assimp/test/unit/utRemoveComponent.cpp

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/*
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Open Asset Import Library (assimp)
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2024-02-23 21:30:05 +00:00
Copyright (c) 2006-2024, 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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following disclaimer.
* Redistributions in binary form must reproduce the above
copyright notice, this list of conditions and the
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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THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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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 "Material/MaterialSystem.h"
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#include "PostProcessing/RemoveVCProcess.h"
#include <assimp/scene.h>
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using namespace std;
using namespace Assimp;
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class RemoveVCProcessTest : public ::testing::Test {
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public:
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virtual void SetUp();
virtual void TearDown();
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protected:
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RemoveVCProcess *piProcess;
aiScene *pScene;
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};
// ------------------------------------------------------------------------------------------------
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void RemoveVCProcessTest::SetUp() {
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// construct the process
piProcess = new RemoveVCProcess();
pScene = new aiScene();
// fill the scene ..
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pScene->mMeshes = new aiMesh *[pScene->mNumMeshes = 2];
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pScene->mMeshes[0] = new aiMesh();
pScene->mMeshes[1] = new aiMesh();
pScene->mMeshes[0]->mNumVertices = 120;
pScene->mMeshes[0]->mVertices = new aiVector3D[120];
pScene->mMeshes[0]->mNormals = new aiVector3D[120];
pScene->mMeshes[0]->mTextureCoords[0] = new aiVector3D[120];
pScene->mMeshes[0]->mTextureCoords[1] = new aiVector3D[120];
pScene->mMeshes[0]->mTextureCoords[2] = new aiVector3D[120];
pScene->mMeshes[0]->mTextureCoords[3] = new aiVector3D[120];
pScene->mMeshes[1]->mNumVertices = 120;
pScene->mMeshes[1]->mVertices = new aiVector3D[120];
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pScene->mAnimations = new aiAnimation *[pScene->mNumAnimations = 2];
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pScene->mAnimations[0] = new aiAnimation();
pScene->mAnimations[1] = new aiAnimation();
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pScene->mTextures = new aiTexture *[pScene->mNumTextures = 2];
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pScene->mTextures[0] = new aiTexture();
pScene->mTextures[1] = new aiTexture();
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pScene->mMaterials = new aiMaterial *[pScene->mNumMaterials = 2];
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pScene->mMaterials[0] = new aiMaterial();
pScene->mMaterials[1] = new aiMaterial();
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pScene->mLights = new aiLight *[pScene->mNumLights = 2];
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pScene->mLights[0] = new aiLight();
pScene->mLights[1] = new aiLight();
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pScene->mCameras = new aiCamera *[pScene->mNumCameras = 2];
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pScene->mCameras[0] = new aiCamera();
pScene->mCameras[1] = new aiCamera();
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}
// ------------------------------------------------------------------------------------------------
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void RemoveVCProcessTest::TearDown() {
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delete pScene;
delete piProcess;
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}
// ------------------------------------------------------------------------------------------------
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TEST_F(RemoveVCProcessTest, testMeshRemove) {
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piProcess->SetDeleteFlags(aiComponent_MESHES);
piProcess->Execute(pScene);
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EXPECT_TRUE(nullptr == pScene->mMeshes);
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EXPECT_EQ(0U, pScene->mNumMeshes);
EXPECT_TRUE(pScene->mFlags == AI_SCENE_FLAGS_INCOMPLETE);
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}
// ------------------------------------------------------------------------------------------------
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TEST_F(RemoveVCProcessTest, testAnimRemove) {
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piProcess->SetDeleteFlags(aiComponent_ANIMATIONS);
piProcess->Execute(pScene);
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EXPECT_TRUE(nullptr == pScene->mAnimations);
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EXPECT_EQ(0U, pScene->mNumAnimations);
EXPECT_EQ(0U, pScene->mFlags);
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}
// ------------------------------------------------------------------------------------------------
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TEST_F(RemoveVCProcessTest, testMaterialRemove) {
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piProcess->SetDeleteFlags(aiComponent_MATERIALS);
piProcess->Execute(pScene);
// there should be one default material now ...
