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- // ***********************************************************************
- // Copyright (c) 2017 Unity Technologies. All rights reserved.
- //
- // Licensed under the ##LICENSENAME##.
- // See LICENSE.md file in the project root for full license information.
- // ***********************************************************************
- using NUnit.Framework;
- using System.Collections;
- using System.Collections.Generic;
- using Autodesk.Fbx;
- namespace Autodesk.Fbx.UseCaseTests
- {
- public class StaticMeshExportTest : RoundTripTestBase
- {
- // Define the corners of a cube that spans from
- // -50 to 50 on the x and z axis, and 0 to 100 on the y axis
- protected FbxVector4 vertex0 = new FbxVector4(-50, 0, 50);
- protected FbxVector4 vertex1 = new FbxVector4(50, 0, 50);
- protected FbxVector4 vertex2 = new FbxVector4(50, 100, 50);
- protected FbxVector4 vertex3 = new FbxVector4(-50, 100, 50);
- protected FbxVector4 vertex4 = new FbxVector4(-50, 0, -50);
- protected FbxVector4 vertex5 = new FbxVector4(50, 0, -50);
- protected FbxVector4 vertex6 = new FbxVector4(50, 100, -50);
- protected FbxVector4 vertex7 = new FbxVector4(-50, 100, -50);
- // Control points for generating a simple cube
- protected FbxVector4[] m_controlPoints;
- [SetUp]
- public override void Init ()
- {
- fileNamePrefix = "_safe_to_delete__static_mesh_export_test_";
- base.Init ();
- m_controlPoints = new FbxVector4[] {
- vertex0, vertex1, vertex2, vertex3, // Face 1
- vertex1, vertex5, vertex6, vertex2, // Face 2
- vertex5, vertex4, vertex7, vertex6, // Face 3
- vertex4, vertex0, vertex3, vertex7, // Face 4
- vertex3, vertex2, vertex6, vertex7, // Face 5
- vertex1, vertex0, vertex4, vertex5, // Face 6
- };
- }
- protected override FbxScene CreateScene (FbxManager manager)
- {
- // Create a cube as a static mesh
- FbxScene scene = FbxScene.Create (manager, "myScene");
- FbxNode meshNode = FbxNode.Create (scene, "MeshNode");
- FbxMesh cubeMesh = FbxMesh.Create (scene, "cube");
- meshNode.SetNodeAttribute (cubeMesh);
- scene.GetRootNode ().AddChild (meshNode);
- cubeMesh.InitControlPoints (24);
- for (int i = 0; i < cubeMesh.GetControlPointsCount (); i++) {
- cubeMesh.SetControlPointAt (m_controlPoints [i], i);
- }
- // A cube: 6 polygons with 4 vertices each
- int[] vertices =
- {
- 0, 1, 2, 3,
- 4, 5, 6, 7,
- 8, 9, 10, 11,
- 12, 13, 14, 15,
- 16, 17, 18, 19,
- 20, 21, 22, 23
- };
- for (int i = 0; i < 6; i++)
- {
- cubeMesh.BeginPolygon(pGroup: -1);
- for (int j = 0; j < 4; j++)
- {
- cubeMesh.AddPolygon(vertices[i * 4 + j]);
- }
- cubeMesh.EndPolygon();
- }
- return scene;
- }
- protected override void CheckScene (FbxScene scene)
- {
- FbxScene origScene = CreateScene (FbxManager);
- Assert.IsNotNull (origScene);
- Assert.IsNotNull (scene);
- // Retrieve the mesh from each scene
- FbxMesh origMesh = origScene.GetRootNode().GetChild(0).GetMesh();
- FbxMesh importMesh = scene.GetRootNode ().GetChild(0).GetMesh ();
- Assert.IsNotNull (origMesh);
- Assert.IsNotNull (importMesh);
- // check that the control points match
- Assert.AreEqual(origMesh.GetControlPointsCount(), importMesh.GetControlPointsCount());
- for (int i = 0; i < origMesh.GetControlPointsCount (); i++) {
- FbxVector4 origControlPoint = origMesh.GetControlPointAt (i);
- FbxVector4 importControlPoint = importMesh.GetControlPointAt (i);
- // Note: Ignoring W as no matter what it is set to it always imports as 0
- Assert.AreEqual (origControlPoint.X, importControlPoint.X);
- Assert.AreEqual (origControlPoint.Y, importControlPoint.Y);
- Assert.AreEqual (origControlPoint.Z, importControlPoint.Z);
- }
- }
- }
- public class StaticMeshWithNormalsExportTest : StaticMeshExportTest
- {
- // Define normal vectors along each axis
- protected FbxVector4 normalXPos = new FbxVector4(1,0,0);
- protected FbxVector4 normalXNeg = new FbxVector4(-1,0,0);
- protected FbxVector4 normalYPos = new FbxVector4(0,1,0);
- protected FbxVector4 normalYNeg = new FbxVector4(0,-1,0);
- protected FbxVector4 normalZPos = new FbxVector4(0,0,1);
- protected FbxVector4 normalZNeg = new FbxVector4(0,0,-1);
- protected override FbxScene CreateScene (FbxManager manager)
- {
- FbxScene scene = base.CreateScene (manager);
- // Add normals, binormals, UVs, tangents and vertex colors to the cube
- FbxMesh cubeMesh = scene.GetRootNode ().GetChild (0).GetMesh ();
- // Add normals
- /// Set the Normals on Layer 0.
