public void TestBasics() { Assert.That(!string.IsNullOrEmpty(ModelExporter.GetVersionFromReadme())); // Test GetOrCreateLayer using (var fbxManager = FbxManager.Create()) { var fbxMesh = FbxMesh.Create(fbxManager, "name"); var layer0 = ModelExporter.GetOrCreateLayer(fbxMesh); Assert.That(layer0, Is.Not.Null); Assert.That(ModelExporter.GetOrCreateLayer(fbxMesh), Is.EqualTo(layer0)); var layer5 = ModelExporter.GetOrCreateLayer(fbxMesh, layer: 5); Assert.That(layer5, Is.Not.Null); Assert.That(layer5, Is.Not.EqualTo(layer0)); } // Test axis conversion: a x b in left-handed is the same as b x a // in right-handed (that's why we need to flip the winding order). var a = new Vector3(1, 0, 0); var b = new Vector3(0, 0, 1); var crossLeft = Vector3.Cross(a, b); Assert.That(ModelExporter.DefaultMaterial); // Test non-static functions. using (var fbxManager = FbxManager.Create()) { var fbxScene = FbxScene.Create(fbxManager, "scene"); var fbxNode = FbxNode.Create(fbxScene, "node"); var exporter = new ModelExporter(); // Test ExportMaterial: it exports and it re-exports bool result = exporter.ExportMaterial(ModelExporter.DefaultMaterial, fbxScene, fbxNode); Assert.IsTrue(result); var fbxMaterial = fbxNode.GetMaterial(0); Assert.That(fbxMaterial, Is.Not.Null); result = exporter.ExportMaterial(ModelExporter.DefaultMaterial, fbxScene, fbxNode); var fbxMaterial2 = fbxNode.GetMaterial(1); Assert.AreEqual(fbxMaterial, fbxMaterial2); // Test ExportTexture: it finds the same texture for the default-material (it doesn't create a new one) var fbxMaterialNew = FbxSurfaceLambert.Create(fbxScene, "lambert"); exporter.ExportTexture(ModelExporter.DefaultMaterial, "_MainTex", fbxMaterialNew, FbxSurfaceLambert.sBump); Assert.AreEqual( fbxMaterial.FindProperty(FbxSurfaceLambert.sDiffuse).GetSrcObject(), fbxMaterialNew.FindProperty(FbxSurfaceLambert.sBump).GetSrcObject() ); // Test ExportMesh: make sure we exported a mesh with welded vertices. var cube = GameObject.CreatePrimitive(PrimitiveType.Cube); var cubeNode = FbxNode.Create(fbxScene, "cube"); exporter.ExportMesh(cube.GetComponent <MeshFilter>().sharedMesh, cubeNode); Assert.That(cubeNode.GetMesh(), Is.Not.Null); Assert.That(cubeNode.GetMesh().GetControlPointsCount(), Is.EqualTo(8)); } // Test exporting a skinned-mesh. Make sure it doesn't leak (it did at one point) { var cube = GameObject.CreatePrimitive(PrimitiveType.Cube); var character = new GameObject(); var smr = character.AddComponent <SkinnedMeshRenderer>(); smr.sharedMesh = cube.GetComponent <MeshFilter>().sharedMesh; var meshCount = Object.FindObjectsOfType <Mesh>().Length; ModelExporter.ExportObject(GetRandomFbxFilePath(), character); Assert.AreEqual(meshCount, Object.FindObjectsOfType <Mesh>().Length); } // Test euler to quaternion conversion { // EulerToQuaternionZXY var v = new Vector3(50, 45, 190); var quat = ModelExporter.EulerToQuaternionZXY(v); var unityQuat = Quaternion.Euler(v); Assert.That((float)quat.X, Is.EqualTo(unityQuat.x)); Assert.That((float)quat.Y, Is.EqualTo(unityQuat.y)); Assert.That((float)quat.Z, Is.EqualTo(unityQuat.z)); Assert.That((float)quat.W, Is.EqualTo(unityQuat.w)); // EulerToQuaternionXYZ var fbxV = new FbxVector4(v.x, v.y, v.z); var xyzQuat = ModelExporter.EulerToQuaternionXYZ(fbxV); // get the vector from the quaternion FbxAMatrix m = new FbxAMatrix(); m.SetR(fbxV); var actualQuat = m.GetQ(); // since this quaternion is XYZ instead of ZXY, it should not match the quaternion // created with EulerToQuaternionZXY Assert.That(xyzQuat, Is.Not.EqualTo(quat)); Assert.That(xyzQuat, Is.EqualTo(actualQuat)); } }
