assimp/test/unit/utSplitLargeMeshes.cpp

128 lines
3.7 KiB
C++

#include "UnitTestPCH.h"
#include <assimp/scene.h>
#include <SplitLargeMeshes.h>
using namespace std;
using namespace Assimp;
class SplitLargeMeshesTest : public ::testing::Test
{
public:
virtual void SetUp();
virtual void TearDown();
protected:
SplitLargeMeshesProcess_Triangle* piProcessTriangle;
SplitLargeMeshesProcess_Vertex* piProcessVertex;
aiMesh* pcMesh1;
aiMesh* pcMesh2;
};
// ------------------------------------------------------------------------------------------------
void SplitLargeMeshesTest::SetUp()
{
// construct the processes
this->piProcessTriangle = new SplitLargeMeshesProcess_Triangle();
this->piProcessVertex = new SplitLargeMeshesProcess_Vertex();
this->piProcessTriangle->SetLimit(1000);
this->piProcessVertex->SetLimit(1000);
this->pcMesh1 = new aiMesh();
pcMesh1->mNumVertices = 2100; // quersumme: 3
pcMesh1->mVertices = new aiVector3D[pcMesh1->mNumVertices];
pcMesh1->mNormals = new aiVector3D[pcMesh1->mNumVertices];
pcMesh1->mNumFaces = pcMesh1->mNumVertices / 3;
pcMesh1->mFaces = new aiFace[pcMesh1->mNumFaces];
unsigned int qq = 0;
for (unsigned int i = 0; i < pcMesh1->mNumFaces;++i)
{
aiFace& face = pcMesh1->mFaces[i];
face.mNumIndices = 3;
face.mIndices = new unsigned int[3];
face.mIndices[0] = qq++;
face.mIndices[1] = qq++;
face.mIndices[2] = qq++;
}
// generate many, many faces with randomized indices for
// the second mesh
this->pcMesh2 = new aiMesh();
pcMesh2->mNumVertices = 3000;
pcMesh2->mVertices = new aiVector3D[pcMesh2->mNumVertices];
pcMesh2->mNormals = new aiVector3D[pcMesh2->mNumVertices];
pcMesh2->mNumFaces = 10000;
pcMesh2->mFaces = new aiFace[pcMesh2->mNumFaces];
for (unsigned int i = 0; i < pcMesh2->mNumFaces;++i)
{
aiFace& face = pcMesh2->mFaces[i];
face.mNumIndices = 3;
face.mIndices = new unsigned int[3];
face.mIndices[0] = (unsigned int)((rand() / (float)RAND_MAX) * pcMesh2->mNumVertices);
face.mIndices[1] = (unsigned int)((rand() / (float)RAND_MAX) * pcMesh2->mNumVertices);
face.mIndices[2] = (unsigned int)((rand() / (float)RAND_MAX) * pcMesh2->mNumVertices);
}
}
// ------------------------------------------------------------------------------------------------
void SplitLargeMeshesTest::TearDown()
{
delete this->piProcessTriangle;
delete this->piProcessVertex;
}
// ------------------------------------------------------------------------------------------------
TEST_F(SplitLargeMeshesTest, testVertexSplit)
{
std::vector< std::pair<aiMesh*, unsigned int> > avOut;
int iOldFaceNum = (int)pcMesh1->mNumFaces;
piProcessVertex->SplitMesh(0,pcMesh1,avOut);
for (std::vector< std::pair<aiMesh*, unsigned int> >::const_iterator
iter = avOut.begin(), end = avOut.end();
iter != end; ++iter)
{
aiMesh* mesh = (*iter).first;
EXPECT_LT(mesh->mNumVertices, 1000U);
EXPECT_TRUE(NULL != mesh->mNormals);
EXPECT_TRUE(NULL != mesh->mVertices);
iOldFaceNum -= mesh->mNumFaces;
delete mesh;
}
EXPECT_EQ(0, iOldFaceNum);
}
// ------------------------------------------------------------------------------------------------
TEST_F(SplitLargeMeshesTest, testTriangleSplit)
{
std::vector< std::pair<aiMesh*, unsigned int> > avOut;
// the number of faces shouldn't change
int iOldFaceNum = (int)pcMesh2->mNumFaces;
piProcessTriangle->SplitMesh(0,pcMesh2,avOut);
for (std::vector< std::pair<aiMesh*, unsigned int> >::const_iterator
iter = avOut.begin(), end = avOut.end();
iter != end; ++iter)
{
aiMesh* mesh = (*iter).first;
EXPECT_LT(mesh->mNumFaces, 1000U);
EXPECT_TRUE(NULL != mesh->mNormals);
EXPECT_TRUE(NULL != mesh->mVertices);
iOldFaceNum -= mesh->mNumFaces;
delete mesh;
}
EXPECT_EQ(0, iOldFaceNum);
}