# fix unit tests, although static linkage to Assimp is a requirement or symbols will be missing. This involves declaring some members of certain pp step classes public to give the tests access to them. Those are harmless and completely safe to use from outside, though.
git-svn-id: https://assimp.svn.sourceforge.net/svnroot/assimp/trunk@1092 67173fc5-114c-0410-ac8e-9d2fd5bffc1fpull/3/head
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6dc3bc1c88
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3d00f36faf
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@ -78,7 +78,7 @@ public:
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// Run the step
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void Execute( aiScene* pScene);
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protected:
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public:
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// -------------------------------------------------------------------
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/** Executes the postprocessing step on the given mesh
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@ -91,7 +91,7 @@ public:
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configMaxAngle =f;
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}
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protected:
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public:
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// -------------------------------------------------------------------
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/** Computes normals for a specific mesh
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@ -82,7 +82,7 @@ public:
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*/
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void Execute( aiScene* pScene);
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protected:
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public:
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// -------------------------------------------------------------------
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/** Unites identical vertices in the given mesh.
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* @param pMesh The mesh to process.
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@ -93,7 +93,7 @@ public:
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*/
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void SetupProperties(const Importer* pImp);
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protected:
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public:
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// -------------------------------------------------------------------
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/** Limits the bone weight count for all vertices in the given mesh.
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@ -109,7 +109,7 @@ protected:
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void Execute( aiScene* pScene);
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protected:
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public:
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// -------------------------------------------------------------------
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/** Describes a bone weight on a vertex */
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@ -117,7 +117,7 @@ public:
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inline unsigned int GetLimit() const
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{return LIMIT;}
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protected:
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public:
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// -------------------------------------------------------------------
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/** Executes the post processing step on the given imported data.
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@ -181,7 +181,7 @@ public:
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inline unsigned int GetLimit() const
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{return LIMIT;}
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protected:
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public:
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// -------------------------------------------------------------------
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/** Executes the post processing step on the given imported data.
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@ -80,7 +80,7 @@ public:
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*/
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void Execute( aiScene* pScene);
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protected:
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public:
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// -------------------------------------------------------------------
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/** Triangulates the given mesh.
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* @param pMesh The mesh to triangulate.
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@ -8,7 +8,7 @@ CPPUNIT_TEST_SUITE_REGISTRATION (MaterialSystemTest);
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// ------------------------------------------------------------------------------------------------
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void MaterialSystemTest :: setUp (void)
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{
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this->pcMat = new MaterialHelper();
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this->pcMat = new aiMaterial();
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}
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// ------------------------------------------------------------------------------------------------
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@ -39,7 +39,7 @@ class MaterialSystemTest : public CPPUNIT_NS :: TestFixture
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private:
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MaterialHelper* pcMat;
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aiMaterial* pcMat;
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};
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#endif
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@ -36,7 +36,7 @@ void PretransformVerticesTest :: setUp (void)
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// add 5 empty materials
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scene->mMaterials = new aiMaterial*[scene->mNumMaterials = 5];
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for (unsigned int i = 0; i < 5;++i)
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scene->mMaterials[i] = new MaterialHelper();
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scene->mMaterials[i] = new aiMaterial();
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// add 25 test meshes
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scene->mMeshes = new aiMesh*[scene->mNumMeshes = 25];
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@ -36,8 +36,8 @@ void RemoveVCProcessTest :: setUp (void)
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pScene->mTextures[1] = new aiTexture();
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pScene->mMaterials = new aiMaterial*[pScene->mNumMaterials = 2];
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pScene->mMaterials[0] = new MaterialHelper();
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pScene->mMaterials[1] = new MaterialHelper();
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pScene->mMaterials[0] = new aiMaterial();
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pScene->mMaterials[1] = new aiMaterial();
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pScene->mLights = new aiLight*[pScene->mNumLights = 2];
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pScene->mLights[0] = new aiLight();
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@ -47,9 +47,9 @@ void RemoveVCProcessTest :: setUp (void)
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pScene->mCameras[0] = new aiCamera();
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pScene->mCameras[1] = new aiCamera();
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// COMPILE TEST: MaterialHelper may no add any extra members,
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// COMPILE TEST: aiMaterial may no add any extra members,
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// so we don't need a virtual destructor
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char check[sizeof(MaterialHelper) == sizeof(aiMaterial) ? 10 : -1];
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char check[sizeof(aiMaterial) == sizeof(aiMaterial) ? 10 : -1];
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check[0] = 0;
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}
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@ -12,7 +12,7 @@ aiMaterial* getUniqueMaterial1()
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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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aiMaterial* pcMat = new aiMaterial();
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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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@ -27,7 +27,7 @@ aiMaterial* getUniqueMaterial2()
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aiString mTemp;
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mTemp.Set("Unique Mat2");
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MaterialHelper* pcMat = new MaterialHelper();
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aiMaterial* pcMat = new aiMaterial();
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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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@ -42,7 +42,7 @@ aiMaterial* getUniqueMaterial3()
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aiString mTemp;
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mTemp.Set("Complex material name");
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MaterialHelper* pcMat = new MaterialHelper();
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aiMaterial* pcMat = new aiMaterial();
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pcMat->AddProperty(&mTemp,AI_MATKEY_NAME);
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return pcMat;
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}
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@ -76,14 +76,14 @@ void RemoveRedundantMatsTest :: setUp (void)
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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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pcScene1->mMaterials[2] = pcMat = new MaterialHelper();
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MaterialHelper::CopyPropertyList(pcMat,(const MaterialHelper*)pcScene1->mMaterials[0]);
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aiMaterial* pcMat;
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pcScene1->mMaterials[2] = pcMat = new aiMaterial();
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aiMaterial::CopyPropertyList(pcMat,(const aiMaterial*)pcScene1->mMaterials[0]);
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pcMat->AddProperty(&mTemp,AI_MATKEY_NAME);
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mTemp.data[0]++;
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pcScene1->mMaterials[3] = pcMat = new MaterialHelper();
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MaterialHelper::CopyPropertyList(pcMat,(const MaterialHelper*)pcScene1->mMaterials[1]);
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pcScene1->mMaterials[3] = pcMat = new aiMaterial();
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aiMaterial::CopyPropertyList(pcMat,(const aiMaterial*)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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