97 lines
3.5 KiB
C++
97 lines
3.5 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/mesh.h>
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using namespace Assimp;
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class utMesh : public ::testing::Test {
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protected:
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aiMesh* mesh = nullptr;
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void SetUp() override {
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mesh = new aiMesh;
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}
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void TearDown() override {
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delete mesh;
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mesh = nullptr;
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}
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};
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TEST_F(utMesh, emptyMeshHasNoContentTest) {
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EXPECT_EQ(0, mesh->mName.length);
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EXPECT_FALSE(mesh->HasPositions());
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EXPECT_FALSE(mesh->HasFaces());
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EXPECT_FALSE(mesh->HasNormals());
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EXPECT_FALSE(mesh->HasTangentsAndBitangents());
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EXPECT_FALSE(mesh->HasVertexColors(0));
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EXPECT_FALSE(mesh->HasVertexColors(AI_MAX_NUMBER_OF_COLOR_SETS));
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EXPECT_FALSE(mesh->HasTextureCoords(0));
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EXPECT_FALSE(mesh->HasTextureCoords(AI_MAX_NUMBER_OF_TEXTURECOORDS));
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EXPECT_EQ(0, mesh->GetNumUVChannels());
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EXPECT_EQ(0, mesh->GetNumColorChannels());
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EXPECT_FALSE(mesh->HasBones());
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EXPECT_FALSE(mesh->HasTextureCoordsName(0));
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EXPECT_FALSE(mesh->HasTextureCoordsName(AI_MAX_NUMBER_OF_TEXTURECOORDS));
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}
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TEST_F(utMesh, setTextureCoordsName) {
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EXPECT_FALSE(mesh->HasTextureCoordsName(0));
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const aiString texcoords_name("texcoord_name");
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mesh->SetTextureCoordsName(0, texcoords_name);
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EXPECT_TRUE(mesh->HasTextureCoordsName(0));
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EXPECT_FALSE(mesh->HasTextureCoordsName(1));
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ASSERT_NE(nullptr, mesh->mTextureCoordsNames);
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ASSERT_NE(nullptr, mesh->mTextureCoordsNames[0]);
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EXPECT_STREQ(texcoords_name.C_Str(), mesh->mTextureCoordsNames[0]->C_Str());
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EXPECT_STREQ(texcoords_name.C_Str(), mesh->GetTextureCoordsName(0)->C_Str());
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// Now clear the name
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mesh->SetTextureCoordsName(0, aiString());
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EXPECT_FALSE(mesh->HasTextureCoordsName(0));
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ASSERT_NE(nullptr, mesh->mTextureCoordsNames);
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EXPECT_EQ(nullptr, mesh->mTextureCoordsNames[0]);
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EXPECT_EQ(nullptr, mesh->GetTextureCoordsName(0));
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}
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