diff --git a/test/unit/utACImportExport.cpp b/test/unit/utACImportExport.cpp index 9615a3a3e..c844603cf 100644 --- a/test/unit/utACImportExport.cpp +++ b/test/unit/utACImportExport.cpp @@ -43,6 +43,8 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. #include #include +#include + using namespace Assimp; @@ -68,6 +70,27 @@ TEST(utACImportExport, importSampleSubdiv) { Assimp::Importer importer; const aiScene *scene = importer.ReadFile(ASSIMP_TEST_MODELS_DIR "/AC/sample_subdiv.ac", aiProcess_ValidateDataStructure); ASSERT_NE(nullptr, scene); + + // check approximate shape by averaging together all vertices + ASSERT_EQ(scene->mNumMeshes, 1u); + aiVector3D vertexAvg(0.0, 0.0, 0.0); + for (unsigned int i = 0; i < scene->mNumMeshes; i++) { + const aiMesh *mesh = scene->mMeshes[i]; + ASSERT_NE(mesh, nullptr); + + ai_real invVertexCount = 1.0 / mesh->mNumVertices; + for (unsigned int j = 0; j < mesh->mNumVertices; j++) { + vertexAvg += mesh->mVertices[j] * invVertexCount; + } + } + + // must not be inf or nan + ASSERT_TRUE(std::isfinite(vertexAvg.x)); + ASSERT_TRUE(std::isfinite(vertexAvg.y)); + ASSERT_TRUE(std::isfinite(vertexAvg.z)); + EXPECT_NEAR(vertexAvg.x, 0.079997420310974121, 0.0001); + EXPECT_NEAR(vertexAvg.y, 0.099498569965362549, 0.0001); + EXPECT_NEAR(vertexAvg.z, -0.10344827175140381, 0.0001); } TEST(utACImportExport, importSphereWithLight) { diff --git a/test/unit/utBlenderImportExport.cpp b/test/unit/utBlenderImportExport.cpp index c9cce72b4..c220b7daa 100644 --- a/test/unit/utBlenderImportExport.cpp +++ b/test/unit/utBlenderImportExport.cpp @@ -45,6 +45,7 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. #include #include +#include using namespace Assimp; @@ -156,6 +157,27 @@ TEST(utBlenderImporter, importSuzanneSubdiv_252) { Assimp::Importer importer; const aiScene *scene = importer.ReadFile(ASSIMP_TEST_MODELS_DIR "/BLEND/SuzanneSubdiv_252.blend", aiProcess_ValidateDataStructure); ASSERT_NE(nullptr, scene); + + // check approximate shape by averaging together all vertices + ASSERT_EQ(scene->mNumMeshes, 1u); + aiVector3D vertexAvg(0.0, 0.0, 0.0); + for (unsigned int i = 0; i < scene->mNumMeshes; i++) { + const aiMesh *mesh = scene->mMeshes[i]; + ASSERT_NE(mesh, nullptr); + + ai_real invVertexCount = 1.0 / mesh->mNumVertices; + for (unsigned int j = 0; j < mesh->mNumVertices; j++) { + vertexAvg += mesh->mVertices[j] * invVertexCount; + } + } + + // must not be inf or nan + ASSERT_TRUE(std::isfinite(vertexAvg.x)); + ASSERT_TRUE(std::isfinite(vertexAvg.y)); + ASSERT_TRUE(std::isfinite(vertexAvg.z)); + EXPECT_NEAR(vertexAvg.x, 6.4022515289252624e-08, 0.0001); + EXPECT_NEAR(vertexAvg.y, 0.060569953173398972, 0.0001); + EXPECT_NEAR(vertexAvg.z, 0.31429031491279602, 0.0001); } TEST(utBlenderImporter, importTexturedCube_ImageGlob_248) {