159 lines
5.4 KiB
C++
159 lines
5.4 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) 2006-2017, 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 <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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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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}
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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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for ( unsigned int normalIdx=0; normalIdx<mesh->mNumVertices; ++normalIdx ) {
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mesh->mNormals[ normalIdx ].x = 1.0f;
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mesh->mNormals[ normalIdx ].y = 1.0f;
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mesh->mNormals[ normalIdx ].z = 1.0f;
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mesh->mNormals[ normalIdx ].Normalize();
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}
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}
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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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