumChildren, 2u);
  72. }
  73. TEST_F(utFBXImporterExporter, importCubesWithUnicodeDuplicatedNames) {
  74. Assimp::Importer importer;
  75. const aiScene *scene = importer.ReadFile(ASSIMP_TEST_MODELS_DIR "/FBX/cubes_with_names.fbx", aiProcess_ValidateDataStructure);
  76. ASSERT_TRUE(scene);
  77. ASSERT_TRUE(scene->mRootNode);
  78. const auto root = scene->mRootNode;
  79. ASSERT_STREQ(root->mName.C_Str(), "RootNode");
  80. ASSERT_TRUE(root->mChildren);
  81. ASSERT_EQ(root->mNumChildren, 2u);
  82. const auto child0 = root->mChildren[0];
  83. ASSERT_TRUE(child0);
  84. ASSERT_STREQ(child0->mName.C_Str(), "Cube2");
  85. ASSERT_TRUE(child0->mChildren);
  86. ASSERT_EQ(child0->mNumChildren, 1u);
  87. const auto child00 = child0->mChildren[0];
  88. ASSERT_TRUE(child00);
  89. ASSERT_STREQ(child00->mName.C_Str(), "\xd0\x9a\xd1\x83\xd0\xb1\x31");
  90. const auto child1 = root->mChildren[1];
  91. ASSERT_TRUE(child1);
  92. ASSERT_STREQ(child1->mName.C_Str(), "Cube3");
  93. ASSERT_TRUE(child1->mChildren);
  94. ASSERT_EQ(child1->mNumChildren, 1u);
  95. const auto child10 = child1->mChildren[0];
  96. ASSERT_TRUE(child10);
  97. ASSERT_STREQ(child10->mName.C_Str(), "\xd0\x9a\xd1\x83\xd0\xb1\x31");
  98. }
  99. TEST_F(utFBXImporterExporter, importCubesComplexTransform) {
  100. Assimp::Importer importer;
  101. const aiScene *scene = importer.ReadFile(ASSIMP_TEST_MODELS_DIR "/FBX/cubes_with_mirroring_and_pivot.fbx", aiProcess_ValidateDataStructure);
  102. ASSERT_TRUE(scene);
  103. ASSERT_TRUE(scene->mRootNode);
  104. const auto root = scene->mRootNode;
  105. ASSERT_STREQ(root->mName.C_Str(), "RootNode");
  106. ASSERT_TRUE(root->mChildren);
  107. ASSERT_EQ(root->mNumChildren, 2u);
  108. const auto child0 = root->mChildren[0];
  109. ASSERT_TRUE(child0);
  110. ASSERT_STREQ(child0->mName.C_Str(), "Cube2");
  111. ASSERT_TRUE(child0->mChildren);
  112. ASSERT_EQ(child0->mNumChildren, 1u);
  113. const auto child00 = child0->mChildren[0];
  114. ASSERT_TRUE(child00);
  115. ASSERT_STREQ(child00->mName.C_Str(), "Cube1");
  116. const auto child1 = root->mChildren[1];
  117. ASSERT_TRUE(child1);
  118. ASSERT_STREQ(child1->mName.C_Str(), "Cube3");
  119. auto parent = child1;
  120. const size_t chain_length = 8u;
  121. const char *chainStr[chain_length] = {
  122. "Cube1_$AssimpFbx$_Translation",
  123. "Cube1_$AssimpFbx$_RotationPivot",
  124. "Cube1_$AssimpFbx$_RotationPivotInverse",
  125. "Cube1_$AssimpFbx$_ScalingOffset",
  126. "Cube1_$AssimpFbx$_ScalingPivot",
  127. "Cube1_$AssimpFbx$_Scaling",
  128. "Cube1_$AssimpFbx$_ScalingPivotInverse",
  129. "Cube1"
  130. };
  131. for (size_t i = 0; i < chain_length; ++i) {
  132. ASSERT_TRUE(parent->mChildren);
  133. ASSERT_EQ(parent->mNumChildren, 1u);
  134. auto node = parent->mChildren[0];
  135. ASSERT_TRUE(node);
  136. ASSERT_STREQ(node->mName.C_Str(), chainStr[i]);
  137. parent = node;
  138. }
  139. ASSERT_EQ(0u, parent->mNumChildren) << "Leaf node";
  140. }
  141. TEST_F(utFBXImporterExporter, importCloseToIdentityTransforms) {
  142. Assimp::Importer importer;
  143. // This was asserting in FBXConverter.cpp because the transforms appeared to be the identity by one test, but not by another.
