/*
---------------------------------------------------------------------------
Open Asset Import Library (assimp)
---------------------------------------------------------------------------

Copyright (c) 2006-2024, assimp team

All rights reserved.

Redistribution and use of this software in source and binary forms,
with or without modification, are permitted provided that the following
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* Redistributions of source code must retain the above
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* Redistributions in binary form must reproduce the above
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* Neither the name of the assimp team, nor the names of its
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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,
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*/
#include "AbstractImportExportBase.h"
#include "UnitTestPCH.h"

#include <assimp/commonMetaData.h>
#include <assimp/postprocess.h>
#include <assimp/config.h>
#include <assimp/scene.h>
#include <assimp/Exporter.hpp>
#include <assimp/Importer.hpp>
#include <assimp/LogStream.hpp>
#include <assimp/DefaultLogger.hpp>

#include <rapidjson/schema.h>

#include <array>

#include <assimp/material.h>
#include <assimp/GltfMaterial.h>

using namespace Assimp;

class utglTF2ImportExport : public AbstractImportExportBase {
public:
    virtual bool importerMatTest(const char *file, bool spec, bool gloss, std::array<aiTextureMapMode, 2> exp_modes = { aiTextureMapMode_Wrap, aiTextureMapMode_Wrap }) {
        Assimp::Importer importer;
        const aiScene *scene = importer.ReadFile(file, aiProcess_ValidateDataStructure);
        EXPECT_NE(scene, nullptr);
        if (!scene) {
            return false;
        }

        EXPECT_TRUE(scene->HasMaterials());
        if (!scene->HasMaterials()) {
            return false;
        }
        const aiMaterial *material = scene->mMaterials[0];

        // This Material should be a PBR
        aiShadingMode shadingMode;
        EXPECT_EQ(aiReturn_SUCCESS, material->Get(AI_MATKEY_SHADING_MODEL, shadingMode));
        EXPECT_EQ(aiShadingMode_PBR_BRDF, shadingMode);

        // Should import the texture as diffuse and as base color
        aiString path;
        std::array<aiTextureMapMode,2> modes;
        EXPECT_EQ(aiReturn_SUCCESS, material->GetTexture(aiTextureType_DIFFUSE, 0, &path, nullptr, nullptr,
                                            nullptr, nullptr, modes.data()));
        EXPECT_STREQ(path.C_Str(), "CesiumLogoFlat.png");
        EXPECT_EQ(exp_modes, modes);

        // Also as Base Color
        EXPECT_EQ(aiReturn_SUCCESS, material->GetTexture(aiTextureType_BASE_COLOR, 0, &path, nullptr, nullptr,
                                            nullptr, nullptr, modes.data()));
        EXPECT_STREQ(path.C_Str(), "CesiumLogoFlat.png");
        EXPECT_EQ(exp_modes, modes);

        // Should have a MetallicFactor (default is 1.0)
        ai_real metal_factor = ai_real(0.5);
        EXPECT_EQ(aiReturn_SUCCESS, material->Get(AI_MATKEY_METALLIC_FACTOR, metal_factor));
        EXPECT_EQ(ai_real(0.0), metal_factor);

        // And a roughness factor (default is 1.0)
        ai_real roughness_factor = ai_real(0.5);
        EXPECT_EQ(aiReturn_SUCCESS, material->Get(AI_MATKEY_ROUGHNESS_FACTOR, roughness_factor));
        EXPECT_EQ(ai_real(1.0), roughness_factor);

        aiColor3D spec_color = { 0, 0, 0 };
        ai_real glossiness = ai_real(0.5);
        if (spec) {
            EXPECT_EQ(aiReturn_SUCCESS, material->Get(AI_MATKEY_COLOR_SPECULAR, spec_color));
            constexpr ai_real spec_val(0.20000000298023225); // From the file
            EXPECT_EQ(spec_val, spec_color.r);
            EXPECT_EQ(spec_val, spec_color.g);
            EXPECT_EQ(spec_val, spec_color.b);
        } else {
            EXPECT_EQ(aiReturn_FAILURE, material->Get(AI_MATKEY_COLOR_SPECULAR, spec_color));
        }
        if (gloss) {
            EXPECT_EQ(aiReturn_SUCCESS, material->Get(AI_MATKEY_GLOSSINESS_FACTOR, glossiness));
            EXPECT_EQ(ai_real(1.0), glossiness);
        } else {
            EXPECT_EQ(aiReturn_FAILURE, material->Get(AI_MATKEY_GLOSSINESS_FACTOR, glossiness));
        }

        return true;
    }

    virtual bool binaryImporterTest() {
        Assimp::Importer importer;
        const aiScene *scene = importer.ReadFile(ASSIMP_TEST_MODELS_DIR "/glTF2/2CylinderEngine-glTF-Binary/2CylinderEngine.glb",
                aiProcess_ValidateDataStructure);
        return nullptr != scene;
    }

#ifndef ASSIMP_BUILD_NO_EXPORT
    virtual bool exporterTest() {
        Assimp::Importer importer;
        Assimp::Exporter exporter;
        const aiScene *scene = importer.ReadFile(ASSIMP_TEST_MODELS_DIR "/glTF2/BoxTextured-glTF/BoxTextured.gltf",
                aiProcess_ValidateDataStructure);
        EXPECT_NE(nullptr, scene);
        EXPECT_EQ(aiReturn_SUCCESS, exporter.Export(scene, "gltf2", ASSIMP_TEST_MODELS_DIR "/glTF2/BoxTextured-glTF/BoxTextured_out.gltf"));

        return true;
    }
#endif // ASSIMP_BUILD_NO_EXPORT
};

TEST_F(utglTF2ImportExport, importglTF2FromFileTest) {
    EXPECT_TRUE(importerMatTest(ASSIMP_TEST_MODELS_DIR "/glTF2/BoxTextured-glTF/BoxTextured.gltf", false, false, {aiTextureMapMode_Mirror, aiTextureMapMode_Clamp}));
}

TEST_F(utglTF2ImportExport, importBinaryglTF2FromFileTest) {
    EXPECT_TRUE(binaryImporterTest());
}

TEST_F(utglTF2ImportExport, importglTF2_KHR_materials_pbrSpecularGlossiness) {
    EXPECT_TRUE(importerMatTest(ASSIMP_TEST_MODELS_DIR "/glTF2/BoxTextured-glTF-pbrSpecularGlossiness/BoxTextured.gltf", true, true));
}

void VerifyClearCoatScene(const aiScene *scene) {
        ASSERT_NE(nullptr, scene);

    ASSERT_TRUE(scene->HasMaterials());

    // Find a specific Clearcoat material and check the values
    const aiString partial_coated("Partial_Coated");
    bool found_partial_coat = false;
    for (size_t i = 0; i < scene->mNumMaterials; ++i) {
        const aiMaterial *material = scene->mMaterials[i];
        ASSERT_NE(nullptr, material);
        if (material->GetName() == partial_coated) {
            found_partial_coat = true;

            ai_real clearcoat_factor(0.0f);
            EXPECT_EQ(aiReturn_SUCCESS, material->Get(AI_MATKEY_CLEARCOAT_FACTOR, clearcoat_factor));
            EXPECT_EQ(ai_real(1.0f), clearcoat_factor);

            ai_real clearcoat_rough_factor(0.0f);
            EXPECT_EQ(aiReturn_SUCCESS, material->Get(AI_MATKEY_CLEARCOAT_ROUGHNESS_FACTOR, clearcoat_rough_factor));
            EXPECT_EQ(ai_real(0.03f), clearcoat_rough_factor);

