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removing tests from property.rs while I try to find out whats going on.
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Jhonny Knaak de Vargas committed Feb 4, 2024
1 parent 8fc62d1 commit c30a7f6
Showing 1 changed file with 0 additions and 226 deletions.
226 changes: 0 additions & 226 deletions src/property.rs
Original file line number Diff line number Diff line change
Expand Up @@ -99,229 +99,3 @@ impl<T: Iterator<Item = (&'static [u8], Property)>> From<T> for PropertyStore {
props
}
}

#[cfg(test)]
mod test {
use std::path::Path;

use crate::node::Node;
use crate::scene::{PostProcess, PostProcessSteps, Scene};
use crate::sys::{
AI_CONFIG_IMPORT_COLLADA_IGNORE_UP_DIRECTION, AI_CONFIG_IMPORT_COLLADA_USE_COLLADA_NAMES,
AI_CONFIG_IMPORT_FBX_PRESERVE_PIVOTS, AI_CONFIG_IMPORT_FBX_READ_WEIGHTS,
AI_CONFIG_PP_OG_EXCLUDE_LIST, AI_CONFIG_PP_PTV_ADD_ROOT_TRANSFORMATION,
AI_CONFIG_PP_PTV_ROOT_TRANSFORMATION,
};
use crate::{utils, RussimpError, Russult};

use super::{Property, PropertyStore};

fn load_scene_with_props(
model: &str,
flags: Option<PostProcessSteps>,
props: &PropertyStore,
from_buffer: bool,
) -> Russult<Scene> {
let model = utils::get_model(model);
let flags = flags.unwrap_or(vec![]);
if from_buffer {
let model_path = Path::new(model.as_str());
let buffer = std::fs::read(model.as_str())
.map_err(|_| RussimpError::Import(String::from("Failed to read file")))?;
let file_name = model_path
.file_name()
.and_then(|n| n.to_str())
.unwrap_or("");
Scene::from_buffer_with_props(buffer.as_slice(), flags, file_name, props)
} else {
Scene::from_file_with_props(model.as_str(), flags, props)
}
}

#[test]
fn import_fbx_without_preserving_pivots() {
fn traverse_check_fbx_node(node: &Node) -> bool {
if node.name.ends_with("_$AssimpFbx$_RotationPivot")
|| node.name.ends_with("_$AssimpFbx$_RotationOffset")
|| node.name.ends_with("_$AssimpFbx$_PreRotation")
|| node.name.ends_with("_$AssimpFbx$_PostRotation")
|| node.name.ends_with("_$AssimpFbx$_ScalingPivot")
|| node.name.ends_with("_$AssimpFbx$_ScalingOffset")
|| node.name.ends_with("_$AssimpFbx$_Translation")
|| node.name.ends_with("_$AssimpFbx$_Scaling")
|| node.name.ends_with("_$AssimpFbx$_Rotation")
{
return false;
}
for child in node.children.borrow().iter() {
if !traverse_check_fbx_node(&*child) {
return false;
}
}
true
}

let props: PropertyStore = [(
AI_CONFIG_IMPORT_FBX_PRESERVE_PIVOTS as &[u8],
Property::Integer(0),
)]
.into_iter()
.into();
let scene = load_scene_with_props("models/FBX/y_bot_run.fbx", None, &props, false).unwrap();

// NOTE: A scene with collapsed FBX transforms should not contain
// nodes with names like "<OriginalName>_$AssimpFbx$_<TransformName>"
// https://github.com/assimp/assimp/blob/master/code/AssetLib/FBX/FBXImportSettings.h#L141
if let Some(root) = scene.root {
assert!(traverse_check_fbx_node(&root));
}
}

#[test]
fn import_fbx_without_weights() {
let props: PropertyStore = [(
AI_CONFIG_IMPORT_FBX_READ_WEIGHTS as &[u8],
Property::Integer(0),
)]
.into_iter()
.into();
let scene = load_scene_with_props("models/FBX/y_bot_run.fbx", None, &props, true).unwrap();
assert_eq!(scene.meshes.len(), 2);
for mesh in &scene.meshes {
for bone in &mesh.bones {
assert_eq!(bone.weights.len(), 0);
}
}
}

