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

Copyright (c) 2006-2019, assimp team



All rights reserved.

Redistribution and use of this software in source and binary forms,
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* Redistributions of source code must retain the above
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following disclaimer.

* 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
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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 "UnitTestPCH.h"

#include <assimp/scene.h>
#include "PostProcessing/PretransformVertices.h"


using namespace std;
using namespace Assimp;

class PretransformVerticesTest : public ::testing::Test {
public:
    virtual void SetUp();
    virtual void TearDown();

protected:

    aiScene* scene;
    PretransformVertices* process;
};

// ------------------------------------------------------------------------------------------------
void AddNodes(unsigned int num, aiNode* father, unsigned int depth)
{
    father->mChildren = new aiNode*[father->mNumChildren = 5];
    for (unsigned int i = 0; i < 5; ++i) {
        aiNode* nd = father->mChildren[i] = new aiNode();

        nd->mName.length = sprintf(nd->mName.data,"%i%i",depth,i);

        // spawn two meshes
        nd->mMeshes = new unsigned int[nd->mNumMeshes = 2];
        nd->mMeshes[0] = num*5+i;
        nd->mMeshes[1] = 24-(num*5+i); // mesh 12 is special ... it references the same mesh twice

        // setup an unique transformation matrix
        nd->mTransformation.a1 = num*5.f+i + 1;
    }

    if (depth > 1) {
        for (unsigned int i = 0; i < 5; ++i)
            AddNodes(i, father->mChildren[i],depth-1);
    }
}

// ------------------------------------------------------------------------------------------------
void PretransformVerticesTest::SetUp()
{
    scene = new aiScene();

    // add 5 empty materials
    scene->mMaterials = new aiMaterial*[scene->mNumMaterials = 5];
    for (unsigned int i = 0; i < 5;++i) {
        scene->mMaterials[i] = new aiMaterial();
    }

    // add 25 test meshes
    scene->mMeshes = new aiMesh*[scene->mNumMeshes = 25];
    for ( unsigned int i = 0; i < 25; ++i) {
        aiMesh* mesh = scene->mMeshes[ i ] = new aiMesh();

        mesh->mPrimitiveTypes = aiPrimitiveType_POINT;
        mesh->mFaces = new aiFace[ mesh->mNumFaces = 10+i ];
        mesh->mVertices = new aiVector3D[mesh->mNumVertices = mesh->mNumFaces];
        for (unsigned int a = 0; a < mesh->mNumFaces; ++a ) {
            aiFace& f = mesh->mFaces[ a ];
            f.mIndices = new unsigned int [ f.mNumIndices = 1 ];
            f.mIndices[0] = a*3;

            mesh->mVertices[a] = aiVector3D((float)i,(float)a,0.f);
        }
        mesh->mMaterialIndex = i%5;

        if (i % 2) {
            mesh->mNormals = new aiVector3D[mesh->mNumVertices];
            for ( unsigned int normalIdx=0; normalIdx<mesh->mNumVertices; ++normalIdx ) {
                mesh->mNormals[ normalIdx ].x = 1.0f;
                mesh->mNormals[ normalIdx ].y = 1.0f;
                mesh->mNormals[ normalIdx ].z = 1.0f;
                mesh->mNormals[ normalIdx ].Normalize();
            }
        }
    }

    // construct some nodes (1+25)
    scene->mRootNode = new aiNode();
    scene->mRootNode->mName.Set("Root");
    AddNodes(0,scene->mRootNode,2);

    process = new PretransformVertices();
}

// ------------------------------------------------------------------------------------------------
void PretransformVerticesTest::TearDown()
{
    delete scene;
    delete process;
}

// ------------------------------------------------------------------------------------------------
TEST_F(PretransformVerticesTest, testProcessCollapseHierarchy)
{
    process->KeepHierarchy(false);
    process->Execute(scene);

    EXPECT_EQ(5U, scene->mNumMaterials);
    EXPECT_EQ(10U, scene->mNumMeshes); // every second mesh has normals
}

// ------------------------------------------------------------------------------------------------
TEST_F(PretransformVerticesTest, testProcessKeepHierarchy)
{
    process->KeepHierarchy(true);
    process->Execute(scene);

    EXPECT_EQ(5U, scene->mNumMaterials);
    EXPECT_EQ(49U, scene->mNumMeshes); // see note on mesh 12 above
}
