#include "UnitTestPCH.h" #include "utRemoveRedundantMaterials.h" CPPUNIT_TEST_SUITE_REGISTRATION (RemoveRedundantMatsTest); // ------------------------------------------------------------------------------------------------ aiMaterial* getUniqueMaterial1() { // setup an unique name for each material - this shouldn't care aiString mTemp; mTemp.Set("UniqueMat1"); MaterialHelper* pcMat = new MaterialHelper(); pcMat->AddProperty(&mTemp,AI_MATKEY_NAME); float f = 2.0f; pcMat->AddProperty(&f, 1, AI_MATKEY_BUMPSCALING); pcMat->AddProperty(&f, 1, AI_MATKEY_SHININESS_STRENGTH); return pcMat; } // ------------------------------------------------------------------------------------------------ aiMaterial* getUniqueMaterial2() { // setup an unique name for each material - this shouldn't care aiString mTemp; mTemp.Set("UniqueMat2"); MaterialHelper* pcMat = new MaterialHelper(); pcMat->AddProperty(&mTemp,AI_MATKEY_NAME); float f = 4.0f;int i = 1; pcMat->AddProperty(&f, 1, AI_MATKEY_BUMPSCALING); pcMat->AddProperty(&i, 1, AI_MATKEY_ENABLE_WIREFRAME); return pcMat; } // ------------------------------------------------------------------------------------------------ aiMaterial* getUniqueMaterial3() { // setup an unique name for each material - this shouldn't care aiString mTemp; mTemp.Set("UniqueMat3"); MaterialHelper* pcMat = new MaterialHelper(); pcMat->AddProperty(&mTemp,AI_MATKEY_NAME); return pcMat; } // ------------------------------------------------------------------------------------------------ void RemoveRedundantMatsTest :: setUp (void) { // construct the process this->piProcess = new RemoveRedundantMatsProcess(); // create a scene with 5 materials (2 is a duplicate of 0, 3 of 1) this->pcScene1 = new aiScene(); this->pcScene1->mNumMaterials = 5; this->pcScene1->mMaterials = new aiMaterial*[5]; this->pcScene1->mMaterials[0] = getUniqueMaterial1(); this->pcScene1->mMaterials[1] = getUniqueMaterial2(); this->pcScene1->mMaterials[4] = getUniqueMaterial3(); // all materials must be referenced this->pcScene1->mNumMeshes = 5; this->pcScene1->mMeshes = new aiMesh*[5]; for (unsigned int i = 0; i < 5;++i) { this->pcScene1->mMeshes[i] = new aiMesh(); this->pcScene1->mMeshes[i]->mMaterialIndex = i; } // setup an unique name for each material - this shouldn't care aiString mTemp; mTemp.length = 1; mTemp.data[0] = 48; mTemp.data[1] = 0; MaterialHelper* pcMat; this->pcScene1->mMaterials[2] = pcMat = new MaterialHelper(); MaterialHelper::CopyPropertyList(pcMat,(const MaterialHelper*)this->pcScene1->mMaterials[0]); pcMat->AddProperty(&mTemp,AI_MATKEY_NAME); mTemp.data[0]++; this->pcScene1->mMaterials[3] = pcMat = new MaterialHelper(); MaterialHelper::CopyPropertyList(pcMat,(const MaterialHelper*)this->pcScene1->mMaterials[1]); pcMat->AddProperty(&mTemp,AI_MATKEY_NAME); mTemp.data[0]++; } // ------------------------------------------------------------------------------------------------ void RemoveRedundantMatsTest :: tearDown (void) { delete this->piProcess; delete this->pcScene1; } // ------------------------------------------------------------------------------------------------ void RemoveRedundantMatsTest :: testRedundantMaterials (void) { this->piProcess->Execute(this->pcScene1); CPPUNIT_ASSERT_EQUAL(this->pcScene1->mNumMaterials,3u); CPPUNIT_ASSERT(0 != this->pcScene1->mMaterials && 0 != this->pcScene1->mMaterials[0] && 0 != this->pcScene1->mMaterials[1] && 0 != this->pcScene1->mMaterials[2]); aiString sName; CPPUNIT_ASSERT(AI_SUCCESS == aiGetMaterialString(this->pcScene1->mMaterials[2], AI_MATKEY_NAME,&sName)); CPPUNIT_ASSERT(!::strcmp( sName.data, "UniqueMat3" )); }