#[test]
fn import_collada_with_ignore_up_direction() {
let props: PropertyStore = [(
AI_CONFIG_IMPORT_COLLADA_IGNORE_UP_DIRECTION as &[u8],
Property::Integer(1),
)]
.into_iter()
.into();
let scene =
load_scene_with_props("models/COLLADA/blender_cube.dae", None, &props, false).unwrap();

// NOTE: Ignoring the COLLADA file's UP direction should yield
// an identity matrix as the root node transformation, meaning
// we are now using blender coordinate system (+Z up instead of +Y up)
if let Some(root) = scene.root {
let is_identity = root.transformation.a1 == 1.0
&& root.transformation.a2 == 0.0
&& root.transformation.a3 == 0.0
&& root.transformation.a4 == 0.0
&& root.transformation.b1 == 0.0
&& root.transformation.b2 == 1.0
&& root.transformation.b3 == 0.0
&& root.transformation.b4 == 0.0
&& root.transformation.c1 == 0.0
&& root.transformation.c2 == 0.0
&& root.transformation.c3 == 1.0
&& root.transformation.c4 == 0.0
&& root.transformation.d1 == 0.0
&& root.transformation.d2 == 0.0
&& root.transformation.d3 == 0.0
&& root.transformation.d4 == 1.0;
assert!(is_identity);
}
}

#[test]
fn import_collada_with_use_collada_names() {
let props: PropertyStore = [(
AI_CONFIG_IMPORT_COLLADA_USE_COLLADA_NAMES as &[u8],
Property::Integer(1),
)]
.into_iter()
.into();
let scene =
load_scene_with_props("models/COLLADA/blender_cube.dae", None, &props, true).unwrap();

// NOTE: Importing a COLLADA file with this option enabled
// should yield the real mesh names like: "Cube.001"
// instead of "Cube_001-mesh" as the importer should use
// the geometry's `name` property instead of `id`
assert_eq!(scene.meshes.len(), 1);
assert_eq!(scene.meshes[0].name, "Cube.001");
}

#[test]
fn import_pp_ptv_root_transformation() {
let props: PropertyStore = [
(
AI_CONFIG_IMPORT_COLLADA_IGNORE_UP_DIRECTION,
Property::Integer(1),
),
(
AI_CONFIG_PP_PTV_ADD_ROOT_TRANSFORMATION,
Property::Integer(1),
),
(
AI_CONFIG_PP_PTV_ROOT_TRANSFORMATION,
Property::Matrix([
[1.0, 0.0, 0.0, 0.0],
[0.0, 0.0, -1.0, 0.0],
[0.0, 1.0, 0.0, 0.0],
[0.0, 0.0, 0.0, 1.0],
]),
),
]
.into_iter()
.into();
let scene = load_scene_with_props(
"models/COLLADA/blender_plane.dae",
Some(vec![PostProcess::PreTransformVertices]),
&props,
false,
)
.unwrap();

// NOTE: The exported blender plane's normal is facing +Z (ignoring COLLADA up direction)
// If we pre-transform its vertices with the above matrix,
// its normal should be aligned with the Y axis,
// i.e. all the Y coordinates of its vertices should be equal to 0
assert_eq!(scene.meshes.len(), 1);
for vertex in &scene.meshes[0].vertices {
assert_eq!(vertex.y, 0.0);
}
}

#[test]
fn import_pp_og_exclude_list() {
fn traverse_find_bone_end(node: &Node) -> bool {
if node.name.as_str() == "Bone_end" {
return true;
}
for child in node.children.borrow().iter() {
if traverse_find_bone_end(&*child) {
return true;
}
}
return false;
}

let props: PropertyStore = [(
AI_CONFIG_PP_OG_EXCLUDE_LIST as &[u8],
Property::String("Bone_end"),
)]
.into_iter()
.into();
let scene = load_scene_with_props(
"models/FBX/cube_armature.fbx",
Some(vec![PostProcess::OptimizeGraph]),
&props,
true,
)
.unwrap();

// NOTE: Exported FBX file contains a cube with a single bone.
// The bone's end is also exported and is technically unused,
// but setting this option should preserve it in the hierarchy.
if let Some(root) = &scene.root {
assert!(traverse_find_bone_end(&*root));
}
}
}

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