2016-04-20 22:25:50 +00:00
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/*
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---------------------------------------------------------------------------
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Open Asset Import Library (assimp)
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---------------------------------------------------------------------------
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2021-02-28 11:17:54 +00:00
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Copyright (c) 2006-2021, assimp team
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2018-01-28 18:42:05 +00:00
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2016-04-20 22:25:50 +00:00
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All rights reserved.
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Redistribution and use of this software in source and binary forms,
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with or without modification, are permitted provided that the following
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conditions are met:
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* Redistributions of source code must retain the above
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copyright notice, this list of conditions and the
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following disclaimer.
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* Redistributions in binary form must reproduce the above
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copyright notice, this list of conditions and the
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following disclaimer in the documentation and/or other
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materials provided with the distribution.
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* Neither the name of the assimp team, nor the names of its
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contributors may be used to endorse or promote products
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derived from this software without specific prior
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written permission of the assimp team.
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THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
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"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
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LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
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A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
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OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
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LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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---------------------------------------------------------------------------
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*/
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#include "UnitTestPCH.h"
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#include <assimp/cexport.h>
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2020-03-22 11:13:09 +00:00
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#include <assimp/postprocess.h>
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#include <assimp/scene.h>
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2016-04-20 22:25:50 +00:00
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#include <assimp/Exporter.hpp>
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#include <assimp/Importer.hpp>
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class BlendImportAreaLight : public ::testing::Test {
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public:
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2020-03-22 11:13:09 +00:00
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void SetUp() override {
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2016-04-20 22:25:50 +00:00
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im = new Assimp::Importer();
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}
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2020-03-22 11:13:09 +00:00
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void TearDown() override {
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2016-04-20 22:25:50 +00:00
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delete im;
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}
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protected:
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Assimp::Importer *im;
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2016-04-20 22:25:50 +00:00
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};
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// ------------------------------------------------------------------------------------------------
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2020-03-22 11:13:09 +00:00
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TEST_F(BlendImportAreaLight, testImportLight) {
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const aiScene *pTest = im->ReadFile(ASSIMP_TEST_MODELS_DIR "/BLEND/AreaLight_269.blend", aiProcess_ValidateDataStructure);
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ASSERT_TRUE(pTest != nullptr);
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2016-04-20 22:25:50 +00:00
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ASSERT_TRUE(pTest->HasLights());
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2020-03-22 11:13:09 +00:00
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std::vector<std::pair<std::string, size_t>> lightNames;
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2016-04-20 22:25:50 +00:00
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for (size_t i = 0; i < pTest->mNumLights; i++) {
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lightNames.push_back(std::make_pair(pTest->mLights[i]->mName.C_Str(), i));
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}
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std::sort(lightNames.begin(), lightNames.end());
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std::vector<aiLight> lights;
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for (size_t i = 0; i < pTest->mNumLights; ++i) {
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lights.push_back(*pTest->mLights[lightNames[i].second]);
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}
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ASSERT_STREQ(lights[0].mName.C_Str(), "Bar");
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ASSERT_STREQ(lights[1].mName.C_Str(), "Baz");
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ASSERT_STREQ(lights[2].mName.C_Str(), "Foo");
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ASSERT_EQ(lights[0].mType, aiLightSource_AREA);
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ASSERT_EQ(lights[1].mType, aiLightSource_POINT);
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ASSERT_EQ(lights[2].mType, aiLightSource_AREA);
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EXPECT_FLOAT_EQ(lights[0].mSize.x, 0.5f);
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EXPECT_FLOAT_EQ(lights[0].mSize.y, 2.0f);
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EXPECT_FLOAT_EQ(lights[2].mSize.x, 1.0f);
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EXPECT_FLOAT_EQ(lights[2].mSize.y, 1.0f);
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EXPECT_FLOAT_EQ(lights[0].mColorDiffuse.r, 42.0f);
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EXPECT_FLOAT_EQ(lights[0].mColorDiffuse.g, 42.0f);
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EXPECT_FLOAT_EQ(lights[0].mColorDiffuse.b, 42.0f);
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EXPECT_FLOAT_EQ(lights[2].mColorDiffuse.r, 1.0f);
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EXPECT_FLOAT_EQ(lights[2].mColorDiffuse.g, 1.0f);
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EXPECT_FLOAT_EQ(lights[2].mColorDiffuse.b, 1.0f);
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EXPECT_FLOAT_EQ(lights[0].mDirection.x, 0.0f);
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EXPECT_FLOAT_EQ(lights[0].mDirection.y, 0.0f);
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EXPECT_FLOAT_EQ(lights[0].mDirection.z, -1.0f);
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EXPECT_FLOAT_EQ(lights[2].mDirection.x, 0.0f);
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EXPECT_FLOAT_EQ(lights[2].mDirection.y, 0.0f);
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EXPECT_FLOAT_EQ(lights[2].mDirection.z, -1.0f);
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}
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