The "SplitLargeMeshes"-Process handles bones correctly now. Added Unittest for it and fixed some minor details.
git-svn-id: https://assimp.svn.sourceforge.net/svnroot/assimp/trunk@73 67173fc5-114c-0410-ac8e-9d2fd5bffc1fpull/1/head
parent
0209fba554
commit
76ebdecd7a
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@ -234,6 +234,56 @@ void SplitLargeMeshesProcess_Triangle::SplitMesh(
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}
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}
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if (pMesh->HasBones())
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{
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// assume the number of bones won't change in most cases
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pcMesh->mBones = new aiBone*[pMesh->mNumBones];
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// iterate through all bones of the mesh and find those which
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// need to be copied to the splitted mesh
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std::vector<aiVertexWeight> avTempWeights;
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for (unsigned int p = 0; p < pcMesh->mNumBones;++p)
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{
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aiBone* const bone = pcMesh->mBones[p];
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avTempWeights.clear();
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avTempWeights.reserve(bone->mNumWeights / iSubMeshes);
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for (unsigned int q = 0; q < bone->mNumWeights;++q)
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{
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aiVertexWeight& weight = bone->mWeights[q];
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if(weight.mVertexId >= iBase && weight.mVertexId < iBase + iOutVertexNum)
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{
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avTempWeights.push_back(weight);
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weight = avTempWeights.back();
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weight.mVertexId -= iBase;
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}
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}
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if (!avTempWeights.empty())
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{
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// we'll need this bone. Copy it ...
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aiBone* pc = new aiBone();
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pcMesh->mBones[pcMesh->mNumBones++] = pc;
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pc->mName = aiString(bone->mName);
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pc->mNumWeights = avTempWeights.size();
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pc->mOffsetMatrix = bone->mOffsetMatrix;
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// no need to reallocate the array for the last submesh.
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// Here we can reuse the (large) source array, although
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// we'll waste some memory
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if (iSubMeshes-1 == i)
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{
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pc->mWeights = bone->mWeights;
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bone->mWeights = NULL;
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}
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else pc->mWeights = new aiVertexWeight[pc->mNumWeights];
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// copy the weights
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::memcpy(pc->mWeights,&avTempWeights[0],sizeof(aiVertexWeight)*pc->mNumWeights);
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}
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}
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}
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// (we will also need to copy the array of indices)
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unsigned int iCurrent = 0;
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for (unsigned int p = 0; p < pcMesh->mNumFaces;++p)
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@ -356,6 +406,25 @@ void SplitLargeMeshesProcess_Vertex::SplitMesh(
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{
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if (pMesh->mNumVertices > SplitLargeMeshesProcess_Vertex::LIMIT)
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{
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typedef std::vector< std::pair<unsigned int,float> > VertexWeightTable;
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VertexWeightTable* avPerVertexWeights = NULL;
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// build a per-vertex weight list if necessary
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if (pMesh->HasBones())
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{
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avPerVertexWeights = new VertexWeightTable[pMesh->mNumVertices];
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for (unsigned int i = 0; i < pMesh->mNumBones;++i)
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{
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aiBone* bone = pMesh->mBones[i];
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for (unsigned int a = 0; a < bone->mNumWeights;++a)
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{
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aiVertexWeight& weight = bone->mWeights[a];
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avPerVertexWeights[weight.mVertexId].push_back(
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std::pair<unsigned int,float>(a,weight.mWeight));
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}
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}
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}
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// we need to split this mesh into sub meshes
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// determine the estimated size of a submesh
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// (this could be too large. Max waste is a single digit percentage)
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@ -382,6 +451,13 @@ void SplitLargeMeshesProcess_Vertex::SplitMesh(
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pcMesh->mNumVertices = 0;
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pcMesh->mMaterialIndex = pMesh->mMaterialIndex;
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typedef std::vector<aiVertexWeight> BoneWeightList;
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if (pMesh->HasBones())
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{
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pcMesh->mBones = new aiBone*[pMesh->mNumBones];
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::memset(pcMesh->mBones,0,sizeof(void*)*pMesh->mNumBones);
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}
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// clear the temporary helper array
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if (0 != iBase)
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{
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@ -491,7 +567,28 @@ void SplitLargeMeshesProcess_Vertex::SplitMesh(
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pcMesh->mColors[c][pcMesh->mNumVertices] = pMesh->mColors[c][iIndex];
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}
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}
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// check whether we have bone weights assigned to this vertex
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rFace.mIndices[v] = pcMesh->mNumVertices;
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if (avPerVertexWeights)
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{
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VertexWeightTable& table = avPerVertexWeights[ pcMesh->mNumVertices ];
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if( !table.empty() )
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{
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for (VertexWeightTable::const_iterator
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iter = table.begin();
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iter != table.end();++iter)
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{
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// allocate the bone weight array if necessary
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BoneWeightList* pcWeightList = (BoneWeightList*)pcMesh->mBones[(*iter).first];
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if (!pcWeightList)
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{
