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