assimp/test/unit/utPretransformVertices.cpp

112 lines
3.2 KiB
C++

#include "UnitTestPCH.h"
#include <assimp/scene.h>
#include <PretransformVertices.h>
using namespace std;
using namespace Assimp;
class PretransformVerticesTest : public ::testing::Test
{
public:
virtual void SetUp();
virtual void TearDown();
protected:
aiScene* scene;
PretransformVertices* process;
};
// ------------------------------------------------------------------------------------------------
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()
{
scene = new aiScene();
// add 5 empty materials
scene->mMaterials = new aiMaterial*[scene->mNumMaterials = 5];
for (unsigned int i = 0; i < 5;++i)
scene->mMaterials[i] = new aiMaterial();
// add 25 test meshes
scene->mMeshes = new aiMesh*[scene->mNumMeshes = 25];
for (unsigned int i = 0; i < 25;++i) {
aiMesh* mesh = scene->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];
}
// construct some nodes (1+25)
scene->mRootNode = new aiNode();
scene->mRootNode->mName.Set("Root");
AddNodes(0,scene->mRootNode,2);
process = new PretransformVertices();
}
// ------------------------------------------------------------------------------------------------
void PretransformVerticesTest::TearDown()
{
delete scene;
delete process;
}
// ------------------------------------------------------------------------------------------------
TEST_F(PretransformVerticesTest, testProcessCollapseHierarchy)
{
process->KeepHierarchy(false);
process->Execute(scene);
EXPECT_EQ(5U, scene->mNumMaterials);
EXPECT_EQ(10U, scene->mNumMeshes); // every second mesh has normals
}
// ------------------------------------------------------------------------------------------------
TEST_F(PretransformVerticesTest, testProcessKeepHierarchy)
{
process->KeepHierarchy(true);
process->Execute(scene);
EXPECT_EQ(5U, scene->mNumMaterials);
EXPECT_EQ(49U, scene->mNumMeshes); // see note on mesh 12 above
}