Generate TestModelFactory for uniform test models in unittests.

pull/1090/head
Kim Kulling 2016-11-30 16:36:45 +01:00
parent 12ea506504
commit a46b481985
3 changed files with 74 additions and 50 deletions

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@ -56,6 +56,7 @@ SOURCE_GROUP( unit FILES
SET( TEST_SRCS
unit/TestIOSystem.h
unit/TestModelFactory.h
unit/utAnim.cpp
unit/AssimpAPITest.cpp
unit/utBatchLoader.cpp

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@ -0,0 +1,57 @@
#pragma once
#include "UnitTestPCH.h"
#include <assimp/scene.h>
#include <assimp/material.h>
namespace Assimp {
class TestModelFacttory {
public:
TestModelFacttory() {
// empty
}
~TestModelFacttory() {
// empty
}
static aiScene *createDefaultTestModel( float &opacity ) {
aiScene *scene( new aiScene );
scene->mNumMaterials = 1;
scene->mMaterials = new aiMaterial*;
scene->mMaterials[ 0 ] = new aiMaterial;
aiColor3D color( 1, 0, 0 );
EXPECT_EQ( AI_SUCCESS, scene->mMaterials[ 0 ]->AddProperty( &color, 1, AI_MATKEY_COLOR_DIFFUSE ) );
::srand( static_cast< unsigned int >( ::time( NULL ) ) );
opacity = float( rand() ) / float( RAND_MAX );
EXPECT_EQ( AI_SUCCESS, scene->mMaterials[ 0 ]->AddProperty( &opacity, 1, AI_MATKEY_OPACITY ) );
scene->mNumMeshes = 1;
scene->mMeshes = new aiMesh*;
scene->mMeshes[ 0 ] = new aiMesh;
scene->mMeshes[ 0 ]->mMaterialIndex = 0;
scene->mMeshes[ 0 ]->mPrimitiveTypes = aiPrimitiveType_TRIANGLE;
scene->mMeshes[ 0 ]->mNumVertices = 3;
scene->mMeshes[ 0 ]->mVertices = new aiVector3D[ 3 ];
scene->mMeshes[ 0 ]->mVertices[ 0 ] = aiVector3D( 1, 0, 0 );
scene->mMeshes[ 0 ]->mVertices[ 1 ] = aiVector3D( 0, 1, 0 );
scene->mMeshes[ 0 ]->mVertices[ 2 ] = aiVector3D( 0, 0, 1 );
scene->mMeshes[ 0 ]->mNumFaces = 1;
scene->mMeshes[ 0 ]->mFaces = new aiFace;
scene->mMeshes[ 0 ]->mFaces[ 0 ].mNumIndices = 3;
scene->mMeshes[ 0 ]->mFaces[ 0 ].mIndices = new unsigned int[ 3 ];
scene->mMeshes[ 0 ]->mFaces[ 0 ].mIndices[ 0 ] = 0;
scene->mMeshes[ 0 ]->mFaces[ 0 ].mIndices[ 1 ] = 1;
scene->mMeshes[ 0 ]->mFaces[ 0 ].mIndices[ 2 ] = 2;
scene->mRootNode = new aiNode;
scene->mRootNode->mNumMeshes = 1;
scene->mRootNode->mMeshes = new unsigned int( 0 );
return scene;
}
};
}

