Collada Export: More unique Ids

Nodes, Materials, Animations, Lights, Cameras, Bones
This commit is contained in:
RichardTea
2020-04-30 18:28:06 +01:00
parent ff9f3b8608
commit 083ebdbc2e
3 changed files with 369 additions and 200 deletions

View File

@@ -82,20 +82,75 @@ public:
return true;
}
typedef std::pair<std::string, std::string> IdNameString;
typedef std::map<std::string, std::string> IdNameMap;
template <typename T>
static inline IdNameString GetItemIdName(const T *item, size_t index) {
std::ostringstream stream;
stream << typeid(T).name() << "@" << index;
return std::make_pair(std::string(item->mName.C_Str()), stream.str());
}
// Specialisations
static inline IdNameString GetItemIdName(aiMaterial *item, size_t index) {
std::ostringstream stream;
stream << typeid(aiMaterial).name() << "@" << index;
return std::make_pair(std::string(item->GetName().C_Str()), stream.str());
}
static inline IdNameString GetItemIdName(aiTexture *item, size_t index) {
std::ostringstream stream;
stream << typeid(aiTexture).name() << "@" << index;
return std::make_pair(std::string(item->mFilename.C_Str()), stream.str());
}
static inline void ReportDuplicate(IdNameMap &itemIdMap, const IdNameString &namePair, const char *typeNameStr) {
const auto result = itemIdMap.insert(namePair);
EXPECT_TRUE(result.second) << "Duplicate '" << typeNameStr << "' name: '" << namePair.first << "'. " << namePair.second << " == " << result.first->second;
}
template <typename T>
static inline void CheckUniqueIds(IdNameMap &itemIdMap, unsigned int itemCount, T **itemArray) {
for (size_t idx = 0; idx < itemCount; ++idx) {
IdNameString namePair = GetItemIdName(itemArray[idx], idx);
ReportDuplicate(itemIdMap, namePair, typeid(T).name());
}
}
static inline void CheckUniqueIds(IdNameMap &itemIdMap, const aiNode *parent, size_t index) {
IdNameString namePair = GetItemIdName(parent, index);
ReportDuplicate(itemIdMap, namePair, typeid(aiNode).name());
for (size_t idx = 0; idx < parent->mNumChildren; ++idx) {
CheckUniqueIds(itemIdMap, parent->mChildren[idx], idx);
}
}
static inline void SetAllNodeNames(const aiString &newName, aiNode *node) {
node->mName = newName;
for (size_t idx = 0; idx < node->mNumChildren; ++idx) {
SetAllNodeNames(newName, node->mChildren[idx]);
}
}
void ImportAndCheckIds(const char *file, size_t meshCount) {
// Import the Collada using the 'default' where mesh names are the ids
// Import the Collada using the 'default' where aiMesh names are the Collada ids
Assimp::Importer importer;
const aiScene *scene = importer.ReadFile(file, aiProcess_ValidateDataStructure);
ASSERT_TRUE(scene != nullptr) << "Fatal: could not re-import " << file;
EXPECT_EQ(meshCount, scene->mNumMeshes) << "in " << file;
// Check the mesh ids are unique
std::map<std::string, size_t> meshNameMap;
for (size_t idx = 0; idx < scene->mNumMeshes; ++idx) {
std::string meshName(scene->mMeshes[idx]->mName.C_Str());
const auto result = meshNameMap.insert(std::make_pair(meshName, idx));
EXPECT_TRUE(result.second) << "Duplicate name: " << meshName << " index " << result.first->second;
}
// Check the ids are unique
IdNameMap itemIdMap;
// Recurse the Nodes
CheckUniqueIds(itemIdMap, scene->mRootNode, 0);
// Check the lists
CheckUniqueIds(itemIdMap, scene->mNumMeshes, scene->mMeshes);
CheckUniqueIds(itemIdMap, scene->mNumAnimations, scene->mAnimations);
CheckUniqueIds(itemIdMap, scene->mNumMaterials, scene->mMaterials);
CheckUniqueIds(itemIdMap, scene->mNumTextures, scene->mTextures);
CheckUniqueIds(itemIdMap, scene->mNumLights, scene->mLights);
CheckUniqueIds(itemIdMap, scene->mNumCameras, scene->mCameras);
}
};
@@ -115,19 +170,49 @@ TEST_F(utColladaImportExport, exporterUniqueIdsTest) {
ASSERT_TRUE(scene != nullptr) << "Fatal: could not import teapots.DAE!";
ASSERT_EQ(3u, scene->mNumMeshes) << "Fatal: teapots.DAE initial load failed";
// Clear the mesh names
// Clear all the names
for (size_t idx = 0; idx < scene->mNumMeshes; ++idx) {
scene->mMeshes[idx]->mName.Clear();
}
for (size_t idx = 0; idx < scene->mNumMaterials; ++idx) {
scene->mMaterials[idx]->RemoveProperty(AI_MATKEY_NAME);
}
for (size_t idx = 0; idx < scene->mNumAnimations; ++idx) {
scene->mAnimations[idx]->mName.Clear();
}
// Can't clear texture names
for (size_t idx = 0; idx < scene->mNumLights; ++idx) {
scene->mLights[idx]->mName.Clear();
}
for (size_t idx = 0; idx < scene->mNumCameras; ++idx) {
scene->mCameras[idx]->mName.Clear();
}
SetAllNodeNames(aiString(), scene->mRootNode);
ASSERT_EQ(AI_SUCCESS, exporter.Export(scene, "collada", outFileEmpty)) << "Fatal: Could not export un-named meshes file";
ImportAndCheckIds(outFileEmpty, 3);
// Force the meshes to have the same non-empty name
aiString testName("test_mesh");
// Force everything to have the same non-empty name
aiString testName("test_name");
for (size_t idx = 0; idx < scene->mNumMeshes; ++idx) {
scene->mMeshes[idx]->mName = testName;
}
for (size_t idx = 0; idx < scene->mNumMaterials; ++idx) {
scene->mMaterials[idx]->AddProperty(&testName, AI_MATKEY_NAME);
}
for (size_t idx = 0; idx < scene->mNumAnimations; ++idx) {
scene->mAnimations[idx]->mName = testName;
}
// Can't clear texture names
for (size_t idx = 0; idx < scene->mNumLights; ++idx) {
scene->mLights[idx]->mName = testName;
}
for (size_t idx = 0; idx < scene->mNumCameras; ++idx) {
scene->mCameras[idx]->mName = testName;
}
ASSERT_EQ(AI_SUCCESS, exporter.Export(scene, "collada", outFileNamed)) << "Fatal: Could not export named meshes file";
ImportAndCheckIds(outFileNamed, 3);