            // Should import the texture as diffuse and as base color
            aiString path;
            std::array<aiTextureMapMode, 2> modes;
            static const std::array<aiTextureMapMode, 2> exp_modes = { aiTextureMapMode_Wrap, aiTextureMapMode_Wrap };
            EXPECT_EQ(aiReturn_SUCCESS, material->GetTexture(AI_MATKEY_CLEARCOAT_TEXTURE, &path, nullptr, nullptr,
                                                nullptr, nullptr, modes.data()));
            EXPECT_STREQ(path.C_Str(), "PartialCoating.png");
            EXPECT_EQ(exp_modes, modes);
        }
    }
    EXPECT_TRUE(found_partial_coat);
}

TEST_F(utglTF2ImportExport, importglTF2_KHR_materials_clearcoat) {
    Assimp::Importer importer;
    const aiScene *scene = importer.ReadFile(ASSIMP_TEST_MODELS_DIR "/glTF2/ClearCoat-glTF/ClearCoatTest.gltf", aiProcess_ValidateDataStructure);
    VerifyClearCoatScene(scene);
}

#ifndef ASSIMP_BUILD_NO_EXPORT

TEST_F(utglTF2ImportExport, importglTF2AndExport_KHR_materials_clearcoat) {
    {
        Assimp::Importer importer;
        Assimp::Exporter exporter;
        const aiScene* scene = importer.ReadFile(ASSIMP_TEST_MODELS_DIR "/glTF2/ClearCoat-glTF/ClearCoatTest.gltf", aiProcess_ValidateDataStructure);
        ASSERT_NE(nullptr, scene);
        // Export
        EXPECT_EQ(aiReturn_SUCCESS, exporter.Export(scene, "glb2", ASSIMP_TEST_MODELS_DIR "/glTF2/ClearCoat-glTF/ClearCoatTest_out.glb"));
    }

    // And re-import
    Assimp::Importer importer;
    const aiScene *scene = importer.ReadFile(ASSIMP_TEST_MODELS_DIR "/glTF2/ClearCoat-glTF/ClearCoatTest_out.glb", aiProcess_ValidateDataStructure);
    VerifyClearCoatScene(scene);
}

TEST_F(utglTF2ImportExport, importglTF2AndExport_KHR_materials_pbrSpecularGlossiness) {
    Assimp::Importer importer;
    Assimp::Exporter exporter;
    const aiScene *scene = importer.ReadFile(ASSIMP_TEST_MODELS_DIR "/glTF2/BoxTextured-glTF-pbrSpecularGlossiness/BoxTextured.gltf",
            aiProcess_ValidateDataStructure);
    EXPECT_NE(nullptr, scene);
    
    // Export with specular glossiness disabled
    EXPECT_EQ(aiReturn_SUCCESS, exporter.Export(scene, "glb2", ASSIMP_TEST_MODELS_DIR "/glTF2/BoxTextured-glTF-pbrSpecularGlossiness/BoxTextured_out.glb"));
    
    // And re-import
    EXPECT_TRUE(importerMatTest(ASSIMP_TEST_MODELS_DIR "/glTF2/BoxTextured-glTF-pbrSpecularGlossiness/BoxTextured_out.glb", true, false));

    // Export with specular glossiness enabled
    ExportProperties props;
    props.SetPropertyBool(AI_CONFIG_USE_GLTF_PBR_SPECULAR_GLOSSINESS, true);
    EXPECT_EQ(aiReturn_SUCCESS, exporter.Export(scene, "glb2", ASSIMP_TEST_MODELS_DIR "/glTF2/BoxTextured-glTF-pbrSpecularGlossiness/BoxTextured_out.glb", 0, &props));

    // And re-import
    EXPECT_TRUE(importerMatTest(ASSIMP_TEST_MODELS_DIR "/glTF2/BoxTextured-glTF-pbrSpecularGlossiness/BoxTextured_out.glb", true, true));
}

TEST_F(utglTF2ImportExport, importglTF2AndExportToOBJ) {
    Assimp::Importer importer;
    Assimp::Exporter exporter;
    const aiScene *scene = importer.ReadFile(ASSIMP_TEST_MODELS_DIR "/glTF2/BoxTextured-glTF/BoxTextured.gltf",
            aiProcess_ValidateDataStructure);
    EXPECT_NE(nullptr, scene);
    EXPECT_EQ(aiReturn_SUCCESS, exporter.Export(scene, "obj", ASSIMP_TEST_MODELS_DIR "/glTF2/BoxTextured-glTF/BoxTextured_out.obj"));
}

TEST_F(utglTF2ImportExport, importglTF2EmbeddedAndExportToOBJ) {
    Assimp::Importer importer;
    Assimp::Exporter exporter;
    const aiScene *scene = importer.ReadFile(ASSIMP_TEST_MODELS_DIR "/glTF2/BoxTextured-glTF-Embedded/BoxTextured.gltf",
            aiProcess_ValidateDataStructure);
    EXPECT_NE(nullptr, scene);
    EXPECT_EQ(aiReturn_SUCCESS, exporter.Export(scene, "obj", ASSIMP_TEST_MODELS_DIR "/glTF2/BoxTextured-glTF-Embedded/BoxTextured_out.obj"));
}

#endif // ASSIMP_BUILD_NO_EXPORT

TEST_F(utglTF2ImportExport, importglTF2PrimitiveModePointsWithoutIndices) {
    Assimp::Importer importer;
    //Points without indices
    const aiScene *scene = importer.ReadFile(ASSIMP_TEST_MODELS_DIR "/glTF2/glTF-Asset-Generator/Mesh_PrimitiveMode/Mesh_PrimitiveMode_00.gltf", aiProcess_ValidateDataStructure);
    EXPECT_NE(nullptr, scene);
    EXPECT_EQ(scene->mMeshes[0]->mNumVertices, 1024u);
    for (unsigned int i = 0; i < scene->mMeshes[0]->mNumFaces; ++i) {
        EXPECT_EQ(scene->mMeshes[0]->mFaces[i].mNumIndices, 1u);
        EXPECT_EQ(scene->mMeshes[0]->mFaces[i].mIndices[0], i);
    }
}

TEST_F(utglTF2ImportExport, importglTF2PrimitiveModeLinesWithoutIndices) {
    Assimp::Importer importer;
    //Lines without indices
    const aiScene *scene = importer.ReadFile(ASSIMP_TEST_MODELS_DIR "/glTF2/glTF-Asset-Generator/Mesh_PrimitiveMode/Mesh_PrimitiveMode_01.gltf", aiProcess_ValidateDataStructure);
    EXPECT_NE(nullptr, scene);
    EXPECT_EQ(scene->mMeshes[0]->mNumVertices, 8u);
    for (unsigned int i = 0; i < scene->mMeshes[0]->mNumFaces; ++i) {
        EXPECT_EQ(scene->mMeshes[0]->mFaces[i].mNumIndices, 2u);
        EXPECT_EQ(scene->mMeshes[0]->mFaces[i].mIndices[0], i * 2u);
        EXPECT_EQ(scene->mMeshes[0]->mFaces[i].mIndices[1], i * 2u + 1u);
    }
}

TEST_F(utglTF2ImportExport, importglTF2PrimitiveModeLinesLoopWithoutIndices) {
    Assimp::Importer importer;
    //Lines loop without indices
    const aiScene *scene = importer.ReadFile(ASSIMP_TEST_MODELS_DIR "/glTF2/glTF-Asset-Generator/Mesh_PrimitiveMode/Mesh_PrimitiveMode_02.gltf", aiProcess_ValidateDataStructure);
    EXPECT_NE(nullptr, scene);
    EXPECT_EQ(scene->mMeshes[0]->mNumVertices, 4u);

    std::array<unsigned int, 5> l1 = { { 0u, 1u, 2u, 3u, 0u } };
    EXPECT_EQ(scene->mMeshes[0]->mFaces[0].mNumIndices, 2u);
    for (unsigned int i = 0; i < scene->mMeshes[0]->mNumFaces; ++i) {
        EXPECT_EQ(scene->mMeshes[0]->mFaces[i].mNumIndices, 2u);
        EXPECT_EQ(scene->mMeshes[0]->mFaces[i].mIndices[0], l1[i]);
        EXPECT_EQ(scene->mMeshes[0]->mFaces[i].mIndices[1], l1[i + 1u]);
    }
}

