233 lines
8.1 KiB
C++
233 lines
8.1 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) 2006-2018, 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 <assimp/scene.h>
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#include <RemoveVCProcess.h>
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#include <MaterialSystem.h>
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using namespace std;
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using namespace Assimp;
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class RemoveVCProcessTest : public ::testing::Test
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{
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public:
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virtual void SetUp();
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virtual void TearDown();
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protected:
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RemoveVCProcess* piProcess;
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aiScene* pScene;
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};
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// ------------------------------------------------------------------------------------------------
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void RemoveVCProcessTest::SetUp()
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{
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// construct the process
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piProcess = new RemoveVCProcess();
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pScene = new aiScene();
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// fill the scene ..
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pScene->mMeshes = new aiMesh*[pScene->mNumMeshes = 2];
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pScene->mMeshes[0] = new aiMesh();
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pScene->mMeshes[1] = new aiMesh();
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pScene->mMeshes[0]->mNumVertices = 120;
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pScene->mMeshes[0]->mVertices = new aiVector3D[120];
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pScene->mMeshes[0]->mNormals = new aiVector3D[120];
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pScene->mMeshes[0]->mTextureCoords[0] = new aiVector3D[120];
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pScene->mMeshes[0]->mTextureCoords[1] = new aiVector3D[120];
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pScene->mMeshes[0]->mTextureCoords[2] = new aiVector3D[120];
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pScene->mMeshes[0]->mTextureCoords[3] = new aiVector3D[120];
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pScene->mMeshes[1]->mNumVertices = 120;
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pScene->mMeshes[1]->mVertices = new aiVector3D[120];
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pScene->mAnimations = new aiAnimation*[pScene->mNumAnimations = 2];
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pScene->mAnimations[0] = new aiAnimation();
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pScene->mAnimations[1] = new aiAnimation();
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pScene->mTextures = new aiTexture*[pScene->mNumTextures = 2];
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pScene->mTextures[0] = new aiTexture();
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pScene->mTextures[1] = new aiTexture();
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pScene->mMaterials = new aiMaterial*[pScene->mNumMaterials = 2];
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pScene->mMaterials[0] = new aiMaterial();
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pScene->mMaterials[1] = new aiMaterial();
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pScene->mLights = new aiLight*[pScene->mNumLights = 2];
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pScene->mLights[0] = new aiLight();
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pScene->mLights[1] = new aiLight();
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pScene->mCameras = new aiCamera*[pScene->mNumCameras = 2];
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pScene->mCameras[0] = new aiCamera();
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pScene->mCameras[1] = new aiCamera();
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// COMPILE TEST: aiMaterial may no add any extra members,
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// so we don't need a virtual destructor
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char check[sizeof(aiMaterial) == sizeof(aiMaterial) ? 10 : -1];
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check[0] = 0;
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// to remove compiler warning
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EXPECT_EQ( 0, check[0] );
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}
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// ------------------------------------------------------------------------------------------------
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void RemoveVCProcessTest::TearDown()
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{
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delete pScene;
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delete piProcess;
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}
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// ------------------------------------------------------------------------------------------------
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TEST_F(RemoveVCProcessTest, testMeshRemove)
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{
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piProcess->SetDeleteFlags(aiComponent_MESHES);
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piProcess->Execute(pScene);
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EXPECT_TRUE(NULL == pScene->mMeshes);
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EXPECT_EQ(0U, pScene->mNumMeshes);
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EXPECT_TRUE(pScene->mFlags == AI_SCENE_FLAGS_INCOMPLETE);
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}
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// ------------------------------------------------------------------------------------------------
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TEST_F(RemoveVCProcessTest, testAnimRemove)
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{
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piProcess->SetDeleteFlags(aiComponent_ANIMATIONS);
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piProcess->Execute(pScene);
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EXPECT_TRUE(NULL == pScene->mAnimations);
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EXPECT_EQ(0U, pScene->mNumAnimations);
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EXPECT_EQ(0U, pScene->mFlags);
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}
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// ------------------------------------------------------------------------------------------------
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TEST_F(RemoveVCProcessTest, testMaterialRemove)
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{
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piProcess->SetDeleteFlags(aiComponent_MATERIALS);
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piProcess->Execute(pScene);
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// there should be one default material now ...