- FbxLayer fbxLayer = cubeMesh.GetLayer (0 /* default layer */);
- if (fbxLayer == null)
- {
- cubeMesh.CreateLayer ();
- fbxLayer = cubeMesh.GetLayer (0 /* default layer */);
- }
- using (var fbxLayerElement = FbxLayerElementNormal.Create (cubeMesh, "Normals"))
- {
- fbxLayerElement.SetMappingMode (FbxLayerElement.EMappingMode.eByControlPoint);
- fbxLayerElement.SetReferenceMode (FbxLayerElement.EReferenceMode.eDirect);
- // Add one normal per each vertex face index (3 per triangle)
- FbxLayerElementArray fbxElementArray = fbxLayerElement.GetDirectArray ();
- // Assign the normal vectors in the same order the control points were defined
- FbxVector4[] normals = {normalZPos, normalXPos, normalZNeg, normalXNeg, normalYPos, normalYNeg};
- for (int n = 0; n < normals.Length; n++) {
- for (int i = 0; i < 4; i++) {
- fbxElementArray.Add (normals [n]);
- }
- }
- fbxLayer.SetNormals (fbxLayerElement);
- }
- /// Set the binormals on Layer 0.
- using (var fbxLayerElement = FbxLayerElementBinormal.Create (cubeMesh, "Binormals"))
- {
- fbxLayerElement.SetMappingMode (FbxLayerElement.EMappingMode.eByControlPoint);
- fbxLayerElement.SetReferenceMode (FbxLayerElement.EReferenceMode.eDirect);
- // Add one normal per each vertex face index (3 per triangle)
- FbxLayerElementArray fbxElementArray = fbxLayerElement.GetDirectArray ();
- for (int n = 0; n < cubeMesh.GetControlPointsCount(); n++) {
- fbxElementArray.Add (new FbxVector4 (-1,0,1)); // TODO: set to correct values
- }
- fbxLayer.SetBinormals (fbxLayerElement);
- }
- /// Set the tangents on Layer 0.
- using (var fbxLayerElement = FbxLayerElementTangent.Create (cubeMesh, "Tangents"))
- {
- fbxLayerElement.SetMappingMode (FbxLayerElement.EMappingMode.eByControlPoint);
- fbxLayerElement.SetReferenceMode (FbxLayerElement.EReferenceMode.eDirect);
- // Add one normal per each vertex face index (3 per triangle)
- FbxLayerElementArray fbxElementArray = fbxLayerElement.GetDirectArray ();
- for (int n = 0; n < cubeMesh.GetControlPointsCount(); n++) {
- fbxElementArray.Add (new FbxVector4 (0,-1,1)); // TODO: set to correct values
- }
- fbxLayer.SetTangents (fbxLayerElement);
- }
- // set the vertex colors
- using (var fbxLayerElement = FbxLayerElementVertexColor.Create (cubeMesh, "VertexColors"))
- {
- fbxLayerElement.SetMappingMode (FbxLayerElement.EMappingMode.eByControlPoint);
- fbxLayerElement.SetReferenceMode (FbxLayerElement.EReferenceMode.eDirect);
- // Add one normal per each vertex face index (3 per triangle)
- FbxLayerElementArray fbxElementArray = fbxLayerElement.GetDirectArray ();
- // make each vertex either black or white
- for (int n = 0; n < cubeMesh.GetControlPointsCount (); n++) {
- fbxElementArray.Add (new FbxColor (n % 2, n % 2, n % 2));
- }
- fbxLayer.SetVertexColors (fbxLayerElement);
- }
- // set the UVs
- using (var fbxLayerElement = FbxLayerElementUV.Create (cubeMesh, "UVSet"))
- {
- fbxLayerElement.SetMappingMode (FbxLayerElement.EMappingMode.eByPolygonVertex);
- fbxLayerElement.SetReferenceMode (FbxLayerElement.EReferenceMode.eIndexToDirect);
- // set texture coordinates per vertex
- FbxLayerElementArray fbxElementArray = fbxLayerElement.GetDirectArray ();
- for (int n = 0; n < 8; n++) {
- fbxElementArray.Add (new FbxVector2 (n % 2,1)); // TODO: switch to correct values
- }
- // For each face index, point to a texture uv
- FbxLayerElementArray fbxIndexArray = fbxLayerElement.GetIndexArray ();
- fbxIndexArray.SetCount (24);
