/* Copyright (C) 2005-2007 Feeling Software Inc. Portions of the code are: Copyright (C) 2005-2007 Sony Computer Entertainment America MIT License: http://www.opensource.org/licenses/mit-license.php */ #include "StdAfx.h" #include "FCDocument/FCDController.h" #include "FCDocument/FCDGeometry.h" #include "FCDocument/FCDGeometryMesh.h" #include "FCDocument/FCDGeometryPolygons.h" #include "FCDocument/FCDGeometryPolygonsInput.h" #include "FCDocument/FCDGeometrySource.h" #include "FCDocument/FCDGeometrySpline.h" #include "FCDocument/FCDMorphController.h" #include "FCDocument/FCDSceneNode.h" #include "FCDocument/FCDSkinController.h" #include "FCTestExportImport.h" static const float positionData[12] = { 0.0f, 0.0f, 3.0f, 5.0f, 0.0f, -2.0f, -3.0f, 4.0f, -2.0f, -3.0f, -4.0f, -2.0f }; static const float colorData[12] = { 1.0f, 0.0f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f, 1.0f, 0.0f, 0.0f, 1.0f, 1.0f }; static const float dummyData[10] = { 0.0f, 1.0f, 2.0f, 3.0f, 4.0f, 5.0f, 6.0f, 7.0f, 8.0f, 9.0f }; static const uint32 positionIndices[12] = { 0, 1, 2, 0, 2, 3, 0, 3, 1, 3, 2, 1 }; static const uint32 colorIndices[12] = { 0, 1, 2, 0, 1, 2, 0, 1, 2, 0, 1, 2 }; static const float sampleBindPose1[16] = { 1.0f, 0.4f, 0.4f, 0.0f, 7.77f, 0.0f, 0.3f, 2.5f, 0.0f, 1.0f, 1.0f, 0.0f, 0.0f, 0.0f, 1.0f }; static const float sampleBindPose2[16] = { 0.3f, 0.0f, -0.3f, -21.0f, 0.96f, 0.0f, 2.0f, 2.5f, 0.0f, -5.0f, 1.0f, 0.0f, 0.0f, 0.0f, 1.0f }; static fm::string splineId, meshId, jointId1, jointId2; namespace FCTestExportImport { static const char* szTestName = "FCTestExportImportGeometry"; bool FillGeometryLibrary(FULogFile& fileOut, FCDGeometryLibrary* library) { FCDGeometry* geometry = library->AddEntity(); PassIf(geometry->GetType() == FCDEntity::GEOMETRY); FailIf(geometry->IsMesh()); FailIf(geometry->IsSpline()); meshId = geometry->GetDaeId(); FailIf(meshId.empty()); // Creates a mesh to export FCDGeometryMesh* mesh = geometry->CreateMesh(); FailIf(geometry->IsSpline()); PassIf(geometry->IsMesh()); PassIf(geometry->GetMesh() == mesh); PassIf(geometry->GetSpline() == NULL); FillGeometryMesh(fileOut, mesh); // Create a spline to export geometry = library->AddEntity(); geometry->CreateMesh(); FCDGeometrySpline* spline = geometry->CreateSpline(); PassIf(geometry->IsSpline()); FailIf(geometry->IsMesh()); PassIf(geometry->GetMesh() == NULL); PassIf(geometry->GetSpline() == spline); FillGeometrySpline(fileOut, spline); splineId = geometry->GetDaeId(); FailIf(splineId.empty()); return true; } bool FillGeometryMesh(FULogFile& fileOut, FCDGeometryMesh* mesh) { FCDGeometrySource* posSource = mesh->AddVertexSource(); FailIf(posSource == NULL); posSource->SetName(FC("TestPositionSource")); posSource->SetSourceType(FUDaeGeometryInput::POSITION); posSource->SetData(FloatList(positionData, 12), 3); FCDGeometrySource* colorSource = mesh->AddSource(); FailIf(colorSource == NULL); colorSource->SetName(FC("TestColorSource")); colorSource->SetSourceType(FUDaeGeometryInput::COLOR); colorSource->SetData(FloatList(colorData, 12), 4); FCDGeometrySource* dummySource = mesh->AddSource(); FailIf(dummySource == NULL); dummySource->SetName(FC("TestDummySource")); dummySource->SetSourceType(FUDaeGeometryInput::EXTRA); dummySource->SetData(FloatList(dummyData, 10), 3); PassIf(FillExtraTree(fileOut, dummySource->GetExtra(), false)); FCDGeometryPolygons* polys1 = mesh->AddPolygons(); FailIf(polys1 == NULL || polys1->GetInputCount() != 1); FCDGeometryPolygons* polys2 = mesh->AddPolygons(); FailIf(polys2 == NULL || polys2->GetInputCount() != 1); FCDGeometryPolygonsInput* pInput1 = polys1->AddInput(colorSource, 1); PassIf(polys1->GetInputCount() == 2); PassIf(pInput1 != NULL && pInput1->GetSource() == colorSource && pInput1->GetOffset() == 1); FCDGeometryPolygonsInput* pInput2 = polys2->AddInput(colorSource, 1); PassIf(polys2->GetInputCount() == 