  144. // This asset should now load successfully.
  145. const aiScene *scene = importer.ReadFile(ASSIMP_TEST_MODELS_DIR "/FBX/close_to_identity_transforms.fbx", aiProcess_ValidateDataStructure);
  146. ASSERT_TRUE(scene);
  147. }
  148. TEST_F(utFBXImporterExporter, importPhongMaterial) {
  149. Assimp::Importer importer;
  150. const aiScene *scene = importer.ReadFile(ASSIMP_TEST_MODELS_DIR "/FBX/phong_cube.fbx", aiProcess_ValidateDataStructure);
  151. EXPECT_NE(nullptr, scene);
  152. EXPECT_EQ(1u, scene->mNumMaterials);
  153. const aiMaterial *mat = scene->mMaterials[0];
  154. EXPECT_NE(nullptr, mat);
  155. float f;
  156. aiColor3D c;
  157. // phong_cube.fbx has all properties defined
  158. EXPECT_EQ(mat->Get(AI_MATKEY_COLOR_DIFFUSE, c), aiReturn_SUCCESS);
  159. EXPECT_EQ(c, aiColor3D(0.5, 0.25, 0.25));
  160. EXPECT_EQ(mat->Get(AI_MATKEY_COLOR_SPECULAR, c), aiReturn_SUCCESS);
  161. EXPECT_EQ(c, aiColor3D(0.25, 0.25, 0.5));
  162. EXPECT_EQ(mat->Get(AI_MATKEY_SHININESS_STRENGTH, f), aiReturn_SUCCESS);
  163. EXPECT_EQ(f, 0.5f);
  164. EXPECT_EQ(mat->Get(AI_MATKEY_SHININESS, f), aiReturn_SUCCESS);
  165. EXPECT_EQ(f, 10.0f);
  166. EXPECT_EQ(mat->Get(AI_MATKEY_COLOR_AMBIENT, c), aiReturn_SUCCESS);
  167. EXPECT_EQ(c, aiColor3D(0.125, 0.25, 0.25));
  168. EXPECT_EQ(mat->Get(AI_MATKEY_COLOR_EMISSIVE, c), aiReturn_SUCCESS);
  169. EXPECT_EQ(c, aiColor3D(0.25, 0.125, 0.25));
  170. EXPECT_EQ(mat->Get(AI_MATKEY_COLOR_TRANSPARENT, c), aiReturn_SUCCESS);
  171. EXPECT_EQ(c, aiColor3D(0.75, 0.5, 0.25));
  172. EXPECT_EQ(mat->Get(AI_MATKEY_OPACITY, f), aiReturn_SUCCESS);
  173. EXPECT_EQ(f, 0.5f);
  174. }
  175. TEST_F(utFBXImporterExporter, importUnitScaleFactor) {
  176. Assimp::Importer importer;
  177. const aiScene *scene = importer.ReadFile(ASSIMP_TEST_MODELS_DIR "/FBX/global_settings.fbx", aiProcess_ValidateDataStructure);
  178. EXPECT_NE(nullptr, scene);
  179. EXPECT_NE(nullptr, scene->mMetaData);
  180. float factor(0.0f);
  181. scene->mMetaData->Get("UnitScaleFactor", factor);
  182. EXPECT_EQ(500.0f, factor);
  183. scene->mMetaData->Set("UnitScaleFactor", factor * 2.0f);
  184. scene->mMetaData->Get("UnitScaleFactor", factor);
  185. EXPECT_EQ(1000.0f, factor);
  186. }
  187. TEST_F(utFBXImporterExporter, importEmbeddedAsciiTest) {
  188. // see https://github.com/assimp/assimp/issues/1957
  189. Assimp::Importer importer;
  190. const aiScene *scene = importer.ReadFile(ASSIMP_TEST_MODELS_DIR "/FBX/embedded_ascii/box.FBX", aiProcess_ValidateDataStructure);
  191. EXPECT_NE(nullptr, scene);
  192. EXPECT_EQ(1u, scene->mNumMaterials);
  193. aiMaterial *mat = scene->mMaterials[0];
  194. ASSERT_NE(nullptr, mat);
  195. aiString path;
  196. aiTextureMapMode modes[2];
