assimp/test/unit/utScenePreprocessor.cpp

138 lines
4.5 KiB
C++

#include "UnitTestPCH.h"
#include "utScenePreprocessor.h"
CPPUNIT_TEST_SUITE_REGISTRATION (ScenePreprocessorTest);
// ------------------------------------------------------------------------------------------------
void ScenePreprocessorTest::setUp (void)
{
// setup a dummy scene with a single node
scene = new aiScene();
scene->mRootNode = new aiNode();
scene->mRootNode->mName.Set("<test>");
// add some translation
scene->mRootNode->mTransformation.a4 = 1.f;
scene->mRootNode->mTransformation.b4 = 2.f;
scene->mRootNode->mTransformation.c4 = 3.f;
// and allocate a ScenePreprocessor to operate on the scene
pp = new ScenePreprocessor(scene);
}
// ------------------------------------------------------------------------------------------------
void ScenePreprocessorTest::tearDown (void)
{
delete pp;
delete scene;
}
// ------------------------------------------------------------------------------------------------
// Check whether ProcessMesh() returns flag for a mesh that consist of primitives with num indices
void ScenePreprocessorTest::CheckIfOnly(aiMesh* p,unsigned int num, unsigned int flag)
{
// Triangles only
for (unsigned i = 0; i < p->mNumFaces;++i) {
p->mFaces[i].mNumIndices = num;
}
pp->ProcessMesh(p);
CPPUNIT_ASSERT(p->mPrimitiveTypes == flag);
p->mPrimitiveTypes = 0;
}
// ------------------------------------------------------------------------------------------------
// Check whether a mesh is preprocessed correctly. Case 1: The mesh needs preprocessing
void ScenePreprocessorTest::testMeshPreprocessingPos (void)
{
aiMesh* p = new aiMesh();
p->mNumFaces = 100;
p->mFaces = new aiFace[p->mNumFaces];
p->mTextureCoords[0] = new aiVector3D[10];
p->mNumUVComponents[0] = 0;
p->mNumUVComponents[1] = 0;
CheckIfOnly(p,1,aiPrimitiveType_POINT);
CheckIfOnly(p,2,aiPrimitiveType_LINE);
CheckIfOnly(p,3,aiPrimitiveType_TRIANGLE);
CheckIfOnly(p,4,aiPrimitiveType_POLYGON);
CheckIfOnly(p,1249,aiPrimitiveType_POLYGON);
// Polygons and triangles mixed
unsigned i;
for (i = 0; i < p->mNumFaces/2;++i) {
p->mFaces[i].mNumIndices = 3;
}
for (; i < p->mNumFaces-p->mNumFaces/4;++i) {
p->mFaces[i].mNumIndices = 4;
}
for (; i < p->mNumFaces;++i) {
p->mFaces[i].mNumIndices = 10;
}
pp->ProcessMesh(p);
CPPUNIT_ASSERT(p->mPrimitiveTypes == (aiPrimitiveType_TRIANGLE|aiPrimitiveType_POLYGON));
CPPUNIT_ASSERT(p->mNumUVComponents[0] == 2);
CPPUNIT_ASSERT(p->mNumUVComponents[1] == 0);
delete p;
}
// ------------------------------------------------------------------------------------------------
// Check whether a mesh is preprocessed correctly. Case 1: The mesh doesn't need preprocessing
void ScenePreprocessorTest::testMeshPreprocessingNeg (void)
{
aiMesh* p = new aiMesh();
p->mPrimitiveTypes = aiPrimitiveType_TRIANGLE|aiPrimitiveType_POLYGON;
pp->ProcessMesh(p);
// should be unmodified
CPPUNIT_ASSERT(p->mPrimitiveTypes == (aiPrimitiveType_TRIANGLE|aiPrimitiveType_POLYGON));
delete p;
}
// ------------------------------------------------------------------------------------------------
// Make a dummy animation with a single channel, '<test>'
aiAnimation* MakeDummyAnimation()
{
aiAnimation* p = new aiAnimation();
p->mNumChannels = 1;
p->mChannels = new aiNodeAnim*[1];
aiNodeAnim* anim = p->mChannels[0] = new aiNodeAnim();
anim->mNodeName.Set("<test>");
return p;
}
// ------------------------------------------------------------------------------------------------
// Check whether an anim is preprocessed correctly. Case 1: The anim needs preprocessing
void ScenePreprocessorTest::testAnimationPreprocessingPos (void)
{
aiAnimation* p = MakeDummyAnimation();
aiNodeAnim* anim = p->mChannels[0];
// we don't set the animation duration, but generate scaling channels
anim->mNumScalingKeys = 10;
anim->mScalingKeys = new aiVectorKey[10];
for (unsigned int i = 0; i < 10;++i) {
anim->mScalingKeys[i].mTime = i;
anim->mScalingKeys[i].mValue = aiVector3D((float)i);
}
pp->ProcessAnimation(p);
// we should now have a proper duration
CPPUNIT_ASSERT_DOUBLES_EQUAL(p->mDuration,9.,0.005);
// ... one scaling key
CPPUNIT_ASSERT(anim->mNumPositionKeys == 1 &&
anim->mPositionKeys &&
anim->mPositionKeys[0].mTime == 0.0 &&
anim->mPositionKeys[0].mValue == aiVector3D(1.f,2.f,3.f));
// ... and one rotation key
CPPUNIT_ASSERT(anim->mNumRotationKeys == 1 && anim->mRotationKeys &&
anim->mRotationKeys[0].mTime == 0.0);
delete p;
}