143 lines
4.9 KiB
C++
143 lines
4.9 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) 2006-2022, 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 "PostProcessing/JoinVerticesProcess.h"
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using namespace std;
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using namespace Assimp;
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class utJoinVertices : public ::testing::Test {
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public:
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utJoinVertices() :
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Test(), piProcess(nullptr), pcMesh(nullptr) {
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// empty
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}
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protected:
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virtual void SetUp();
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virtual void TearDown();
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protected:
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JoinVerticesProcess *piProcess;
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aiMesh *pcMesh;
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};
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// ------------------------------------------------------------------------------------------------
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void utJoinVertices::SetUp() {
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// construct the process
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piProcess = new JoinVerticesProcess();
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// create a quite small mesh for testing purposes -
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// the mesh itself is *something* but it has redundant vertices
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pcMesh = new aiMesh();
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pcMesh->mNumVertices = 900;
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aiVector3D *&pv = pcMesh->mVertices = new aiVector3D[900];
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for (unsigned int i = 0; i < 3; ++i) {
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const unsigned int base = i * 300;
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for (unsigned int a = 0; a < 300; ++a) {
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pv[base + a].x = pv[base + a].y = pv[base + a].z = (float)a;
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}
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}
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// generate faces - each vertex is referenced once
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pcMesh->mNumFaces = 300;
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pcMesh->mFaces = new aiFace[300];
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for (unsigned int i = 0, p = 0; i < 300; ++i) {
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aiFace &face = pcMesh->mFaces[i];
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face.mIndices = new unsigned int[face.mNumIndices = 3];
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for (unsigned int a = 0; a < 3; ++a) {
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face.mIndices[a] = p++;
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}
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}
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// generate extra members - set them to zero to make sure they're identical
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pcMesh->mTextureCoords[0] = new aiVector3D[900];
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pcMesh->mBitangents = new aiVector3D[900];
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pcMesh->mNormals = new aiVector3D[900];
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pcMesh->mTangents = new aiVector3D[900];
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for (unsigned int i = 0; i < 900; ++i) {
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pcMesh->mTextureCoords[0][i] = aiVector3D(0.f);
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pcMesh->mNormals[i] = aiVector3D(0.f);
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pcMesh->mTangents[i] = aiVector3D(0.f);
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pcMesh->mBitangents[i] = aiVector3D(0.f);
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}
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}
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// ------------------------------------------------------------------------------------------------
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void utJoinVertices::TearDown() {
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delete this->pcMesh;
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pcMesh = nullptr;
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delete this->piProcess;
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piProcess = nullptr;
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}
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// ------------------------------------------------------------------------------------------------
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TEST_F(utJoinVertices, testProcess) {
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// execute the step on the given data
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piProcess->ProcessMesh(pcMesh, 0);
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// the number of faces shouldn't change
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ASSERT_EQ(300U, pcMesh->mNumFaces);
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ASSERT_EQ(300U, pcMesh->mNumVertices);
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ASSERT_TRUE(nullptr != pcMesh->mNormals);
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ASSERT_TRUE(nullptr != pcMesh->mTangents);
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ASSERT_TRUE(nullptr != pcMesh->mBitangents);
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ASSERT_TRUE(nullptr != pcMesh->mTextureCoords[0]);
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// the order doesn't care
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float fSum = 0.f;
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for (unsigned int i = 0; i < 300; ++i) {
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aiVector3D &v = pcMesh->mVertices[i];
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fSum += v.x + v.y + v.z;
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EXPECT_FALSE(pcMesh->mNormals[i].x);
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EXPECT_FALSE(pcMesh->mTangents[i].x);
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EXPECT_FALSE(pcMesh->mBitangents[i].x);
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EXPECT_FALSE(pcMesh->mTextureCoords[0][i].x);
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}
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EXPECT_EQ(150.f * 299.f * 3.f, fSum); // gaussian sum equation
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}
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