- for (int vertIndex = 0; vertIndex < 24; vertIndex++)
- {
- fbxIndexArray.SetAt (vertIndex, vertIndex % 8); // TODO: switch to correct values
- }
- fbxLayer.SetUVs (fbxLayerElement, FbxLayerElement.EType.eTextureDiffuse);
- }
- return scene;
- }
- protected override void CheckScene (FbxScene scene)
- {
- base.CheckScene (scene);
- FbxScene origScene = CreateScene (FbxManager);
- Assert.IsNotNull (origScene);
- // Retrieve the mesh from each scene
- FbxMesh origMesh = origScene.GetRootNode().GetChild(0).GetMesh();
- FbxMesh importMesh = scene.GetRootNode ().GetChild(0).GetMesh ();
- // get the layers
- FbxLayer origLayer = origMesh.GetLayer (0 /* default layer */);
- FbxLayer importLayer = importMesh.GetLayer (0 /* default layer */);
- // Check normals
- CheckFbxElementVector4(origLayer.GetNormals(), importLayer.GetNormals());
- // Check binormals
- CheckFbxElementVector4(origLayer.GetBinormals(), importLayer.GetBinormals());
- // Check tangents
- CheckFbxElementVector4(origLayer.GetTangents(), importLayer.GetTangents());
- // Check vertex colors
- var origVertexColorElement = origLayer.GetVertexColors();
- var importVertexColorElement = importLayer.GetVertexColors ();
- Assert.AreEqual (origVertexColorElement.GetMappingMode (), importVertexColorElement.GetMappingMode());
- Assert.AreEqual (origVertexColorElement.GetReferenceMode (), importVertexColorElement.GetReferenceMode ());
- var origVertexColorElementArray = origVertexColorElement.GetDirectArray ();
- var importVertexColorElementArray = importVertexColorElement.GetDirectArray ();
- Assert.AreEqual (origVertexColorElementArray.GetCount (), importVertexColorElementArray.GetCount ());
- for (int i = 0; i < origVertexColorElementArray.GetCount (); i++) {
- Assert.AreEqual (origVertexColorElementArray.GetAt (i), importVertexColorElementArray.GetAt (i));
- }
- // Check UVs
- var origUVElement = origLayer.GetUVs();
- var importUVElement = importLayer.GetUVs ();
- Assert.AreEqual (origUVElement.GetMappingMode (), importUVElement.GetMappingMode());
- Assert.AreEqual (origUVElement.GetReferenceMode (), importUVElement.GetReferenceMode ());
- var origUVElementArray = origUVElement.GetDirectArray ();
- var importUVElementArray = importUVElement.GetDirectArray ();
- Assert.AreEqual (origUVElementArray.GetCount (), importUVElementArray.GetCount ());
- for (int i = 0; i < origUVElementArray.GetCount (); i++) {
- Assert.AreEqual (origUVElementArray.GetAt (i), importUVElementArray.GetAt (i));
- }
- var origUVElementIndex = origUVElement.GetIndexArray ();
- var importUVElementIndex = origUVElement.GetIndexArray ();
- Assert.AreEqual (origUVElementIndex.GetCount (), importUVElementIndex.GetCount ());
- for (int i = 0; i < origUVElementIndex.GetCount (); i++) {
- Assert.AreEqual (origUVElementIndex.GetAt (i), importUVElementIndex.GetAt (i));
- }
- }
- // helper for above, to check normals, binormals, and tangents
- protected void CheckFbxElementVector4(
- FbxLayerElementTemplateFbxVector4 origElement,
- FbxLayerElementTemplateFbxVector4 importElement)
- {
- Assert.AreEqual (origElement.GetMappingMode (), importElement.GetMappingMode());
- Assert.AreEqual (origElement.GetReferenceMode (), importElement.GetReferenceMode ());
- var origElementArray = origElement.GetDirectArray ();
- var importElementArray = importElement.GetDirectArray ();
- Assert.AreEqual (origElementArray.GetCount (), importElementArray.GetCount ());
- for (int i = 0; i < origElementArray.GetCount (); i++) {