  197. EXPECT_EQ(aiReturn_SUCCESS, mat->GetTexture(aiTextureType_DIFFUSE, 0, &path, nullptr, nullptr, nullptr, nullptr, modes));
  198. ASSERT_STREQ(path.C_Str(), "..\\..\\..\\Desktop\\uv_test.png");
  199. ASSERT_EQ(1u, scene->mNumTextures);
  200. ASSERT_TRUE(scene->mTextures[0]->pcData);
  201. ASSERT_EQ(439176u, scene->mTextures[0]->mWidth) << "FBX ASCII base64 compression splits data by 512Kb, it should be two parts for this texture";
  202. }
  203. TEST_F(utFBXImporterExporter, importEmbeddedFragmentedAsciiTest) {
  204. // see https://github.com/assimp/assimp/issues/1957
  205. Assimp::Importer importer;
  206. const aiScene *scene = importer.ReadFile(ASSIMP_TEST_MODELS_DIR "/FBX/embedded_ascii/box_embedded_texture_fragmented.fbx", aiProcess_ValidateDataStructure);
  207. EXPECT_NE(nullptr, scene);
  208. EXPECT_EQ(1u, scene->mNumMaterials);
  209. aiMaterial *mat = scene->mMaterials[0];
  210. ASSERT_NE(nullptr, mat);
  211. aiString path;
  212. aiTextureMapMode modes[2];
  213. ASSERT_EQ(aiReturn_SUCCESS, mat->GetTexture(aiTextureType_DIFFUSE, 0, &path, nullptr, nullptr, nullptr, nullptr, modes));
  214. ASSERT_STREQ(path.C_Str(), "paper.png");
  215. ASSERT_EQ(1u, scene->mNumTextures);
  216. ASSERT_TRUE(scene->mTextures[0]->pcData);
  217. ASSERT_EQ(968029u, scene->mTextures[0]->mWidth) << "FBX ASCII base64 compression splits data by 512Kb, it should be two parts for this texture";
  218. }
  219. TEST_F(utFBXImporterExporter, fbxTokenizeTestTest) {
  220. //Assimp::Importer importer;
  221. //const aiScene* scene = importer.ReadFile(ASSIMP_TEST_MODELS_DIR "/FBX/transparentTest2.fbx", aiProcess_ValidateDataStructure);
  222. //EXPECT_NE(nullptr, scene);
  223. }
  224. TEST_F(utFBXImporterExporter, importOrphantEmbeddedTextureTest) {
  225. // see https://github.com/assimp/assimp/issues/1957
  226. Assimp::Importer importer;
  227. const aiScene *scene = importer.ReadFile(ASSIMP_TEST_MODELS_DIR "/FBX/box_orphant_embedded_texture.fbx", aiProcess_ValidateDataStructure);
  228. EXPECT_NE(nullptr, scene);
  229. EXPECT_EQ(1u, scene->mNumMaterials);
  230. aiMaterial *mat = scene->mMaterials[0];
  231. ASSERT_NE(nullptr, mat);
  232. aiString path;
  233. aiTextureMapMode modes[2];
  234. ASSERT_EQ(aiReturn_SUCCESS, mat->GetTexture(aiTextureType_DIFFUSE, 0, &path, nullptr, nullptr, nullptr, nullptr, modes));
  235. ASSERT_STREQ(path.C_Str(), "..\\Primitives\\GridGrey.tga");
  236. ASSERT_EQ(1u, scene->mNumTextures);
  237. ASSERT_TRUE(scene->mTextures[0]->pcData);
  238. ASSERT_EQ(9026u, scene->mTextures[0]->mWidth) << "FBX ASCII base64 compression used for a texture.";
  239. }
  240. TEST_F(utFBXImporterExporter, sceneMetadata) {
  241. Assimp::Importer importer;
  242. const aiScene *scene = importer.ReadFile(ASSIMP_TEST_MODELS_DIR "/FBX/global_settings.fbx",
