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Open Asset Import Library (assimp)
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*/
#include "AbstractImportExportBase.h"
#include "UnitTestPCH.h"

#include <assimp/ColladaMetaData.h>
#include <assimp/SceneCombiner.h>
#include <assimp/commonMetaData.h>
#include <assimp/postprocess.h>
#include <assimp/scene.h>
#include <assimp/Exporter.hpp>
#include <assimp/Importer.hpp>

using namespace Assimp;

class utColladaImportExport : public AbstractImportExportBase {
public:
    // Clones the scene in an exception-safe way
    struct SceneCloner {
        SceneCloner(const aiScene *scene) {
            sceneCopy = nullptr;
            SceneCombiner::CopyScene(&sceneCopy, scene);
        }

        ~SceneCloner() {
            delete sceneCopy;
            sceneCopy = nullptr;
        }
        aiScene *sceneCopy;
    };

    virtual bool importerTest() final {
        Assimp::Importer importer;
        const aiScene *scene = importer.ReadFile(ASSIMP_TEST_MODELS_DIR "/Collada/duck.dae", aiProcess_ValidateDataStructure);
        if (scene == nullptr)
            return false;

        // Expected number of items
        EXPECT_EQ(scene->mNumMeshes, 1u);
        EXPECT_EQ(scene->mNumMaterials, 1u);
        EXPECT_EQ(scene->mNumAnimations, 0u);
        EXPECT_EQ(scene->mNumTextures, 0u);
        EXPECT_EQ(scene->mNumLights, 1u);
        EXPECT_EQ(scene->mNumCameras, 1u);

        // Expected common metadata
        aiString value;
        EXPECT_TRUE(scene->mMetaData->Get(AI_METADATA_SOURCE_FORMAT, value)) << "No importer format metadata";
        EXPECT_STREQ("Collada Importer", value.C_Str());

        EXPECT_TRUE(scene->mMetaData->Get(AI_METADATA_SOURCE_FORMAT_VERSION, value)) << "No format version metadata";
        EXPECT_STREQ("1.4.1", value.C_Str());

        EXPECT_TRUE(scene->mMetaData->Get(AI_METADATA_SOURCE_GENERATOR, value)) << "No generator metadata";
        EXPECT_EQ(strncmp(value.C_Str(), "Maya 8.0", 8), 0) << "AI_METADATA_SOURCE_GENERATOR was: " << value.C_Str();

        EXPECT_TRUE(scene->mMetaData->Get(AI_METADATA_SOURCE_COPYRIGHT, value)) << "No copyright metadata";
        EXPECT_EQ(strncmp(value.C_Str(), "Copyright 2006", 14), 0) << "AI_METADATA_SOURCE_COPYRIGHT was: " << value.C_Str();

        return true;
    }

    typedef std::pair<std::string, std::string> IdNameString;
    typedef std::map<std::string, std::string> IdNameMap;

    template <typename T>
    static inline IdNameString GetColladaIdName(const T *item, size_t index) {
        std::ostringstream stream;
        stream << typeid(T).name() << "@" << index;
        if (item->mMetaData) {
            aiString aiStr;
            if (item->mMetaData->Get(AI_METADATA_COLLADA_ID, aiStr))
                return std::make_pair(std::string(aiStr.C_Str()), stream.str());
        }
        return std::make_pair(std::string(), stream.str());
    }

    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 CheckNodeIdNames(IdNameMap &nodeIdMap, IdNameMap &nodeNameMap, const aiNode *parent, size_t index) {
        IdNameString namePair = GetItemIdName(parent, index);
        IdNameString idPair = GetColladaIdName(parent, index);
        ReportDuplicate(nodeIdMap, idPair, typeid(aiNode).name());

        for (size_t idx = 0; idx < parent->mNumChildren; ++idx) {
            CheckNodeIdNames(nodeIdMap, nodeNameMap, 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, const aiScene *origScene) {
        // Import the Collada using the 'default' where aiNode and 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(origScene->mNumMeshes, scene->mNumMeshes) << "in " << file;