TEST_F(utglTF2ImportExport, importglTF2PrimitiveModeLinesStripWithoutIndices) {
    Assimp::Importer importer;
    //Lines strip without indices
    const aiScene *scene = importer.ReadFile(ASSIMP_TEST_MODELS_DIR "/glTF2/glTF-Asset-Generator/Mesh_PrimitiveMode/Mesh_PrimitiveMode_03.gltf", aiProcess_ValidateDataStructure);
    EXPECT_NE(nullptr, scene);
    EXPECT_EQ(scene->mMeshes[0]->mNumVertices, 5u);

    EXPECT_EQ(scene->mMeshes[0]->mFaces[0].mNumIndices, 2u);
    for (unsigned int i = 0; i < scene->mMeshes[0]->mNumFaces; ++i) {
        EXPECT_EQ(scene->mMeshes[0]->mFaces[i].mNumIndices, 2u);
        EXPECT_EQ(scene->mMeshes[0]->mFaces[i].mIndices[0], i);
        EXPECT_EQ(scene->mMeshes[0]->mFaces[i].mIndices[1], i + 1u);
    }
}

TEST_F(utglTF2ImportExport, importglTF2PrimitiveModeTrianglesStripWithoutIndices) {
    Assimp::Importer importer;
    //Triangles strip without indices
    const aiScene *scene = importer.ReadFile(ASSIMP_TEST_MODELS_DIR "/glTF2/glTF-Asset-Generator/Mesh_PrimitiveMode/Mesh_PrimitiveMode_04.gltf", aiProcess_ValidateDataStructure);
    EXPECT_NE(nullptr, scene);
    EXPECT_EQ(scene->mMeshes[0]->mNumFaces, 2u);
    EXPECT_EQ(scene->mMeshes[0]->mNumVertices, 4u);
    std::array<unsigned int, 3> f1 = { { 0u, 1u, 2u } };
    EXPECT_EQ(scene->mMeshes[0]->mFaces[0].mNumIndices, 3u);
    for (unsigned int i = 0; i < 3; ++i) {
        EXPECT_EQ(scene->mMeshes[0]->mFaces[0].mIndices[i], f1[i]);
    }

    std::array<unsigned int, 3> f2 = { { 2u, 1u, 3u } };
    EXPECT_EQ(scene->mMeshes[0]->mFaces[1].mNumIndices, 3u);
    for (size_t i = 0; i < 3; ++i) {
        EXPECT_EQ(scene->mMeshes[0]->mFaces[1].mIndices[i], f2[i]);
    }
}

TEST_F(utglTF2ImportExport, importglTF2PrimitiveModeTrianglesFanWithoutIndices) {
    Assimp::Importer importer;
    //Triangles fan without indices
    const aiScene *scene = importer.ReadFile(ASSIMP_TEST_MODELS_DIR "/glTF2/glTF-Asset-Generator/Mesh_PrimitiveMode/Mesh_PrimitiveMode_05.gltf", aiProcess_ValidateDataStructure);
    EXPECT_NE(nullptr, scene);
    EXPECT_EQ(scene->mMeshes[0]->mNumFaces, 2u);
    EXPECT_EQ(scene->mMeshes[0]->mNumVertices, 4u);
    std::array<unsigned int, 3> f1 = { { 0u, 1u, 2u } };
    EXPECT_EQ(scene->mMeshes[0]->mFaces[0].mNumIndices, 3u);
    for (size_t i = 0; i < 3; ++i) {
        EXPECT_EQ(scene->mMeshes[0]->mFaces[0].mIndices[i], f1[i]);
    }

    std::array<unsigned int, 3> f2 = { { 0u, 2u, 3u } };
    EXPECT_EQ(scene->mMeshes[0]->mFaces[1].mNumIndices, 3u);
    for (size_t i = 0; i < 3; ++i) {
        EXPECT_EQ(scene->mMeshes[0]->mFaces[1].mIndices[i], f2[i]);
    }
}

TEST_F(utglTF2ImportExport, importglTF2PrimitiveModeTrianglesWithoutIndices) {
    Assimp::Importer importer;
    //Triangles without indices
    const aiScene *scene = importer.ReadFile(ASSIMP_TEST_MODELS_DIR "/glTF2/glTF-Asset-Generator/Mesh_PrimitiveMode/Mesh_PrimitiveMode_06.gltf", aiProcess_ValidateDataStructure);
    EXPECT_NE(nullptr, scene);
    EXPECT_EQ(scene->mMeshes[0]->mNumFaces, 2u);
    EXPECT_EQ(scene->mMeshes[0]->mNumVertices, 6u);
    std::array<unsigned int, 3> f1 = { { 0u, 1u, 2u } };
    EXPECT_EQ(scene->mMeshes[0]->mFaces[0].mNumIndices, 3u);
    for (size_t i = 0; i < 3; ++i) {
        EXPECT_EQ(scene->mMeshes[0]->mFaces[0].mIndices[i], f1[i]);
    }

    std::array<unsigned int, 3> f2 = { { 3u, 4u, 5u } };
    EXPECT_EQ(scene->mMeshes[0]->mFaces[1].mNumIndices, 3u);
    for (size_t i = 0; i < 3; ++i) {
        EXPECT_EQ(scene->mMeshes[0]->mFaces[1].mIndices[i], f2[i]);
    }
}

TEST_F(utglTF2ImportExport, importglTF2PrimitiveModePoints) {
    Assimp::Importer importer;
    //Line loop
    const aiScene *scene = importer.ReadFile(ASSIMP_TEST_MODELS_DIR "/glTF2/glTF-Asset-Generator/Mesh_PrimitiveMode/Mesh_PrimitiveMode_07.gltf", aiProcess_ValidateDataStructure);
    EXPECT_NE(nullptr, scene);
    EXPECT_EQ(scene->mMeshes[0]->mNumVertices, 1024u);
    for (unsigned int i = 0; i < scene->mMeshes[0]->mNumFaces; ++i) {
        EXPECT_EQ(scene->mMeshes[0]->mFaces[i].mNumIndices, 1u);
        EXPECT_EQ(scene->mMeshes[0]->mFaces[i].mIndices[0], i);
    }
}

TEST_F(utglTF2ImportExport, importglTF2PrimitiveModeLines) {
    Assimp::Importer importer;
    //Lines
    const aiScene *scene = importer.ReadFile(ASSIMP_TEST_MODELS_DIR "/glTF2/glTF-Asset-Generator/Mesh_PrimitiveMode/Mesh_PrimitiveMode_08.gltf", aiProcess_ValidateDataStructure);
    EXPECT_NE(nullptr, scene);
    EXPECT_EQ(scene->mMeshes[0]->mNumVertices, 4u);
    std::array<unsigned int, 5> l1 = { { 0u, 1u, 2u, 3u, 0u } };
    EXPECT_EQ(scene->mMeshes[0]->mFaces[0].mNumIndices, 2u);
    for (unsigned int i = 0; i < scene->mMeshes[0]->mNumFaces; ++i) {
        EXPECT_EQ(scene->mMeshes[0]->mFaces[i].mIndices[0], l1[i]);
        EXPECT_EQ(scene->mMeshes[0]->mFaces[i].mIndices[1], l1[i + 1]);
    }
}

