158 lines
5.6 KiB
C++
158 lines
5.6 KiB
C++
/*
|
|
---------------------------------------------------------------------------
|
|
Open Asset Import Library (assimp)
|
|
---------------------------------------------------------------------------
|
|
|
|
Copyright (c) 2006-2022, 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 "PostProcessing/PretransformVertices.h"
|
|
#include <assimp/scene.h>
|
|
|
|
using namespace std;
|
|
using namespace Assimp;
|
|
|
|
class PretransformVerticesTest : public ::testing::Test {
|
|
public:
|
|
PretransformVerticesTest() :
|
|
Test(), mScene(nullptr), mProcess(nullptr) {
|
|
// empty
|
|
}
|
|
|
|
protected:
|
|
virtual void SetUp();
|
|
virtual void TearDown();
|
|
|
|
protected:
|
|
aiScene *mScene;
|
|
PretransformVertices *mProcess;
|
|
};
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
void AddNodes(unsigned int num, aiNode *father, unsigned int depth) {
|
|
father->mChildren = new aiNode *[father->mNumChildren = 5];
|
|
for (unsigned int i = 0; i < 5; ++i) {
|
|
aiNode *nd = father->mChildren[i] = new aiNode();
|
|
|
|
nd->mName.length = sprintf(nd->mName.data, "%i%i", depth, i);
|
|
|
|
// spawn two meshes
|
|
nd->mMeshes = new unsigned int[nd->mNumMeshes = 2];
|
|
nd->mMeshes[0] = num * 5 + i;
|
|
nd->mMeshes[1] = 24 - (num * 5 + i); // mesh 12 is special ... it references the same mesh twice
|
|
|
|
// setup an unique transformation matrix
|
|
nd->mTransformation.a1 = num * 5.f + i + 1;
|
|
}
|
|
|
|
if (depth > 1) {
|
|
for (unsigned int i = 0; i < 5; ++i) {
|
|
AddNodes(i, father->mChildren[i], depth - 1);
|
|
}
|
|
}
|
|
}
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
void PretransformVerticesTest::SetUp() {
|
|
mScene = new aiScene();
|
|
|
|
// add 5 empty materials
|
|
mScene->mMaterials = new aiMaterial *[mScene->mNumMaterials = 5];
|
|
for (unsigned int i = 0; i < 5; ++i) {
|
|
mScene->mMaterials[i] = new aiMaterial();
|
|
}
|
|
|
|
// add 25 test meshes
|
|
mScene->mMeshes = new aiMesh *[mScene->mNumMeshes = 25];
|
|
for (unsigned int i = 0; i < 25; ++i) {
|
|
aiMesh *mesh = mScene->mMeshes[i] = new aiMesh();
|
|
|
|
mesh->mPrimitiveTypes = aiPrimitiveType_POINT;
|
|
mesh->mFaces = new aiFace[mesh->mNumFaces = 10 + i];
|
|
mesh->mVertices = new aiVector3D[mesh->mNumVertices = mesh->mNumFaces];
|
|
for (unsigned int a = 0; a < mesh->mNumFaces; ++a) {
|
|
aiFace &f = mesh->mFaces[a];
|
|
f.mIndices = new unsigned int[f.mNumIndices = 1];
|
|
f.mIndices[0] = a * 3;
|
|
|
|
mesh->mVertices[a] = aiVector3D((float)i, (float)a, 0.f);
|
|
}
|
|
mesh->mMaterialIndex = i % 5;
|
|
|
|
if (i % 2) {
|
|
mesh->mNormals = new aiVector3D[mesh->mNumVertices];
|
|
for (unsigned int normalIdx = 0; normalIdx < mesh->mNumVertices; ++normalIdx) {
|
|
mesh->mNormals[normalIdx].x = 1.0f;
|
|
mesh->mNormals[normalIdx].y = 1.0f;
|
|
mesh->mNormals[normalIdx].z = 1.0f;
|
|
mesh->mNormals[normalIdx].Normalize();
|
|
}
|
|
}
|
|
}
|
|
|
|
// construct some nodes (1+25)
|
|
mScene->mRootNode = new aiNode();
|
|
mScene->mRootNode->mName.Set("Root");
|
|
AddNodes(0, mScene->mRootNode, 2);
|
|
|
|
mProcess = new PretransformVertices();
|
|
}
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
void PretransformVerticesTest::TearDown() {
|
|
delete mScene;
|
|
delete mProcess;
|
|
}
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
TEST_F(PretransformVerticesTest, testProcessCollapseHierarchy) {
|
|
mProcess->KeepHierarchy(false);
|
|
mProcess->Execute(mScene);
|
|
|
|
EXPECT_EQ(5U, mScene->mNumMaterials);
|
|
EXPECT_EQ(10U, mScene->mNumMeshes); // every second mesh has normals
|
|
}
|
|
|
|
// ------------------------------------------------------------------------------------------------
|
|
TEST_F(PretransformVerticesTest, testProcessKeepHierarchy) {
|
|
mProcess->KeepHierarchy(true);
|
|
mProcess->Execute(mScene);
|
|
|
|
EXPECT_EQ(5U, mScene->mNumMaterials);
|
|
EXPECT_EQ(49U, mScene->mNumMeshes); // see note on mesh 12 above
|
|
}
|