2009-01-12 22:06:54 +00:00
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General
- Added format auto-detection to most loaders
- Simplified BaseImporter::CanRead() with some utility methods
- improved fast_atof -> no overruns anymore. Fuck you, irrlicht.
- added assimp_cmd tool to allow command line model processing. Mainly adebugging tool for internal purposes, but others might find it useful, too.
- vc8/vc9: revision number is now written to DLL version header
- mkutil: some batch scripts to simplify tagging & building of release versions
- some API cleanup
- fixing some doxygen markup (+now explicit use of @file <filename>)
- Icon for assimp_view and assimp_cmd
3DS
- Normal vectors are not anymore inverted in some cases
- Improved pivot handling
- Improved handling of x-flipped meshes
Collada
- fixed a minor bug (visual_scene element)
LWS
- WIP implementation. No animations yet, some bugs and crashes.
- Animation system remains disabled, WIP code
- many test files for LWS, but most of them test the anim support, which is, read above, currently disabled.
STL
- fixing a log warning which appears for every model
- added binary&ascii test spider, exported from truespace
MD3
- Cleaning up output tags for automatically joined player models.
IRR
- Fixing coordinate system issues.
- Instance handling improved.
- Some of the reported crashes not yet fixed.
PretransformVertices
- Numerous performance improvements.
- Added config option to preserve the hierarchy during the step.
RemoveRedundantMaterials
- Added config option to specify a list of materials which are kept in every case.
UNREAL
- Added support for the old unreal data format (*.a,*.d,*.uc)
- tested only with exports from Milkshape
- more Unreal stuff to come soon
git-svn-id: https://assimp.svn.sourceforge.net/svnroot/assimp/trunk@356 67173fc5-114c-0410-ac8e-9d2fd5bffc1f
2009-03-05 22:32:13 +00:00
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#include "UnitTestPCH.h"
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#include "utPretransformVertices.h"
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CPPUNIT_TEST_SUITE_REGISTRATION (PretransformVerticesTest);
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// ------------------------------------------------------------------------------------------------
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void AddNodes(unsigned int num, aiNode* father, unsigned int depth)
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{
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father->mChildren = new aiNode*[father->mNumChildren = 5];
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for (unsigned int i = 0; i < 5; ++i) {
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aiNode* nd = father->mChildren[i] = new aiNode();
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nd->mName.length = sprintf(nd->mName.data,"%i%i",depth,i);
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// spawn two meshes
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nd->mMeshes = new unsigned int[nd->mNumMeshes = 2];
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nd->mMeshes[0] = num*5+i;
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nd->mMeshes[1] = 24-(num*5+i); // mesh 12 is special ... it references the same mesh twice
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// setup an unique transformation matrix
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nd->mTransformation.a1 = num*5.f+i + 1;
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}
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if (depth > 1) {
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for (unsigned int i = 0; i < 5; ++i)
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AddNodes(i, father->mChildren[i],depth-1);
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}
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}
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// ------------------------------------------------------------------------------------------------
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void PretransformVerticesTest :: setUp (void)
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{
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scene = new aiScene();
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// add 5 empty materials
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scene->mMaterials = new aiMaterial*[scene->mNumMaterials = 5];
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for (unsigned int i = 0; i < 5;++i)
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scene->mMaterials[i] = new MaterialHelper();
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// add 25 test meshes
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scene->mMeshes = new aiMesh*[scene->mNumMeshes = 25];
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for (unsigned int i = 0; i < 25;++i) {
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aiMesh* mesh = scene->mMeshes[i] = new aiMesh();
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mesh->mPrimitiveTypes = aiPrimitiveType_POINT;
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mesh->mFaces = new aiFace[ mesh->mNumFaces = 10+i ];
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mesh->mVertices = new aiVector3D[mesh->mNumVertices = mesh->mNumFaces];
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for (unsigned int a = 0; a < mesh->mNumFaces; ++a ) {
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aiFace& f = mesh->mFaces[a];
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f.mIndices = new unsigned int [f.mNumIndices = 1];
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f.mIndices[0] = a*3;
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mesh->mVertices[a] = aiVector3D((float)i,(float)a,0.f);
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}
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mesh->mMaterialIndex = i%5;
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if (i % 2)
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mesh->mNormals = new aiVector3D[mesh->mNumVertices];
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}
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// construct some nodes (1+25)
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scene->mRootNode = new aiNode();
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scene->mRootNode->mName.Set("Root");
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AddNodes(0,scene->mRootNode,2);
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process = new PretransformVertices();
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}
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// ------------------------------------------------------------------------------------------------
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void PretransformVerticesTest :: tearDown (void)
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{
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delete scene;
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delete process;
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}
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// ------------------------------------------------------------------------------------------------
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void PretransformVerticesTest :: testProcess_CollapseHierarchy (void)
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{
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process->KeepHierarchy(false);
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process->Execute(scene);
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CPPUNIT_ASSERT(scene->mNumMaterials == 5);
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CPPUNIT_ASSERT(scene->mNumMeshes == 10); // every second mesh has normals
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}
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// ------------------------------------------------------------------------------------------------
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void PretransformVerticesTest :: testProcess_KeepHierarchy (void)
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{
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process->KeepHierarchy(true);
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process->Execute(scene);
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CPPUNIT_ASSERT(scene->mNumMaterials == 5);
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CPPUNIT_ASSERT(scene->mNumMeshes == 49); // see note on mesh 12 above
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}
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