TEST_F(utglTF2ImportExport, importglTF2PrimitiveModeLineLoop) {
    Assimp::Importer importer;
    //Line loop
    const aiScene *scene = importer.ReadFile(ASSIMP_TEST_MODELS_DIR "/glTF2/glTF-Asset-Generator/Mesh_PrimitiveMode/Mesh_PrimitiveMode_09.gltf", aiProcess_ValidateDataStructure);
    EXPECT_NE(nullptr, scene);
    EXPECT_EQ(scene->mMeshes[0]->mNumVertices, 4u);
    std::array<unsigned int, 5> l1 = { { 0, 1u, 2u, 3u, 0u } };
    EXPECT_EQ(scene->mMeshes[0]->mFaces[0].mNumIndices, 2u);
    for (unsigned int i = 0; i < scene->mMeshes[0]->mNumFaces; ++i) {
        EXPECT_EQ(scene->mMeshes[0]->mFaces[i].mIndices[0], l1[i]);
        EXPECT_EQ(scene->mMeshes[0]->mFaces[i].mIndices[1], l1[i + 1]);
    }
}

TEST_F(utglTF2ImportExport, importglTF2PrimitiveModeLineStrip) {
    Assimp::Importer importer;
    //Lines Strip
    const aiScene *scene = importer.ReadFile(ASSIMP_TEST_MODELS_DIR "/glTF2/glTF-Asset-Generator/Mesh_PrimitiveMode/Mesh_PrimitiveMode_10.gltf", aiProcess_ValidateDataStructure);
    EXPECT_NE(nullptr, scene);
    EXPECT_EQ(scene->mMeshes[0]->mNumVertices, 4u);
    std::array<unsigned int, 5> l1 = { { 0u, 1u, 2u, 3u, 0u } };
    EXPECT_EQ(scene->mMeshes[0]->mFaces[0].mNumIndices, 2u);
    for (unsigned int i = 0; i < scene->mMeshes[0]->mNumFaces; ++i) {
        EXPECT_EQ(scene->mMeshes[0]->mFaces[i].mIndices[0], l1[i]);
        EXPECT_EQ(scene->mMeshes[0]->mFaces[i].mIndices[1], l1[i + 1]);
    }
}

TEST_F(utglTF2ImportExport, importglTF2PrimitiveModeTrianglesStrip) {
    Assimp::Importer importer;
    //Triangles strip
    const aiScene *scene = importer.ReadFile(ASSIMP_TEST_MODELS_DIR "/glTF2/glTF-Asset-Generator/Mesh_PrimitiveMode/Mesh_PrimitiveMode_11.gltf", aiProcess_ValidateDataStructure);
    EXPECT_NE(nullptr, scene);
    EXPECT_EQ(scene->mMeshes[0]->mNumFaces, 2u);
    EXPECT_EQ(scene->mMeshes[0]->mNumVertices, 4u);
    std::array<unsigned int, 3> f1 = { { 0u, 1u, 2u } };
    EXPECT_EQ(scene->mMeshes[0]->mFaces[0].mNumIndices, 3u);
    for (size_t i = 0; i < 3; ++i) {
        EXPECT_EQ(scene->mMeshes[0]->mFaces[0].mIndices[i], f1[i]);
    }

    std::array<unsigned int, 3> f2 = { { 2u, 1u, 3u } };
    EXPECT_EQ(scene->mMeshes[0]->mFaces[1].mNumIndices, 3u);
    for (size_t i = 0; i < 3; ++i) {
        EXPECT_EQ(scene->mMeshes[0]->mFaces[1].mIndices[i], f2[i]);
    }
}

TEST_F(utglTF2ImportExport, importglTF2PrimitiveModeTrianglesFan) {
    Assimp::Importer importer;
    //Triangles fan
    const aiScene *scene = importer.ReadFile(ASSIMP_TEST_MODELS_DIR "/glTF2/glTF-Asset-Generator/Mesh_PrimitiveMode/Mesh_PrimitiveMode_12.gltf", aiProcess_ValidateDataStructure);
    EXPECT_NE(nullptr, scene);
    EXPECT_EQ(scene->mMeshes[0]->mNumVertices, 4u);
    EXPECT_EQ(scene->mMeshes[0]->mNumFaces, 2u);
    std::array<unsigned int, 3> f1 = { { 0u, 1u, 2u } };
    EXPECT_EQ(scene->mMeshes[0]->mFaces[0].mNumIndices, 3u);
    for (size_t i = 0; i < 3; ++i) {
        EXPECT_EQ(scene->mMeshes[0]->mFaces[0].mIndices[i], f1[i]);
    }

    std::array<unsigned int, 3> f2 = { { 0u, 2u, 3u } };
    EXPECT_EQ(scene->mMeshes[0]->mFaces[1].mNumIndices, 3u);
    for (size_t i = 0; i < 3; ++i) {
        EXPECT_EQ(scene->mMeshes[0]->mFaces[1].mIndices[i], f2[i]);
    }
}

std::vector<char> ReadFile(const char *name) {
    std::vector<char> ret;

    FILE *p = ::fopen(name, "r");
    if (nullptr == p) {
        return ret;
    }

    ::fseek(p, 0, SEEK_END);
    const size_t size = ::ftell(p);
    ::fseek(p, 0, SEEK_SET);

    ret.resize(size);
    const size_t readSize = ::fread(&ret[0], 1, size, p);
    EXPECT_EQ(readSize, size);
    ::fclose(p);

    return ret;
}

TEST_F(utglTF2ImportExport, importglTF2FromMemory) {
    /*const auto flags = aiProcess_CalcTangentSpace | aiProcess_Triangulate | aiProcess_RemoveComponent |
        aiProcess_GenSmoothNormals | aiProcess_PreTransformVertices | aiProcess_FixInfacingNormals |
        aiProcess_FindDegenerates | aiProcess_GenUVCoords | aiProcess_SortByPType;
    const auto& buff = ReadFile("C:\\Users\\kimkulling\\Downloads\\camel\\camel\\scene.gltf");*/
    /*const aiScene* Scene = ::aiImportFileFromMemory(&buff[0], buff.size(), flags, ".gltf");
    EXPECT_EQ( nullptr, Scene );*/
}

TEST_F(utglTF2ImportExport, bug_import_simple_skin) {
    Assimp::Importer importer;
    const aiScene *scene = importer.ReadFile(ASSIMP_TEST_MODELS_DIR "/glTF2/simple_skin/simple_skin.gltf",
            aiProcess_ValidateDataStructure);
    EXPECT_NE(nullptr, scene);
}

bool checkSkinnedScene(const aiScene *scene){
    float eps = 0.001f;
    bool result = true;
    EXPECT_EQ(scene->mNumMeshes, 1u);
    EXPECT_EQ(scene->mMeshes[0]->mNumBones, 10u);
    EXPECT_EQ(scene->mMeshes[0]->mNumVertices, 4u);
    EXPECT_LT(abs(scene->mMeshes[0]->mVertices[0].x - -1), eps);
    EXPECT_LT(abs(scene->mMeshes[0]->mVertices[0].y - -1), eps);
    EXPECT_LT(abs(scene->mMeshes[0]->mVertices[0].z - 0), eps);
    EXPECT_LT(abs(scene->mMeshes[0]->mVertices[1].x - 1), eps);
    EXPECT_LT(abs(scene->mMeshes[0]->mVertices[1].y - -1), eps);
    EXPECT_LT(abs(scene->mMeshes[0]->mVertices[1].z - 0), eps);
    EXPECT_LT(abs(scene->mMeshes[0]->mVertices[2].x - 1), eps);
    EXPECT_LT(abs(scene->mMeshes[0]->mVertices[2].y - 1), eps);
    EXPECT_LT(abs(scene->mMeshes[0]->mVertices[2].z - 0), eps);
    EXPECT_LT(abs(scene->mMeshes[0]->mVertices[3].x - -1), eps);
    EXPECT_LT(abs(scene->mMeshes[0]->mVertices[3].y - 1), eps);
    EXPECT_LT(abs(scene->mMeshes[0]->mVertices[3].z - 0), eps);