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EXPECT_TRUE(1 == pScene->mNumMaterials &&
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pScene->mMeshes[0]->mMaterialIndex == 0 &&
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pScene->mMeshes[1]->mMaterialIndex == 0);
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EXPECT_EQ(0U, pScene->mFlags);
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}
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// ------------------------------------------------------------------------------------------------
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TEST_F(RemoveVCProcessTest, testTextureRemove)
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{
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piProcess->SetDeleteFlags(aiComponent_TEXTURES);
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piProcess->Execute(pScene);
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EXPECT_TRUE(NULL == pScene->mTextures);
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EXPECT_EQ(0U, pScene->mNumTextures);
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EXPECT_EQ(0U, pScene->mFlags);
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}
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// ------------------------------------------------------------------------------------------------
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TEST_F(RemoveVCProcessTest, testCameraRemove)
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{
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piProcess->SetDeleteFlags(aiComponent_CAMERAS);
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piProcess->Execute(pScene);
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EXPECT_TRUE(NULL == pScene->mCameras);
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EXPECT_EQ(0U, pScene->mNumCameras);
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EXPECT_EQ(0U, pScene->mFlags);
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}
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// ------------------------------------------------------------------------------------------------
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TEST_F(RemoveVCProcessTest, testLightRemove)
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{
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piProcess->SetDeleteFlags(aiComponent_LIGHTS);
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piProcess->Execute(pScene);
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EXPECT_TRUE(NULL == pScene->mLights);
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EXPECT_EQ(0U, pScene->mNumLights);
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EXPECT_EQ(0U, pScene->mFlags);
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}
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// ------------------------------------------------------------------------------------------------
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TEST_F(RemoveVCProcessTest, testMeshComponentsRemoveA)
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{
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piProcess->SetDeleteFlags(aiComponent_TEXCOORDSn(1) | aiComponent_TEXCOORDSn(2) | aiComponent_TEXCOORDSn(3));
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piProcess->Execute(pScene);
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EXPECT_TRUE(pScene->mMeshes[0]->mTextureCoords[0] &&
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!pScene->mMeshes[0]->mTextureCoords[1] &&
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!pScene->mMeshes[0]->mTextureCoords[2] &&
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!pScene->mMeshes[0]->mTextureCoords[3]);
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EXPECT_EQ(0U, pScene->mFlags);
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}
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// ------------------------------------------------------------------------------------------------
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TEST_F(RemoveVCProcessTest, testMeshComponentsRemoveB)
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{
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piProcess->SetDeleteFlags(aiComponent_TEXCOORDSn(1) | aiComponent_NORMALS);
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piProcess->Execute(pScene);
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EXPECT_TRUE(pScene->mMeshes[0]->mTextureCoords[0] &&
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pScene->mMeshes[0]->mTextureCoords[1] &&
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pScene->mMeshes[0]->mTextureCoords[2] && // shift forward ...
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!pScene->mMeshes[0]->mTextureCoords[3] &&
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!pScene->mMeshes[0]->mNormals);
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EXPECT_EQ(0U, pScene->mFlags);
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}
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// ------------------------------------------------------------------------------------------------
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TEST_F(RemoveVCProcessTest, testRemoveEverything)
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{
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piProcess->SetDeleteFlags(aiComponent_LIGHTS | aiComponent_ANIMATIONS |
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aiComponent_MATERIALS | aiComponent_MESHES | aiComponent_CAMERAS | aiComponent_TEXTURES);
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piProcess->Execute(pScene);
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EXPECT_EQ(0U, pScene->mNumAnimations);
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EXPECT_EQ(0U, pScene->mNumCameras);
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EXPECT_EQ(0U, pScene->mNumLights);
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EXPECT_EQ(0U, pScene->mNumMeshes);
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EXPECT_EQ(0U, pScene->mNumTextures);
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// Only the default material should remain.
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EXPECT_EQ(1U, pScene->mNumMaterials);
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}
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