        // Check the ids are unique
        IdNameMap itemIdMap;
        // Recurse the Nodes
        CheckUniqueIds(itemIdMap, scene->mRootNode, 0);
        // Check the lists
        CheckUniqueIds(itemIdMap, scene->mNumMeshes, scene->mMeshes);
        // The remaining will come in using the name, which may not be unique
        // Check we have the right number
        EXPECT_EQ(origScene->mNumAnimations, scene->mNumAnimations);
        EXPECT_EQ(origScene->mNumMaterials, scene->mNumMaterials);
        EXPECT_EQ(origScene->mNumTextures, scene->mNumTextures);
        EXPECT_EQ(origScene->mNumLights, scene->mNumLights);
        EXPECT_EQ(origScene->mNumCameras, scene->mNumCameras);
    }

    void ImportAsNames(const char *file, const aiScene *origScene) {
        // Import the Collada but using the user-visible names for aiNode and aiMesh
        // Note that this mode may not support bones or animations
        Assimp::Importer importer;
        importer.SetPropertyInteger(AI_CONFIG_IMPORT_COLLADA_USE_COLLADA_NAMES, 1);

        const aiScene *scene = importer.ReadFile(file, aiProcess_ValidateDataStructure);
        ASSERT_TRUE(scene != nullptr) << "Fatal: could not re-import " << file;
        EXPECT_EQ(origScene->mNumMeshes, scene->mNumMeshes) << "in " << file;

        // Check the node ids are unique but the node names are not
        IdNameMap nodeIdMap;
        IdNameMap nodeNameMap;
        // Recurse the Nodes
        CheckNodeIdNames(nodeIdMap, nodeNameMap, scene->mRootNode, 0);

        // nodeNameMap should have fewer than nodeIdMap
        EXPECT_LT(nodeNameMap.size(), nodeIdMap.size()) << "Some nodes should have the same names";
        // Check the counts haven't changed
        EXPECT_EQ(origScene->mNumAnimations, scene->mNumAnimations);
        EXPECT_EQ(origScene->mNumMaterials, scene->mNumMaterials);
        EXPECT_EQ(origScene->mNumTextures, scene->mNumTextures);
        EXPECT_EQ(origScene->mNumLights, scene->mNumLights);
        EXPECT_EQ(origScene->mNumCameras, scene->mNumCameras);
    }
};

TEST_F(utColladaImportExport, importDaeFromFileTest) {
    EXPECT_TRUE(importerTest());
}

unsigned int GetMeshUseCount(const aiNode *rootNode) {
    unsigned int result = rootNode->mNumMeshes;
    for (unsigned int i = 0; i < rootNode->mNumChildren; ++i) {
        result += GetMeshUseCount(rootNode->mChildren[i]);
    }
    return result;
}

TEST_F(utColladaImportExport, exportRootNodeMeshTest) {
    Assimp::Importer importer;
    Assimp::Exporter exporter;
    const char *outFile = "exportRootNodeMeshTest_out.dae";

    const aiScene *scene = importer.ReadFile(ASSIMP_TEST_MODELS_DIR "/Collada/duck.dae", aiProcess_ValidateDataStructure);
    ASSERT_TRUE(scene != nullptr) << "Fatal: could not import duck.dae!";

    ASSERT_EQ(0u, scene->mRootNode->mNumMeshes) << "Collada import should not give the root node a mesh";

    {
        SceneCloner clone(scene);
        ASSERT_TRUE(clone.sceneCopy != nullptr) << "Fatal: could not copy scene!";
        // Do this by moving the meshes from the first child that has some
        aiNode *rootNode = clone.sceneCopy->mRootNode;
        ASSERT_TRUE(rootNode->mNumChildren > 0) << "Fatal: root has no children";
        aiNode *meshNode = rootNode->mChildren[0];
        ASSERT_EQ(1u, meshNode->mNumMeshes) << "Fatal: First child node has no duck mesh";