    unsigned int numWeights[] = {4u, 4u, 4u, 4u, 2u , 1u, 1u, 2u, 1u, 1u};
    float weights[10][4] = {{0.207f, 0.291f, 0.057f, 0.303f},
                        {0.113f, 0.243f, 0.499f, 0.251f},
                        {0.005f, 0.010f, 0.041f, 0.093f},
                        {0.090f, 0.234f, 0.404f, 0.243f},
                        {0.090f, 0.222f, 0.000f, 0.000f},
                        {0.216f, 0.000f, 0.000f, 0.000f},
                        {0.058f, 0.000f, 0.000f, 0.000f},
                        {0.086f, 0.000f, 0.000f, 0.111f},
                        {0.088f, 0.000f, 0.000f, 0.000f},
                        {0.049f, 0.000f, 0.000f, 0.000f}};
    for (size_t boneIndex = 0; boneIndex < 10u; ++boneIndex) {
        EXPECT_EQ(scene->mMeshes[0]->mBones[boneIndex]->mNumWeights, numWeights[boneIndex]);
        std::map<unsigned int, float> map;
        for (size_t jointIndex = 0; jointIndex < scene->mMeshes[0]->mBones[boneIndex]->mNumWeights; ++jointIndex){
            auto key = scene->mMeshes[0]->mBones[boneIndex]->mWeights[jointIndex].mVertexId;
            auto weight = scene->mMeshes[0]->mBones[boneIndex]->mWeights[jointIndex].mWeight;
            map[key] = weight;
        }

        for (unsigned int jointIndex = 0; jointIndex < scene->mMeshes[0]->mBones[boneIndex]->mNumWeights; ++jointIndex) {
            auto weight = map[jointIndex];
            EXPECT_LT(abs(ai_real(weight) - ai_real(weights[boneIndex][jointIndex])), 0.002);
        }
    }

    return result;
}

void checkSkinnedSceneLimited(const aiScene *scene){
    float eps = 0.001f;
    EXPECT_EQ(scene->mNumMeshes, 1u);
    EXPECT_EQ(scene->mMeshes[0]->mNumBones, 10u);
    EXPECT_EQ(scene->mMeshes[0]->mNumVertices, 4u);
    EXPECT_LT(abs(scene->mMeshes[0]->mVertices[0].x - -1), eps);
    EXPECT_LT(abs(scene->mMeshes[0]->mVertices[0].y - -1), eps);
    EXPECT_LT(abs(scene->mMeshes[0]->mVertices[0].z - 0), eps);
    EXPECT_LT(abs(scene->mMeshes[0]->mVertices[1].x - 1), eps);
    EXPECT_LT(abs(scene->mMeshes[0]->mVertices[1].y - -1), eps);
    EXPECT_LT(abs(scene->mMeshes[0]->mVertices[1].z - 0), eps);
    EXPECT_LT(abs(scene->mMeshes[0]->mVertices[2].x - 1), eps);
    EXPECT_LT(abs(scene->mMeshes[0]->mVertices[2].y - 1), eps);
    EXPECT_LT(abs(scene->mMeshes[0]->mVertices[2].z - 0), eps);
    EXPECT_LT(abs(scene->mMeshes[0]->mVertices[3].x - -1), eps);
    EXPECT_LT(abs(scene->mMeshes[0]->mVertices[3].y - 1), eps);
    EXPECT_LT(abs(scene->mMeshes[0]->mVertices[3].z - 0), eps);

    unsigned int numWeights[] = {4u, 4u, 1u, 4u, 1u , 1u, 1u, 1u, 1u, 1u};
    float weights[10][4] = {{0.207f, 0.291f, 0.057f, 0.303f},
                            {0.113f, 0.243f, 0.499f, 0.251f},
                            {0.000f, 0.000f, 0.041f, 0.000f},
                            {0.090f, 0.234f, 0.404f, 0.243f},
                            {0.000f, 0.222f, 0.000f, 0.000f},
                            {0.216f, 0.000f, 0.000f, 0.000f},
                            {0.000f, 0.000f, 0.000f, 0.000f},
                            {0.000f, 0.000f, 0.000f, 0.111f},
                            {0.000f, 0.000f, 0.000f, 0.000f},
                            {0.000f, 0.000f, 0.000f, 0.000f}};
    for (unsigned int boneIndex = 0; boneIndex < 10u; ++boneIndex) {
        EXPECT_EQ(scene->mMeshes[0]->mBones[boneIndex]->mNumWeights, numWeights[boneIndex]);
        std::map<unsigned int, float> map;
        for (unsigned int jointIndex = 0; jointIndex < scene->mMeshes[0]->mBones[boneIndex]->mNumWeights; ++jointIndex){
            auto key = scene->mMeshes[0]->mBones[boneIndex]->mWeights[jointIndex].mVertexId;
            auto weight = scene->mMeshes[0]->mBones[boneIndex]->mWeights[jointIndex].mWeight;
            map[key] = weight;
        }
        for (unsigned int jointIndex = 0; jointIndex < scene->mMeshes[0]->mBones[boneIndex]->mNumWeights; ++jointIndex) {
            auto weight = map[jointIndex];
            EXPECT_LT(std::abs(ai_real(weight) - ai_real(weights[boneIndex][jointIndex])), 0.002);
        }
    }
}

TEST_F(utglTF2ImportExport, bug_import_simple_skin2) {
    Assimp::Importer importer;
    Assimp::Exporter exporter;
    const aiScene *scene = importer.ReadFile(
            ASSIMP_TEST_MODELS_DIR "/glTF2/simple_skin/quad_skin.glb",
            aiProcess_ValidateDataStructure);
    checkSkinnedScene(scene);

    ASSERT_EQ(aiReturn_SUCCESS, exporter.Export(scene, "glb2",
            ASSIMP_TEST_MODELS_DIR "/glTF2/simple_skin/quad_four_out.glb"));
    ASSERT_EQ(aiReturn_SUCCESS, exporter.Export(scene, "gltf2",
            ASSIMP_TEST_MODELS_DIR "/glTF2/simple_skin/quad_four_out.gltf"));

    // enable more than four bones per vertex
    Assimp::ExportProperties properties = Assimp::ExportProperties();
    properties.SetPropertyBool(
      AI_CONFIG_EXPORT_GLTF_UNLIMITED_SKINNING_BONES_PER_VERTEX, true);
    ASSERT_EQ(aiReturn_SUCCESS, exporter.Export(scene, "glb2",
            ASSIMP_TEST_MODELS_DIR "/glTF2/simple_skin/quad_all_out.glb", 0u, &properties));
    ASSERT_EQ(aiReturn_SUCCESS, exporter.Export(scene, "gltf2",
            ASSIMP_TEST_MODELS_DIR "/glTF2/simple_skin/quad_all_out.gltf", 0u, &properties));

    // check skinning data of both exported files for limited number bones per vertex
    const aiScene *limitedSceneImported = importer.ReadFile(
            ASSIMP_TEST_MODELS_DIR "/glTF2/simple_skin/quad_four_out.gltf",
            aiProcess_ValidateDataStructure);
    checkSkinnedSceneLimited(limitedSceneImported);
    limitedSceneImported = importer.ReadFile(
            ASSIMP_TEST_MODELS_DIR "/glTF2/simple_skin/quad_four_out.glb",
            aiProcess_ValidateDataStructure);
    checkSkinnedSceneLimited(limitedSceneImported);