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pcMesh->mBones[(*iter).first] = (aiBone*)(pcWeightList = new BoneWeightList());
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}
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pcWeightList->push_back(aiVertexWeight(pcMesh->mNumVertices,(*iter).second));
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}
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}
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}
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avWasCopied[iIndex] = pcMesh->mNumVertices;
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pcMesh->mNumVertices++;
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}
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@ -502,6 +599,36 @@ void SplitLargeMeshesProcess_Vertex::SplitMesh(
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break;
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}
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}
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// check which bones we'll need to create for this submesh
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if (pMesh->HasBones())
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{
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aiBone** ppCurrent = pcMesh->mBones;
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for (unsigned int k = 0; k < pMesh->mNumBones;++k)
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{
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// check whether the bone is existing
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BoneWeightList* pcWeightList;
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if (pcWeightList = (BoneWeightList*)pcMesh->mBones[k])
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{
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aiBone* pcOldBone = pMesh->mBones[k];
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aiBone* pcOut;
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*ppCurrent++ = pcOut = new aiBone();
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pcOut->mName = aiString(pcOldBone->mName);
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pcOut->mOffsetMatrix = pcOldBone->mOffsetMatrix;
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pcOut->mNumWeights = pcWeightList->size();
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pcOut->mWeights = new aiVertexWeight[pcOut->mNumWeights];
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// copy the vertex weights
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::memcpy(pcOut->mWeights,&pcWeightList->operator[](0),
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pcOut->mNumWeights * sizeof(aiVertexWeight));
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// delete the temporary bone weight list
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delete pcWeightList;
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pcMesh->mNumBones++;
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}
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}
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}
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// copy the face list to the mesh
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pcMesh->mFaces = new aiFace[vFaces.size()];
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pcMesh->mNumFaces = (unsigned int)vFaces.size();
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@ -519,6 +646,9 @@ void SplitLargeMeshesProcess_Vertex::SplitMesh(
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}
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}
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// delete the per-vertex weight list again
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delete[] avPerVertexWeights;
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// now delete the old mesh data
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delete pMesh;
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return;
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@ -49,6 +49,7 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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#include "../include/aiMesh.h"
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#include "../include/aiScene.h"
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class SplitLargeMeshesTest;
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namespace Assimp
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{
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@ -84,6 +85,7 @@ class ASSIMP_API SplitLargeMeshesProcess_Triangle : public BaseProcess
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{
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friend class Importer;
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friend class SplitLargeMeshesProcess_Vertex;
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friend class ::SplitLargeMeshesTest;
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protected:
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/** Constructor to be privately used by Importer */
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@ -134,6 +136,7 @@ public:
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class ASSIMP_API SplitLargeMeshesProcess_Vertex : public BaseProcess
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{
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friend class Importer;
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friend class ::SplitLargeMeshesTest;
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protected:
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/** Constructor to be privately used by Importer */
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@ -7,9 +7,15 @@
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#include <cppunit/TestRunner.h>
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#include <cppunit/BriefTestProgressListener.h>
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#include <math.h>
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#include <time.h>
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int main (int argc, char* argv[])
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{
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// seed the randomizer with the current system time
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time_t t;time(&t);
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srand((unsigned int)t);
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// Informiert Test-Listener ueber Testresultate
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CPPUNIT_NS :: TestResult testresult;
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@ -0,0 +1,103 @@
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#include "utSplitLargeMeshes.h"
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#include "aiPostProcess.h"
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#include <math.h>
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CPPUNIT_TEST_SUITE_REGISTRATION (SplitLargeMeshesTest);
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void SplitLargeMeshesTest :: setUp (void)
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{
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aiSetVertexSplitLimit(1000);
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aiSetTriangleSplitLimit(1000);
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// construct the processes
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this->piProcessTriangle = new SplitLargeMeshesProcess_Triangle();
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this->piProcessVertex = new SplitLargeMeshesProcess_Vertex();
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this->pcMesh1 = new aiMesh();
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pcMesh1->mNumVertices = 2100; // quersumme: 3
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pcMesh1->mVertices = new aiVector3D[pcMesh1->mNumVertices];
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pcMesh1->mNormals = new aiVector3D[pcMesh1->mNumVertices];
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pcMesh1->mNumFaces = pcMesh1->mNumVertices / 3;
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pcMesh1->mFaces = new aiFace[pcMesh1->mNumFaces];
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unsigned int qq = 0;
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for (unsigned int i = 0; i < pcMesh1->mNumFaces;++i)
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{
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aiFace& face = pcMesh1->mFaces[i];
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face.mNumIndices = 3;
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face.mIndices = new unsigned int[3];
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face.mIndices[0] = qq++;
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face.mIndices[1] = qq++;
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face.mIndices[2] = qq++;
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}
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// generate many, many faces with randomized indices for