  243. aiProcess_ValidateDataStructure);
  244. ASSERT_NE(scene, nullptr);
  245. ASSERT_NE(scene->mMetaData, nullptr);
  246. {
  247. ASSERT_TRUE(scene->mMetaData->HasKey(AI_METADATA_SOURCE_FORMAT));
  248. aiString format;
  249. ASSERT_TRUE(scene->mMetaData->Get(AI_METADATA_SOURCE_FORMAT, format));
  250. ASSERT_EQ(strcmp(format.C_Str(), "Autodesk FBX Importer"), 0);
  251. }
  252. {
  253. ASSERT_TRUE(scene->mMetaData->HasKey(AI_METADATA_SOURCE_FORMAT_VERSION));
  254. aiString version;
  255. ASSERT_TRUE(scene->mMetaData->Get(AI_METADATA_SOURCE_FORMAT_VERSION, version));
  256. ASSERT_EQ(strcmp(version.C_Str(), "7400"), 0);
  257. }
  258. {
  259. ASSERT_TRUE(scene->mMetaData->HasKey(AI_METADATA_SOURCE_GENERATOR));
  260. aiString generator;
  261. ASSERT_TRUE(scene->mMetaData->Get(AI_METADATA_SOURCE_GENERATOR, generator));
  262. ASSERT_EQ(strncmp(generator.C_Str(), "Blender", 7), 0);
  263. }
  264. }
  265. TEST_F(utFBXImporterExporter, importCustomAxes) {
  266. // see https://github.com/assimp/assimp/issues/5494
  267. Assimp::Importer importer;
  268. const aiScene *scene = importer.ReadFile(ASSIMP_TEST_MODELS_DIR "/FBX/embedded_ascii/box.FBX", aiProcess_ValidateDataStructure);
  269. EXPECT_NE(nullptr, scene);
  270. // The ASCII box has customised the Up and Forward axes, verify that the RootNode transform has applied it
  271. ASSERT_FALSE(scene->mRootNode->mTransformation.IsIdentity()) << "Did not apply the custom axis transform";
  272. aiVector3D upVec{ 0, 0, 1 }; // Up is +Z
  273. aiVector3D forwardVec{ 0, -1, 0 }; // Forward is -Y
  274. aiVector3D rightVec{ 1, 0, 0 }; // Right is +X
  275. aiMatrix4x4 mat(rightVec.x, rightVec.y, rightVec.z, 0.0f,
  276. upVec.x, upVec.y, upVec.z, 0.0f,
  277. forwardVec.x, forwardVec.y, forwardVec.z, 0.0f,
  278. 0.0f, 0.0f, 0.0f, 1.0f);
  279. EXPECT_EQ(mat, scene->mRootNode->mTransformation);
  280. }
  281. TEST_F(utFBXImporterExporter, importIgnoreCustomAxes) {
  282. // see https://github.com/assimp/assimp/issues/5494
  283. Assimp::Importer importer;
  284. importer.SetPropertyBool(AI_CONFIG_IMPORT_FBX_IGNORE_UP_DIRECTION, true);
  285. const aiScene *scene = importer.ReadFile(ASSIMP_TEST_MODELS_DIR "/FBX/embedded_ascii/box.FBX", aiProcess_ValidateDataStructure);
  286. EXPECT_NE(nullptr, scene);
  287. // Verify that the RootNode transform has NOT applied the custom axes
  288. EXPECT_TRUE(scene->mRootNode->mTransformation.IsIdentity());
  289. }
  290. TEST_F(utFBXImporterExporter, importCubesWithOutOfRangeFloat) {
  291. Assimp::Importer importer;
  292. const aiScene *scene = importer.ReadFile(ASSIMP_TEST_MODELS_DIR "/FBX/cubes_with_outofrange_float.fbx", aiProcess_ValidateDataStructure);
  293. ASSERT_NE(nullptr, scene);
  294. ASSERT_TRUE(scene->mRootNode);