    // check skinning data of both exported files for unlimited number bones per vertex
    const aiScene *sceneImported = importer.ReadFile(
            ASSIMP_TEST_MODELS_DIR "/glTF2/simple_skin/quad_all_out.gltf",
            aiProcess_ValidateDataStructure);
    checkSkinnedScene(sceneImported);
    sceneImported = importer.ReadFile(
            ASSIMP_TEST_MODELS_DIR "/glTF2/simple_skin/quad_all_out.glb",
            aiProcess_ValidateDataStructure);
    checkSkinnedScene(sceneImported);


}

TEST_F(utglTF2ImportExport, import_cameras) {
    Assimp::Importer importer;
    const aiScene *scene = importer.ReadFile(ASSIMP_TEST_MODELS_DIR "/glTF2/cameras/Cameras.gltf",
            aiProcess_ValidateDataStructure);
    EXPECT_NE(nullptr, scene);
}

TEST_F(utglTF2ImportExport, incorrect_vertex_arrays) {
    Assimp::Importer importer;
    const aiScene *scene = importer.ReadFile(ASSIMP_TEST_MODELS_DIR "/glTF2/IncorrectVertexArrays/Cube.gltf",
            aiProcess_ValidateDataStructure);
    EXPECT_NE(nullptr, scene);
    EXPECT_EQ(scene->mMeshes[0]->mNumVertices, 36u);
    EXPECT_EQ(scene->mMeshes[0]->mNumFaces, 12u);
    EXPECT_EQ(scene->mMeshes[1]->mNumVertices, 35u);
    EXPECT_EQ(scene->mMeshes[1]->mNumFaces, 11u);
    EXPECT_EQ(scene->mMeshes[2]->mNumVertices, 36u);
    EXPECT_EQ(scene->mMeshes[2]->mNumFaces, 18u);
    EXPECT_EQ(scene->mMeshes[3]->mNumVertices, 35u);
    EXPECT_EQ(scene->mMeshes[3]->mNumFaces, 17u);
    EXPECT_EQ(scene->mMeshes[4]->mNumVertices, 36u);
    EXPECT_EQ(scene->mMeshes[4]->mNumFaces, 12u);
    EXPECT_EQ(scene->mMeshes[5]->mNumVertices, 35u);
    EXPECT_EQ(scene->mMeshes[5]->mNumFaces, 11u);
    EXPECT_EQ(scene->mMeshes[6]->mNumVertices, 36u);
    EXPECT_EQ(scene->mMeshes[6]->mNumFaces, 18u);
    EXPECT_EQ(scene->mMeshes[7]->mNumVertices, 35u);
    EXPECT_EQ(scene->mMeshes[7]->mNumFaces, 17u);
}

TEST_F(utglTF2ImportExport, texture_transform_test) {
    Assimp::Importer importer;
    const aiScene *scene = importer.ReadFile(ASSIMP_TEST_MODELS_DIR "/glTF2/textureTransform/TextureTransformTest.gltf",
            aiProcess_ValidateDataStructure);
    EXPECT_NE(nullptr, scene);
}

#ifndef ASSIMP_BUILD_NO_EXPORT
TEST_F(utglTF2ImportExport, exportglTF2FromFileTest) {
    EXPECT_TRUE(exporterTest());
}

TEST_F(utglTF2ImportExport, crash_in_anim_mesh_destructor) {
    Assimp::Importer importer;
    const aiScene *scene = importer.ReadFile(ASSIMP_TEST_MODELS_DIR "/glTF2/glTF-Sample-Models/AnimatedMorphCube-glTF/AnimatedMorphCube.gltf",
            aiProcess_ValidateDataStructure);
    ASSERT_NE(nullptr, scene);
    Assimp::Exporter exporter;
    ASSERT_EQ(aiReturn_SUCCESS, exporter.Export(scene, "glb2", ASSIMP_TEST_MODELS_DIR "/glTF2/glTF-Sample-Models/AnimatedMorphCube-glTF/AnimatedMorphCube_out.glTF"));
}

TEST_F(utglTF2ImportExport, error_string_preserved) {
    Assimp::Importer importer;
    const aiScene *scene = importer.ReadFile(ASSIMP_TEST_MODELS_DIR "/glTF2/MissingBin/BoxTextured.gltf",
            aiProcess_ValidateDataStructure);
    ASSERT_EQ(nullptr, scene);
    std::string error = importer.GetErrorString();
    ASSERT_NE(error.find("BoxTextured0.bin"), std::string::npos) << "Error string should contain an error about missing .bin file";
}

TEST_F(utglTF2ImportExport, export_bad_accessor_bounds) {
    Assimp::Importer importer;
    Assimp::Exporter exporter;
    const aiScene* scene = importer.ReadFile(ASSIMP_TEST_MODELS_DIR "/glTF2/BoxWithInfinites-glTF-Binary/BoxWithInfinites.glb", aiProcess_ValidateDataStructure);
    ASSERT_NE(scene, nullptr);

    EXPECT_EQ(aiReturn_SUCCESS, exporter.Export(scene, "glb2", ASSIMP_TEST_MODELS_DIR "/glTF2/BoxWithInfinites-glTF-Binary/BoxWithInfinites_out.glb"));
    EXPECT_EQ(aiReturn_SUCCESS, exporter.Export(scene, "gltf2", ASSIMP_TEST_MODELS_DIR "/glTF2/BoxWithInfinites-glTF-Binary/BoxWithInfinites_out.gltf"));
}

TEST_F(utglTF2ImportExport, export_normalized_normals) {
    Assimp::Importer importer;
    Assimp::Exporter exporter;
    const aiScene* scene = importer.ReadFile(ASSIMP_TEST_MODELS_DIR "/glTF2/BoxBadNormals-glTF-Binary/BoxBadNormals.glb", aiProcess_ValidateDataStructure);
    ASSERT_NE(scene, nullptr);
    EXPECT_EQ(aiReturn_SUCCESS, exporter.Export(scene, "glb2", ASSIMP_TEST_MODELS_DIR "/glTF2/BoxBadNormals-glTF-Binary/BoxBadNormals_out.glb"));

    // load in again and ensure normal-length normals but no Nan's or Inf's introduced
    scene = importer.ReadFile(ASSIMP_TEST_MODELS_DIR "/glTF2/BoxBadNormals-glTF-Binary/BoxBadNormals_out.glb", aiProcess_ValidateDataStructure);
    for ( auto i = 0u; i < scene->mMeshes[0]->mNumVertices; ++i ) {
        const auto length = scene->mMeshes[0]->mNormals[i].Length();
        EXPECT_TRUE(abs(length) < 1e-6 || abs(length - 1) < ai_epsilon);
    }
}

#endif // ASSIMP_BUILD_NO_EXPORT

TEST_F(utglTF2ImportExport, sceneMetadata) {
    Assimp::Importer importer;
    const aiScene *scene = importer.ReadFile(ASSIMP_TEST_MODELS_DIR "/glTF2/BoxTextured-glTF/BoxTextured.gltf",
            aiProcess_ValidateDataStructure);
    ASSERT_NE(scene, nullptr);
    ASSERT_NE(scene->mMetaData, nullptr);
    {
        ASSERT_TRUE(scene->mMetaData->HasKey(AI_METADATA_SOURCE_FORMAT));
        aiString format;
        ASSERT_TRUE(scene->mMetaData->Get(AI_METADATA_SOURCE_FORMAT, format));
        ASSERT_EQ(strcmp(format.C_Str(), "glTF2 Importer"), 0);
    }
    {
        ASSERT_TRUE(scene->mMetaData->HasKey(AI_METADATA_SOURCE_FORMAT_VERSION));
        aiString version;
        ASSERT_TRUE(scene->mMetaData->Get(AI_METADATA_SOURCE_FORMAT_VERSION, version));
        ASSERT_EQ(strcmp(version.C_Str(), "2.0"), 0);
    }
    {
        ASSERT_TRUE(scene->mMetaData->HasKey(AI_METADATA_SOURCE_GENERATOR));
        aiString generator;
        ASSERT_TRUE(scene->mMetaData->Get(AI_METADATA_SOURCE_GENERATOR, generator));
        ASSERT_EQ(strcmp(generator.C_Str(), "COLLADA2GLTF"), 0);
    }
}