        // Move the meshes to the parent
        rootNode->mNumMeshes = meshNode->mNumMeshes;
        rootNode->mMeshes = new unsigned int[rootNode->mNumMeshes];
        for (unsigned int i = 0; i < rootNode->mNumMeshes; ++i) {
            rootNode->mMeshes[i] = meshNode->mMeshes[i];
        }

        // Remove the meshes from the original node
        meshNode->mNumMeshes = 0;
        delete[] meshNode->mMeshes;
        meshNode->mMeshes = nullptr;

        ASSERT_EQ(AI_SUCCESS, exporter.Export(clone.sceneCopy, "collada", outFile)) << "Fatal: Could not export file";
    }

    // Reimport and look for meshes
    scene = importer.ReadFile(outFile, aiProcess_ValidateDataStructure);
    ASSERT_TRUE(scene != nullptr) << "Fatal: could not reimport!";

    // A Collada root node is not allowed to have a mesh
    ASSERT_EQ(0u, scene->mRootNode->mNumMeshes) << "Collada reimport should not give the root node a mesh";

    // Walk nodes and counts used meshes
    // Should be exactly one
    EXPECT_EQ(1u, GetMeshUseCount(scene->mRootNode)) << "Nodes had unexpected number of meshes in use";
}

TEST_F(utColladaImportExport, exporterUniqueIdsTest) {
    Assimp::Importer importer;
    Assimp::Exporter exporter;
    const char *outFileEmpty = "exportMeshIdTest_empty_out.dae";
    const char *outFileNamed = "exportMeshIdTest_named_out.dae";

    // Load a sample file containing multiple meshes
    const aiScene *scene = importer.ReadFile(ASSIMP_TEST_MODELS_DIR "/Collada/teapots.DAE", aiProcess_ValidateDataStructure);

    ASSERT_TRUE(scene != nullptr) << "Fatal: could not import teapots.DAE!";
    ASSERT_EQ(3u, scene->mNumMeshes) << "Fatal: teapots.DAE initial load failed";

    // 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, scene);

    // 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;
    }

    SetAllNodeNames(testName, scene->mRootNode);

    ASSERT_EQ(AI_SUCCESS, exporter.Export(scene, "collada", outFileNamed)) << "Fatal: Could not export named meshes file";

    ImportAndCheckIds(outFileNamed, scene);
    ImportAsNames(outFileNamed, scene);
}

class utColladaZaeImportExport : public AbstractImportExportBase {
public:
    virtual bool importerTest() final {
        {
            Assimp::Importer importer;
            const aiScene *scene = importer.ReadFile(ASSIMP_TEST_MODELS_DIR "/Collada/duck.zae", aiProcess_ValidateDataStructure);
            if (scene == nullptr)
                return false;

            // Expected number of items
            EXPECT_EQ(scene->mNumMeshes, 1u);
            EXPECT_EQ(scene->mNumMaterials, 1u);
            EXPECT_EQ(scene->mNumAnimations, 0u);
            //EXPECT_EQ(scene->mNumTextures, 1u);
            EXPECT_EQ(scene->mNumLights, 1u);
            EXPECT_EQ(scene->mNumCameras, 1u);
        }

        {
            Assimp::Importer importer;
            const aiScene *scene = importer.ReadFile(ASSIMP_TEST_MODELS_DIR "/Collada/duck_nomanifest.zae", aiProcess_ValidateDataStructure);
            if (scene == nullptr)
                return false;

            // Expected number of items
            EXPECT_EQ(scene->mNumMeshes, 1u);
            EXPECT_EQ(scene->mNumMaterials, 1u);
            EXPECT_EQ(scene->mNumAnimations, 0u);
            //EXPECT_EQ(scene->mNumTextures, 1u);
            EXPECT_EQ(scene->mNumLights, 1u);
            EXPECT_EQ(scene->mNumCameras, 1u);
        }

        return true;
    }
};

TEST_F(utColladaZaeImportExport, importBlenFromFileTest) {
    EXPECT_TRUE(importerTest());
}
