#include "UnitTestPCH.h" #include "assimp/types.h" #include "assimp/mesh.h" #include using namespace std; using namespace Assimp; class VTAdjacencyTest : public ::testing::Test { protected: void checkMesh(const aiMesh& mesh); }; // ------------------------------------------------------------------------------------------------ TEST_F(VTAdjacencyTest, largeRandomDataSet) { // build a test mesh with randomized input data // ******************************************************************************* aiMesh mesh; mesh.mNumVertices = 500; mesh.mNumFaces = 600; mesh.mFaces = new aiFace[600]; unsigned int iCurrent = 0; for (unsigned int i = 0; i < 600;++i) { aiFace& face = mesh.mFaces[i]; face.mNumIndices = 3; face.mIndices = new unsigned int[3]; if (499 == iCurrent)iCurrent = 0; face.mIndices[0] = iCurrent++; while(face.mIndices[0] == ( face.mIndices[1] = (unsigned int)(((float)rand()/RAND_MAX)*499))); while(face.mIndices[0] == ( face.mIndices[2] = (unsigned int)(((float)rand()/RAND_MAX)*499)) || face.mIndices[1] == face.mIndices[2]); } checkMesh(mesh); } // ------------------------------------------------------------------------------------------------ TEST_F(VTAdjacencyTest, smallDataSet) { // build a test mesh - this one is extremely small // ******************************************************************************* aiMesh mesh; mesh.mNumVertices = 5; mesh.mNumFaces = 3; mesh.mFaces = new aiFace[3]; mesh.mFaces[0].mIndices = new unsigned int[3]; mesh.mFaces[1].mIndices = new unsigned int[3]; mesh.mFaces[2].mIndices = new unsigned int[3]; mesh.mFaces[0].mIndices[0] = 1; mesh.mFaces[0].mIndices[1] = 3; mesh.mFaces[0].mIndices[2] = 2; mesh.mFaces[1].mIndices[0] = 0; mesh.mFaces[1].mIndices[1] = 2; mesh.mFaces[1].mIndices[2] = 3; mesh.mFaces[2].mIndices[0] = 3; mesh.mFaces[2].mIndices[1] = 0; mesh.mFaces[2].mIndices[2] = 4; checkMesh(mesh); } // ------------------------------------------------------------------------------------------------ TEST_F(VTAdjacencyTest, unreferencedVerticesSet) { // build a test mesh which does not reference all vertices // ******************************************************************************* aiMesh mesh; mesh.mNumVertices = 500; mesh.mNumFaces = 600; mesh.mFaces = new aiFace[600]; unsigned int iCurrent = 0; for (unsigned int i = 0; i < 600;++i) { aiFace& face = mesh.mFaces[i]; face.mNumIndices = 3; face.mIndices = new unsigned int[3]; if (499 == iCurrent)iCurrent = 0; face.mIndices[0] = iCurrent++; if (499 == iCurrent)iCurrent = 0; face.mIndices[1] = iCurrent++; if (499 == iCurrent)iCurrent = 0; face.mIndices[2] = iCurrent++; if (rand() > RAND_MAX/2 && face.mIndices[0]) { face.mIndices[0]--; } else if (face.mIndices[1]) face.mIndices[1]--; } checkMesh(mesh); } // ------------------------------------------------------------------------------------------------ void VTAdjacencyTest::checkMesh(const aiMesh& mesh) { VertexTriangleAdjacency adj(mesh.mFaces,mesh.mNumFaces,mesh.mNumVertices,true); unsigned int* const piNum = adj.mLiveTriangles; // check the primary adjacency table and check whether all faces // are contained in the list unsigned int maxOfs = 0; for (unsigned int i = 0; i < mesh.mNumFaces;++i) { aiFace& face = mesh.mFaces[i]; for (unsigned int qq = 0; qq < 3 ;++qq) { const unsigned int idx = face.mIndices[qq]; const unsigned int num = piNum[idx]; // go to this offset const unsigned int ofs = adj.mOffsetTable[idx]; maxOfs = std::max(ofs+num,maxOfs); unsigned int* pi = &adj.mAdjacencyTable[ofs]; // and search for us ... unsigned int tt = 0; for (; tt < num;++tt,++pi) { if (i == *pi) { // mask our entry in the table. Finally all entries should be masked *pi = 0xffffffff; // there shouldn't be two entries for the same face break; } } // assert if *this* vertex has not been found in the table EXPECT_LT(tt, num); } } // now check whether there are invalid faces const unsigned int* pi = adj.mAdjacencyTable; for (unsigned int i = 0; i < maxOfs;++i,++pi) { EXPECT_EQ(0xffffffff, *pi); } // check the numTrianglesPerVertex table for (unsigned int i = 0; i < mesh.mNumFaces;++i) { aiFace& face = mesh.mFaces[i]; for (unsigned int qq = 0; qq < 3 ;++qq) { const unsigned int idx = face.mIndices[qq]; // we should not reach 0 here ... EXPECT_NE(0U, piNum[idx]); piNum[idx]--; } } // check whether we reached 0 in all entries for (unsigned int i = 0; i < mesh.mNumVertices;++i) { EXPECT_FALSE(piNum[i]); } }