From 058f98a63658dc1a2579826ba167fd61bed1e21f Mon Sep 17 00:00:00 2001 From: sanine Date: Fri, 4 Mar 2022 10:47:15 -0600 Subject: add assimp submodule --- .../test/unit/utFBXImporterExporter.cpp | 425 +++++++++++++++++++++ 1 file changed, 425 insertions(+) create mode 100644 src/mesh/assimp-master/test/unit/utFBXImporterExporter.cpp (limited to 'src/mesh/assimp-master/test/unit/utFBXImporterExporter.cpp') diff --git a/src/mesh/assimp-master/test/unit/utFBXImporterExporter.cpp b/src/mesh/assimp-master/test/unit/utFBXImporterExporter.cpp new file mode 100644 index 0000000..9b8f2fa --- /dev/null +++ b/src/mesh/assimp-master/test/unit/utFBXImporterExporter.cpp @@ -0,0 +1,425 @@ +/* +--------------------------------------------------------------------------- +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 +#include +#include +#include +#include +#include + +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)); +} -- cgit v1.2.1