- Assert.AreEqual (origElementArray.GetAt (i), importElementArray.GetAt (i));
- }
- }
- }
- public class StaticMeshWithMaterialExportTest : StaticMeshExportTest {
- private string m_materialName = "MaterialTest";
- enum PropertyType { Color, Double3, Double };
- struct Property {
- public PropertyType type;
- public string name;
- public Property(string name, PropertyType type){
- this.name = name;
- this.type = type;
- }
- }
- protected override FbxScene CreateScene (FbxManager manager)
- {
- FbxScene scene = base.CreateScene (manager);
- // Set the UVs
- FbxMesh cubeMesh = scene.GetRootNode ().GetChild (0).GetMesh ();
- FbxLayer fbxLayer = cubeMesh.GetLayer (0 /* default layer */);
- if (fbxLayer == null)
- {
- cubeMesh.CreateLayer ();
- fbxLayer = cubeMesh.GetLayer (0 /* default layer */);
- }
- using (var fbxLayerElement = FbxLayerElementUV.Create (cubeMesh, "UVSet"))
- {
- fbxLayerElement.SetMappingMode (FbxLayerElement.EMappingMode.eByPolygonVertex);
- fbxLayerElement.SetReferenceMode (FbxLayerElement.EReferenceMode.eIndexToDirect);
- // set texture coordinates per vertex
- FbxLayerElementArray fbxElementArray = fbxLayerElement.GetDirectArray ();
- for (int n = 0; n < 8; n++) {
- fbxElementArray.Add (new FbxVector2 (n % 2,1)); // TODO: switch to correct values
- }
- // For each face index, point to a texture uv
- FbxLayerElementArray fbxIndexArray = fbxLayerElement.GetIndexArray ();
- fbxIndexArray.SetCount (24);
- for (int vertIndex = 0; vertIndex < 24; vertIndex++)
- {
- fbxIndexArray.SetAt (vertIndex, vertIndex % 8); // TODO: switch to correct values
- }
- fbxLayer.SetUVs (fbxLayerElement, FbxLayerElement.EType.eTextureDiffuse);
- }
- // Create the material
- var fbxMaterial = FbxSurfacePhong.Create (scene, m_materialName);
- fbxMaterial.Diffuse.Set(new FbxColor(1,1,1));
- fbxMaterial.Emissive.Set(new FbxColor(0.5,0.1,0.2));
- fbxMaterial.Ambient.Set(new FbxDouble3 (0.3, 0.4, 0));
- fbxMaterial.BumpFactor.Set (0.6);
- fbxMaterial.Specular.Set(new FbxDouble3(0.8, 0.7, 0.9));
- // Create and add the texture
- var fbxMaterialProperty = fbxMaterial.FindProperty (FbxSurfaceMaterial.sDiffuse);
- Assert.IsNotNull (fbxMaterialProperty);
- Assert.IsTrue (fbxMaterialProperty.IsValid ());
- var fbxTexture = FbxFileTexture.Create (fbxMaterial, FbxSurfaceMaterial.sDiffuse + "_Texture");
- fbxTexture.SetFileName ("/path/to/some/texture.jpg");
- fbxTexture.SetTextureUse (FbxTexture.ETextureUse.eStandard);
- fbxTexture.SetMappingType (FbxTexture.EMappingType.eUV);
- fbxTexture.ConnectDstProperty (fbxMaterialProperty);
- scene.GetRootNode ().GetChild (0).AddMaterial (fbxMaterial);
- return scene;
- }
- protected override void CheckScene (FbxScene scene)
- {
- base.CheckScene (scene);
- FbxScene origScene = CreateScene (FbxManager);
- Assert.IsNotNull (origScene);
- // Retrieve the mesh from each scene
- FbxMesh origMesh = origScene.GetRootNode().GetChild(0).GetMesh();
- FbxMesh importMesh = scene.GetRootNode ().GetChild(0).GetMesh ();
- // get the layers
- FbxLayer origLayer = origMesh.GetLayer (0 /* default layer */);
- FbxLayer importLayer = importMesh.GetLayer (0 /* default layer */);
- // Check UVs
- var origUVElement = origLayer.GetUVs();
- var importUVElement = importLayer.GetUVs ();
- Assert.AreEqual (origUVElement.GetMappingMode (), importUVElement.GetMappingMode());
- Assert.AreEqual (origUVElement.GetReferenceMode (), importUVElement.GetReferenceMode ());
- var origUVElementArray = origUVElement.GetDirectArray ();
