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