TEST_F(utglTF2ImportExport, texcoords) {

    Assimp::Importer importer;
    const aiScene *scene = importer.ReadFile(ASSIMP_TEST_MODELS_DIR "/glTF2/BoxTexcoords-glTF/boxTexcoords.gltf", aiProcess_ValidateDataStructure);
    ASSERT_NE(scene, nullptr);
    ASSERT_TRUE(scene->HasMaterials());
    const aiMaterial *material = scene->mMaterials[0];

    aiString path;
    unsigned int uvIndex = 255;
    aiTextureMapMode modes[2];
    EXPECT_EQ(aiReturn_SUCCESS, material->GetTexture(AI_MATKEY_BASE_COLOR_TEXTURE, &path, nullptr, &uvIndex, nullptr, nullptr, modes));
    EXPECT_STREQ(path.C_Str(), "texture.png");
    EXPECT_EQ(uvIndex, 0u);

    uvIndex = 255;
    EXPECT_EQ(aiReturn_SUCCESS, material->GetTexture(AI_MATKEY_GLTF_PBRMETALLICROUGHNESS_METALLICROUGHNESS_TEXTURE, &path, nullptr, &uvIndex, nullptr, nullptr, modes));
    EXPECT_STREQ(path.C_Str(), "texture.png");
    EXPECT_EQ(uvIndex, 1u);
}

#ifndef ASSIMP_BUILD_NO_EXPORT

TEST_F(utglTF2ImportExport, texcoords_export) {
    {
        Assimp::Importer importer;
        Assimp::Exporter exporter;
        const aiScene *scene = importer.ReadFile(ASSIMP_TEST_MODELS_DIR "/glTF2/BoxTexcoords-glTF/boxTexcoords.gltf", aiProcess_ValidateDataStructure);
        ASSERT_NE(scene, nullptr);
        ASSERT_EQ(aiReturn_SUCCESS, exporter.Export(scene, "glb2", ASSIMP_TEST_MODELS_DIR "/glTF2/BoxTexcoords-glTF/boxTexcoords.gltf_out.glb"));
    }

    Assimp::Importer importer;
    const aiScene *scene = importer.ReadFile(ASSIMP_TEST_MODELS_DIR "/glTF2/BoxTexcoords-glTF/boxTexcoords.gltf", aiProcess_ValidateDataStructure);
    ASSERT_NE(scene, nullptr);

    ASSERT_TRUE(scene->HasMaterials());
    const aiMaterial *material = scene->mMaterials[0];

    aiString path;
    unsigned int uvIndex = 255;
    aiTextureMapMode modes[2];
    EXPECT_EQ(aiReturn_SUCCESS, material->GetTexture(AI_MATKEY_BASE_COLOR_TEXTURE, &path, nullptr, &uvIndex, nullptr, nullptr, modes));
    EXPECT_STREQ(path.C_Str(), "texture.png");
    EXPECT_EQ(uvIndex, 0u);

    uvIndex = 255;
    EXPECT_EQ(aiReturn_SUCCESS, material->GetTexture(AI_MATKEY_GLTF_PBRMETALLICROUGHNESS_METALLICROUGHNESS_TEXTURE, &path, nullptr, &uvIndex, nullptr, nullptr, modes));
    EXPECT_STREQ(path.C_Str(), "texture.png");
    EXPECT_EQ(uvIndex, 1u);
}

#endif // ASSIMP_BUILD_NO_EXPORT
TEST_F(utglTF2ImportExport, recursive_nodes) {
    Assimp::Importer importer;
    const aiScene* scene = importer.ReadFile(ASSIMP_TEST_MODELS_DIR "/glTF2/RecursiveNodes/RecursiveNodes.gltf", aiProcess_ValidateDataStructure);
    EXPECT_EQ(nullptr, scene);
}

TEST_F(utglTF2ImportExport, norootnode_noscene) {
    Assimp::Importer importer;
    const aiScene* scene = importer.ReadFile(ASSIMP_TEST_MODELS_DIR "/glTF2/TestNoRootNode/NoScene.gltf", aiProcess_ValidateDataStructure);
    ASSERT_EQ(scene, nullptr);
}

TEST_F(utglTF2ImportExport, norootnode_scenewithoutnodes) {
    Assimp::Importer importer;
    const aiScene* scene = importer.ReadFile(ASSIMP_TEST_MODELS_DIR "/glTF2/TestNoRootNode/SceneWithoutNodes.gltf", aiProcess_ValidateDataStructure);
    ASSERT_NE(scene, nullptr);
    ASSERT_NE(scene->mRootNode, nullptr);
}

// Shall not crash!
TEST_F(utglTF2ImportExport, norootnode_issue_3269) {
    Assimp::Importer importer;
    const aiScene *scene = importer.ReadFile(ASSIMP_TEST_MODELS_DIR "/glTF2/issue_3269/texcoord_crash.gltf", aiProcess_ValidateDataStructure);
    ASSERT_EQ(scene, nullptr);
}

TEST_F(utglTF2ImportExport, indexOutOfRange) {
    // The contents of an asset should not lead to an assert.
    Assimp::Importer importer;

    struct LogObserver : Assimp::LogStream {
        bool m_observedWarning = false;
        void write(const char *message) override {
            m_observedWarning = m_observedWarning || std::strstr(message, "faces were dropped");
        }
    };
    LogObserver logObserver;

    DefaultLogger::get()->attachStream(&logObserver);
    const aiScene *scene = importer.ReadFile(ASSIMP_TEST_MODELS_DIR "/glTF2/IndexOutOfRange/IndexOutOfRange.gltf", aiProcess_ValidateDataStructure);
    ASSERT_NE(scene, nullptr);
    ASSERT_NE(scene->mRootNode, nullptr);
    ASSERT_EQ(scene->mNumMeshes, 1u);
    EXPECT_EQ(scene->mMeshes[0]->mNumFaces, 11u);
    DefaultLogger::get()->detachStream(&logObserver);
    EXPECT_TRUE(logObserver.m_observedWarning);
}

TEST_F(utglTF2ImportExport, allIndicesOutOfRange) {
    // The contents of an asset should not lead to an assert.
    Assimp::Importer importer;
    const aiScene *scene = importer.ReadFile(ASSIMP_TEST_MODELS_DIR "/glTF2/IndexOutOfRange/AllIndicesOutOfRange.gltf", aiProcess_ValidateDataStructure);
    ASSERT_EQ(scene, nullptr);
    std::string error = importer.GetErrorString();
    ASSERT_NE(error.find("Mesh \"Mesh\" has no faces"), std::string::npos);
}