- var importUVElementArray = importUVElement.GetDirectArray ();
- Assert.AreEqual (origUVElementArray.GetCount (), importUVElementArray.GetCount ());
- for (int i = 0; i < origUVElementArray.GetCount (); i++) {
- Assert.AreEqual (origUVElementArray.GetAt (i), importUVElementArray.GetAt (i));
- }
- var origUVElementIndex = origUVElement.GetIndexArray ();
- var importUVElementIndex = origUVElement.GetIndexArray ();
- Assert.AreEqual (origUVElementIndex.GetCount (), importUVElementIndex.GetCount ());
- for (int i = 0; i < origUVElementIndex.GetCount (); i++) {
- Assert.AreEqual (origUVElementIndex.GetAt (i), importUVElementIndex.GetAt (i));
- }
- // Check material and texture
- var origNode = origScene.GetRootNode().GetChild(0);
- int origMatIndex = origNode.GetMaterialIndex (m_materialName);
- Assert.GreaterOrEqual (origMatIndex, 0);
- var origMaterial = origNode.GetMaterial(origMatIndex);
- Assert.IsNotNull (origMaterial);
- var importNode = scene.GetRootNode().GetChild(0);
- int importMatIndex = importNode.GetMaterialIndex (m_materialName);
- Assert.GreaterOrEqual (importMatIndex, 0);
- var importMaterial = importNode.GetMaterial (importMatIndex);
- Assert.IsNotNull (importMaterial);
- // TODO: Add ability to Downcast the material to an FbxSurfacePhong.
- Property[] materialProperties = {
- new Property (FbxSurfaceMaterial.sDiffuse, PropertyType.Color),
- new Property (FbxSurfaceMaterial.sEmissive, PropertyType.Color),
- new Property (FbxSurfaceMaterial.sAmbient, PropertyType.Double3),
- new Property (FbxSurfaceMaterial.sSpecular, PropertyType.Double3),
- new Property (FbxSurfaceMaterial.sBumpFactor, PropertyType.Double)
- };
- FbxProperty origMaterialDiffuseProperty = null;
- FbxProperty importMaterialDiffuseProperty = null;
- foreach (var prop in materialProperties) {
- FbxProperty origProp = origMaterial.FindProperty (prop.name);
- Assert.IsNotNull (origProp);
- Assert.IsTrue (origProp.IsValid ());
- FbxProperty importProp = importMaterial.FindProperty (prop.name);
- Assert.IsNotNull (importProp);
- Assert.IsTrue (importProp.IsValid ());
- switch (prop.type){
- case PropertyType.Color:
- Assert.AreEqual (origProp.GetFbxColor(), importProp.GetFbxColor());
- break;
- case PropertyType.Double3:
- Assert.AreEqual (origProp.GetFbxDouble3(), importProp.GetFbxDouble3());
- break;
- case PropertyType.Double:
- Assert.AreEqual (origProp.GetDouble(), importProp.GetDouble());
- break;
- default:
- break;
- }
- if(prop.name.Equals(FbxSurfaceMaterial.sDiffuse)){
- origMaterialDiffuseProperty = origProp;
- importMaterialDiffuseProperty = importProp;
- }
- }
- Assert.IsNotNull (origMaterialDiffuseProperty);
- Assert.IsNotNull (importMaterialDiffuseProperty);
- var origTexture = origMaterialDiffuseProperty.FindSrcObject (FbxSurfaceMaterial.sDiffuse + "_Texture");
- Assert.IsNotNull (origTexture);
- var importTexture = importMaterialDiffuseProperty.FindSrcObject (FbxSurfaceMaterial.sDiffuse + "_Texture");
- Assert.IsNotNull (importTexture);
- // TODO: Trying to Downcast the texture to an FbxFileTexture returns a null value,
- // need to figure out how to fix this so we can access the texture properties.
- /*Assert.AreEqual (origTexture.GetFileName (), importTexture.GetFileName ());
- Assert.AreEqual (origTexture.GetTextureUse (), importTexture.GetTextureUse ());
- Assert.AreEqual (origTexture.GetMappingType (), importTexture.GetMappingType ());*/
- }
- }
- }
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