#include "UnitTestPCH.h" #include #include #include using namespace std; using namespace Assimp; class RemoveVCProcessTest : public ::testing::Test { public: virtual void SetUp(); virtual void TearDown(); protected: RemoveVCProcess* piProcess; aiScene* pScene; }; // ------------------------------------------------------------------------------------------------ void RemoveVCProcessTest::SetUp() { // construct the process piProcess = new RemoveVCProcess(); pScene = new aiScene(); // fill the scene .. pScene->mMeshes = new aiMesh*[pScene->mNumMeshes = 2]; pScene->mMeshes[0] = new aiMesh(); pScene->mMeshes[1] = new aiMesh(); pScene->mMeshes[0]->mNumVertices = 120; pScene->mMeshes[0]->mVertices = new aiVector3D[120]; pScene->mMeshes[0]->mNormals = new aiVector3D[120]; pScene->mMeshes[0]->mTextureCoords[0] = new aiVector3D[120]; pScene->mMeshes[0]->mTextureCoords[1] = new aiVector3D[120]; pScene->mMeshes[0]->mTextureCoords[2] = new aiVector3D[120]; pScene->mMeshes[0]->mTextureCoords[3] = new aiVector3D[120]; pScene->mMeshes[1]->mNumVertices = 120; pScene->mMeshes[1]->mVertices = new aiVector3D[120]; pScene->mAnimations = new aiAnimation*[pScene->mNumAnimations = 2]; pScene->mAnimations[0] = new aiAnimation(); pScene->mAnimations[1] = new aiAnimation(); pScene->mTextures = new aiTexture*[pScene->mNumTextures = 2]; pScene->mTextures[0] = new aiTexture(); pScene->mTextures[1] = new aiTexture(); pScene->mMaterials = new aiMaterial*[pScene->mNumMaterials = 2]; pScene->mMaterials[0] = new aiMaterial(); pScene->mMaterials[1] = new aiMaterial(); pScene->mLights = new aiLight*[pScene->mNumLights = 2]; pScene->mLights[0] = new aiLight(); pScene->mLights[1] = new aiLight(); pScene->mCameras = new aiCamera*[pScene->mNumCameras = 2]; pScene->mCameras[0] = new aiCamera(); pScene->mCameras[1] = new aiCamera(); // COMPILE TEST: aiMaterial may no add any extra members, // so we don't need a virtual destructor char check[sizeof(aiMaterial) == sizeof(aiMaterial) ? 10 : -1]; check[0] = 0; // to remove compiler warning EXPECT_TRUE( check ); } // ------------------------------------------------------------------------------------------------ void RemoveVCProcessTest::TearDown() { delete pScene; delete piProcess; } // ------------------------------------------------------------------------------------------------ TEST_F(RemoveVCProcessTest, testMeshRemove) { piProcess->SetDeleteFlags(aiComponent_MESHES); piProcess->Execute(pScene); EXPECT_TRUE(NULL == pScene->mMeshes); EXPECT_EQ(0U, pScene->mNumMeshes); EXPECT_TRUE(pScene->mFlags == AI_SCENE_FLAGS_INCOMPLETE); } // ------------------------------------------------------------------------------------------------ TEST_F(RemoveVCProcessTest, testAnimRemove) { piProcess->SetDeleteFlags(aiComponent_ANIMATIONS); piProcess->Execute(pScene); EXPECT_TRUE(NULL == pScene->mAnimations); EXPECT_EQ(0U, pScene->mNumAnimations); EXPECT_EQ(0U, pScene->mFlags); } // ------------------------------------------------------------------------------------------------ TEST_F(RemoveVCProcessTest, testMaterialRemove) { piProcess->SetDeleteFlags(aiComponent_MATERIALS); piProcess->Execute(pScene); // there should be one default material now ... EXPECT_TRUE(1 == pScene->mNumMaterials && pScene->mMeshes[0]->mMaterialIndex == 0 && pScene->mMeshes[1]->mMaterialIndex == 0); EXPECT_EQ(0U, pScene->mFlags); } // ------------------------------------------------------------------------------------------------ TEST_F(RemoveVCProcessTest, testTextureRemove) { piProcess->SetDeleteFlags(aiComponent_TEXTURES); piProcess->Execute(pScene); EXPECT_TRUE(NULL == pScene->mTextures); EXPECT_EQ(0U, pScene->mNumTextures); EXPECT_EQ(0U, pScene->mFlags); } // ------------------------------------------------------------------------------------------------ TEST_F(RemoveVCProcessTest, testCameraRemove) { piProcess->SetDeleteFlags(aiComponent_CAMERAS); piProcess->Execute(pScene); EXPECT_TRUE(NULL == pScene->mCameras); EXPECT_EQ(0U, pScene->mNumCameras); EXPECT_EQ(0U, pScene->mFlags); } // ------------------------------------------------------------------------------------------------ TEST_F(RemoveVCProcessTest, testLightRemove) { piProcess->SetDeleteFlags(aiComponent_LIGHTS); piProcess->Execute(pScene); EXPECT_TRUE(NULL == pScene->mLights); EXPECT_EQ(0U, pScene->mNumLights); EXPECT_EQ(0U, pScene->mFlags); } // ------------------------------------------------------------------------------------------------ TEST_F(RemoveVCProcessTest, testMeshComponentsRemoveA) { piProcess->SetDeleteFlags(aiComponent_TEXCOORDSn(1) | aiComponent_TEXCOORDSn(2) | aiComponent_TEXCOORDSn(3)); piProcess->Execute(pScene); EXPECT_TRUE(pScene->mMeshes[0]->mTextureCoords[0] && !pScene->mMeshes[0]->mTextureCoords[1] && !pScene->mMeshes[0]->mTextureCoords[2] && !pScene->mMeshes[0]->mTextureCoords[3]); EXPECT_EQ(0U, pScene->mFlags); } // ------------------------------------------------------------------------------------------------ TEST_F(RemoveVCProcessTest, testMeshComponentsRemoveB) { piProcess->SetDeleteFlags(aiComponent_TEXCOORDSn(1) | aiComponent_NORMALS); piProcess->Execute(pScene); EXPECT_TRUE(pScene->mMeshes[0]->mTextureCoords[0] && pScene->mMeshes[0]->mTextureCoords[1] && pScene->mMeshes[0]->mTextureCoords[2] && // shift forward ... !pScene->mMeshes[0]->mTextureCoords[3] && !pScene->mMeshes[0]->mNormals); EXPECT_EQ(0U, pScene->mFlags); } // ------------------------------------------------------------------------------------------------ TEST_F(RemoveVCProcessTest, testRemoveEverything) { piProcess->SetDeleteFlags(aiComponent_LIGHTS | aiComponent_ANIMATIONS | aiComponent_MATERIALS | aiComponent_MESHES | aiComponent_CAMERAS | aiComponent_TEXTURES); piProcess->Execute(pScene); EXPECT_EQ(0U, pScene->mNumAnimations); EXPECT_EQ(0U, pScene->mNumCameras); EXPECT_EQ(0U, pScene->mNumLights); EXPECT_EQ(0U, pScene->mNumMeshes); EXPECT_EQ(0U, pScene->mNumTextures); // Only the default material should remain. EXPECT_EQ(1U, pScene->mNumMaterials); }