  295. }
  296. TEST_F(utFBXImporterExporter, importMaxPbrMaterialsMetalRoughness) {
  297. Assimp::Importer importer;
  298. const aiScene *scene = importer.ReadFile(ASSIMP_TEST_MODELS_DIR "/FBX/maxPbrMaterial_metalRough.fbx", aiProcess_ValidateDataStructure);
  299. ASSERT_NE(nullptr, scene);
  300. ASSERT_TRUE(scene->mRootNode);
  301. ASSERT_EQ(scene->mNumMaterials, 1u);
  302. const aiMaterial* mat = scene->mMaterials[0];
  303. aiString texture;
  304. ASSERT_EQ(mat->Get(AI_MATKEY_TEXTURE(aiTextureType_BASE_COLOR, 0), texture), AI_SUCCESS);
  305. EXPECT_EQ(texture, aiString("Textures\\albedo.png"));
  306. ASSERT_EQ(mat->Get(AI_MATKEY_TEXTURE(aiTextureType_METALNESS, 0), texture), AI_SUCCESS);
  307. EXPECT_EQ(texture, aiString("Textures\\metalness.png"));
  308. ASSERT_EQ(mat->Get(AI_MATKEY_TEXTURE(aiTextureType_EMISSION_COLOR, 0), texture), AI_SUCCESS);
  309. EXPECT_EQ(texture, aiString("Textures\\emission.png"));
  310. ASSERT_EQ(mat->Get(AI_MATKEY_TEXTURE(aiTextureType_NORMAL_CAMERA, 0), texture), AI_SUCCESS);
  311. EXPECT_EQ(texture, aiString("Textures\\normal.png"));
  312. ASSERT_EQ(mat->Get(AI_MATKEY_TEXTURE(aiTextureType_DIFFUSE_ROUGHNESS, 0), texture), AI_SUCCESS);
  313. EXPECT_EQ(texture, aiString("Textures\\roughness.png"));
  314. ASSERT_EQ(mat->Get(AI_MATKEY_TEXTURE(aiTextureType_AMBIENT_OCCLUSION, 0), texture), AI_SUCCESS);
  315. EXPECT_EQ(texture, aiString("Textures\\occlusion.png"));
  316. ASSERT_EQ(mat->Get(AI_MATKEY_TEXTURE(aiTextureType_OPACITY, 0), texture), AI_SUCCESS);
  317. EXPECT_EQ(texture, aiString("Textures\\opacity.png"));
  318. // The material contains values for standard properties (e.g. SpecularColor), where 3ds Max has presumably
  319. // used formulas to map the Pbr values into the standard material model. However, the pbr values themselves
  320. // are available in the material as untyped "raw" properties. We check that these are correctly parsed:
  321. aiColor4D baseColor;
  322. ASSERT_EQ(mat->Get("$raw.3dsMax|main|basecolor", aiTextureType_NONE, 0, baseColor), aiReturn_SUCCESS);
  323. EXPECT_EQ(baseColor, aiColor4D(0, 1, 1, 1));
  324. float metalness;
  325. ASSERT_EQ(mat->Get("$raw.3dsMax|main|metalness", aiTextureType_NONE, 0, metalness), aiReturn_SUCCESS);
  326. EXPECT_EQ(metalness, 0.25f);
  327. float roughness;
  328. ASSERT_EQ(mat->Get("$raw.3dsMax|main|roughness", aiTextureType_NONE, 0, roughness), aiReturn_SUCCESS);
  329. EXPECT_EQ(roughness, 0.5f);
  330. int useGlossiness;
  331. ASSERT_EQ(mat->Get("$raw.3dsMax|main|useGlossiness", aiTextureType_NONE, 0, useGlossiness), aiReturn_SUCCESS);
  332. EXPECT_EQ(useGlossiness, 2); // 1 = Roughness map is glossiness, 2 = Roughness map is roughness.
  333. float bumpMapAmt; // Presumably amount.
