assimp/test/unit/utLimitBoneWeights.cpp

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/*
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Open Asset Import Library (assimp)
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Copyright (c) 2006-2020, assimp team
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*/
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#include "UnitTestPCH.h"
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#include "PostProcessing/LimitBoneWeightsProcess.h"
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#include <assimp/scene.h>
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using namespace std;
using namespace Assimp;
class LimitBoneWeightsTest : public ::testing::Test {
public:
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LimitBoneWeightsTest() :
Test(), mProcess(nullptr), mMesh(nullptr) {
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// empty
}
protected:
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virtual void SetUp();
virtual void TearDown();
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protected:
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LimitBoneWeightsProcess *mProcess;
aiMesh *mMesh;
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};
// ------------------------------------------------------------------------------------------------
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void LimitBoneWeightsTest::SetUp() {
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// construct the process
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this->mProcess = new LimitBoneWeightsProcess();
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// now need to create a nice mesh for testing purposes
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this->mMesh = new aiMesh();
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mMesh->mNumVertices = 500;
mMesh->mVertices = new aiVector3D[500]; // uninit.
mMesh->mNumBones = 30;
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mMesh->mBones = new aiBone *[30];
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unsigned int iCur = 0;
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for (unsigned int i = 0; i < 30; ++i) {
aiBone *pc = mMesh->mBones[i] = new aiBone();
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pc->mNumWeights = 250;
pc->mWeights = new aiVertexWeight[pc->mNumWeights];
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for (unsigned int qq = 0; qq < pc->mNumWeights; ++qq) {
aiVertexWeight &v = pc->mWeights[qq];
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v.mVertexId = iCur++;
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if (500 == iCur) {
iCur = 0;
}
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v.mWeight = 1.0f / 15; // each vertex should occur once in two bones
}
}
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}
// ------------------------------------------------------------------------------------------------
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void LimitBoneWeightsTest::TearDown() {
delete mMesh;
delete mProcess;
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}
// ------------------------------------------------------------------------------------------------
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TEST_F(LimitBoneWeightsTest, testProcess) {
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// execute the step on the given data
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mProcess->ProcessMesh(mMesh);
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// check whether everything is ok ...
typedef std::vector<LimitBoneWeightsProcess::Weight> VertexWeightList;
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VertexWeightList *asWeights = new VertexWeightList[mMesh->mNumVertices];
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for (unsigned int i = 0; i < mMesh->mNumVertices; ++i) {
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asWeights[i].reserve(4);
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}
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// sort back as per-vertex lists
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for (unsigned int i = 0; i < mMesh->mNumBones; ++i) {
aiBone &pcBone = **(mMesh->mBones + i);
for (unsigned int q = 0; q < pcBone.mNumWeights; ++q) {
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aiVertexWeight weight = pcBone.mWeights[q];
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asWeights[weight.mVertexId].push_back(LimitBoneWeightsProcess::Weight(i, weight.mWeight));
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}
}
// now validate the size of the lists and check whether all weights sum to 1.0f
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for (unsigned int i = 0; i < mMesh->mNumVertices; ++i) {
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EXPECT_LE(asWeights[i].size(), 4U);
float fSum = 0.0f;
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for (VertexWeightList::const_iterator iter = asWeights[i].begin(); iter != asWeights[i].end(); ++iter) {
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fSum += (*iter).mWeight;
}
EXPECT_GE(fSum, 0.95F);
EXPECT_LE(fSum, 1.04F);
}
// delete allocated storage
delete[] asWeights;
// everything seems to be OK
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}