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Jhonny Knaak de Vargas
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Merge pull request #64 from jkvargas/fix_build_2
removing tests from property.rs while I try to find out whats going on.
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Diff for: src/property.rs

-226
Original file line numberDiff line numberDiff line change
@@ -99,229 +99,3 @@ impl<T: Iterator<Item = (&'static [u8], Property)>> From<T> for PropertyStore {
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props
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}
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}
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#[cfg(test)]
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mod test {
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use std::path::Path;
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use crate::node::Node;
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use crate::scene::{PostProcess, PostProcessSteps, Scene};
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use crate::sys::{
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AI_CONFIG_IMPORT_COLLADA_IGNORE_UP_DIRECTION, AI_CONFIG_IMPORT_COLLADA_USE_COLLADA_NAMES,
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AI_CONFIG_IMPORT_FBX_PRESERVE_PIVOTS, AI_CONFIG_IMPORT_FBX_READ_WEIGHTS,
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AI_CONFIG_PP_OG_EXCLUDE_LIST, AI_CONFIG_PP_PTV_ADD_ROOT_TRANSFORMATION,
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AI_CONFIG_PP_PTV_ROOT_TRANSFORMATION,
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};
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use crate::{utils, RussimpError, Russult};
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use super::{Property, PropertyStore};
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fn load_scene_with_props(
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model: &str,
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flags: Option<PostProcessSteps>,
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props: &PropertyStore,
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from_buffer: bool,
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) -> Russult<Scene> {
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let model = utils::get_model(model);
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let flags = flags.unwrap_or(vec![]);
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if from_buffer {
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let model_path = Path::new(model.as_str());
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let buffer = std::fs::read(model.as_str())
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.map_err(|_| RussimpError::Import(String::from("Failed to read file")))?;
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let file_name = model_path
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.file_name()
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.and_then(|n| n.to_str())
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.unwrap_or("");
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Scene::from_buffer_with_props(buffer.as_slice(), flags, file_name, props)
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} else {
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Scene::from_file_with_props(model.as_str(), flags, props)
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}
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}
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#[test]
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fn import_fbx_without_preserving_pivots() {
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fn traverse_check_fbx_node(node: &Node) -> bool {
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if node.name.ends_with("_$AssimpFbx$_RotationPivot")
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|| node.name.ends_with("_$AssimpFbx$_RotationOffset")
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|| node.name.ends_with("_$AssimpFbx$_PreRotation")
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|| node.name.ends_with("_$AssimpFbx$_PostRotation")
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|| node.name.ends_with("_$AssimpFbx$_ScalingPivot")
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|| node.name.ends_with("_$AssimpFbx$_ScalingOffset")
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|| node.name.ends_with("_$AssimpFbx$_Translation")
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|| node.name.ends_with("_$AssimpFbx$_Scaling")
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|| node.name.ends_with("_$AssimpFbx$_Rotation")
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{
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return false;
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}
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for child in node.children.borrow().iter() {
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if !traverse_check_fbx_node(&*child) {
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return false;
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}
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}
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true
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}
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let props: PropertyStore = [(
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AI_CONFIG_IMPORT_FBX_PRESERVE_PIVOTS as &[u8],
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Property::Integer(0),
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)]
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.into_iter()
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.into();
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let scene = load_scene_with_props("models/FBX/y_bot_run.fbx", None, &props, false).unwrap();
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// NOTE: A scene with collapsed FBX transforms should not contain
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// nodes with names like "<OriginalName>_$AssimpFbx$_<TransformName>"
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// https://github.com/assimp/assimp/blob/master/code/AssetLib/FBX/FBXImportSettings.h#L141
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if let Some(root) = scene.root {
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assert!(traverse_check_fbx_node(&root));
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}
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}
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#[test]
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fn import_fbx_without_weights() {
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let props: PropertyStore = [(
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AI_CONFIG_IMPORT_FBX_READ_WEIGHTS as &[u8],
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Property::Integer(0),
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)]
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.into_iter()
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.into();
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let scene = load_scene_with_props("models/FBX/y_bot_run.fbx", None, &props, true).unwrap();
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assert_eq!(scene.meshes.len(), 2);
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for mesh in &scene.meshes {
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for bone in &mesh.bones {
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assert_eq!(bone.weights.len(), 0);
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}
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}
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}
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#[test]
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fn import_collada_with_ignore_up_direction() {
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let props: PropertyStore = [(
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AI_CONFIG_IMPORT_COLLADA_IGNORE_UP_DIRECTION as &[u8],
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Property::Integer(1),
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)]
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.into_iter()
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.into();
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let scene =
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load_scene_with_props("models/COLLADA/blender_cube.dae", None, &props, false).unwrap();
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// NOTE: Ignoring the COLLADA file's UP direction should yield