public void TestBasics() { Assert.That(!string.IsNullOrEmpty(ModelExporter.GetVersionFromReadme())); // Test GetOrCreateLayer using (var fbxManager = FbxManager.Create()) { var fbxMesh = FbxMesh.Create(fbxManager, "name"); var layer0 = ModelExporter.GetOrCreateLayer(fbxMesh); Assert.That(layer0, Is.Not.Null); Assert.That(ModelExporter.GetOrCreateLayer(fbxMesh), Is.EqualTo(layer0)); var layer5 = ModelExporter.GetOrCreateLayer(fbxMesh, layer: 5); Assert.That(layer5, Is.Not.Null); Assert.That(layer5, Is.Not.EqualTo(layer0)); } // Test axis conversion: a x b in left-handed is the same as b x a // in right-handed (that's why we need to flip the winding order). var a = new Vector3(1, 0, 0); var b = new Vector3(0, 0, 1); var crossLeft = Vector3.Cross(a, b); var afbx = ModelExporter.ConvertToRightHanded(a); var bfbx = ModelExporter.ConvertToRightHanded(b); Assert.AreEqual(ModelExporter.ConvertToRightHanded(crossLeft), bfbx.CrossProduct(afbx)); // Test scale conversion. Nothing complicated here... var afbxPosition = ModelExporter.ConvertToRightHanded(a, ModelExporter.UnitScaleFactor); Assert.AreEqual(100, afbxPosition.Length()); // Test rotation conversion. var q = Quaternion.Euler(new Vector3(0, 90, 0)); var fbxAngles = ModelExporter.ConvertQuaternionToXYZEuler(q); Assert.AreEqual(fbxAngles.X, 0); Assert.That(fbxAngles.Y, Is.InRange(-90.001, -89.999)); Assert.AreEqual(fbxAngles.Z, 0); Assert.That(ModelExporter.DefaultMaterial); // Test non-static functions. using (var fbxManager = FbxManager.Create()) { var fbxScene = FbxScene.Create(fbxManager, "scene"); var fbxNode = FbxNode.Create(fbxScene, "node"); var exporter = new ModelExporter(); // Test ExportMaterial: it exports and it re-exports bool result = exporter.ExportMaterial(ModelExporter.DefaultMaterial, fbxScene, fbxNode); Assert.IsTrue(result); var fbxMaterial = fbxNode.GetMaterial(0); Assert.That(fbxMaterial, Is.Not.Null); result = exporter.ExportMaterial(ModelExporter.DefaultMaterial, fbxScene, fbxNode); var fbxMaterial2 = fbxNode.GetMaterial(1); Assert.AreEqual(fbxMaterial, fbxMaterial2); // Test ExportTexture: it finds the same texture for the default-material (it doesn't create a new one) var fbxMaterialNew = FbxSurfaceLambert.Create(fbxScene, "lambert"); exporter.ExportTexture(ModelExporter.DefaultMaterial, "_MainTex", fbxMaterialNew, FbxSurfaceLambert.sBump); Assert.AreEqual( fbxMaterial.FindProperty(FbxSurfaceLambert.sDiffuse).GetSrcObject(), fbxMaterialNew.FindProperty(FbxSurfaceLambert.sBump).GetSrcObject() ); // Test ExportMesh: make sure we exported a mesh with welded vertices. var cube = GameObject.CreatePrimitive(PrimitiveType.Cube); var cubeNode = FbxNode.Create(fbxScene, "cube"); exporter.ExportMesh(cube.GetComponent <MeshFilter>().sharedMesh, cubeNode); Assert.That(cubeNode.GetMesh(), Is.Not.Null); Assert.That(cubeNode.GetMesh().GetControlPointsCount(), Is.EqualTo(8)); } // Test exporting a skinned-mesh. Make sure it doesn't leak (it did at one point) { var cube = GameObject.CreatePrimitive(PrimitiveType.Cube); var character = new GameObject(); var smr = character.AddComponent <SkinnedMeshRenderer>(); smr.sharedMesh = cube.GetComponent <MeshFilter>().sharedMesh; var meshCount = Object.FindObjectsOfType <Mesh>().Length; ModelExporter.ExportObject(GetRandomFbxFilePath(), character); Assert.AreEqual(meshCount, Object.FindObjectsOfType <Mesh>().Length); } }