2008-08-06 23:01:38 +00:00
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#include "utRemoveRedundantMaterials.h"
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#include "aiPostProcess.h"
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#include <math.h>
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CPPUNIT_TEST_SUITE_REGISTRATION (RemoveRedundantMatsTest);
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aiMaterial* getUniqueMaterial1()
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{
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// setup an unique name for each material - this shouldn't care
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aiString mTemp;
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mTemp.Set("UniqueMat1");
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MaterialHelper* pcMat = new MaterialHelper();
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pcMat->AddProperty(&mTemp,AI_MATKEY_NAME);
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float f = 2.0f;
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pcMat->AddProperty<float>(&f, 1, AI_MATKEY_BUMPSCALING);
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pcMat->AddProperty<float>(&f, 1, AI_MATKEY_SHININESS_STRENGTH);
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return pcMat;
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}
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aiMaterial* getUniqueMaterial2()
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{
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// setup an unique name for each material - this shouldn't care
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aiString mTemp;
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mTemp.Set("UniqueMat2");
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MaterialHelper* pcMat = new MaterialHelper();
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pcMat->AddProperty(&mTemp,AI_MATKEY_NAME);
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float f = 4.0f;int i = 1;
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pcMat->AddProperty<float>(&f, 1, AI_MATKEY_BUMPSCALING);
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pcMat->AddProperty<int>(&i, 1, AI_MATKEY_ENABLE_WIREFRAME);
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return pcMat;
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}
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aiMaterial* getUniqueMaterial3()
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{
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// setup an unique name for each material - this shouldn't care
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aiString mTemp;
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mTemp.Set("UniqueMat3");
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MaterialHelper* pcMat = new MaterialHelper();
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pcMat->AddProperty(&mTemp,AI_MATKEY_NAME);
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return pcMat;
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}
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void RemoveRedundantMatsTest :: setUp (void)
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{
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// construct the process
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this->piProcess = new RemoveRedundantMatsProcess();
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// create a scene with 5 materials (2 is a duplicate of 0, 3 of 1)
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this->pcScene1 = new aiScene();
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this->pcScene1->mNumMaterials = 5;
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this->pcScene1->mMaterials = new aiMaterial*[5];
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this->pcScene1->mMaterials[0] = getUniqueMaterial1();
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this->pcScene1->mMaterials[1] = getUniqueMaterial2();
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this->pcScene1->mMaterials[4] = getUniqueMaterial3();
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2008-08-13 23:46:46 +00:00
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// all materials must be referenced
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this->pcScene1->mNumMeshes = 5;
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this->pcScene1->mMeshes = new aiMesh*[5];
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for (unsigned int i = 0; i < 5;++i)
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{
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this->pcScene1->mMeshes[i] = new aiMesh();
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this->pcScene1->mMeshes[i]->mMaterialIndex = i;
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}
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2008-08-06 23:01:38 +00:00
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// setup an unique name for each material - this shouldn't care
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aiString mTemp;
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mTemp.length = 1;
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mTemp.data[0] = 48;
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mTemp.data[1] = 0;
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MaterialHelper* pcMat;
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this->pcScene1->mMaterials[2] = pcMat = new MaterialHelper();
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MaterialHelper::CopyPropertyList(pcMat,(const MaterialHelper*)this->pcScene1->mMaterials[0]);
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pcMat->AddProperty(&mTemp,AI_MATKEY_NAME);
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mTemp.data[0]++;
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this->pcScene1->mMaterials[3] = pcMat = new MaterialHelper();
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MaterialHelper::CopyPropertyList(pcMat,(const MaterialHelper*)this->pcScene1->mMaterials[1]);
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pcMat->AddProperty(&mTemp,AI_MATKEY_NAME);
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mTemp.data[0]++;
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}
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void RemoveRedundantMatsTest :: tearDown (void)
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{
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delete this->piProcess;
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delete this->pcScene1;
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}
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void RemoveRedundantMatsTest :: testRedundantMaterials (void)
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{
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this->piProcess->Execute(this->pcScene1);
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CPPUNIT_ASSERT_EQUAL(this->pcScene1->mNumMaterials,3u);
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CPPUNIT_ASSERT(0 != this->pcScene1->mMaterials &&
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0 != this->pcScene1->mMaterials[0] &&
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0 != this->pcScene1->mMaterials[1] &&
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0 != this->pcScene1->mMaterials[2]);
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aiString sName;
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CPPUNIT_ASSERT(AI_SUCCESS == aiGetMaterialString(this->pcScene1->mMaterials[2],
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AI_MATKEY_NAME,&sName));
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CPPUNIT_ASSERT(!::strcmp( sName.data, "UniqueMat3" ));
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}
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