EXPECT_TRUE(1 == pScene->mNumMaterials &&
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pScene->mMeshes[0]->mMaterialIndex == 0 &&
pScene->mMeshes[1]->mMaterialIndex == 0);
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EXPECT_EQ(0U, pScene->mFlags);
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}
// ------------------------------------------------------------------------------------------------
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TEST_F(RemoveVCProcessTest, testTextureRemove) {
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piProcess->SetDeleteFlags(aiComponent_TEXTURES);
piProcess->Execute(pScene);
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EXPECT_TRUE(nullptr == pScene->mTextures);
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EXPECT_EQ(0U, pScene->mNumTextures);
EXPECT_EQ(0U, pScene->mFlags);
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}
// ------------------------------------------------------------------------------------------------
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TEST_F(RemoveVCProcessTest, testCameraRemove) {
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piProcess->SetDeleteFlags(aiComponent_CAMERAS);
piProcess->Execute(pScene);
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EXPECT_TRUE(nullptr == pScene->mCameras);
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EXPECT_EQ(0U, pScene->mNumCameras);
EXPECT_EQ(0U, pScene->mFlags);
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}
// ------------------------------------------------------------------------------------------------
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TEST_F(RemoveVCProcessTest, testLightRemove) {
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piProcess->SetDeleteFlags(aiComponent_LIGHTS);
piProcess->Execute(pScene);
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EXPECT_TRUE(nullptr == pScene->mLights);
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EXPECT_EQ(0U, pScene->mNumLights);
EXPECT_EQ(0U, pScene->mFlags);
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}
// ------------------------------------------------------------------------------------------------
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TEST_F(RemoveVCProcessTest, testMeshComponentsRemoveA) {
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piProcess->SetDeleteFlags(aiComponent_TEXCOORDSn(1) | aiComponent_TEXCOORDSn(2) | aiComponent_TEXCOORDSn(3));
piProcess->Execute(pScene);
EXPECT_TRUE(pScene->mMeshes[0]->mTextureCoords[0] &&
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!pScene->mMeshes[0]->mTextureCoords[1] &&
!pScene->mMeshes[0]->mTextureCoords[2] &&
!pScene->mMeshes[0]->mTextureCoords[3]);
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EXPECT_EQ(0U, pScene->mFlags);
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}
// ------------------------------------------------------------------------------------------------
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TEST_F(RemoveVCProcessTest, testMeshComponentsRemoveB) {
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piProcess->SetDeleteFlags(aiComponent_TEXCOORDSn(1) | aiComponent_NORMALS);
piProcess->Execute(pScene);
EXPECT_TRUE(pScene->mMeshes[0]->mTextureCoords[0] &&
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pScene->mMeshes[0]->mTextureCoords[1] &&
pScene->mMeshes[0]->mTextureCoords[2] && // shift forward ...
!pScene->mMeshes[0]->mTextureCoords[3] &&
!pScene->mMeshes[0]->mNormals);
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EXPECT_EQ(0U, pScene->mFlags);
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}
// ------------------------------------------------------------------------------------------------
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TEST_F(RemoveVCProcessTest, testRemoveEverything) {
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piProcess->SetDeleteFlags(aiComponent_LIGHTS | aiComponent_ANIMATIONS |
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aiComponent_MATERIALS | aiComponent_MESHES | aiComponent_CAMERAS | aiComponent_TEXTURES);
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piProcess->Execute(pScene);
EXPECT_EQ(0U, pScene->mNumAnimations);
EXPECT_EQ(0U, pScene->mNumCameras);
EXPECT_EQ(0U, pScene->mNumLights);
EXPECT_EQ(0U, pScene->mNumMeshes);
EXPECT_EQ(0U, pScene->mNumTextures);
// Only the default material should remain.
EXPECT_EQ(1U, pScene->mNumMaterials);
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}