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authorsanine <sanine.not@pm.me>2022-04-16 11:55:09 -0500
committersanine <sanine.not@pm.me>2022-04-16 11:55:09 -0500
commitdb81b925d776103326128bf629cbdda576a223e7 (patch)
tree58bea8155c686733310009f6bed7363f91fbeb9d /libs/assimp/test/unit/utFBXImporterExporter.cpp
parent55860037b14fb3893ba21cf2654c83d349cc1082 (diff)
move 3rd-party librarys into libs/ and add built-in honeysuckle
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+/*
+---------------------------------------------------------------------------
+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
+(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, 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));
+}