/* --------------------------------------------------------------------------- Open Asset Import Library (assimp) --------------------------------------------------------------------------- Copyright (c) 2006-2014, 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 #include #include using namespace std; using namespace Assimp; class ScenePreprocessorTest : public ::testing::Test { public: virtual void SetUp(); virtual void TearDown(); protected: void CheckIfOnly(aiMesh* p, unsigned int num, unsigned flag); void ProcessAnimation(aiAnimation* anim) { pp->ProcessAnimation(anim); } void ProcessMesh(aiMesh* mesh) { pp->ProcessMesh(mesh); } ScenePreprocessor* pp; aiScene* scene; }; // ------------------------------------------------------------------------------------------------ void ScenePreprocessorTest::SetUp() { // setup a dummy scene with a single node scene = new aiScene(); scene->mRootNode = new aiNode(); scene->mRootNode->mName.Set(""); // add some translation scene->mRootNode->mTransformation.a4 = 1.f; scene->mRootNode->mTransformation.b4 = 2.f; scene->mRootNode->mTransformation.c4 = 3.f; // and allocate a ScenePreprocessor to operate on the scene pp = new ScenePreprocessor(scene); } // ------------------------------------------------------------------------------------------------ void ScenePreprocessorTest::TearDown() { delete pp; delete scene; } // ------------------------------------------------------------------------------------------------ // Check whether ProcessMesh() returns flag for a mesh that consist of primitives with num indices void ScenePreprocessorTest::CheckIfOnly(aiMesh* p, unsigned int num, unsigned int flag) { // Triangles only for (unsigned i = 0; i < p->mNumFaces;++i) { p->mFaces[i].mNumIndices = num; } pp->ProcessMesh(p); EXPECT_EQ(flag, p->mPrimitiveTypes); p->mPrimitiveTypes = 0; } // ------------------------------------------------------------------------------------------------ // Check whether a mesh is preprocessed correctly. Case 1: The mesh needs preprocessing TEST_F(ScenePreprocessorTest, testMeshPreprocessingPos) { aiMesh* p = new aiMesh(); p->mNumFaces = 100; p->mFaces = new aiFace[p->mNumFaces]; p->mTextureCoords[0] = new aiVector3D[10]; p->mNumUVComponents[0] = 0; p->mNumUVComponents[1] = 0; CheckIfOnly(p,1,aiPrimitiveType_POINT); CheckIfOnly(p,2,aiPrimitiveType_LINE); CheckIfOnly(p,3,aiPrimitiveType_TRIANGLE); CheckIfOnly(p,4,aiPrimitiveType_POLYGON); CheckIfOnly(p,1249,aiPrimitiveType_POLYGON); // Polygons and triangles mixed unsigned i; for (i = 0; i < p->mNumFaces/2;++i) { p->mFaces[i].mNumIndices = 3; } for (; i < p->mNumFaces-p->mNumFaces/4;++i) { p->mFaces[i].mNumIndices = 4; } for (; i < p->mNumFaces;++i) { p->mFaces[i].mNumIndices = 10; } ProcessMesh(p); EXPECT_EQ(static_cast(aiPrimitiveType_TRIANGLE|aiPrimitiveType_POLYGON), p->mPrimitiveTypes); EXPECT_EQ(2U, p->mNumUVComponents[0]); EXPECT_EQ(0U, p->mNumUVComponents[1]); delete p; } // ------------------------------------------------------------------------------------------------ // Check whether a mesh is preprocessed correctly. Case 1: The mesh doesn't need preprocessing TEST_F(ScenePreprocessorTest, testMeshPreprocessingNeg) { aiMesh* p = new aiMesh(); p->mPrimitiveTypes = aiPrimitiveType_TRIANGLE|aiPrimitiveType_POLYGON; ProcessMesh(p); // should be unmodified EXPECT_EQ(static_cast(aiPrimitiveType_TRIANGLE|aiPrimitiveType_POLYGON), p->mPrimitiveTypes); delete p; } // ------------------------------------------------------------------------------------------------ // Make a dummy animation with a single channel, '' aiAnimation* MakeDummyAnimation() { aiAnimation* p = new aiAnimation(); p->mNumChannels = 1; p->mChannels = new aiNodeAnim*[1]; aiNodeAnim* anim = p->mChannels[0] = new aiNodeAnim(); anim->mNodeName.Set(""); return p; } // ------------------------------------------------------------------------------------------------ // Check whether an anim is preprocessed correctly. Case 1: The anim needs preprocessing TEST_F(ScenePreprocessorTest, testAnimationPreprocessingPos) { aiAnimation* p = MakeDummyAnimation(); aiNodeAnim* anim = p->mChannels[0]; // we don't set the animation duration, but generate scaling channels anim->mNumScalingKeys = 10; anim->mScalingKeys = new aiVectorKey[10]; for (unsigned int i = 0; i < 10;++i) { anim->mScalingKeys[i].mTime = i; anim->mScalingKeys[i].mValue = aiVector3D((float)i); } ProcessAnimation(p); // we should now have a proper duration EXPECT_NEAR(p->mDuration, 9., 0.005); // ... one scaling key EXPECT_TRUE(anim->mNumPositionKeys == 1 && anim->mPositionKeys && anim->mPositionKeys[0].mTime == 0.0 && anim->mPositionKeys[0].mValue == aiVector3D(1.f,2.f,3.f)); // ... and one rotation key EXPECT_TRUE(anim->mNumRotationKeys == 1 && anim->mRotationKeys && anim->mRotationKeys[0].mTime == 0.0); delete p; }