assimp/test/unit/utRemoveComponent.cpp

189 lines
6.2 KiB
C++

#include "UnitTestPCH.h"
#include <assimp/scene.h>
#include <RemoveVCProcess.h>
#include <MaterialSystem.h>
using namespace std;
using namespace Assimp;
class RemoveVCProcessTest : public ::testing::Test
{
public:
virtual void SetUp();
virtual void TearDown();
protected:
RemoveVCProcess* piProcess;
aiScene* pScene;
};
// ------------------------------------------------------------------------------------------------
void RemoveVCProcessTest::SetUp()
{
// construct the process
piProcess = new RemoveVCProcess();
pScene = new aiScene();
// fill the scene ..
pScene->mMeshes = new aiMesh*[pScene->mNumMeshes = 2];
pScene->mMeshes[0] = new aiMesh();
pScene->mMeshes[1] = new aiMesh();
pScene->mMeshes[0]->mNumVertices = 120;
pScene->mMeshes[0]->mVertices = new aiVector3D[120];
pScene->mMeshes[0]->mNormals = new aiVector3D[120];
pScene->mMeshes[0]->mTextureCoords[0] = new aiVector3D[120];
pScene->mMeshes[0]->mTextureCoords[1] = new aiVector3D[120];
pScene->mMeshes[0]->mTextureCoords[2] = new aiVector3D[120];
pScene->mMeshes[0]->mTextureCoords[3] = new aiVector3D[120];
pScene->mMeshes[1]->mNumVertices = 120;
pScene->mMeshes[1]->mVertices = new aiVector3D[120];
pScene->mAnimations = new aiAnimation*[pScene->mNumAnimations = 2];
pScene->mAnimations[0] = new aiAnimation();
pScene->mAnimations[1] = new aiAnimation();
pScene->mTextures = new aiTexture*[pScene->mNumTextures = 2];
pScene->mTextures[0] = new aiTexture();
pScene->mTextures[1] = new aiTexture();
pScene->mMaterials = new aiMaterial*[pScene->mNumMaterials = 2];
pScene->mMaterials[0] = new aiMaterial();
pScene->mMaterials[1] = new aiMaterial();
pScene->mLights = new aiLight*[pScene->mNumLights = 2];
pScene->mLights[0] = new aiLight();
pScene->mLights[1] = new aiLight();
pScene->mCameras = new aiCamera*[pScene->mNumCameras = 2];
pScene->mCameras[0] = new aiCamera();
pScene->mCameras[1] = new aiCamera();
// COMPILE TEST: aiMaterial may no add any extra members,
// so we don't need a virtual destructor
char check[sizeof(aiMaterial) == sizeof(aiMaterial) ? 10 : -1];
check[0] = 0;
}
// ------------------------------------------------------------------------------------------------
void RemoveVCProcessTest::TearDown()
{
delete pScene;
delete piProcess;
}
// ------------------------------------------------------------------------------------------------
TEST_F(RemoveVCProcessTest, testMeshRemove)
{
piProcess->SetDeleteFlags(aiComponent_MESHES);
piProcess->Execute(pScene);
EXPECT_TRUE(NULL == pScene->mMeshes);
EXPECT_EQ(0U, pScene->mNumMeshes);
EXPECT_TRUE(pScene->mFlags == AI_SCENE_FLAGS_INCOMPLETE);
}
// ------------------------------------------------------------------------------------------------
TEST_F(RemoveVCProcessTest, testAnimRemove)
{
piProcess->SetDeleteFlags(aiComponent_ANIMATIONS);
piProcess->Execute(pScene);
EXPECT_TRUE(NULL == pScene->mAnimations);
EXPECT_EQ(0U, pScene->mNumAnimations);
EXPECT_EQ(0U, pScene->mFlags);
}
// ------------------------------------------------------------------------------------------------
TEST_F(RemoveVCProcessTest, testMaterialRemove)
{
piProcess->SetDeleteFlags(aiComponent_MATERIALS);
piProcess->Execute(pScene);
// there should be one default material now ...
