assimp/test/unit/TestModelFactory.h

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#pragma once
#include "UnitTestPCH.h"
#include <assimp/scene.h>
#include <assimp/material.h>
namespace Assimp {
class TestModelFacttory {
public:
TestModelFacttory() {
// empty
}
~TestModelFacttory() {
// empty
}
static aiScene *createDefaultTestModel( float &opacity ) {
aiScene *scene( new aiScene );
scene->mNumMaterials = 1;
scene->mMaterials = new aiMaterial*;
scene->mMaterials[ 0 ] = new aiMaterial;
aiColor3D color( 1, 0, 0 );
EXPECT_EQ( AI_SUCCESS, scene->mMaterials[ 0 ]->AddProperty( &color, 1, AI_MATKEY_COLOR_DIFFUSE ) );
::srand( static_cast< unsigned int >( ::time( NULL ) ) );
opacity = float( rand() ) / float( RAND_MAX );
EXPECT_EQ( AI_SUCCESS, scene->mMaterials[ 0 ]->AddProperty( &opacity, 1, AI_MATKEY_OPACITY ) );
scene->mNumMeshes = 1;
scene->mMeshes = new aiMesh*;
scene->mMeshes[ 0 ] = new aiMesh;
scene->mMeshes[ 0 ]->mMaterialIndex = 0;
scene->mMeshes[ 0 ]->mPrimitiveTypes = aiPrimitiveType_TRIANGLE;
scene->mMeshes[ 0 ]->mNumVertices = 3;
scene->mMeshes[ 0 ]->mVertices = new aiVector3D[ 3 ];
scene->mMeshes[ 0 ]->mVertices[ 0 ] = aiVector3D( 1, 0, 0 );
scene->mMeshes[ 0 ]->mVertices[ 1 ] = aiVector3D( 0, 1, 0 );
scene->mMeshes[ 0 ]->mVertices[ 2 ] = aiVector3D( 0, 0, 1 );
scene->mMeshes[ 0 ]->mNumFaces = 1;
scene->mMeshes[ 0 ]->mFaces = new aiFace;
scene->mMeshes[ 0 ]->mFaces[ 0 ].mNumIndices = 3;
scene->mMeshes[ 0 ]->mFaces[ 0 ].mIndices = new unsigned int[ 3 ];
scene->mMeshes[ 0 ]->mFaces[ 0 ].mIndices[ 0 ] = 0;
scene->mMeshes[ 0 ]->mFaces[ 0 ].mIndices[ 1 ] = 1;
scene->mMeshes[ 0 ]->mFaces[ 0 ].mIndices[ 2 ] = 2;
scene->mRootNode = new aiNode;
scene->mRootNode->mNumMeshes = 1;
scene->mRootNode->mMeshes = new unsigned int( 0 );
return scene;
}
};
}