198 lines
7.1 KiB
C++
198 lines
7.1 KiB
C++
/*
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---------------------------------------------------------------------------
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Open Asset Import Library (assimp)
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---------------------------------------------------------------------------
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Copyright (c) 2006-2020, assimp team
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All rights reserved.
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Redistribution and use of this software in source and binary forms,
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with or without modification, are permitted provided that the following
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conditions are met:
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* Redistributions of source code must retain the above
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copyright notice, this list of conditions and the
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following disclaimer.
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* Redistributions in binary form must reproduce the above
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copyright notice, this list of conditions and the
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following disclaimer in the documentation and/or other
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materials provided with the distribution.
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* Neither the name of the assimp team, nor the names of its
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contributors may be used to endorse or promote products
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derived from this software without specific prior
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written permission of the assimp team.
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THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
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"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
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LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
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A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
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OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
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LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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---------------------------------------------------------------------------
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*/
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#include "UnitTestPCH.h"
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#include "Common/ScenePreprocessor.h"
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#include <assimp/mesh.h>
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#include <assimp/scene.h>
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#include <assimp/Importer.hpp>
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using namespace std;
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using namespace Assimp;
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class ScenePreprocessorTest : public ::testing::Test {
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public:
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ScenePreprocessorTest() :
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Test(), mScenePreprocessor(nullptr), mScene(nullptr) {
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// empty
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}
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protected:
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virtual void SetUp();
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virtual void TearDown();
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protected:
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void CheckIfOnly(aiMesh *p, unsigned int num, unsigned flag);
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void ProcessAnimation(aiAnimation *anim) { mScenePreprocessor->ProcessAnimation(anim); }
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void ProcessMesh(aiMesh *mesh) { mScenePreprocessor->ProcessMesh(mesh); }
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private:
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ScenePreprocessor *mScenePreprocessor;
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aiScene *mScene;
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};
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// ------------------------------------------------------------------------------------------------
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void ScenePreprocessorTest::SetUp() {
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// setup a dummy scene with a single node
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mScene = new aiScene();
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mScene->mRootNode = new aiNode();
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mScene->mRootNode->mName.Set("<test>");
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// add some translation
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mScene->mRootNode->mTransformation.a4 = 1.f;
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mScene->mRootNode->mTransformation.b4 = 2.f;
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mScene->mRootNode->mTransformation.c4 = 3.f;
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// and allocate a ScenePreprocessor to operate on the scene
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mScenePreprocessor = new ScenePreprocessor(mScene);
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}
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// ------------------------------------------------------------------------------------------------
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void ScenePreprocessorTest::TearDown() {
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delete mScenePreprocessor;
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delete mScene;
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}
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// ------------------------------------------------------------------------------------------------
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// Check whether ProcessMesh() returns flag for a mesh that consist of primitives with num indices
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void ScenePreprocessorTest::CheckIfOnly(aiMesh *p, unsigned int num, unsigned int flag) {
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// Triangles only
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for (unsigned i = 0; i < p->mNumFaces; ++i) {
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p->mFaces[i].mNumIndices = num;
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}
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mScenePreprocessor->ProcessMesh(p);
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EXPECT_EQ(flag, p->mPrimitiveTypes);
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p->mPrimitiveTypes = 0;
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}
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// ------------------------------------------------------------------------------------------------
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// Check whether a mesh is preprocessed correctly. Case 1: The mesh needs preprocessing
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TEST_F(ScenePreprocessorTest, testMeshPreprocessingPos) {
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aiMesh *p = new aiMesh;
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p->mNumFaces = 100;
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p->mFaces = new aiFace[p->mNumFaces];
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p->mTextureCoords[0] = new aiVector3D[10];
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p->mNumUVComponents[0] = 0;
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p->mNumUVComponents[1] = 0;
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CheckIfOnly(p, 1, aiPrimitiveType_POINT);
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CheckIfOnly(p, 2, aiPrimitiveType_LINE);
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CheckIfOnly(p, 3, aiPrimitiveType_TRIANGLE);
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CheckIfOnly(p, 4, aiPrimitiveType_POLYGON);
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CheckIfOnly(p, 1249, aiPrimitiveType_POLYGON);
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// Polygons and triangles mixed
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unsigned i;
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for (i = 0; i < p->mNumFaces / 2; ++i) {
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p->mFaces[i].mNumIndices = 3;
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}
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for (; i < p->mNumFaces - p->mNumFaces / 4; ++i) {
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p->mFaces[i].mNumIndices = 4;
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}
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for (; i < p->mNumFaces; ++i) {
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p->mFaces[i].mNumIndices = 10;
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}
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ProcessMesh(p);
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EXPECT_EQ(static_cast<unsigned int>(aiPrimitiveType_TRIANGLE | aiPrimitiveType_POLYGON),
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p->mPrimitiveTypes);
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EXPECT_EQ(2U, p->mNumUVComponents[0]);
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EXPECT_EQ(0U, p->mNumUVComponents[1]);
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delete p;
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}
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// ------------------------------------------------------------------------------------------------
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// Check whether a mesh is preprocessed correctly. Case 1: The mesh doesn't need preprocessing
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TEST_F(ScenePreprocessorTest, testMeshPreprocessingNeg) {
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aiMesh *p = new aiMesh;
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p->mPrimitiveTypes = aiPrimitiveType_TRIANGLE | aiPrimitiveType_POLYGON;
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ProcessMesh(p);
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// should be unmodified
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EXPECT_EQ(static_cast<unsigned int>(aiPrimitiveType_TRIANGLE | aiPrimitiveType_POLYGON),
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p->mPrimitiveTypes);
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delete p;
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}
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// ------------------------------------------------------------------------------------------------
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// Make a dummy animation with a single channel, '<test>'
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aiAnimation *MakeDummyAnimation() {
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aiAnimation *p = new aiAnimation();
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p->mNumChannels = 1;
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p->mChannels = new aiNodeAnim *[1];
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aiNodeAnim *anim = p->mChannels[0] = new aiNodeAnim();
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anim->mNodeName.Set("<test>");
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return p;
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}
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// ------------------------------------------------------------------------------------------------
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// Check whether an anim is preprocessed correctly. Case 1: The anim needs preprocessing
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TEST_F(ScenePreprocessorTest, testAnimationPreprocessingPos) {
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aiAnimation *p = MakeDummyAnimation();
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aiNodeAnim *anim = p->mChannels[0];
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// we don't set the animation duration, but generate scaling channels
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anim->mNumScalingKeys = 10;
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anim->mScalingKeys = new aiVectorKey[10];
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for (unsigned int i = 0; i < 10; ++i) {
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anim->mScalingKeys[i].mTime = i;
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anim->mScalingKeys[i].mValue = aiVector3D((float)i);
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}
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ProcessAnimation(p);
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// we should now have a proper duration
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EXPECT_NEAR(p->mDuration, 9., 0.005);
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// ... one scaling key
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EXPECT_TRUE(anim->mNumPositionKeys == 1 &&
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anim->mPositionKeys &&
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anim->mPositionKeys[0].mTime == 0.0 &&
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anim->mPositionKeys[0].mValue == aiVector3D(1.f, 2.f, 3.f));
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// ... and one rotation key
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EXPECT_TRUE(anim->mNumRotationKeys == 1 && anim->mRotationKeys &&
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anim->mRotationKeys[0].mTime == 0.0);
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delete p;
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}
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