EXPECT_TRUE(1 == pScene->mNumMaterials &&
pScene->mMeshes[0]->mMaterialIndex == 0 &&
pScene->mMeshes[1]->mMaterialIndex == 0);
EXPECT_EQ(0U, pScene->mFlags);
}
// ------------------------------------------------------------------------------------------------
TEST_F(RemoveVCProcessTest, testTextureRemove)
{
piProcess->SetDeleteFlags(aiComponent_TEXTURES);
piProcess->Execute(pScene);
EXPECT_TRUE(NULL == pScene->mTextures);
EXPECT_EQ(0U, pScene->mNumTextures);
EXPECT_EQ(0U, pScene->mFlags);
}
// ------------------------------------------------------------------------------------------------
TEST_F(RemoveVCProcessTest, testCameraRemove)
{
piProcess->SetDeleteFlags(aiComponent_CAMERAS);
piProcess->Execute(pScene);
EXPECT_TRUE(NULL == pScene->mCameras);
EXPECT_EQ(0U, pScene->mNumCameras);
EXPECT_EQ(0U, pScene->mFlags);
}
// ------------------------------------------------------------------------------------------------
TEST_F(RemoveVCProcessTest, testLightRemove)
{
piProcess->SetDeleteFlags(aiComponent_LIGHTS);
piProcess->Execute(pScene);
EXPECT_TRUE(NULL == pScene->mLights);
EXPECT_EQ(0U, pScene->mNumLights);
EXPECT_EQ(0U, pScene->mFlags);
}
// ------------------------------------------------------------------------------------------------
TEST_F(RemoveVCProcessTest, testMeshComponentsRemoveA)
{
piProcess->SetDeleteFlags(aiComponent_TEXCOORDSn(1) | aiComponent_TEXCOORDSn(2) | aiComponent_TEXCOORDSn(3));
piProcess->Execute(pScene);
EXPECT_TRUE(pScene->mMeshes[0]->mTextureCoords[0] &&
!pScene->mMeshes[0]->mTextureCoords[1] &&
!pScene->mMeshes[0]->mTextureCoords[2] &&
!pScene->mMeshes[0]->mTextureCoords[3]);
EXPECT_EQ(0U, pScene->mFlags);
}
// ------------------------------------------------------------------------------------------------
TEST_F(RemoveVCProcessTest, testMeshComponentsRemoveB)
{
piProcess->SetDeleteFlags(aiComponent_TEXCOORDSn(1) | aiComponent_NORMALS);
piProcess->Execute(pScene);
EXPECT_TRUE(pScene->mMeshes[0]->mTextureCoords[0] &&
pScene->mMeshes[0]->mTextureCoords[1] &&
pScene->mMeshes[0]->mTextureCoords[2] && // shift forward ...
!pScene->mMeshes[0]->mTextureCoords[3] &&
!pScene->mMeshes[0]->mNormals);
EXPECT_EQ(0U, pScene->mFlags);
}
// ------------------------------------------------------------------------------------------------
TEST_F(RemoveVCProcessTest, testRemoveEverything)
{
piProcess->SetDeleteFlags(aiComponent_LIGHTS | aiComponent_ANIMATIONS |
aiComponent_MATERIALS | aiComponent_MESHES | aiComponent_CAMERAS | aiComponent_TEXTURES);
piProcess->Execute(pScene);
EXPECT_EQ(0U, pScene->mNumAnimations);
EXPECT_EQ(0U, pScene->mNumCameras);
EXPECT_EQ(0U, pScene->mNumLights);
EXPECT_EQ(0U, pScene->mNumMeshes);
EXPECT_EQ(0U, pScene->mNumTextures);
// Only the default material should remain.
EXPECT_EQ(1U, pScene->mNumMaterials);
}