assimp/test/unit/utScenePreprocessor.cpp

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/*
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Open Asset Import Library (assimp)
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Copyright (c) 2006-2020, assimp team
2018-01-28 18:42:05 +00:00
All rights reserved.
Redistribution and use of this software in source and binary forms,
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conditions are met:
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following disclaimer.
* Redistributions in binary form must reproduce the above
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following disclaimer in the documentation and/or other
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* Neither the name of the assimp team, nor the names of its
contributors may be used to endorse or promote products
derived from this software without specific prior
written permission of the assimp team.
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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OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*/
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#include "UnitTestPCH.h"
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#include "Common/ScenePreprocessor.h"
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#include <assimp/mesh.h>
#include <assimp/scene.h>
#include <assimp/Importer.hpp>
using namespace std;
using namespace Assimp;
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class ScenePreprocessorTest : public ::testing::Test {
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public:
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ScenePreprocessorTest() :
Test(), mScenePreprocessor(nullptr), mScene(nullptr) {
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// empty
}
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protected:
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virtual void SetUp();
virtual void TearDown();
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protected:
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void CheckIfOnly(aiMesh *p, unsigned int num, unsigned flag);
void ProcessAnimation(aiAnimation *anim) { mScenePreprocessor->ProcessAnimation(anim); }
void ProcessMesh(aiMesh *mesh) { mScenePreprocessor->ProcessMesh(mesh); }
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private:
ScenePreprocessor *mScenePreprocessor;
aiScene *mScene;
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};
// ------------------------------------------------------------------------------------------------
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void ScenePreprocessorTest::SetUp() {
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// setup a dummy scene with a single node
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mScene = new aiScene();
mScene->mRootNode = new aiNode();
mScene->mRootNode->mName.Set("<test>");
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// add some translation
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mScene->mRootNode->mTransformation.a4 = 1.f;
mScene->mRootNode->mTransformation.b4 = 2.f;
mScene->mRootNode->mTransformation.c4 = 3.f;
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// and allocate a ScenePreprocessor to operate on the scene
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mScenePreprocessor = new ScenePreprocessor(mScene);
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}
// ------------------------------------------------------------------------------------------------
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void ScenePreprocessorTest::TearDown() {
delete mScenePreprocessor;
delete mScene;
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}
// ------------------------------------------------------------------------------------------------
// Check whether ProcessMesh() returns flag for a mesh that consist of primitives with num indices
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void ScenePreprocessorTest::CheckIfOnly(aiMesh *p, unsigned int num, unsigned int flag) {
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// Triangles only
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for (unsigned i = 0; i < p->mNumFaces; ++i) {
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p->mFaces[i].mNumIndices = num;
}
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mScenePreprocessor->ProcessMesh(p);
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EXPECT_EQ(flag, p->mPrimitiveTypes);
p->mPrimitiveTypes = 0;
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}
// ------------------------------------------------------------------------------------------------
// Check whether a mesh is preprocessed correctly. Case 1: The mesh needs preprocessing
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TEST_F(ScenePreprocessorTest, testMeshPreprocessingPos) {
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aiMesh *p = new aiMesh;
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p->mNumFaces = 100;
p->mFaces = new aiFace[p->mNumFaces];
p->mTextureCoords[0] = new aiVector3D[10];
p->mNumUVComponents[0] = 0;
p->mNumUVComponents[1] = 0;
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CheckIfOnly(p, 1, aiPrimitiveType_POINT);
CheckIfOnly(p, 2, aiPrimitiveType_LINE);
CheckIfOnly(p, 3, aiPrimitiveType_TRIANGLE);
CheckIfOnly(p, 4, aiPrimitiveType_POLYGON);
CheckIfOnly(p, 1249, aiPrimitiveType_POLYGON);
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// Polygons and triangles mixed
unsigned i;
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for (i = 0; i < p->mNumFaces / 2; ++i) {
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p->mFaces[i].mNumIndices = 3;
}
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for (; i < p->mNumFaces - p->mNumFaces / 4; ++i) {
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p->mFaces[i].mNumIndices = 4;
}
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for (; i < p->mNumFaces; ++i) {
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p->mFaces[i].mNumIndices = 10;
}
ProcessMesh(p);
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EXPECT_EQ(static_cast<unsigned int>(aiPrimitiveType_TRIANGLE | aiPrimitiveType_POLYGON),
p->mPrimitiveTypes);
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EXPECT_EQ(2U, p->mNumUVComponents[0]);
EXPECT_EQ(0U, p->mNumUVComponents[1]);
delete p;
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}
// ------------------------------------------------------------------------------------------------
// Check whether a mesh is preprocessed correctly. Case 1: The mesh doesn't need preprocessing
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TEST_F(ScenePreprocessorTest, testMeshPreprocessingNeg) {
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aiMesh *p = new aiMesh;
p->mPrimitiveTypes = aiPrimitiveType_TRIANGLE | aiPrimitiveType_POLYGON;
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ProcessMesh(p);
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// should be unmodified
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EXPECT_EQ(static_cast<unsigned int>(aiPrimitiveType_TRIANGLE | aiPrimitiveType_POLYGON),
p->mPrimitiveTypes);
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delete p;
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}
// ------------------------------------------------------------------------------------------------
// Make a dummy animation with a single channel, '<test>'
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aiAnimation *MakeDummyAnimation() {
aiAnimation *p = new aiAnimation();
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p->mNumChannels = 1;
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p->mChannels = new aiNodeAnim *[1];
aiNodeAnim *anim = p->mChannels[0] = new aiNodeAnim();
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anim->mNodeName.Set("<test>");
return p;
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}
// ------------------------------------------------------------------------------------------------
// Check whether an anim is preprocessed correctly. Case 1: The anim needs preprocessing
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TEST_F(ScenePreprocessorTest, testAnimationPreprocessingPos) {
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aiAnimation *p = MakeDummyAnimation();
aiNodeAnim *anim = p->mChannels[0];
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// we don't set the animation duration, but generate scaling channels
anim->mNumScalingKeys = 10;
anim->mScalingKeys = new aiVectorKey[10];
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for (unsigned int i = 0; i < 10; ++i) {
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anim->mScalingKeys[i].mTime = i;
anim->mScalingKeys[i].mValue = aiVector3D((float)i);
}
ProcessAnimation(p);
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// we should now have a proper duration
EXPECT_NEAR(p->mDuration, 9., 0.005);
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// ... one scaling key
EXPECT_TRUE(anim->mNumPositionKeys == 1 &&
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anim->mPositionKeys &&
anim->mPositionKeys[0].mTime == 0.0 &&
anim->mPositionKeys[0].mValue == aiVector3D(1.f, 2.f, 3.f));
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// ... and one rotation key
EXPECT_TRUE(anim->mNumRotationKeys == 1 && anim->mRotationKeys &&
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anim->mRotationKeys[0].mTime == 0.0);
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delete p;
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}