diff --git a/test/unit/ImportExport/MDL/utMDLImporter_HL1_ImportSettings.cpp b/test/unit/ImportExport/MDL/utMDLImporter_HL1_ImportSettings.cpp index 4614066e6..d50c2b35a 100644 --- a/test/unit/ImportExport/MDL/utMDLImporter_HL1_ImportSettings.cpp +++ b/test/unit/ImportExport/MDL/utMDLImporter_HL1_ImportSettings.cpp @@ -190,7 +190,7 @@ private: Assimp::Importer importer; importer.SetPropertyBool(setting_key, setting_value); const aiScene *scene = importer.ReadFile(file_path, aiProcess_ValidateDataStructure); - EXPECT_NE(nullptr, scene); + ASSERT_NE(nullptr, scene); func(scene); } diff --git a/test/unit/ImportExport/MDL/utMDLImporter_HL1_Materials.cpp b/test/unit/ImportExport/MDL/utMDLImporter_HL1_Materials.cpp index 2389c0ffc..f733893ca 100644 --- a/test/unit/ImportExport/MDL/utMDLImporter_HL1_Materials.cpp +++ b/test/unit/ImportExport/MDL/utMDLImporter_HL1_Materials.cpp @@ -61,8 +61,8 @@ public: void flatShadeTexture() { Assimp::Importer importer; const aiScene *scene = importer.ReadFile(ASSIMP_TEST_MDL_HL1_MODELS_DIR "chrome_sphere.mdl", aiProcess_ValidateDataStructure); - EXPECT_NE(nullptr, scene); - EXPECT_NE(nullptr, scene->mMaterials); + ASSERT_NE(nullptr, scene); + ASSERT_NE(nullptr, scene->mMaterials); aiShadingMode shading_mode = aiShadingMode_Flat; scene->mMaterials[0]->Get(AI_MATKEY_SHADING_MODEL, shading_mode); @@ -74,8 +74,8 @@ public: void chromeTexture() { Assimp::Importer importer; const aiScene *scene = importer.ReadFile(ASSIMP_TEST_MDL_HL1_MODELS_DIR "chrome_sphere.mdl", aiProcess_ValidateDataStructure); - EXPECT_NE(nullptr, scene); - EXPECT_NE(nullptr, scene->mMaterials); + ASSERT_NE(nullptr, scene); + ASSERT_NE(nullptr, scene->mMaterials); int chrome; scene->mMaterials[0]->Get(AI_MDL_HL1_MATKEY_CHROME(aiTextureType_DIFFUSE, 0), chrome); @@ -87,8 +87,8 @@ public: void additiveBlendTexture() { Assimp::Importer importer; const aiScene *scene = importer.ReadFile(ASSIMP_TEST_MDL_HL1_MODELS_DIR "blend_additive.mdl", aiProcess_ValidateDataStructure); - EXPECT_NE(nullptr, scene); - EXPECT_NE(nullptr, scene->mMaterials); + ASSERT_NE(nullptr, scene); + ASSERT_NE(nullptr, scene->mMaterials); aiBlendMode blend_mode = aiBlendMode_Default; scene->mMaterials[0]->Get(AI_MATKEY_BLEND_FUNC, blend_mode); @@ -101,8 +101,8 @@ public: void textureWithColorMask() { Assimp::Importer importer; const aiScene *scene = importer.ReadFile(ASSIMP_TEST_MDL_HL1_MODELS_DIR "alpha_test.mdl", aiProcess_ValidateDataStructure); - EXPECT_NE(nullptr, scene); - EXPECT_NE(nullptr, scene->mMaterials); + ASSERT_NE(nullptr, scene); + ASSERT_NE(nullptr, scene->mMaterials); int texture_flags = 0; scene->mMaterials[0]->Get(AI_MATKEY_TEXFLAGS_DIFFUSE(0), texture_flags); diff --git a/test/unit/ImportExport/MDL/utMDLImporter_HL1_Nodes.cpp b/test/unit/ImportExport/MDL/utMDLImporter_HL1_Nodes.cpp index 712f4da11..49ae8a16c 100644 --- a/test/unit/ImportExport/MDL/utMDLImporter_HL1_Nodes.cpp +++ b/test/unit/ImportExport/MDL/utMDLImporter_HL1_Nodes.cpp @@ -136,7 +136,7 @@ public: void emptyBonesNames() { Assimp::Importer importer; const aiScene *scene = importer.ReadFile(ASSIMP_TEST_MDL_HL1_MODELS_DIR "unnamed_bones.mdl", aiProcess_ValidateDataStructure); - EXPECT_NE(nullptr, scene); + ASSERT_NE(nullptr, scene); const StringVector expected_bones_names = { "Bone", @@ -172,7 +172,7 @@ public: void emptyBodypartsNames() { Assimp::Importer importer; const aiScene *scene = importer.ReadFile(ASSIMP_TEST_MDL_HL1_MODELS_DIR "unnamed_bodyparts.mdl", aiProcess_ValidateDataStructure); - EXPECT_NE(nullptr, scene); + ASSERT_NE(nullptr, scene); const StringVector expected_bodyparts_names = { "Bodypart", @@ -209,7 +209,7 @@ public: void duplicateBodypartsNames() { Assimp::Importer importer; const aiScene *scene = importer.ReadFile(ASSIMP_TEST_MDL_HL1_MODELS_DIR "duplicate_bodyparts.mdl", aiProcess_ValidateDataStructure); - EXPECT_NE(nullptr, scene); + ASSERT_NE(nullptr, scene); const StringVector expected_bodyparts_names = { "Bodypart", @@ -254,7 +254,7 @@ public: void duplicateSubModelsNames() { Assimp::Importer importer; const aiScene *scene = importer.ReadFile(ASSIMP_TEST_MDL_HL1_MODELS_DIR "duplicate_submodels.mdl", aiProcess_ValidateDataStructure); - EXPECT_NE(nullptr, scene); + ASSERT_NE(nullptr, scene); const std::vector expected_bodypart_sub_models_names = { { @@ -272,7 +272,7 @@ public: }; const aiNode *bodyparts_node = scene->mRootNode->FindNode(AI_MDL_HL1_NODE_BODYPARTS); - EXPECT_NE(nullptr, bodyparts_node); + ASSERT_NE(nullptr, bodyparts_node); EXPECT_EQ(3u, bodyparts_node->mNumChildren); StringVector actual_submodels_names; @@ -301,7 +301,7 @@ public: void duplicateSequenceNames() { Assimp::Importer importer; const aiScene *scene = importer.ReadFile(ASSIMP_TEST_MDL_HL1_MODELS_DIR "duplicate_sequences.mdl", aiProcess_ValidateDataStructure); - EXPECT_NE(nullptr, scene); + ASSERT_NE(nullptr, scene); const StringVector expected_sequence_names = { "idle_1", @@ -337,7 +337,7 @@ public: void emptySequenceNames() { Assimp::Importer importer; const aiScene *scene = importer.ReadFile(ASSIMP_TEST_MDL_HL1_MODELS_DIR "unnamed_sequences.mdl", aiProcess_ValidateDataStructure); - EXPECT_NE(nullptr, scene); + ASSERT_NE(nullptr, scene); const StringVector expected_sequence_names = { "Sequence", @@ -374,7 +374,7 @@ public: void duplicateSequenceGroupNames() { Assimp::Importer importer; const aiScene *scene = importer.ReadFile(ASSIMP_TEST_MDL_HL1_MODELS_DIR "duplicate_sequence_groups/duplicate_sequence_groups.mdl", aiProcess_ValidateDataStructure); - EXPECT_NE(nullptr, scene); + ASSERT_NE(nullptr, scene); const StringVector expected_sequence_names = { "default", @@ -412,7 +412,7 @@ public: void emptySequenceGroupNames() { Assimp::Importer importer; const aiScene *scene = importer.ReadFile(ASSIMP_TEST_MDL_HL1_MODELS_DIR "unnamed_sequence_groups/unnamed_sequence_groups.mdl", aiProcess_ValidateDataStructure); - EXPECT_NE(nullptr, scene); + ASSERT_NE(nullptr, scene); const StringVector expected_sequence_names = { "default", @@ -440,7 +440,7 @@ public: Assimp::Importer importer; const aiScene *scene = importer.ReadFile(MDL_HL1_FILE_MAN, aiProcess_ValidateDataStructure); - EXPECT_NE(nullptr, scene); + ASSERT_NE(nullptr, scene); aiNode *scene_bones_node = scene->mRootNode->FindNode(AI_MDL_HL1_NODE_BONES);