  334. ASSERT_EQ(mat->Get("$raw.3dsMax|main|bump_map_amt", aiTextureType_NONE, 0, bumpMapAmt), aiReturn_SUCCESS);
  335. EXPECT_EQ(bumpMapAmt, 0.75f);
  336. aiColor4D emitColor;
  337. ASSERT_EQ(mat->Get("$raw.3dsMax|main|emit_color", aiTextureType_NONE, 0, emitColor), aiReturn_SUCCESS);
  338. EXPECT_EQ(emitColor, aiColor4D(1, 1, 0, 1));
  339. }
  340. TEST_F(utFBXImporterExporter, importMaxPbrMaterialsSpecularGloss) {
  341. Assimp::Importer importer;
  342. const aiScene *scene = importer.ReadFile(ASSIMP_TEST_MODELS_DIR "/FBX/maxPbrMaterial_specGloss.fbx", aiProcess_ValidateDataStructure);
  343. ASSERT_NE(nullptr, scene);
  344. ASSERT_TRUE(scene->mRootNode);
  345. ASSERT_EQ(scene->mNumMaterials, 1u);
  346. const aiMaterial* mat = scene->mMaterials[0];
  347. aiString texture;
  348. ASSERT_EQ(mat->Get(AI_MATKEY_TEXTURE(aiTextureType_BASE_COLOR, 0), texture), AI_SUCCESS);
  349. EXPECT_EQ(texture, aiString("Textures\\albedo.png"));
  350. ASSERT_EQ(mat->Get(AI_MATKEY_TEXTURE(aiTextureType_SPECULAR, 0), texture), AI_SUCCESS);
  351. EXPECT_EQ(texture, aiString("Textures\\specular.png"));
  352. ASSERT_EQ(mat->Get(AI_MATKEY_TEXTURE(aiTextureType_EMISSION_COLOR, 0), texture), AI_SUCCESS);
  353. EXPECT_EQ(texture, aiString("Textures\\emission.png"));
  354. ASSERT_EQ(mat->Get(AI_MATKEY_TEXTURE(aiTextureType_NORMAL_CAMERA, 0), texture), AI_SUCCESS);
  355. EXPECT_EQ(texture, aiString("Textures\\normal.png"));
  356. ASSERT_EQ(mat->Get(AI_MATKEY_TEXTURE(aiTextureType_SHININESS, 0), texture), AI_SUCCESS);
  357. EXPECT_EQ(texture, aiString("Textures\\glossiness.png"));
  358. ASSERT_EQ(mat->Get(AI_MATKEY_TEXTURE(aiTextureType_AMBIENT_OCCLUSION, 0), texture), AI_SUCCESS);
  359. EXPECT_EQ(texture, aiString("Textures\\occlusion.png"));
  360. ASSERT_EQ(mat->Get(AI_MATKEY_TEXTURE(aiTextureType_OPACITY, 0), texture), AI_SUCCESS);
  361. EXPECT_EQ(texture, aiString("Textures\\opacity.png"));
  362. // The material contains values for standard properties (e.g. SpecularColor), where 3ds Max has presumably
  363. // used formulas to map the Pbr values into the standard material model. However, the pbr values themselves
  364. // are available in the material as untyped "raw" properties. We check that these are correctly parsed:
  365. aiColor4D baseColor;
  366. ASSERT_EQ(mat->Get("$raw.3dsMax|main|basecolor", aiTextureType_NONE, 0, baseColor), aiReturn_SUCCESS);
  367. EXPECT_EQ(baseColor, aiColor4D(0, 1, 1, 1));
  368. aiColor4D specular;
  369. ASSERT_EQ(mat->Get("$raw.3dsMax|main|Specular", aiTextureType_NONE, 0, specular), aiReturn_SUCCESS);
  370. EXPECT_EQ(specular, aiColor4D(1, 1, 0, 1));
  371. float glossiness;
  372. ASSERT_EQ(mat->Get("$raw.3dsMax|main|glossiness", aiTextureType_NONE, 0, glossiness), aiReturn_SUCCESS);
  373. EXPECT_EQ(glossiness, 0.33f);
  374. int useGlossiness;
  375. ASSERT_EQ(mat->Get("$raw.3dsMax|main|useGlossiness", aiTextureType_NONE, 0, useGlossiness), aiReturn_SUCCESS);
  376. EXPECT_EQ(useGlossiness, 1); // 1 = Glossiness map is glossiness, 2 = Glossiness map is roughness.
  377. float bumpMapAmt; // Presumably amount.
  378. ASSERT_EQ(mat->Get("$raw.3dsMax|main|bump_map_amt", aiTextureType_NONE, 0, bumpMapAmt), aiReturn_SUCCESS);
  379. EXPECT_EQ(bumpMapAmt, 0.66f);
  380. aiColor4D emitColor;
  381. ASSERT_EQ(mat->Get("$raw.3dsMax|main|emit_color", aiTextureType_NONE, 0, emitColor), aiReturn_SUCCESS);
  382. EXPECT_EQ(emitColor, aiColor4D(1, 0, 1, 1));
  383. }
  384. TEST_F(utFBXImporterExporter, importSkeletonTest) {
  385. Assimp::Importer importer;
  386. const aiScene *scene = importer.ReadFile(ASSIMP_TEST_MODELS_DIR "/FBX/animation_with_skeleton.fbx", aiProcess_ValidateDataStructure);
  387. ASSERT_NE(nullptr, scene);
  388. ASSERT_TRUE(scene->mRootNode);
  389. }