/* 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/FCDCamera.h" #include "FCDocument/FCDController.h" #include "FCDocument/FCDControllerInstance.h" #include "FCDocument/FCDEntityInstance.h" #include "FCDocument/FCDEmitter.h" #include "FCDocument/FCDEmitterInstance.h" #include "FCDocument/FCDForceField.h" #include "FCDocument/FCDGeometry.h" #include "FCDocument/FCDGeometryInstance.h" #include "FCDocument/FCDGeometryMesh.h" #include "FCDocument/FCDGeometryPolygons.h" #include "FCDocument/FCDLight.h" #include "FCDocument/FCDMaterialInstance.h" #include "FCDocument/FCDSceneNode.h" #include "FCDocument/FCDTransform.h" #include "FMath/FMRandom.h" #include "FCTestExportImport.h" static const float sampleMatrix[16] = { 0.0f, 2.0f, 0.4f, 2.0f, 7.0f, 0.2f, 991.0f, 2.5f, 11.0f, 25.0f, 1.55f, 0.02f, 0.001f, 12.0f, 1.02e-3f }; static fm::string transformChildId = "TMChild"; namespace FCTestExportImport { static const char* szTestName = "FCTestExportImportVisualScene"; bool FillVisualScene(FULogFile& fileOut, FCDSceneNode* scene) { // Create a child node with transforms. FCDSceneNode* tmChild = scene->AddChildNode(); tmChild->SetDaeId(transformChildId); FillTransforms(fileOut, tmChild); // Create two more child nodes for instances FCDSceneNode* instanceNode1 = scene->AddChildNode(); FailIf(instanceNode1 == NULL); FCDSceneNode* instanceNode2 = scene->AddChildNode(); FailIf(instanceNode1 == NULL); // The first instance is a simple geometry instance: we'll need to instantiate the material as well. FCDGeometry* meshGeometry = NULL; size_t geometryCount = scene->GetDocument()->GetGeometryLibrary()->GetEntityCount(); for (size_t i = 0; i < geometryCount; ++i) { FCDGeometry* g = scene->GetDocument()->GetGeometryLibrary()->GetEntity(i); FailIf(g == NULL); if (g->IsMesh()) { meshGeometry = g; break; } } FailIf(meshGeometry == NULL); FCDGeometry* geometry = scene->GetDocument()->GetGeometryLibrary()->GetEntity(0); FailIf(geometry == NULL); FCDEntityInstance* meshInstance = instanceNode1->AddInstance(geometry); PassIf(meshInstance != NULL); FailIf(meshInstance->GetType() != FCDEntityInstance::GEOMETRY); FillGeometryInstance(fileOut, (FCDGeometryInstance*) meshInstance); // The second instance is a light instance. size_t lightCount = scene->GetDocument()->GetLightLibrary()->GetEntityCount(); PassIf(lightCount > 0); FCDLight* light = scene->GetDocument()->GetLightLibrary()->GetEntity(lightCount / 2); FCDEntityInstance* lightInstance = instanceNode1->AddInstance(light); PassIf(lightInstance != NULL); FailIf(lightInstance->GetType() != FCDEntityInstance::SIMPLE); // The third instance is a camera instance. size_t cameraCount = scene->GetDocument()->GetCameraLibrary()->GetEntityCount(); PassIf(cameraCount > 0); FCDCamera* camera = scene->GetDocument()->GetCameraLibrary()->GetEntity(cameraCount - 1); FCDEntityInstance* cameraInstance = instanceNode1->AddInstance(camera); PassIf(cameraInstance != NULL); FailIf(cameraInstance->GetType() != FCDEntityInstance::SIMPLE); // The fourth instance is a controller instance. size_t controllerCount = scene->GetDocument()->GetControllerLibrary()->GetEntityCount(); FCDController* controller = NULL; for (size_t i = 0; i < controllerCount; ++i) { FCDController* c = scene->GetDocument()->GetControllerLibrary()->GetEntity(i); PassIf(c != NULL); FCDGeometry* g = c->GetBaseGeometry(); if (g != NULL && g->IsMesh()) { controller = c; break;} } FailIf(controller == NULL); FCDEntityInstance* controllerInstance = instanceNode2->AddInstance(controller); FailIf(controllerInstance == NULL); PassIf(controllerInstance->HasType(FCDGeometryInstance::GetClassType())); PassIf(controllerInstance->HasType(FCDControllerInstance::GetClassType())); FillControllerInstance(fileOut, (FCDGeometryInstance*) controllerInstance); // The fifth instance is an emitter instance. size_t emitterCount = scene->GetDocument()->GetEmitterLibrary()->GetEntityCount(); PassIf(emitterCount > 0); FCDEmitter* emitter = scene->GetDocument()->GetEmitterLibrary()->GetEntity(0); FCDEntityInstance* emitterInstance = instanceNode2->AddInstance(emitter); PassIf(emitterInstance != NULL); PassIf(emitterInstance->HasType(FCDEmitterInstance::GetClassType())); FillEmitterInstance(fileOut, (FCDEmitterInstance*) emitterInstance); // The sixth instance is a force field instance. size_t fieldCount = scene->GetDocument()->GetForceFieldLibrary()->GetEntityCount(); PassIf(fieldCount > 0); FCDForceField* field = scene->GetDocument()->GetForceFieldLibrary()->GetEntity(0); FCDEntityInstance* fieldInstance = instanceNode2->AddInstance(field); PassIf(fieldInstance != NULL); return true; } bool FillTransforms(FULogFile& UNUSED(fileOut), FCDSceneNode* child) { FCDTRotation* rotation = (FCDTRotation*) child->AddTransform(FCDTransform::ROTATION); rotation->SetAxis(FMVector3::ZAxis); rotation->SetAngle(45.0f); FCDTTranslation* translation = (FCDTTranslation*) child->AddTransform(FCDTransform::TRANSLATION); translation->SetTranslation(0.0f, 4.0f, 6.0f); FCDTScale* scale = (FCDTScale*) child->AddTransform(FCDTransform::SCALE); scale->SetScale(FMVector3(3.0f, 0.5f, 2.0f)); FCDTMatrix* matrix = (FCDTMatrix*) child->AddTransform(FCDTransform::MATRIX); matrix->SetTransform(FMMatrix44(sampleMatrix)); FCDTLookAt* lookAt = (FCDTLookAt*) child->AddTransform(FCDTransform::LOOKAT); lookAt->SetPosition(1.0f, 2.0f, 3.0f); lookAt->SetTarget(5.0f, 6.0f, 9.0f); lookAt->SetUp(12.0f, 0.3f, 0.4f); FCDTSkew* skew = (FCDTSkew*) child->AddTransform(FCDTransform::SKEW); skew->SetAroundAxis(FMVector3::ZAxis); skew->SetRotateAxis(FMVector3::XAxis); skew->SetAngle(60.0f); return true; } bool FillControllerInstance(FULogFile& fileOut, FCDGeometryInstance* instance) { FillGeometryInstance(fileOut, instance); return true; } bool FillGeometryInstance(FULogFile& fileOut, FCDGeometryInstance* instance) { FailIf(instance == NULL); size_t materialCount = instance->GetDocument()->GetMaterialLibrary()->GetEntityCount(); PassIf(materialCount > 0); // Retrieve the mesh associated with the controller and assign its polygons some materials. FCDEntity* e = instance->GetEntity(); FailIf(e == NULL); if (e->GetType() == FCDEntity::CONTROLLER) e = ((FCDController*) e)->GetBaseGeometry(); FailIf(e == NULL || e->GetType() != FCDEntity::GEOMETRY); FCDGeometry* g = (FCDGeometry*) e; PassIf(g != NULL && g->IsMesh()); FCDGeometryMesh* mesh = g->GetMesh(); PassIf(mesh != NULL); for (size_t i = 0; i < mesh->GetPolygonsCount(); ++i) { // Retrieve a random material FCDMaterial* material = instance->GetDocument()->GetMaterialLibrary()->GetEntity(FMRandom::GetUInt32((uint32) materialCount)); instance->AddMaterialInstance(material, mesh->GetPolygons(i)); } // Add a last material instance, with some bindings. FCDMaterialInstance* lastMatInstance = instance->AddMaterialInstance(); lastMatInstance->SetSemantic(FS("DUMMY")); lastMatInstance->AddBinding(); lastMatInstance->AddBinding("Toto", "Targeted"); lastMatInstance->AddBinding("Gallant", "Pierto"); return true; } bool CheckVisualScene(FULogFile& fileOut, FCDSceneNode* imported) { // Find the child with the ordered transforms, by id. FCDSceneNode* tmChild = (FCDSceneNode*) imported->FindDaeId(transformChildId); PassIf(tmChild != NULL); PassIf(imported->GetParent() == NULL); PassIf(tmChild->GetParent() == imported); CheckTransforms(fileOut, tmChild); // Make a list of all the instances in the child nodes. fm::pvector instances; for (size_t i = 0; i < imported->GetChildrenCount(); ++i) { FCDSceneNode* n = imported->GetChild(i); for (size_t j = 0; j < n->GetInstanceCount(); ++j) { instances.push_back(n->GetInstance(j)); } } // Process the instances, there should be one light, one camera, one mesh and one controller! bool foundLight = false, foundCamera = false, foundMesh = false, foundController = false, foundEmitter = false, foundForceField = false; for (size_t k = 0; k < instances.size(); ++k) { FCDEntityInstance* instance = instances[k]; FailIf(instance == NULL); FailIf(instance->GetEntity() == NULL); switch (instance->GetEntity()->GetType()) { case FCDEntity::LIGHT: FailIf(foundLight); foundLight = true; FailIf(instance->GetType() != FCDEntityInstance::SIMPLE); break; case FCDEntity::CAMERA: FailIf(foundCamera); foundCamera = true; FailIf(instance->GetType() != FCDEntityInstance::SIMPLE); break; case FCDEntity::GEOMETRY: FailIf(foundMesh); foundMesh = true; FailIf(instance->GetType() != FCDEntityInstance::GEOMETRY); CheckGeometryInstance(fileOut, (FCDGeometryInstance*) instance); break; case FCDEntity::CONTROLLER: FailIf(foundController); foundController = true; FailIf(instance->GetType() != FCDEntityInstance::CONTROLLER); CheckControllerInstance(fileOut, (FCDGeometryInstance*) instance); break; case FCDEntity::EMITTER: FailIf(foundEmitter); foundEmitter = true; PassIf(instance->HasType(FCDEmitterInstance::GetClassType())); CheckEmitterInstance(fileOut, (FCDEmitterInstance*) instance); break; case FCDEntity::FORCE_FIELD: FailIf(foundForceField); foundForceField = true; PassIf(instance->GetEntityType() == FCDEntity::FORCE_FIELD); break; default: Fail; break; } } PassIf(foundLight && foundCamera && foundMesh && foundController && foundEmitter && foundForceField); return true; } bool CheckTransforms(FULogFile& fileOut, FCDSceneNode* child) { PassIf(child != NULL); PassIf(child->GetTransformCount() == 6); // The transforms MUST be in the same order as the exported order. FCDTransform* transform = child->GetTransform(0); FailIf(transform == NULL); FailIf(transform->GetParent() != child); PassIf(transform->GetType() == FCDTransform::ROTATION); FCDTRotation* rotation = (FCDTRotation*) transform; PassIf(IsEquivalent(rotation->GetAxis(), FMVector3::ZAxis)); PassIf(IsEquivalent(rotation->GetAngle(), 45.0f)); transform = child->GetTransform(1); FailIf(transform == NULL); FailIf(transform->GetParent() != child); PassIf(transform->GetType() == FCDTransform::TRANSLATION); FCDTTranslation* translation = (FCDTTranslation*) transform; PassIf(IsEquivalent(translation->GetTranslation(), FMVector3(0.0f, 4.0f, 6.0f))); transform = child->GetTransform(2); FailIf(transform == NULL); FailIf(transform->GetParent() != child); PassIf(transform->GetType() == FCDTransform::SCALE); FCDTScale* scale = (FCDTScale*) transform; PassIf(IsEquivalent(scale->GetScale(), FMVector3(3.0f, 0.5f, 2.0f))); transform = child->GetTransform(3); FailIf(transform == NULL); FailIf(transform->GetParent() != child); PassIf(transform->GetType() == FCDTransform::MATRIX); FCDTMatrix* mx = (FCDTMatrix*) transform; PassIf(IsEquivalent(mx->GetTransform(), FMMatrix44(sampleMatrix))); transform = child->GetTransform(4); FailIf(transform == NULL); FailIf(transform->GetParent() != child); PassIf(transform->GetType() == FCDTransform::LOOKAT); FCDTLookAt* lookAt = (FCDTLookAt*) transform; PassIf(IsEquivalent(lookAt->GetPosition(), FMVector3(1.0f, 2.0f, 3.0f))); PassIf(IsEquivalent(lookAt->GetTarget(), FMVector3(5.0f, 6.0f, 9.0f))); PassIf(IsEquivalent(lookAt->GetUp(), FMVector3(12.0f, 0.3f, 0.4f))); transform = child->GetTransform(5); FailIf(transform == NULL); FailIf(transform->GetParent() != child); PassIf(transform->GetType() == FCDTransform::SKEW); FCDTSkew* skew = (FCDTSkew*) transform; PassIf(IsEquivalent(skew->GetAroundAxis(), FMVector3::ZAxis)); PassIf(IsEquivalent(skew->GetRotateAxis(), FMVector3::XAxis)); PassIf(IsEquivalent(skew->GetAngle(), 60.0f)); return true; } bool CheckControllerInstance(FULogFile& fileOut, FCDGeometryInstance* instance) { FailIf(instance == NULL); CheckGeometryInstance(fileOut, instance); return true; } bool CheckGeometryInstance(FULogFile& fileOut, FCDGeometryInstance* instance) { FailIf(instance == NULL); // Retrieve the mesh instantiated. FCDEntity* e = instance->GetEntity(); FailIf(e == NULL); if (e->GetType() == FCDEntity::CONTROLLER) e = ((FCDController*) e)->GetBaseGeometry(); FailIf(e == NULL || e->GetType() != FCDEntity::GEOMETRY); FCDGeometry* g = (FCDGeometry*) e; PassIf(g != NULL && g->IsMesh()); FCDGeometryMesh* mesh = g->GetMesh(); PassIf(mesh != NULL); // Verify that all the polygons have a material instantiated for them. for (size_t i = 0; i < mesh->GetPolygonsCount(); ++i) { PassIf(mesh->GetPolygons(i) != NULL); const fstring& semantic = mesh->GetPolygons(i)->GetMaterialSemantic(); PassIf(!semantic.empty()); FCDMaterialInstance* material = instance->FindMaterialInstance(semantic); PassIf(material != NULL); PassIf(material->GetMaterial() != NULL); } // Verify the last material instance and its bindings. FCDMaterialInstance* lastMatInstance = instance->FindMaterialInstance(FC("DUMMY")); PassIf(lastMatInstance != NULL); PassIf(lastMatInstance->GetMaterial() == NULL); PassIf(lastMatInstance->GetBindingCount() == 3); bool foundEmpty = false, foundToto = false, foundGallant = false; for (size_t i = 0; i < 3; ++i) { FCDMaterialInstanceBind* b = lastMatInstance->GetBinding(i); if (b->semantic->empty()) { PassIf(!foundEmpty); foundEmpty = true; PassIf(b->target->empty()); } else if (IsEquivalent(b->semantic, "Toto")) { PassIf(!foundToto); foundToto = true; PassIf(IsEquivalent(b->target, "Targeted")); } else if (IsEquivalent(b->semantic, "Gallant")) { PassIf(!foundGallant); foundGallant = true; PassIf(IsEquivalent(b->target, "Pierto")); } else Fail; } PassIf(foundEmpty && foundToto && foundGallant); return true; } bool FillLayers(FULogFile& UNUSED(fileOut), FCDocument* doc) { FCDLayer* layer = doc->AddLayer(); layer->name = "TestL1"; layer = doc->AddLayer(); layer->name = "TestL2"; layer->objects.push_back("Obj1"); layer->objects.push_back("Obj2"); return true; } bool CheckLayers(FULogFile& fileOut, FCDocument* doc) { PassIf(doc->GetLayerCount() == 2); // There should be two layers: one is empty and the other will // be verified later on. FCDLayer* emptyLayer = NULL,* fullLayer = NULL; for (size_t i = 0; i < 2; ++i) { FCDLayer* l = doc->GetLayer(i); if (l->objects.empty()) { FailIf(emptyLayer != NULL); emptyLayer = l; } else { FailIf(fullLayer != NULL); fullLayer = l; } } PassIf(emptyLayer != NULL && fullLayer != NULL); // Verify the layer names. PassIf(emptyLayer->name == "TestL1"); PassIf(fullLayer->name == "TestL2"); FailIf(fullLayer->objects.size() != 2); PassIf(fullLayer->objects[0] == "Obj1"); PassIf(fullLayer->objects[1] == "Obj2"); return true; } };