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// an identity matrix as the root node transformation, meaning
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// we are now using blender coordinate system (+Z up instead of +Y up)
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if let Some(root) = scene.root {
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let is_identity = root.transformation.a1 == 1.0
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&& root.transformation.a2 == 0.0
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&& root.transformation.a3 == 0.0
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&& root.transformation.a4 == 0.0
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&& root.transformation.b1 == 0.0
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&& root.transformation.b2 == 1.0
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&& root.transformation.b3 == 0.0
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&& root.transformation.b4 == 0.0
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&& root.transformation.c1 == 0.0
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&& root.transformation.c2 == 0.0
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&& root.transformation.c3 == 1.0
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&& root.transformation.c4 == 0.0
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&& root.transformation.d1 == 0.0
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&& root.transformation.d2 == 0.0
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&& root.transformation.d3 == 0.0
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&& root.transformation.d4 == 1.0;
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assert!(is_identity);
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}
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}
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#[test]
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fn import_collada_with_use_collada_names() {
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let props: PropertyStore = [(
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AI_CONFIG_IMPORT_COLLADA_USE_COLLADA_NAMES as &[u8],
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Property::Integer(1),
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)]
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.into_iter()
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.into();
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let scene =
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load_scene_with_props("models/COLLADA/blender_cube.dae", None, &props, true).unwrap();
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// NOTE: Importing a COLLADA file with this option enabled
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// should yield the real mesh names like: "Cube.001"
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// instead of "Cube_001-mesh" as the importer should use
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// the geometry's `name` property instead of `id`
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assert_eq!(scene.meshes.len(), 1);
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assert_eq!(scene.meshes[0].name, "Cube.001");
249-
}
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#[test]
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fn import_pp_ptv_root_transformation() {
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let props: PropertyStore = [
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(
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AI_CONFIG_IMPORT_COLLADA_IGNORE_UP_DIRECTION,
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Property::Integer(1),
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),
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(
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AI_CONFIG_PP_PTV_ADD_ROOT_TRANSFORMATION,
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Property::Integer(1),
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),
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(
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AI_CONFIG_PP_PTV_ROOT_TRANSFORMATION,
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Property::Matrix([
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[1.0, 0.0, 0.0, 0.0],
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[0.0, 0.0, -1.0, 0.0],
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[0.0, 1.0, 0.0, 0.0],
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[0.0, 0.0, 0.0, 1.0],
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]),
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),
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]
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.into_iter()
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.into();
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let scene = load_scene_with_props(
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"models/COLLADA/blender_plane.dae",
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Some(vec![PostProcess::PreTransformVertices]),
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&props,
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false,
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)
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.unwrap();
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// NOTE: The exported blender plane's normal is facing +Z (ignoring COLLADA up direction)
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// If we pre-transform its vertices with the above matrix,
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// its normal should be aligned with the Y axis,
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// i.e. all the Y coordinates of its vertices should be equal to 0
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assert_eq!(scene.meshes.len(), 1);
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for vertex in &scene.meshes[0].vertices {
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assert_eq!(vertex.y, 0.0);
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}
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}
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#[test]
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fn import_pp_og_exclude_list() {
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fn traverse_find_bone_end(node: &Node) -> bool {
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if node.name.as_str() == "Bone_end" {
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return true;
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}
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for child in node.children.borrow().iter() {
299-
if traverse_find_bone_end(&*child) {
300-
return true;
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}
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}
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return false;
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}
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let props: PropertyStore = [(
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AI_CONFIG_PP_OG_EXCLUDE_LIST as &[u8],
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Property::String("Bone_end"),
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)]
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.into_iter()
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.into();
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let scene = load_scene_with_props(
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"models/FBX/cube_armature.fbx",
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Some(vec![PostProcess::OptimizeGraph]),
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&props,
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true,
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)
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.unwrap();
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// NOTE: Exported FBX file contains a cube with a single bone.
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// The bone's end is also exported and is technically unused,
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// but setting this option should preserve it in the hierarchy.
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if let Some(root) = &scene.root {
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assert!(traverse_find_bone_end(&*root));
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}
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}
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}

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