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