2); PassIf(pInput2 != NULL && pInput2->GetSource() == colorSource && pInput2->GetOffset() == 1); FCDGeometryPolygonsInput* pInput3 = polys1->AddInput(dummySource, 2); PassIf(pInput3 != NULL && pInput3->GetSource() == dummySource && pInput3->GetOffset() == 2); // Write some extra tree in there too. FillExtraTree(fileOut, polys1->GetExtra(), true); FillExtraTree(fileOut, polys2->GetExtra(), true); // Fill in some indices in order to form a tetrahedron polys1->AddFace(3); polys1->AddFace(3); polys1->AddFace(3); polys1->AddFace(3); FailIf(polys1->FindInput(posSource) == NULL); polys1->FindInput(posSource)->SetIndices(positionIndices, 12); FailIf(polys1->FindInput(posSource) == NULL); polys1->FindInput(colorSource)->SetIndices(colorIndices, 12); return true; } bool FillGeometrySpline(FULogFile& fileOut, FCDGeometrySpline* spline) { spline->SetType(FUDaeSplineType::BEZIER); FCDBezierSpline* splineData = (FCDBezierSpline*) spline->AddSpline(); PassIf(splineData->IsType(FCDBezierSpline::GetClassType())); /* FCDCVs cvs; cvs.push_back(FMVector3(1.0f, 2.0f, 4.0f)); cvs.push_back(FMVector3::XAxis); spline->SetCVs(cvs); PassIf(spline->GetCVCount() == 2); FCDKnots knots; knots.push_back(1.4); knots.push_back(7.4); spline->SetKnots(knots); PassIf(spline->GetKnotCount() == 2); */ return true; } bool CheckGeometryLibrary(FULogFile& fileOut, FCDGeometryLibrary* library) { PassIf(library->GetEntityCount() == 2); // Find the one mesh and the one spline geometries. FCDGeometryMesh* mesh = NULL; FCDGeometrySpline* spline = NULL; for (size_t i = 0; i < 2; ++i) { FCDGeometry* g = library->GetEntity(i); if (g->IsMesh()) mesh = g->GetMesh(); else if (g->IsSpline()) spline = g->GetSpline(); else Fail; } FailIf(mesh == NULL || spline == NULL); CheckGeometryMesh(fileOut, mesh); CheckGeometrySpline(fileOut, spline); return true; } bool CheckGeometryMesh(FULogFile& fileOut, FCDGeometryMesh* mesh) { // Verify the mesh and its sources PassIf(mesh->GetSourceCount() == 3); FCDGeometrySource* posSource = NULL,* colorSource = NULL,* dummySource = NULL; for (size_t i = 0; i < 3; ++i) { FCDGeometrySource* source = mesh->GetSource(i); FailIf(source == NULL); switch (source->GetType()) { case FUDaeGeometryInput::POSITION: posSource = source; PassIf(source->GetName() == FC("TestPositionSource")); break; case FUDaeGeometryInput::COLOR: colorSource = source; PassIf(source->GetName() == FC("TestColorSource")); break; case FUDaeGeometryInput::EXTRA: dummySource = source; PassIf(source->GetName() == FC("TestDummySource")); break; default: Fail; break; } } FailIf(posSource == NULL || colorSource == NULL || dummySource == NULL); PassIf(IsEquivalent(posSource->GetData(), posSource->GetDataCount(), positionData, 12)); PassIf(posSource->GetStride() == 3); PassIf(IsEquivalent(colorSource->GetData(), colorSource->GetDataCount(), colorData, 12)); PassIf(colorSource->GetStride() == 4); PassIf(IsEquivalent(dummySource->GetData(), dummySource->GetDataCount(), dummyData, 10)); PassIf(dummySource->GetStride() == 3); PassIf(CheckExtraTree(fileOut, dummySource->GetExtra(), false)); // Find the non-empty polygon set and verify that one of the polygon set is, in fact, empty. FCDGeometryPolygons* polys1 = NULL,* polysEmpty = NULL; for (size_t i = 0; i < mesh->GetPolygonsCount(); ++i) { FCDGeometryPolygons* p = mesh->GetPolygons(i); if (p->GetFaceCount() == 0) { PassIf(polysEmpty == NULL); polysEmpty = p; } else { PassIf(polys1 == NULL); polys1 = p; } CheckExtraTree(fileOut, p->GetExtra(), true); } PassIf(polys1 != NULL && polysEmpty != NULL); // Check that we have the wanted tetrahedron in the non-empty polygon set. PassIf(polys1->GetFaceCount() == 4); PassIf(polys1->GetHoleCount() == 0); PassIf(polys1->GetFaceVertexCount(0) == 3 && polys1->GetFaceVertexCount(1) == 3 && polys1->GetFaceVertexCount(2) == 3 && polys1->GetFaceVertexCount(3) == 3); FCDGeometryPolygonsInput* posInput = polys1->FindInput(posSource); FailIf(posInput == NULL || posInput->GetIndexCount() != 12); FCDGeometryPolygonsInput* colorInput = polys1->FindInput(colorSource); FailIf(colorInput == NULL || colorInput == posInput || colorInput->GetIndexCount() != 12); PassIf(IsEquivalent(posInput->GetIndices(), 12, positionIndices, 12)); PassIf(IsEquivalent(colorInput->GetIndices(), 12, colorIndices, 12)); return true; } bool CheckGeometrySpline(FULogFile& UNUSED(fileOut), FCDGeometrySpline* UNUSED(spline)) {/* // Verify the spline and its data FailIf(spline->GetCVCount() != 2); FailIf(spline->GetKnotCount() != 2); PassIf(IsEquivalent(*spline->GetCV(0), FMVector3(1.0f, 2.0f, 4.0f))); PassIf(IsEquivalent(*spline->GetCV(1), FMVector3::XAxis)); PassIf(IsEquivalent(spline->GetKnot(0), 1.4)); PassIf(IsEquivalent(spline->GetKnot(1), 7.4));*/ return true; } bool FillControllerLibrary(FULogFile& fileOut, FCDControllerLibrary* library) { FailIf(library == NULL); // Create a morph controller on the previously created spline. FCDController* morpher = library->AddEntity(); PassIf(FillControllerMorph(fileOut, morpher->CreateMorphController())); // Create a skin controller on the previously created mesh. FCDController* skin = library->AddEntity(); skin->SetNote(FS("A nicey skinny controller. ")); PassIf(FillControllerSkin(fileOut, skin->CreateSkinController())); return true; } bool FillControllerMorph(FULogFile& fileOut, FCDMorphController* controller) { FailIf(controller == NULL); controller->SetMethod(FUDaeMorphMethod::RELATIVE); // Retrieve the base spline entity that will be morphed // (and for this test only: it'll be the morph targets) // Also retrieve the mesh, for similarity checks. FCDGeometry* spline = controller->GetDocument()->FindGeometry(splineId); FailIf(spline == NULL); FCDGeometry* mesh = controller->GetDocument()->FindGeometry(meshId); FailIf(mesh == NULL); FailIf(controller->IsSimilar(mesh)); FailIf(controller->IsSimilar(spline)); controller->SetBaseTarget(spline); PassIf(controller->IsSimilar(spline)); FailIf(controller->IsSimilar(mesh)); controller->AddTarget(spline, 0.3f); controller->AddTarget(spline, 0.6f); PassIf(controller->GetTargetCount() == 2); return true; } bool FillControllerSkin(FULogFile& fileOut, FCDSkinController* controller) { FailIf(controller == NULL); // Create two joints. FCDSceneNode* visualScene = controller->GetDocument()->GetVisualSceneLibrary()->AddEntity(); PassIf(visualScene != NULL); FCDSceneNode* joint1 = visualScene->AddChildNode(); PassIf(joint1 != NULL); FCDSceneNode* joint2 = joint1->AddChildNode(); PassIf(joint2 != NULL); // In the standard course of operations, we would either load a file // with subId Info, or link it in when loading the instance. Here we have no instance fm::string jid1("joint1"); fm::string jid2("joint2"); joint1->SetSubId(jid1); joint2->SetSubId(jid2); jointId1 = joint1->GetSubId(); jointId2 = joint2->GetSubId(); FailIf(jointId1.empty() || jointId2.empty()); controller->AddJoint(joint1->GetSubId(), FMMatrix44::Identity); controller->AddJoint(joint2->GetSubId(), FMMatrix44(sampleBindPose1).Inverted()); controller->SetBindShapeTransform(FMMatrix44(sampleBindPose2)); PassIf(controller->GetJointCount() == 2); // Retrieve and assign the base target FCDGeometry* geometricTarget = controller->GetDocument()->FindGeometry(meshId); controller->SetTarget(geometricTarget); // Set some influences PassIf(controller->GetInfluenceCount() == 4); FCDSkinControllerVertex* influence = controller->GetVertexInfluence(0); FailIf(influence == NULL); influence->AddPair(0, 0.5f); influence->AddPair(1, 0.5f); influence = controller->GetVertexInfluence(3); FailIf(influence == NULL); influence->AddPair(1, 1.0f); influence = controller->GetVertexInfluence(2); FailIf(influence == NULL); influence->AddPair(0, 0.1f); return true; } bool