98 lines
3.7 KiB
C++
98 lines
3.7 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) 2006-2016, 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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#pragma once
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#include "UnitTestPCH.h"
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#include <assimp/scene.h>
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#include <assimp/material.h>
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namespace Assimp {
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class TestModelFacttory {
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public:
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TestModelFacttory() {
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// empty
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}
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~TestModelFacttory() {
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// empty
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}
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static aiScene *createDefaultTestModel( float &opacity ) {
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aiScene *scene( new aiScene );
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scene->mNumMaterials = 1;
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scene->mMaterials = new aiMaterial*;
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scene->mMaterials[ 0 ] = new aiMaterial;
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aiColor3D color( 1, 0, 0 );
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EXPECT_EQ( AI_SUCCESS, scene->mMaterials[ 0 ]->AddProperty( &color, 1, AI_MATKEY_COLOR_DIFFUSE ) );
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::srand( static_cast< unsigned int >( ::time( NULL ) ) );
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opacity = float( rand() ) / float( RAND_MAX );
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EXPECT_EQ( AI_SUCCESS, scene->mMaterials[ 0 ]->AddProperty( &opacity, 1, AI_MATKEY_OPACITY ) );
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scene->mNumMeshes = 1;
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scene->mMeshes = new aiMesh*;
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scene->mMeshes[ 0 ] = new aiMesh;
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scene->mMeshes[ 0 ]->mMaterialIndex = 0;
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scene->mMeshes[ 0 ]->mPrimitiveTypes = aiPrimitiveType_TRIANGLE;
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scene->mMeshes[ 0 ]->mNumVertices = 3;
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scene->mMeshes[ 0 ]->mVertices = new aiVector3D[ 3 ];
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scene->mMeshes[ 0 ]->mVertices[ 0 ] = aiVector3D( 1, 0, 0 );
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scene->mMeshes[ 0 ]->mVertices[ 1 ] = aiVector3D( 0, 1, 0 );
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scene->mMeshes[ 0 ]->mVertices[ 2 ] = aiVector3D( 0, 0, 1 );
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scene->mMeshes[ 0 ]->mNumFaces = 1;
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scene->mMeshes[ 0 ]->mFaces = new aiFace;
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scene->mMeshes[ 0 ]->mFaces[ 0 ].mNumIndices = 3;
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scene->mMeshes[ 0 ]->mFaces[ 0 ].mIndices = new unsigned int[ 3 ];
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scene->mMeshes[ 0 ]->mFaces[ 0 ].mIndices[ 0 ] = 0;
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scene->mMeshes[ 0 ]->mFaces[ 0 ].mIndices[ 1 ] = 1;
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scene->mMeshes[ 0 ]->mFaces[ 0 ].mIndices[ 2 ] = 2;
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scene->mRootNode = new aiNode;
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scene->mRootNode->mNumMeshes = 1;
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scene->mRootNode->mMeshes = new unsigned int( 0 );
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return scene;
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}
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};
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}
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