# 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-9d2fd5bffc1f
pull/3/head
aramis_acg 2011-11-29 13:53:24 +00:00
parent 6dc3bc1c88
commit 3d00f36faf
11 changed files with 23 additions and 23 deletions

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@ -78,7 +78,7 @@ public:
// Run the step
void Execute( aiScene* pScene);
protected:
public:
// -------------------------------------------------------------------
/** Executes the postprocessing step on the given mesh

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@ -91,7 +91,7 @@ public:
configMaxAngle =f;
}
protected:
public:
// -------------------------------------------------------------------
/** Computes normals for a specific mesh

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@ -82,7 +82,7 @@ public:
*/
void Execute( aiScene* pScene);
protected:
public:
// -------------------------------------------------------------------
/** Unites identical vertices in the given mesh.
* @param pMesh The mesh to process.

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@ -93,7 +93,7 @@ public:
*/
void SetupProperties(const Importer* pImp);
protected:
public:
// -------------------------------------------------------------------
/** Limits the bone weight count for all vertices in the given mesh.
@ -109,7 +109,7 @@ protected:
void Execute( aiScene* pScene);
protected:
public:
// -------------------------------------------------------------------
/** Describes a bone weight on a vertex */

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@ -117,7 +117,7 @@ public:
inline unsigned int GetLimit() const
{return LIMIT;}
protected:
public:
// -------------------------------------------------------------------
/** Executes the post processing step on the given imported data.
@ -181,7 +181,7 @@ public:
inline unsigned int GetLimit() const
{return LIMIT;}
protected:
public:
// -------------------------------------------------------------------
/** Executes the post processing step on the given imported data.

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@ -80,7 +80,7 @@ public:
*/
void Execute( aiScene* pScene);
protected:
public:
// -------------------------------------------------------------------
/** Triangulates the given mesh.
* @param pMesh The mesh to triangulate.

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@ -8,7 +8,7 @@ CPPUNIT_TEST_SUITE_REGISTRATION (MaterialSystemTest);
// ------------------------------------------------------------------------------------------------
void MaterialSystemTest :: setUp (void)
{
this->pcMat = new MaterialHelper();
this->pcMat = new aiMaterial();
}
// ------------------------------------------------------------------------------------------------

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@ -39,7 +39,7 @@ class MaterialSystemTest : public CPPUNIT_NS :: TestFixture
private:
MaterialHelper* pcMat;
aiMaterial* pcMat;
};
#endif

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@ -36,7 +36,7 @@ void PretransformVerticesTest :: setUp (void)
// add 5 empty materials
scene->mMaterials = new aiMaterial*[scene->mNumMaterials = 5];
for (unsigned int i = 0; i < 5;++i)
scene->mMaterials[i] = new MaterialHelper();
scene->mMaterials[i] = new aiMaterial();
// add 25 test meshes
scene->mMeshes = new aiMesh*[scene->mNumMeshes = 25];

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@ -36,8 +36,8 @@ void RemoveVCProcessTest :: setUp (void)
pScene->mTextures[1] = new aiTexture();
pScene->mMaterials = new aiMaterial*[pScene->mNumMaterials = 2];
pScene->mMaterials[0] = new MaterialHelper();
pScene->mMaterials[1] = new MaterialHelper();
pScene->mMaterials[0] = new aiMaterial();
pScene->mMaterials[1] = new aiMaterial();
pScene->mLights = new aiLight*[pScene->mNumLights = 2];
pScene->mLights[0] = new aiLight();
@ -47,9 +47,9 @@ void RemoveVCProcessTest :: setUp (void)
pScene->mCameras[0] = new aiCamera();
pScene->mCameras[1] = new aiCamera();
// COMPILE TEST: MaterialHelper may no add any extra members,
// COMPILE TEST: aiMaterial may no add any extra members,
// so we don't need a virtual destructor
char check[sizeof(MaterialHelper) == sizeof(aiMaterial) ? 10 : -1];
char check[sizeof(aiMaterial) == sizeof(aiMaterial) ? 10 : -1];
check[0] = 0;
}

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@ -12,7 +12,7 @@ aiMaterial* getUniqueMaterial1()
aiString mTemp;
mTemp.Set("UniqueMat1");
MaterialHelper* pcMat = new MaterialHelper();
aiMaterial* pcMat = new aiMaterial();
pcMat->AddProperty(&mTemp,AI_MATKEY_NAME);
float f = 2.0f;
pcMat->AddProperty<float>(&f, 1, AI_MATKEY_BUMPSCALING);
@ -27,7 +27,7 @@ aiMaterial* getUniqueMaterial2()
aiString mTemp;
mTemp.Set("Unique Mat2");
MaterialHelper* pcMat = new MaterialHelper();
aiMaterial* pcMat = new aiMaterial();
pcMat->AddProperty(&mTemp,AI_MATKEY_NAME);
float f = 4.0f;int i = 1;
pcMat->AddProperty<float>(&f, 1, AI_MATKEY_BUMPSCALING);
@ -42,7 +42,7 @@ aiMaterial* getUniqueMaterial3()
aiString mTemp;
mTemp.Set("Complex material name");
MaterialHelper* pcMat = new MaterialHelper();
aiMaterial* pcMat = new aiMaterial();
pcMat->AddProperty(&mTemp,AI_MATKEY_NAME);
return pcMat;
}
@ -76,14 +76,14 @@ void RemoveRedundantMatsTest :: setUp (void)
mTemp.data[0] = 48;
mTemp.data[1] = 0;
MaterialHelper* pcMat;
pcScene1->mMaterials[2] = pcMat = new MaterialHelper();
MaterialHelper::CopyPropertyList(pcMat,(const MaterialHelper*)pcScene1->mMaterials[0]);
aiMaterial* pcMat;
pcScene1->mMaterials[2] = pcMat = new aiMaterial();
aiMaterial::CopyPropertyList(pcMat,(const aiMaterial*)pcScene1->mMaterials[0]);
pcMat->AddProperty(&mTemp,AI_MATKEY_NAME);
mTemp.data[0]++;
pcScene1->mMaterials[3] = pcMat = new MaterialHelper();
MaterialHelper::CopyPropertyList(pcMat,(const MaterialHelper*)pcScene1->mMaterials[1]);
pcScene1->mMaterials[3] = pcMat = new aiMaterial();
aiMaterial::CopyPropertyList(pcMat,(const aiMaterial*)pcScene1->mMaterials[1]);
pcMat->AddProperty(&mTemp,AI_MATKEY_NAME);
mTemp.data[0]++;
}