assimp/test/unit/utTriangulate.cpp

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#include "UnitTestPCH.h"
#include "utTriangulate.h"
CPPUNIT_TEST_SUITE_REGISTRATION (TriangulateProcessTest);
void TriangulateProcessTest :: setUp (void)
{
piProcess = new TriangulateProcess();
pcMesh = new aiMesh();
pcMesh->mNumFaces = 1000;
pcMesh->mFaces = new aiFace[1000];
pcMesh->mVertices = new aiVector3D[10000];
pcMesh->mPrimitiveTypes = aiPrimitiveType_POINT | aiPrimitiveType_LINE |
aiPrimitiveType_LINE | aiPrimitiveType_POLYGON;
for (unsigned int m = 0, t = 0, q = 4; m < 1000; ++m)
{
++t;
aiFace& face = pcMesh->mFaces[m];
face.mNumIndices = t;
if (4 == t)
{
face.mNumIndices = q++;
t = 0;
if (10 == q)q = 4;
}
face.mIndices = new unsigned int[face.mNumIndices];
for (unsigned int p = 0; p < face.mNumIndices; ++p)
{
face.mIndices[p] = pcMesh->mNumVertices;
// construct fully convex input data in ccw winding, xy plane
aiVector3D& v = pcMesh->mVertices[pcMesh->mNumVertices++];
v.z = 0.f;
v.x = cos (p * AI_MATH_TWO_PI/face.mNumIndices);
v.y = sin (p * AI_MATH_TWO_PI/face.mNumIndices);
}
}
}
void TriangulateProcessTest :: tearDown (void)
{
delete piProcess;
delete pcMesh;
}
void TriangulateProcessTest :: testTriangulation (void)
{
piProcess->TriangulateMesh(pcMesh);
for (unsigned int m = 0, t = 0, q = 4, max = 1000, idx = 0; m < max;++m)
{
++t;
aiFace& face = pcMesh->mFaces[m];
if (4 == t)
{
t = 0;
max += q-3;
std::vector<bool> ait(q,false);
for (unsigned int i = 0, tt = q-2; i < tt; ++i,++m)
{
aiFace& face = pcMesh->mFaces[m];
CPPUNIT_ASSERT(face.mNumIndices == 3);
for (unsigned int qqq = 0; qqq < face.mNumIndices; ++qqq)
{
ait[face.mIndices[qqq]-idx] = true;
}
}
for (std::vector<bool>::const_iterator it = ait.begin(); it != ait.end(); ++it)
{
CPPUNIT_ASSERT(*it);
}
--m;
idx+=q;
if(++q == 10)q = 4;
}
else
{
CPPUNIT_ASSERT(face.mNumIndices == t);
for (unsigned int i = 0; i < face.mNumIndices; ++i,++idx)
{
CPPUNIT_ASSERT(face.mIndices[i] == idx);
}
}
}
// we should have no valid normal vectors now necause we aren't a pure polygon mesh
CPPUNIT_ASSERT(pcMesh->mNormals == NULL);
}