assimp/test/unit/utJoinVertices.cpp

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#include "UnitTestPCH.h"
#include "utJoinVertices.h"
CPPUNIT_TEST_SUITE_REGISTRATION (JoinVerticesTest);
// ------------------------------------------------------------------------------------------------
void JoinVerticesTest :: setUp (void)
{
// construct the process
piProcess = new JoinVerticesProcess();
// create a quite small mesh for testing purposes -
// the mesh itself is *something* but it has redundant vertices
pcMesh = new aiMesh();
pcMesh->mNumVertices = 900;
aiVector3D*& pv = pcMesh->mVertices = new aiVector3D[900];
for (unsigned int i = 0; i < 3;++i)
{
const unsigned int base = i*300;
for (unsigned int a = 0; a < 300;++a)
{
pv[base+a].x = pv[base+a].y = pv[base+a].z = (float)a;
}
}
// generate faces - each vertex is referenced once
pcMesh->mNumFaces = 300;
pcMesh->mFaces = new aiFace[300];
for (unsigned int i = 0,p = 0; i < 300;++i)
{
aiFace& face = pcMesh->mFaces[i];
face.mIndices = new unsigned int[ face.mNumIndices = 3 ];
for (unsigned int a = 0; a < 3;++a)
face.mIndices[a] = p++;
}
// generate extra members - set them to zero to make sure they're identical
pcMesh->mTextureCoords[0] = new aiVector3D[900];
for (unsigned int i = 0; i < 900;++i)pcMesh->mTextureCoords[0][i] = 0.f;
pcMesh->mNormals = new aiVector3D[900];
for (unsigned int i = 0; i < 900;++i)pcMesh->mNormals[i] = 0.f;
pcMesh->mTangents = new aiVector3D[900];
for (unsigned int i = 0; i < 900;++i)pcMesh->mTangents[i] = 0.f;
pcMesh->mBitangents = new aiVector3D[900];
for (unsigned int i = 0; i < 900;++i)pcMesh->mBitangents[i] = 0.f;
}
// ------------------------------------------------------------------------------------------------
void JoinVerticesTest :: tearDown (void)
{
delete this->pcMesh;
delete this->piProcess;
}
// ------------------------------------------------------------------------------------------------
void JoinVerticesTest :: testProcess(void)
{
// execute the step on the given data
piProcess->ProcessMesh(pcMesh,0);
// the number of faces shouldn't change
CPPUNIT_ASSERT(pcMesh->mNumFaces == 300);
CPPUNIT_ASSERT(pcMesh->mNumVertices == 300);
CPPUNIT_ASSERT(NULL != pcMesh->mNormals);
CPPUNIT_ASSERT(NULL != pcMesh->mTangents);
CPPUNIT_ASSERT(NULL != pcMesh->mBitangents);
CPPUNIT_ASSERT(NULL != pcMesh->mTextureCoords[0]);
// the order doesn't care
float fSum = 0.f;
for (unsigned int i = 0; i < 300;++i)
{
aiVector3D& v = pcMesh->mVertices[i];
fSum += v.x + v.y + v.z;
CPPUNIT_ASSERT(!pcMesh->mNormals[i].x);
CPPUNIT_ASSERT(!pcMesh->mTangents[i].x);
CPPUNIT_ASSERT(!pcMesh->mBitangents[i].x);
CPPUNIT_ASSERT(!pcMesh->mTextureCoords[0][i].x);
}
CPPUNIT_ASSERT(fSum == 150.f*299.f*3.f); // gaussian sum equation
}