Improve unit tests which load subdivision models
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366243f7ef
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b534584198
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@ -43,6 +43,8 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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#include <assimp/postprocess.h>
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#include <assimp/postprocess.h>
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#include <assimp/Importer.hpp>
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#include <assimp/Importer.hpp>
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#include <assimp/scene.h>
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using namespace Assimp;
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using namespace Assimp;
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@ -68,6 +70,27 @@ TEST(utACImportExport, importSampleSubdiv) {
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Assimp::Importer importer;
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Assimp::Importer importer;
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const aiScene *scene = importer.ReadFile(ASSIMP_TEST_MODELS_DIR "/AC/sample_subdiv.ac", aiProcess_ValidateDataStructure);
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const aiScene *scene = importer.ReadFile(ASSIMP_TEST_MODELS_DIR "/AC/sample_subdiv.ac", aiProcess_ValidateDataStructure);
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ASSERT_NE(nullptr, scene);
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ASSERT_NE(nullptr, scene);
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// check approximate shape by averaging together all vertices
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ASSERT_EQ(scene->mNumMeshes, 1u);
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aiVector3D vertexAvg(0.0, 0.0, 0.0);
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for (unsigned int i = 0; i < scene->mNumMeshes; i++) {
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const aiMesh *mesh = scene->mMeshes[i];
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ASSERT_NE(mesh, nullptr);
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ai_real invVertexCount = 1.0 / mesh->mNumVertices;
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for (unsigned int j = 0; j < mesh->mNumVertices; j++) {
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vertexAvg += mesh->mVertices[j] * invVertexCount;
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}
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}
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// must not be inf or nan
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ASSERT_TRUE(std::isfinite(vertexAvg.x));
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ASSERT_TRUE(std::isfinite(vertexAvg.y));
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ASSERT_TRUE(std::isfinite(vertexAvg.z));
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EXPECT_NEAR(vertexAvg.x, 0.079997420310974121, 0.0001);
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EXPECT_NEAR(vertexAvg.y, 0.099498569965362549, 0.0001);
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EXPECT_NEAR(vertexAvg.z, -0.10344827175140381, 0.0001);
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}
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}
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TEST(utACImportExport, importSphereWithLight) {
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TEST(utACImportExport, importSphereWithLight) {
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@ -45,6 +45,7 @@ OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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#include <assimp/postprocess.h>
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#include <assimp/postprocess.h>
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#include <assimp/Importer.hpp>
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#include <assimp/Importer.hpp>
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#include <assimp/scene.h>
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using namespace Assimp;
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using namespace Assimp;
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@ -156,6 +157,27 @@ TEST(utBlenderImporter, importSuzanneSubdiv_252) {
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Assimp::Importer importer;
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Assimp::Importer importer;
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const aiScene *scene = importer.ReadFile(ASSIMP_TEST_MODELS_DIR "/BLEND/SuzanneSubdiv_252.blend", aiProcess_ValidateDataStructure);
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const aiScene *scene = importer.ReadFile(ASSIMP_TEST_MODELS_DIR "/BLEND/SuzanneSubdiv_252.blend", aiProcess_ValidateDataStructure);
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ASSERT_NE(nullptr, scene);
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ASSERT_NE(nullptr, scene);
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// check approximate shape by averaging together all vertices
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ASSERT_EQ(scene->mNumMeshes, 1u);
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aiVector3D vertexAvg(0.0, 0.0, 0.0);
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for (unsigned int i = 0; i < scene->mNumMeshes; i++) {
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const aiMesh *mesh = scene->mMeshes[i];
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ASSERT_NE(mesh, nullptr);
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ai_real invVertexCount = 1.0 / mesh->mNumVertices;
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for (unsigned int j = 0; j < mesh->mNumVertices; j++) {
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vertexAvg += mesh->mVertices[j] * invVertexCount;
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}
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}
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// must not be inf or nan
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ASSERT_TRUE(std::isfinite(vertexAvg.x));
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ASSERT_TRUE(std::isfinite(vertexAvg.y));
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ASSERT_TRUE(std::isfinite(vertexAvg.z));
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EXPECT_NEAR(vertexAvg.x, 6.4022515289252624e-08, 0.0001);
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EXPECT_NEAR(vertexAvg.y, 0.060569953173398972, 0.0001);
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EXPECT_NEAR(vertexAvg.z, 0.31429031491279602, 0.0001);
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}
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}
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TEST(utBlenderImporter, importTexturedCube_ImageGlob_248) {
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TEST(utBlenderImporter, importTexturedCube_ImageGlob_248) {
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