139 lines
4.7 KiB
C++
139 lines
4.7 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) 2006-2020, 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 "PostProcessing/LimitBoneWeightsProcess.h"
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using namespace std;
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using namespace Assimp;
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class LimitBoneWeightsTest : public ::testing::Test {
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public:
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LimitBoneWeightsTest()
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: Test()
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, mProcess(nullptr)
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, mMesh(nullptr) {
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// empty
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}
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protected:
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virtual void SetUp();
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virtual void TearDown();
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protected:
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LimitBoneWeightsProcess *mProcess;
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aiMesh *mMesh;
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};
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// ------------------------------------------------------------------------------------------------
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void LimitBoneWeightsTest::SetUp() {
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// construct the process
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this->mProcess = new LimitBoneWeightsProcess();
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// now need to create a nice mesh for testing purposes
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this->mMesh = new aiMesh();
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mMesh->mNumVertices = 500;
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mMesh->mVertices = new aiVector3D[500]; // uninit.
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mMesh->mNumBones = 30;
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mMesh->mBones = new aiBone*[30];
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unsigned int iCur = 0;
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for (unsigned int i = 0; i < 30;++i) {
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aiBone* pc = mMesh->mBones[i] = new aiBone();
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pc->mNumWeights = 250;
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pc->mWeights = new aiVertexWeight[pc->mNumWeights];
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for (unsigned int qq = 0; qq < pc->mNumWeights;++qq) {
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aiVertexWeight& v = pc->mWeights[qq];
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v.mVertexId = iCur++;
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if (500 == iCur) {
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iCur = 0;
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}
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v.mWeight = 1.0f / 15; // each vertex should occur once in two bones
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}
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}
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}
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// ------------------------------------------------------------------------------------------------
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void LimitBoneWeightsTest::TearDown() {
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delete mMesh;
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delete mProcess;
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}
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// ------------------------------------------------------------------------------------------------
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TEST_F(LimitBoneWeightsTest, testProcess) {
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// execute the step on the given data
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mProcess->ProcessMesh(mMesh);
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// check whether everything is ok ...
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typedef std::vector<LimitBoneWeightsProcess::Weight> VertexWeightList;
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VertexWeightList* asWeights = new VertexWeightList[mMesh->mNumVertices];
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for (unsigned int i = 0; i < mMesh->mNumVertices; ++i) {
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asWeights[i].reserve(4);
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}
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// sort back as per-vertex lists
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for (unsigned int i = 0; i < mMesh->mNumBones;++i) {
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aiBone& pcBone = **(mMesh->mBones+i);
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for (unsigned int q = 0; q < pcBone.mNumWeights;++q) {
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aiVertexWeight weight = pcBone.mWeights[q];
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asWeights[weight.mVertexId].push_back(LimitBoneWeightsProcess::Weight (i,weight.mWeight));
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}
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}
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// now validate the size of the lists and check whether all weights sum to 1.0f
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for (unsigned int i = 0; i < mMesh->mNumVertices;++i) {
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EXPECT_LE(asWeights[i].size(), 4U);
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float fSum = 0.0f;
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for (VertexWeightList::const_iterator iter = asWeights[i].begin(); iter != asWeights[i].end();++iter) {
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fSum += (*iter).mWeight;
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}
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EXPECT_GE(fSum, 0.95F);
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EXPECT_LE(fSum, 1.04F);
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}
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// delete allocated storage
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delete[] asWeights;
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// everything seems to be OK
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}
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