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UnrealEngine/Engine/Source/ThirdParty/Alembic/alembic-1.8.7/python/PyAlembic/Tests/testMaterialAssign.py
2025-05-18 13:04:45 +08:00

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Python

#-******************************************************************************
#
# Copyright (c) 2012,
# Sony Pictures Imageworks Inc. and
# Industrial Light & Magic, a division of Lucasfilm Entertainment Company Ltd.
#
# All rights reserved.
#
# Redistribution and use in source and binary forms, with or without
# modification, are permitted provided that the following conditions are
# met:
# * Redistributions of source code must retain the above copyright
# notice, this list of conditions and the following disclaimer.
# * Redistributions in binary form must reproduce the above
# copyright notice, this list of conditions and the following disclaimer
# in the documentation and/or other materials provided with the
# distribution.
# * Neither the name of Sony Pictures Imageworks, nor
# Industrial Light & Magic, nor the names of their contributors may be used
# to endorse or promote products derived from this software without specific
# prior written permission.
#
# THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
# "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
# LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
# A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
# OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
# SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
# LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
# DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
# THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
# (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
# OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#
#-******************************************************************************
import unittest
from alembic import Abc
from alembic import AbcMaterial
def setFloatParameter(schema, target, shaderType, paramName, value):
prop = Abc.OFloatProperty(schema.getShaderParameters(target, shaderType),
paramName)
prop.setValue(value)
class MaterialAssignTest(unittest.TestCase):
def testMaterialExport(self):
archive = Abc.OArchive("MaterialAssignment.abc")
root = archive.getTop()
materials = Abc.OObject(root, "materials")
geometry = Abc.OObject(root, "geometry")
# parent material
materialA = AbcMaterial.OMaterial(materials, "materialA")
materialA.getSchema().setShader("prman", "surface", "paintedplastic")
setFloatParameter(materialA.getSchema(),
"prman", "surface", "Kd", 0.5)
setFloatParameter(materialA.getSchema(),
"prman", "surface", "roughness", 0.1)
# child material
materialB = AbcMaterial.OMaterial(materialA, "materialB")
materialB.getSchema().setShader("prman", "displacement", "knobby")
setFloatParameter(materialB.getSchema(),
"prman", "surface", "roughness", 0.2)
geoA = Abc.OObject(geometry, "geoA")
AbcMaterial.addMaterialAssignment(geoA, "/materials/materialA")
geoB = Abc.OObject(geometry, "geoB");
AbcMaterial.addMaterialAssignment(geoB, "/materials/materialA/materialB")
geoC = Abc.OObject(geometry, "geoC");
AbcMaterial.addMaterialAssignment(geoC, "/materials/materialA/materialB")
geoCMat = AbcMaterial.addMaterial(geoC);
setFloatParameter(geoCMat, "prman", "surface", "roughness", 0.3)
def testMaterialImport(self):
archive = Abc.IArchive("MaterialAssignment.abc")
root = archive.getTop()
self.assertEqual(root.getNumChildren(), 2)
materials = Abc.IObject(root, "materials")
geometry = Abc.IObject(root, "geometry")
materialA = AbcMaterial.IMaterial(materials, "materialA")
ms = materialA.getSchema()
self.assertEqual(ms.getShader("prman", "surface"), "paintedplastic")
cp = ms.getShaderParameters("prman", "surface")
kd = cp.getProperty('Kd')
rg = cp.getProperty('roughness')
self.assertTrue(kd.getNumSamples() == rg.getNumSamples() == 1)
self.assertAlmostEqual(kd.samples[0], 0.5)
self.assertAlmostEqual(rg.samples[0], 0.1)
materialB = AbcMaterial.IMaterial(materialA, "materialB")
ms = materialB.getSchema()
self.assertEqual(ms.getShader("prman", "displacement"), "knobby")
cp = ms.getShaderParameters("prman", "surface")
rg = cp.getProperty('roughness')
self.assertEqual(rg.getNumSamples(), 1)
self.assertAlmostEqual(rg.samples[0], 0.2)
geoA = Abc.IObject(geometry, "geoA")
geoB = Abc.IObject(geometry, "geoB")
geoC = Abc.IObject(geometry, "geoC")
self.assertEqual(AbcMaterial.getMaterialAssignmentPath(geoA), '/materials/materialA')
self.assertEqual(AbcMaterial.getMaterialAssignmentPath(geoB), '/materials/materialA/materialB')
self.assertEqual(AbcMaterial.getMaterialAssignmentPath(geoC), '/materials/materialA/materialB')
matC = AbcMaterial.hasMaterial(geoC)
cp = matC.getShaderParameters("prman", "surface")
rg = cp.getProperty("roughness")
self.assertEqual(rg.getNumSamples(), 1)
self.assertAlmostEqual(rg.samples[0], 0.3)