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