/* --------------------------------------------------------------------------- Open Asset Import Library (assimp) --------------------------------------------------------------------------- Copyright (c) 2006-2019, assimp team All rights reserved. Redistribution and use of this software in source and binary forms, with or without modification, are permitted provided that the following conditions are met: * Redistributions of source code must retain the above copyright notice, this list of conditions and the following disclaimer. * Redistributions in binary form must reproduce the above copyright notice, this list of conditions and the following disclaimer in the documentation and/or other materials provided with the distribution. * Neither the name of the assimp team, nor the names of its contributors may be used to endorse or promote products derived from this software without specific prior written permission of the assimp team. THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. --------------------------------------------------------------------------- */ #include "UnitTestPCH.h" #include #include "PostProcessing/JoinVerticesProcess.h" using namespace std; using namespace Assimp; class JoinVerticesTest : public ::testing::Test { public: virtual void SetUp(); virtual void TearDown(); protected: JoinVerticesProcess* piProcess; aiMesh* pcMesh; }; // ------------------------------------------------------------------------------------------------ void JoinVerticesTest::SetUp() { // construct the process piProcess = new JoinVerticesProcess(); // create a quite small mesh for testing purposes - // the mesh itself is *something* but it has redundant vertices pcMesh = new aiMesh(); pcMesh->mNumVertices = 900; aiVector3D*& pv = pcMesh->mVertices = new aiVector3D[900]; for (unsigned int i = 0; i < 3;++i) { const unsigned int base = i*300; for (unsigned int a = 0; a < 300;++a) { pv[base+a].x = pv[base+a].y = pv[base+a].z = (float)a; } } // generate faces - each vertex is referenced once pcMesh->mNumFaces = 300; pcMesh->mFaces = new aiFace[300]; for (unsigned int i = 0,p = 0; i < 300;++i) { aiFace& face = pcMesh->mFaces[i]; face.mIndices = new unsigned int[ face.mNumIndices = 3 ]; for (unsigned int a = 0; a < 3;++a) face.mIndices[a] = p++; } // generate extra members - set them to zero to make sure they're identical pcMesh->mTextureCoords[0] = new aiVector3D[900]; for (unsigned int i = 0; i < 900;++i)pcMesh->mTextureCoords[0][i] = aiVector3D( 0.f ); pcMesh->mNormals = new aiVector3D[900]; for (unsigned int i = 0; i < 900;++i)pcMesh->mNormals[i] = aiVector3D( 0.f ); pcMesh->mTangents = new aiVector3D[900]; for (unsigned int i = 0; i < 900;++i)pcMesh->mTangents[i] = aiVector3D( 0.f ); pcMesh->mBitangents = new aiVector3D[900]; for (unsigned int i = 0; i < 900;++i)pcMesh->mBitangents[i] = aiVector3D( 0.f ); } // ------------------------------------------------------------------------------------------------ void JoinVerticesTest::TearDown() { delete this->pcMesh; delete this->piProcess; } // ------------------------------------------------------------------------------------------------ TEST_F(JoinVerticesTest, testProcess) { // execute the step on the given data piProcess->ProcessMesh(pcMesh,0); // the number of faces shouldn't change ASSERT_EQ(300U, pcMesh->mNumFaces); ASSERT_EQ(300U, pcMesh->mNumVertices); ASSERT_TRUE(NULL != pcMesh->mNormals); ASSERT_TRUE(NULL != pcMesh->mTangents); ASSERT_TRUE(NULL != pcMesh->mBitangents); ASSERT_TRUE(NULL != pcMesh->mTextureCoords[0]); // the order doesn't care float fSum = 0.f; for (unsigned int i = 0; i < 300;++i) { aiVector3D& v = pcMesh->mVertices[i]; fSum += v.x + v.y + v.z; EXPECT_FALSE(pcMesh->mNormals[i].x); EXPECT_FALSE(pcMesh->mTangents[i].x); EXPECT_FALSE(pcMesh->mBitangents[i].x); EXPECT_FALSE(pcMesh->mTextureCoords[0][i].x); } EXPECT_EQ(150.f*299.f*3.f, fSum); // gaussian sum equation }