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@ -44,6 +44,8 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
#include <assimp/Importer.hpp>
#include <assimp/Exporter.hpp>
#include "TestModelFactory.h"
using namespace Assimp;
class utIssues : public ::testing::Test {
@ -53,59 +55,23 @@ class utIssues : public ::testing::Test {
#ifndef ASSIMP_BUILD_NO_EXPORT
TEST_F( utIssues, OpacityBugWhenExporting_727 ) {
aiScene *scene( new aiScene );
scene->mNumMaterials = 1;
scene->mMaterials = new aiMaterial*;
scene->mMaterials[ 0 ] = new aiMaterial;
aiColor3D color( 1, 0, 0 );
EXPECT_EQ( AI_SUCCESS, scene->mMaterials[ 0 ]->AddProperty( &color, 1, AI_MATKEY_COLOR_DIFFUSE ) );
::srand( static_cast<unsigned int>( ::time( NULL ) ) );
float opacity( float( rand() ) / float( RAND_MAX ) );
EXPECT_EQ( AI_SUCCESS, scene->mMaterials[ 0 ]->AddProperty( &opacity, 1, AI_MATKEY_OPACITY ) );
scene->mNumMeshes = 1;
scene->mMeshes = new aiMesh*;
scene->mMeshes[ 0 ] = new aiMesh;
scene->mMeshes[ 0 ]->mMaterialIndex = 0;
scene->mMeshes[ 0 ]->mPrimitiveTypes = aiPrimitiveType_TRIANGLE;
scene->mMeshes[ 0 ]->mNumVertices = 3;
scene->mMeshes[ 0 ]->mVertices = new aiVector3D[ 3 ];
scene->mMeshes[ 0 ]->mVertices[ 0 ] = aiVector3D( 1, 0, 0 );
scene->mMeshes[ 0 ]->mVertices[ 1 ] = aiVector3D( 0, 1, 0 );
scene->mMeshes[ 0 ]->mVertices[ 2 ] = aiVector3D( 0, 0, 1 );
scene->mMeshes[ 0 ]->mNumFaces = 1;
scene->mMeshes[ 0 ]->mFaces = new aiFace;
scene->mMeshes[ 0 ]->mFaces[ 0 ].mNumIndices = 3;
scene->mMeshes[ 0 ]->mFaces[ 0 ].mIndices = new unsigned int[ 3 ];
scene->mMeshes[ 0 ]->mFaces[ 0 ].mIndices[ 0 ] = 0;
scene->mMeshes[ 0 ]->mFaces[ 0 ].mIndices[ 1 ] = 1;
scene->mMeshes[ 0 ]->mFaces[ 0 ].mIndices[ 2 ] = 2;
scene->mRootNode = new aiNode;
scene->mRootNode->mNumMeshes = 1;
scene->mRootNode->mMeshes = new unsigned int( 0 );
float opacity;
aiScene *scene( TestModelFacttory::createDefaultTestModel( opacity ) );
Assimp::Importer importer;
Assimp::Exporter exporter;
for ( std::size_t i( 0 ); i < exporter.GetExportFormatCount(); ++i ) {
std::string path;
const aiExportFormatDesc *desc( exporter.GetExportFormatDescription( i ) );
EXPECT_NE( desc, nullptr );
path.append( desc->fileExtension );
if ( "dae" == path ) {
EXPECT_EQ( AI_SUCCESS, exporter.Export( scene, desc->id, path ) );
const aiScene *newScene( importer.ReadFile( path, 0 ) );
EXPECT_TRUE( NULL != newScene );
float newOpacity;
if ( newScene->mNumMaterials > 0 ) {
std::cout << "Desc = " << desc->description << "\n";
EXPECT_EQ( AI_SUCCESS, newScene->mMaterials[ 0 ]->Get( AI_MATKEY_OPACITY, newOpacity ) );
EXPECT_EQ( opacity, newOpacity );
}
}
std::string path = "dae";
const aiExportFormatDesc *desc( exporter.GetExportFormatDescription( 0 ) );
EXPECT_NE( desc, nullptr );
path.append( desc->fileExtension );
EXPECT_EQ( AI_SUCCESS, exporter.Export( scene, desc->id, path ) );
const aiScene *newScene( importer.ReadFile( path, 0 ) );
EXPECT_TRUE( NULL != newScene );
float newOpacity;
if ( newScene->mNumMaterials > 0 ) {
std::cout << "Desc = " << desc->description << "\n";
EXPECT_EQ( AI_SUCCESS, newScene->mMaterials[ 0 ]->Get( AI_MATKEY_OPACITY, newOpacity ) );
EXPECT_EQ( opacity, newOpacity );
}
}