128 lines
3.9 KiB
C++
128 lines
3.9 KiB
C++
#include "UnitTestPCH.h"
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#include <assimp/scene.h>
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#include <SplitLargeMeshes.h>
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using namespace std;
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using namespace Assimp;
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class SplitLargeMeshesTest : public ::testing::Test
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{
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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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SplitLargeMeshesProcess_Triangle* piProcessTriangle;
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SplitLargeMeshesProcess_Vertex* piProcessVertex;
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aiMesh* pcMesh1;
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aiMesh* pcMesh2;
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};
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// ------------------------------------------------------------------------------------------------
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void SplitLargeMeshesTest::SetUp()
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{
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// construct the processes
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this->piProcessTriangle = new SplitLargeMeshesProcess_Triangle();
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this->piProcessVertex = new SplitLargeMeshesProcess_Vertex();
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this->piProcessTriangle->SetLimit(1000);
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this->piProcessVertex->SetLimit(1000);
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this->pcMesh1 = new aiMesh();
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pcMesh1->mNumVertices = 2100; // quersumme: 3
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pcMesh1->mVertices = new aiVector3D[pcMesh1->mNumVertices];
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pcMesh1->mNormals = new aiVector3D[pcMesh1->mNumVertices];
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pcMesh1->mNumFaces = pcMesh1->mNumVertices / 3;
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pcMesh1->mFaces = new aiFace[pcMesh1->mNumFaces];
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unsigned int qq = 0;
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for (unsigned int i = 0; i < pcMesh1->mNumFaces;++i)
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{
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aiFace& face = pcMesh1->mFaces[i];
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face.mNumIndices = 3;
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face.mIndices = new unsigned int[3];
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face.mIndices[0] = qq++;
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face.mIndices[1] = qq++;
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face.mIndices[2] = qq++;
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}
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// generate many, many faces with randomized indices for
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// the second mesh
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this->pcMesh2 = new aiMesh();
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pcMesh2->mNumVertices = 3000;
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pcMesh2->mVertices = new aiVector3D[pcMesh2->mNumVertices];
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pcMesh2->mNormals = new aiVector3D[pcMesh2->mNumVertices];
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pcMesh2->mNumFaces = 10000;
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pcMesh2->mFaces = new aiFace[pcMesh2->mNumFaces];
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for (unsigned int i = 0; i < pcMesh2->mNumFaces;++i)
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{
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aiFace& face = pcMesh2->mFaces[i];
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face.mNumIndices = 3;
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face.mIndices = new unsigned int[3];
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face.mIndices[0] = (unsigned int)((rand() / (float)RAND_MAX) * pcMesh2->mNumVertices);
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face.mIndices[1] = (unsigned int)((rand() / (float)RAND_MAX) * pcMesh2->mNumVertices);
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face.mIndices[2] = (unsigned int)((rand() / (float)RAND_MAX) * pcMesh2->mNumVertices);
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}
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}
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// ------------------------------------------------------------------------------------------------
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void SplitLargeMeshesTest::TearDown()
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{
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delete this->piProcessTriangle;
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delete this->piProcessVertex;
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}
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// ------------------------------------------------------------------------------------------------
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TEST_F(SplitLargeMeshesTest, testVertexSplit)
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{
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std::vector< std::pair<aiMesh*, unsigned int> > avOut;
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int iOldFaceNum = (int)pcMesh1->mNumFaces;
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piProcessVertex->SplitMesh(0,pcMesh1,avOut);
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for (std::vector< std::pair<aiMesh*, unsigned int> >::const_iterator
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iter = avOut.begin(), end = avOut.end();
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iter != end; ++iter)
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{
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aiMesh* mesh = (*iter).first;
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EXPECT_LT(mesh->mNumVertices, 1000U);
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EXPECT_TRUE(NULL != mesh->mNormals);
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EXPECT_TRUE(NULL != mesh->mVertices);
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iOldFaceNum -= mesh->mNumFaces;
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delete mesh;
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}
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EXPECT_EQ(0, iOldFaceNum);
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}
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// ------------------------------------------------------------------------------------------------
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TEST_F(SplitLargeMeshesTest, testTriangleSplit)
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{
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std::vector< std::pair<aiMesh*, unsigned int> > avOut;
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// the number of faces shouldn't change
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int iOldFaceNum = (int)pcMesh2->mNumFaces;
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piProcessTriangle->SplitMesh(0,pcMesh2,avOut);
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for (std::vector< std::pair<aiMesh*, unsigned int> >::const_iterator
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iter = avOut.begin(), end = avOut.end();
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iter != end; ++iter)
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{
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aiMesh* mesh = (*iter).first;
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EXPECT_LT(mesh->mNumFaces, 1000U);
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EXPECT_TRUE(NULL != mesh->mNormals);
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EXPECT_TRUE(NULL != mesh->mVertices);
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iOldFaceNum -= mesh->mNumFaces;
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delete mesh;
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}
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EXPECT_EQ(0, iOldFaceNum);
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}
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