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// the second mesh
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this->pcMesh2 = new aiMesh();
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pcMesh2->mNumVertices = 3000;
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pcMesh2->mVertices = new aiVector3D[pcMesh2->mNumVertices];
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pcMesh2->mNormals = new aiVector3D[pcMesh2->mNumVertices];
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pcMesh2->mNumFaces = 10000;
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pcMesh2->mFaces = new aiFace[pcMesh2->mNumFaces];
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for (unsigned int i = 0; i < pcMesh2->mNumFaces;++i)
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{
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aiFace& face = pcMesh2->mFaces[i];
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face.mNumIndices = 3;
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face.mIndices = new unsigned int[3];
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face.mIndices[0] = unsigned int((rand() / (float)RAND_MAX) * pcMesh2->mNumVertices);
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face.mIndices[1] = unsigned int((rand() / (float)RAND_MAX) * pcMesh2->mNumVertices);
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face.mIndices[2] = unsigned int((rand() / (float)RAND_MAX) * pcMesh2->mNumVertices);
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}
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}
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void SplitLargeMeshesTest :: tearDown (void)
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{
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delete this->piProcessTriangle;
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delete this->piProcessVertex;
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}
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void SplitLargeMeshesTest :: testVertexSplit()
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{
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std::vector< std::pair<aiMesh*, unsigned int> > avOut;
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int iOldFaceNum = (int)pcMesh1->mNumFaces;
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piProcessVertex->SplitMesh(0,pcMesh1,avOut);
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for (std::vector< std::pair<aiMesh*, unsigned int> >::const_iterator
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iter = avOut.begin(), end = avOut.end();
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iter != end; ++iter)
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{
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aiMesh* mesh = (*iter).first;
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CPPUNIT_ASSERT(mesh->mNumVertices < 1000);
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CPPUNIT_ASSERT(0 != mesh->mNormals && 0 != mesh->mVertices);
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iOldFaceNum -= mesh->mNumFaces;
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delete mesh;
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}
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CPPUNIT_ASSERT(0 == iOldFaceNum);
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}
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void SplitLargeMeshesTest :: testTriangleSplit()
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{
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std::vector< std::pair<aiMesh*, unsigned int> > avOut;
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// the number of faces shouldn't change
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int iOldFaceNum = (int)pcMesh2->mNumFaces;
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piProcessTriangle->SplitMesh(0,pcMesh2,avOut);
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for (std::vector< std::pair<aiMesh*, unsigned int> >::const_iterator
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iter = avOut.begin(), end = avOut.end();
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iter != end; ++iter)
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{
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aiMesh* mesh = (*iter).first;
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CPPUNIT_ASSERT(mesh->mNumFaces < 1000);
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CPPUNIT_ASSERT(0 != mesh->mNormals && 0 != mesh->mVertices);
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iOldFaceNum -= mesh->mNumFaces;
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delete mesh;
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}
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CPPUNIT_ASSERT(0 == iOldFaceNum);
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}
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@ -0,0 +1,41 @@
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#ifndef TESTLM_H
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#define TESTLM_H
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#include <cppunit/TestFixture.h>
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#include <cppunit/extensions/HelperMacros.h>
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#include <aiTypes.h>
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#include <aiMesh.h>
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#include <aiScene.h>
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#include <SplitLargeMeshes.h>
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using namespace std;
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using namespace Assimp;
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class SplitLargeMeshesTest : public CPPUNIT_NS :: TestFixture
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{
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CPPUNIT_TEST_SUITE (SplitLargeMeshesTest);
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CPPUNIT_TEST (testVertexSplit);
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CPPUNIT_TEST (testTriangleSplit);
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CPPUNIT_TEST_SUITE_END ();
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public:
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void setUp (void);
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void tearDown (void);
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protected:
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void testVertexSplit (void);
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void testTriangleSplit (void);
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private:
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SplitLargeMeshesProcess_Triangle* piProcessTriangle;
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SplitLargeMeshesProcess_Vertex* piProcessVertex;
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aiMesh* pcMesh1;
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aiMesh* pcMesh2;
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};
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#endif
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@ -2,17 +2,12 @@
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#include "utVertexTriangleAdjacency.h"
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#include <math.h>
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#include <time.h>
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CPPUNIT_TEST_SUITE_REGISTRATION (VTAdjacency);
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void VTAdjacency :: setUp (void)
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{
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// seed the randomizer
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time_t t;time(&t);
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srand((unsigned int)t);
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// build a test mesh with randomized input data
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// *******************************************************************************
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pMesh = new aiMesh();
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@ -753,6 +753,10 @@
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RelativePath="..\..\test\unit\utRemoveComments.h"
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>
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</File>
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<File
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RelativePath="..\..\test\unit\utSplitLargeMeshes.h"
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>
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</File>
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<File
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RelativePath="..\..\test\unit\utVertexTriangleAdjacency.h"
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>
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