assimp/test/unit/utScenePreprocessor.cpp

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#include "UnitTestPCH.h"
#include <assimp/mesh.h>
#include <assimp/scene.h>
#include <assimp/Importer.hpp>
#include <ScenePreprocessor.h>
using namespace std;
using namespace Assimp;
class ScenePreprocessorTest : public ::testing::Test
{
public:
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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);
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void ProcessAnimation(aiAnimation* anim) { pp->ProcessAnimation(anim); }
void ProcessMesh(aiMesh* mesh) { pp->ProcessMesh(mesh); }
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ScenePreprocessor* pp;
aiScene* scene;
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};
// ------------------------------------------------------------------------------------------------
void ScenePreprocessorTest::SetUp()
{
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// setup a dummy scene with a single node
scene = new aiScene();
scene->mRootNode = new aiNode();
scene->mRootNode->mName.Set("<test>");
// add some translation
scene->mRootNode->mTransformation.a4 = 1.f;
scene->mRootNode->mTransformation.b4 = 2.f;
scene->mRootNode->mTransformation.c4 = 3.f;
// and allocate a ScenePreprocessor to operate on the scene
pp = new ScenePreprocessor(scene);
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}
// ------------------------------------------------------------------------------------------------
void ScenePreprocessorTest::TearDown()
{
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delete pp;
delete scene;
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}
// ------------------------------------------------------------------------------------------------
// Check whether ProcessMesh() returns flag for a mesh that consist of primitives with num indices
void ScenePreprocessorTest::CheckIfOnly(aiMesh* p, unsigned int num, unsigned int flag)
{
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// Triangles only
for (unsigned i = 0; i < p->mNumFaces;++i) {
p->mFaces[i].mNumIndices = num;
}
pp->ProcessMesh(p);
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
TEST_F(ScenePreprocessorTest, testMeshPreprocessingPos)
{
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aiMesh* p = new aiMesh();
p->mNumFaces = 100;
p->mFaces = new aiFace[p->mNumFaces];
p->mTextureCoords[0] = new aiVector3D[10];
p->mNumUVComponents[0] = 0;
p->mNumUVComponents[1] = 0;
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);
// Polygons and triangles mixed
unsigned i;
for (i = 0; i < p->mNumFaces/2;++i) {
p->mFaces[i].mNumIndices = 3;
}
for (; i < p->mNumFaces-p->mNumFaces/4;++i) {
p->mFaces[i].mNumIndices = 4;
}
for (; i < p->mNumFaces;++i) {
p->mFaces[i].mNumIndices = 10;
}
ProcessMesh(p);
EXPECT_EQ(static_cast<unsigned int>(aiPrimitiveType_TRIANGLE|aiPrimitiveType_POLYGON),
p->mPrimitiveTypes);
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
TEST_F(ScenePreprocessorTest, testMeshPreprocessingNeg)
{
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aiMesh* p = new aiMesh();
p->mPrimitiveTypes = aiPrimitiveType_TRIANGLE|aiPrimitiveType_POLYGON;
ProcessMesh(p);
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// should be unmodified
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>'
aiAnimation* MakeDummyAnimation()
{
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aiAnimation* p = new aiAnimation();
p->mNumChannels = 1;
p->mChannels = new aiNodeAnim*[1];
aiNodeAnim* anim = p->mChannels[0] = new aiNodeAnim();
anim->mNodeName.Set("<test>");
return p;
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}
// ------------------------------------------------------------------------------------------------
// Check whether an anim is preprocessed correctly. Case 1: The anim needs preprocessing
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) {
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 &&
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 &&
anim->mRotationKeys[0].mTime == 0.0);
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delete p;
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}