/////////////////////////////////
// Draco decoding

TEST_F(utglTF2ImportExport, import_dracoEncoded) {
    Assimp::Importer importer;
    const aiScene *scene = importer.ReadFile(ASSIMP_TEST_MODELS_DIR "/glTF2/draco/2CylinderEngine.gltf",
            aiProcess_ValidateDataStructure);
#ifndef ASSIMP_ENABLE_DRACO
    // No draco support, scene should not load
    ASSERT_EQ(scene, nullptr);
#else
    ASSERT_NE(scene, nullptr);
    ASSERT_NE(scene->mMetaData, nullptr);
    {
        ASSERT_TRUE(scene->mMetaData->HasKey(AI_METADATA_SOURCE_FORMAT));
        aiString format;
        ASSERT_TRUE(scene->mMetaData->Get(AI_METADATA_SOURCE_FORMAT, format));
        ASSERT_EQ(strcmp(format.C_Str(), "glTF2 Importer"), 0);
    }
    {
        ASSERT_TRUE(scene->mMetaData->HasKey(AI_METADATA_SOURCE_FORMAT_VERSION));
        aiString version;
        ASSERT_TRUE(scene->mMetaData->Get(AI_METADATA_SOURCE_FORMAT_VERSION, version));
        ASSERT_EQ(strcmp(version.C_Str(), "2.0"), 0);
    }
    {
        ASSERT_TRUE(scene->mMetaData->HasKey(AI_METADATA_SOURCE_GENERATOR));
        aiString generator;
        ASSERT_TRUE(scene->mMetaData->Get(AI_METADATA_SOURCE_GENERATOR, generator));
        ASSERT_EQ(strcmp(generator.C_Str(), "COLLADA2GLTF"), 0);
    }
#endif
}

TEST_F(utglTF2ImportExport, wrongTypes) {
    // Deliberately broken version of the BoxTextured.gltf asset.
    using tup_T = std::tuple<std::string, std::string, std::string, std::string>;
    std::vector<tup_T> wrongTypes = {
#ifdef __cpp_lib_constexpr_tuple
    #define TUPLE(x, y, z, w) {x, y, z, w}
#else
    #define TUPLE(x, y, z, w) tup_T(x, y, z, w)
#endif
        TUPLE("/glTF2/wrongTypes/badArray.gltf", "array", "primitives", "meshes[0]"),
        TUPLE("/glTF2/wrongTypes/badString.gltf", "string", "name", "scenes[0]"),
        TUPLE("/glTF2/wrongTypes/badUint.gltf", "uint", "index", "materials[0]"),
        TUPLE("/glTF2/wrongTypes/badNumber.gltf", "number", "scale", "materials[0]"),
        TUPLE("/glTF2/wrongTypes/badObject.gltf", "object", "pbrMetallicRoughness", "materials[0]"),
        TUPLE("/glTF2/wrongTypes/badExtension.gltf", "object", "KHR_texture_transform", "materials[0]")
#undef TUPLE
    };
    for (const auto& tuple : wrongTypes)
    {
        const auto& file = std::get<0>(tuple);
        const auto& type = std::get<1>(tuple);
        const auto& member = std::get<2>(tuple);
        const auto& context = std::get<3>(tuple);
        Assimp::Importer importer;
        const aiScene *scene = importer.ReadFile(ASSIMP_TEST_MODELS_DIR + file , aiProcess_ValidateDataStructure);
        ASSERT_EQ(scene, nullptr);
        const std::string error = importer.GetErrorString();
        EXPECT_FALSE(error.empty());
        EXPECT_NE(error.find(member + "\" was not of type \"" + type + "\" when reading " + context), std::string::npos);
    }
}

namespace {
    /// This class provides a fake schema to the GLTF importer.
    /// It just checks that the file has a top-level "scene" property which is an integer.
    class FakeSchemaProvider : public rapidjson::IRemoteSchemaDocumentProvider
    {
    public:
        FakeSchemaProvider(const char* schemaName) :
            m_schemaName(schemaName)
        {
            rapidjson::Document schemaDoc;
            schemaDoc.Parse(R"==({"properties":{"scene" : { "type" : "integer" }}, "required": [ "scene" ]})==");
            EXPECT_FALSE(schemaDoc.HasParseError());
        	m_schema.reset(new rapidjson::SchemaDocument(schemaDoc, m_schemaName.c_str(), static_cast<rapidjson::SizeType>(m_schemaName.size()), this));
        }

        const rapidjson::SchemaDocument* GetRemoteDocument(const char* uri, rapidjson::SizeType) override {
            if (m_schemaName == uri) {
                return m_schema.get();
            }
            return nullptr;
        }

    private:
        std::string m_schemaName;
        std::unique_ptr<const rapidjson::SchemaDocument> m_schema;
    };
}

TEST_F(utglTF2ImportExport, schemaCheckPass) {
    FakeSchemaProvider schemaProvider("glTF.schema.json");
    Assimp::Importer importer;
    importer.SetPropertyPointer(AI_CONFIG_IMPORT_SCHEMA_DOCUMENT_PROVIDER, &schemaProvider);
    const aiScene *scene = importer.ReadFile(ASSIMP_TEST_MODELS_DIR "/glTF2/BoxTextured-glTF/BoxTextured.gltf", aiProcess_ValidateDataStructure);
    EXPECT_NE(scene, nullptr);
    EXPECT_STREQ(importer.GetErrorString(), "");
}

TEST_F(utglTF2ImportExport, schemaCheckFail) {
    FakeSchemaProvider schemaProvider("glTF.schema.json");
    Assimp::Importer importer;
    importer.SetPropertyPointer(AI_CONFIG_IMPORT_SCHEMA_DOCUMENT_PROVIDER, &schemaProvider);
    const aiScene *scene = importer.ReadFile(ASSIMP_TEST_MODELS_DIR "/glTF2/SchemaFailures/sceneWrongType.gltf", aiProcess_ValidateDataStructure);
    EXPECT_EQ(scene, nullptr);
    const std::string errorString = importer.GetErrorString();
    EXPECT_NE(errorString.find("The JSON document did not satisfy the glTF2 schema"), std::string::npos);
}

TEST_F(utglTF2ImportExport, noSchemaFound) {
    // More than one importer might make use the provider, but not all schemas might be present.
    // Check that the glTF importer handles the case when an non-null provider returns null when asked for schemas.
    FakeSchemaProvider schemaProvider("missingSchema.json");
    Assimp::Importer importer;
    importer.SetPropertyPointer(AI_CONFIG_IMPORT_SCHEMA_DOCUMENT_PROVIDER, &schemaProvider);
    const aiScene *scene = importer.ReadFile(ASSIMP_TEST_MODELS_DIR "/glTF2/BoxTextured-glTF/BoxTextured.gltf", aiProcess_ValidateDataStructure);
    EXPECT_NE(scene, nullptr);
    EXPECT_STREQ(importer.GetErrorString(), "");
}

// ------------------------------------------------------------------------------------------------
TEST_F(utglTF2ImportExport, testSetIdentityMatrixEpsilon) {
//    Assimp::Exporter exporter;
    Assimp::ExportProperties properties = Assimp::ExportProperties();
    EXPECT_EQ(AI_CONFIG_CHECK_IDENTITY_MATRIX_EPSILON_DEFAULT,
            properties.GetPropertyFloat("CHECK_IDENTITY_MATRIX_EPSILON",
                    AI_CONFIG_CHECK_IDENTITY_MATRIX_EPSILON_DEFAULT));
    aiMatrix4x4 m;
    m = aiMatrix4x4(1.02f, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1);
    EXPECT_FALSE(m.IsIdentity());
    m = aiMatrix4x4(1.001f, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1);
    EXPECT_TRUE(m.IsIdentity());

    bool b = properties.SetPropertyFloat("CHECK_IDENTITY_MATRIX_EPSILON", 0.0001f);
    EXPECT_TRUE(!b);
    ai_real epsilon = properties.GetPropertyFloat("CHECK_IDENTITY_MATRIX_EPSILON", 0.01f);
    EXPECT_EQ(0.0001f, epsilon);
    m = aiMatrix4x4(1.0002f, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1);
    EXPECT_FALSE(m.IsIdentity(epsilon));
    m = aiMatrix4x4(1.00009f, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1, 0, 0, 0, 0, 1);
    EXPECT_TRUE(m.IsIdentity(epsilon));
}