CheckControllerLibrary(FULogFile& fileOut, FCDControllerLibrary* library) { FailIf(library == NULL); FCDController* morpher = NULL,* skin = NULL; for (size_t i = 0; i < library->GetEntityCount(); ++i) { FCDController* c = library->GetEntity(i); if (c->IsMorph()) { PassIf(morpher == NULL); morpher = c; } else if (c->IsSkin()) { PassIf(skin == NULL); skin = c; } else Fail; } PassIf(morpher != NULL && skin != NULL); // Check the morpher FailIf(morpher->IsSkin()); PassIf(morpher->IsMorph()); PassIf(morpher->GetMorphController() != NULL); PassIf(CheckControllerMorph(fileOut, morpher->GetMorphController())); // Check the skin PassIf(skin->GetSkinController() != NULL); //FailIf(skin->HasMorphController()); FailIf(skin->IsMorph()); PassIf(skin->GetNote() == FC("A nicey skinny controller. ")); PassIf(CheckControllerSkin(fileOut, skin->GetSkinController())); return true; } bool CheckControllerMorph(FULogFile& fileOut, FCDMorphController* controller) { FailIf(controller == NULL); PassIf(controller->GetMethod() == FUDaeMorphMethod::RELATIVE); // Check that there are two targets, that the weights are correct, as well as the ids. PassIf(controller->GetTargetCount() == 2); PassIf(controller->GetBaseTarget() != NULL); PassIf(controller->GetBaseTarget()->GetDaeId() == splineId); FCDMorphTarget* target1 = controller->GetTarget(0); FailIf(target1 == NULL); FCDMorphTarget* target2 = controller->GetTarget(1); FailIf(target2 == NULL); PassIf(target1->GetGeometry() == controller->GetBaseTarget()); PassIf(target2->GetGeometry() == controller->GetBaseTarget()); PassIf(IsEquivalent(target1->GetWeight(), 0.6f) || IsEquivalent(target1->GetWeight(), 0.3f)); PassIf(IsEquivalent(target2->GetWeight(), 0.6f) || IsEquivalent(target2->GetWeight(), 0.3f)); FailIf(IsEquivalent(target1->GetWeight(), target2->GetWeight())); return true; } bool CheckControllerSkin(FULogFile& fileOut, FCDSkinController* controller) { FailIf(controller == NULL); // Check the base target's identity FailIf(controller->GetTarget() == NULL); PassIf(controller->GetTarget()->GetType() == FCDEntity::GEOMETRY); PassIf(controller->GetTarget()->GetDaeId() == meshId); // Retrieve the two joints and verify their ids/bind-pose. PassIf(controller->GetJointCount() == 2); const FMMatrix44* joint1 = NULL,* joint2 = NULL; for (size_t i = 0; i < 2; ++i) { FCDSkinControllerJoint* joint = controller->GetJoint(i); if (joint->GetId() == jointId1) { FailIf(joint1 != NULL); joint1 = &joint->GetBindPoseInverse(); } else if (joint->GetId() == jointId2) { FailIf(joint2 != NULL); joint2 = &joint->GetBindPoseInverse(); } else Fail; } FailIf(joint1 == NULL || joint2 == NULL); PassIf(IsEquivalent(*joint1, FMMatrix44::Identity)); FMMatrix44 sbp = FMMatrix44(sampleBindPose1).Inverted(); PassIf(IsEquivalent(*joint2, FMMatrix44(sampleBindPose1).Inverted())); // Verify the influences PassIf(controller->GetInfluenceCount() == 4); FCDSkinControllerVertex* influence = controller->GetVertexInfluence(0); FailIf(influence == NULL); PassIf(influence->GetPairCount() == 2); PassIf(IsEquivalent(influence->GetPair(0)->jointIndex, 0)); PassIf(IsEquivalent(influence->GetPair(0)->weight, 0.5f)); PassIf(IsEquivalent(influence->GetPair(1)->jointIndex, 1)); PassIf(IsEquivalent(influence->GetPair(1)->weight, 0.5f)); influence = controller->GetVertexInfluence(1); FailIf(influence == NULL); PassIf(influence->GetPairCount() == 0); influence = controller->GetVertexInfluence(2); FailIf(influence == NULL); PassIf(influence->GetPairCount() == 1); PassIf(IsEquivalent(influence->GetPair(0)->jointIndex, 0)); PassIf(IsEquivalent(influence->GetPair(0)->weight, 1.0f)); // the weight should have been normalized. influence = controller->GetVertexInfluence(3); FailIf(influence == NULL); PassIf(influence->GetPairCount() == 1); PassIf(IsEquivalent(influence->GetPair(0)->jointIndex, 1)); PassIf(IsEquivalent(influence->GetPair(0)->weight, 1.0f)); return true; } };